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Journal articles on the topic 'Online and mobile'

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1

Mulyani, Ulfa, and Wahidah Fitriani. "Emosi Remaja Kecanduan Game Online Mobile Legends." JCOSE Jurnal Bimbingan dan Konseling 5, no. 1 (2022): 29–35. http://dx.doi.org/10.24905/jcose.v5i1.114.

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Emosi remaja yang tidak dapat terkendalikan ketika bermain game online mobile legends yang menimbulkan reaksi berlebihan terhadap yang ada di sekitarnya, untuk itu tujuan penelitian dilakukan adalah agar mengetahui gambaran emosi remaja yang berdampak dari kecanduan game online mobile legends serta mengetahui faktor dari penyebab kecanduan game online mobile legends. Metode penelitian yang dilakukan adalah penelitian kualitatif deskriptif dengan teknik pengumpulan data melalui observasi, wawancara dan dokumentasi. Subjek penelitian ini adalah remaja yang berusia 13 tahun sampai dengan 17 tahun yang berjumlah 10 orang subjek remaja dengan pemain aktif game online mobille legend di kecamatan Mandau, Duri, Riau. Data dianalisis secara deskriptif. Pelaksaan penelitian ini dimulai dari perancangan penelitian, pengumupulan data, analisis data dan memverifikasikan data yang ditemukan. Hasil penelitian terdapat dari emosi remaja yang kecanduan game online mobille legends yang mana adanya emosi yang tidak stabil, berkata kasar, emosi yang meledak-ledak, berkelahi, tidak bisa berkomunikasi dengan baik, memukul benda di sekitar, melakukan kekerasan, mengeluarkan suara keras kepada orang sekitar, berlebihan dalam bersikap serta kesal mengalami kekalahan. Faktor yang mempengaruhi kecanduan game online mobile legends yang disebabkan oleh faktor internal remaja dengan memiliki keinginan untuk bermain terus menerus dan faktor eksternal dari lingkungan remaja yang mempengaruhi remaja untuk kecanduan game online mobile legends. Disimpulkan bahwa emosi remaja yang kecanduan game online mobile legends emosi yang tidak karuan, tidak bisa mengendalikan emosi dan mengeluarkan kalimat kasar.
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Sha, Nadia, and Shariq Mohammad. "Virtual banking and online business." Banks and Bank Systems 12, no. 1 (2017): 75–81. http://dx.doi.org/10.21511/bbs.12(1).2017.09.

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Banks play a crucial role in promoting online businesses. Even though e-shoppers have the option of cash-on-delivery, which seems to be secure and trustworthy, still there is an urge for the e-payment schemes, which can only be provided through banks. Banks act as strong and trustworthy intermediaries in the online transactions and they provide a bold opening in the online business. At present, banks have e-payment systems like Internet banking, electronic fund transfers (NEFT/RTGS), plastic money (credit card & debit card) and mobile banking. These systems provide payment to online transactions like online purchases of products, mobile recharges, hotel booking, ticket booking, etc. by considering all types of security measures. For the real working of these e-services, the need of apt infrastructures is an inevitable feature. This paper examines the efficient utilization of mobile banking by the bank customers who have all the infrastructures for availing the same. The results showed that the majority of the sample customers selected for the study owned a mobile but only few of them use a mobile as their mode of access to banks. They also revealed that the people were comparatively well aware of mobile banking, but its usage level was very low. The mostly used e-settlement with mobile banking was for mobile top-up by urban area customers and rural area customers and there was no significant difference between the urban area and rural area customers regarding the utilization of mobile banking. Keywords: virtual banking, mobile banking, online business, inter-bank mobile payment system (IMPS). JEL Classification: L86, L81
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Vetter, Ron. "Print, Mobile, and Online." Computer 44, no. 1 (2011): 9–11. http://dx.doi.org/10.1109/mc.2011.23.

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S, Anagha, and Anupama Sundar D. "Factors Influencing Player Loyalty in Online Mobile Games." International Journal of Science and Research (IJSR) 11, no. 6 (2022): 1720–28. http://dx.doi.org/10.21275/sr22315104738.

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Awerbuch, Baruch, and David Peleg. "Online tracking of mobile users." Journal of the ACM 42, no. 5 (1995): 1021–58. http://dx.doi.org/10.1145/210118.210132.

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Ricky, Michael Yoseph. "Aplikasi Online Mobile Repository System." ComTech: Computer, Mathematics and Engineering Applications 2, no. 2 (2011): 798. http://dx.doi.org/10.21512/comtech.v2i2.2829.

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In order to support the decision making process effectively and efficiently, a lot of companies invest in information technology for data management and storage. The information technology is emphasized in data storage of daily transactions in large numbers in a medium, so that data can be easily processed. Online Mobile Repository System is a system that uses a temporary storage system which is practical and can be accessed online. Thus, the system simplifies data access and organization anywhere and anytime. The design of this system uses the methods of literature review, interviews, field studies, and combined design studies. The research results in a data storage system which is organized, safe and structured to support the meeting process.
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Pläsken, Cornelia. "Mobiler Internetzugang und mobile Internetnutzung europäischer Heranwachsender." merz | medien + erziehung 58, no. 1 (2014): 3–4. https://doi.org/10.21240/merz/2014.1.3.

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Das Projekt Net Children Go Mobile wurde vom Safer Internet Programme gesponsert. Die Intention des Projekts ist es, mithilfe von quantitativen und qualitativen Methoden herauszufinden, wie durch die Bedingungen des Internetzugangs und der -nutzung – bezüglich des mobilen Internets und den mobilen konvergenten Medien – mehr oder weniger neue Risiken für die Onlinesicherheit von Kindern entstehen. Die aktuellen Ergebnisse sind der erste Teil einer Studienreihe, die 2013 und 2014 durchgeführt wird. Teilnehmende Länder sind Dänemark, Italien, Rumänien, Großbritannien, Irland und Portugal. Die Stichprobe besteht aus 2.000 Kindern und Jugendlichen im Alter von neun bis 16 Jahren. Die Ergebnisse zeigen, dass 64 Prozent der Jugendlichen das Internet täglich von ihrem eigenen Zimmer aus nutzen. 58 Prozent gehen von anderen Räumen zu Hause aus online. Insgesamt betrachtet nutzen 38 Prozent kein Internet in der Schule. Wird dabei die Länderebene betrachtet, beträgt diese Zahl bei italienischen Heranwachsenden 73 Prozent. In Dänemark besitzen 84 Prozent, in Rumänien lediglich 26 Prozent ein eigenes Smartphone. 81 Prozent der dänischen Kinder und Jugendlichenbesitzen einen social network account. In Großbritannien sind es hingegen nur 58 Prozent. Der ausführliche Ergebnisbericht kann online kostenlos abgerufen werden. www.netchildrengomobile.eu
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Pramesty, Brigietta Irna. "Diskriminasi pada Pemain Game Online Perempuan." Jurnal Audience 4, no. 02 (2021): 234–48. http://dx.doi.org/10.33633/ja.v4i2.4498.

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Abstract Advances in technology have also developed entertainment facilities that are served to the community. One of the available entertainment facilities is mobile games or mobile games. Mobile games have considerable appeal for people of all ages and genders. This study analyzes the discrimination of female “Mobile Legends: Bang Bang” game players in the interaction of online game players Mobile Legend: Bang Bang. Research on gender discrimination focuses more on issues of work and gender roles in the cultural structure of society but still rarely researches leisure activities. For this reason, the study aims to determine the discrimination experienced by female players in Mobile Legends: Bang Bang and the forms of verbal discrimination spoken by the players during the game. This research was conducted using the phenomenological method to explore the experiences of the female players. The adventures of female players are used to understand the phenomena that lead to discrimination. The results of this study show that female players have experienced discrimination from male players. Discriminatory words and sentences indirectly degrade the degree and dignity of female players because they accuse female players of being prostitutes, being equated with animals, and mentioning that the Mobile Legend game is not a place for women. This research shows that gender discrimination occurs in the employment sector and in the entertainment sector, one of which is online games.Keywords: discrimination; interactive games; mobile games; Mobile Legends; woman players. Abstrak Kemajuan teknologi turut mengembangkan sarana hiburan yang disuguhkan untuk masyarakat. Salah satu sarana hiburan yang tersedia adalah permainan seluler atau mobile games. Mobile games memiliki daya tarik yang cukup besar bagi masyarakat dari berbagai kalangan usia maupun gender. Penelitian ini menganalisis diskriminasi pada pemain game “Mobile Legends: Bang Bang” perempuan pada interaksi pemain game online Mobile Legend:Bang Bang. Penelitian tentang diskriminasi gender lebih banyak berpusat pada persoalan pekerjaan dan peran gender dalam struktur budaya masyarakat, tetapi masih jarang meneliti pada kegiatan hiburan (leisure). Untuk itu, penelitian bertujuan untuk mengetahui diskriminasi yang dialami oleh pemain perempuan Mobile Legends: Bang Bang dan bentuk-bentuk diskriminasi verbal yang diucapkan oleh para pemain selama permainan berlangsung. Penelitian ini dilakukan dengan menggunakan metode fenomenologi untuk menggali pengalaman dari para pemain perempuan. Pengalaman dari pemain perempuan digunakan untuk memahami fenomena yang mengarah pada diskriminasi. Hasil penelitian ini memperlihatkan bahwa pemain perempuan pernah mengalami diskriminasi dari pemain laki-laki. Kata-kata dan kalimat diskriminatif dikemukakan dengam menyebut pemain perempuan sebagai pelacur, disamakan dengan binatang, dan menyebutkan bahwa permainan Mobile Legend bukan tempat bagi perempuan. Melalui penelitian ini, menunjukkan bahwa diskriminasi gender terjadi tidak hanya pada sektor pekerjaan, tetapi juga pada sektor hiburan, salah satunya pada permainan daring. Kata Kunci: diskriminasi; Mobile Legends; permainan interaktif; pemain perempuan.
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Pramesty, Brigietta Irna. "Diskriminasi pada Pemain Game Online Perempuan." Jurnal Audience 4, no. 02 (2021): 234–48. http://dx.doi.org/10.33633/ja.v4i2.4498.

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Abstract Advances in technology have also developed entertainment facilities that are served to the community. One of the available entertainment facilities is mobile games or mobile games. Mobile games have considerable appeal for people of all ages and genders. This study analyzes the discrimination of female “Mobile Legends: Bang Bang” game players in the interaction of online game players Mobile Legend: Bang Bang. Research on gender discrimination focuses more on issues of work and gender roles in the cultural structure of society but still rarely researches leisure activities. For this reason, the study aims to determine the discrimination experienced by female players in Mobile Legends: Bang Bang and the forms of verbal discrimination spoken by the players during the game. This research was conducted using the phenomenological method to explore the experiences of the female players. The adventures of female players are used to understand the phenomena that lead to discrimination. The results of this study show that female players have experienced discrimination from male players. Discriminatory words and sentences indirectly degrade the degree and dignity of female players because they accuse female players of being prostitutes, being equated with animals, and mentioning that the Mobile Legend game is not a place for women. This research shows that gender discrimination occurs in the employment sector and in the entertainment sector, one of which is online games.Keywords: discrimination; interactive games; mobile games; Mobile Legends; woman players. Abstrak Kemajuan teknologi turut mengembangkan sarana hiburan yang disuguhkan untuk masyarakat. Salah satu sarana hiburan yang tersedia adalah permainan seluler atau mobile games. Mobile games memiliki daya tarik yang cukup besar bagi masyarakat dari berbagai kalangan usia maupun gender. Penelitian ini menganalisis diskriminasi pada pemain game “Mobile Legends: Bang Bang” perempuan pada interaksi pemain game online Mobile Legend:Bang Bang. Penelitian tentang diskriminasi gender lebih banyak berpusat pada persoalan pekerjaan dan peran gender dalam struktur budaya masyarakat, tetapi masih jarang meneliti pada kegiatan hiburan (leisure). Untuk itu, penelitian bertujuan untuk mengetahui diskriminasi yang dialami oleh pemain perempuan Mobile Legends: Bang Bang dan bentuk-bentuk diskriminasi verbal yang diucapkan oleh para pemain selama permainan berlangsung. Penelitian ini dilakukan dengan menggunakan metode fenomenologi untuk menggali pengalaman dari para pemain perempuan. Pengalaman dari pemain perempuan digunakan untuk memahami fenomena yang mengarah pada diskriminasi. Hasil penelitian ini memperlihatkan bahwa pemain perempuan pernah mengalami diskriminasi dari pemain laki-laki. Kata-kata dan kalimat diskriminatif dikemukakan dengam menyebut pemain perempuan sebagai pelacur, disamakan dengan binatang, dan menyebutkan bahwa permainan Mobile Legend bukan tempat bagi perempuan. Melalui penelitian ini, menunjukkan bahwa diskriminasi gender terjadi tidak hanya pada sektor pekerjaan, tetapi juga pada sektor hiburan, salah satunya pada permainan daring. Kata Kunci: diskriminasi; Mobile Legends; permainan interaktif; pemain perempuan.
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Putri, Riska Cahaya Snindya, Budiyono Budiyono, and Wawan Kokotiasa. "Dampak Game Online Mobile Legends terhadap Perilaku Remaja." Antropocene : Jurnal Penelitian Ilmu Humaniora 1, no. 1 (2021): 1–7. http://dx.doi.org/10.56393/antropocene.v1i1.16.

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Game online mobile legends merupakan permainan yang terhubung melalui jaringan internet dan dimainkan secara individu atau kelompok. Game online mobile legends berdampak bagi para remaja yang dapat mengubah perilaku remaja pemain game online mobile legends. Penelitian ini berfokus pada ketertarikan remaja yang bermain game online mobile legends dan dampak dari game online mobile legends terhadap perilaku remaja yang ada di Kelurahan Manguharjo Kecamatan Manguharjo Kota Madiun. Tujuan penelitian ini untuk menganalisis dan mendeskripsikan mengenai ketertarikan remaja yang bermain game online mobile legends dan dampak dari game online mobile legends terhadap perilaku remaja yang ada di Kelurahan Manguharjo Kecamatan Manguharjo Kota Madiun. Jenis penelitian ini adalah deskriptif dengan menggunakan pendekatan kualitatif. Penelitian dilakukan di Kelurahan Manguharjo Kecamatan Manguharjo Kota Madiun dengan teknik pengumpulan data melalui observasi, wawancara, dan dokumentasi. Hasil penelitian ini menunjukkan bahwa dampak game online mobile legends sangat berpengaruh terhadap perilaku remaja yang memainkannya dan lingkungan di sekitarnya. Peran orangtua sangat penting untuk mengantisipasi perilaku buruk remaja yang diakibatkan oleh game online mobile legends.
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Liao, Shu-hsien, and Wei-Lun Chiu. "Investigating the Behaviors of Mobile Games and Online Streaming Users for Online Marketing Recommendations." International Journal of Online Marketing 11, no. 1 (2021): 39–61. http://dx.doi.org/10.4018/ijom.2021010103.

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Mobile games have become online leisure and communication activities, so in recent years, different generation players have gradually become more involved in mobile games and the market has grown. Online streaming refers to entertainment and communicate in the form of a real-time broadcast on the internet, such as mobile gaming apps which create a one-stop game audio-visual interactive online marketing and social media/network platforms. Using a market survey on Taiwan players, a total of 1,020 questionnaires data are incorporated into a relational database. Big data analytics, including cluster analysis and association rules, are used to determine game players' profiles and their preference patterns and rules. Using cluster analysis, the authors divide Taiwan mobile game players into three clusters and then find each group's profiles. In addition, this study develops a rule-based recommendation approach, association rules, for investigating mobile games players' online streaming and purchasing behaviors in terms of online marketing recommendations.
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Yakub Buruja Karim, Maura Novandi, Aldin Ramadhani, and Jihad Lukis Panjawa. "Faktor Pendorong Mahasiswa Bermain Game Online Mobile." Bandung Conference Series: Journalism 3, no. 3 (2023): 388–96. http://dx.doi.org/10.29313/bcsj.v3i3.9652.

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Abstract. Evidence of the rapid development of technology is the widespread use of the internet, one of which is mobile online games. Mobile online games are not only used for gaming purposes, but also for business and profession. The purpose of this research is to analyze the driving factors for student goals in playing mobile online games for entertainment or business and professional purposes. Based on the research, the results obtained in the form of variable effort expectancy, social influence, and habit have no significant effect on business and profession as the goal of students playing online mobile games. The government is expected to create a program that accommodates students who make online mobile games a business or profession.
 Abstrak. Bukti pesatnya perkembangan teknologi adalah meratanya penggunaan internet, salah satunya game online mobile. Game online mobile tidak hanya digunakan untuk keperluan bermain game saja, melainkan juga untuk bisnis dan profesi. Tujuan adanya penelitian ini adalah untuk menganalisis faktor pendorong tujuan mahasiswa bermain game online mobile untuk keperluan hiburan atau bisnis dan profesi. Berdasarkan penelitian didapatkan hasil berupa variable effort expectancy, social influence, dan habit tidak berpengaruh signifikan terhadap bisnis dan profesi sebagai tujuan mahasiswa bermain game online mobile. Pemerintah diharapkan dapat membuat suatu program yang mewadahi mahasiswa yang menjadikan game online mobile sebagai bisnis atau profesi.
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Suci Afiani, Asri, Irfan Zinat Achmad, Resty Gustiawati, and Dhika Bayu Mahardhika. "Pengaruh Game Online Mobile Legend Terhadap Kesehatan Mental Peserta Didik." Jurnal Porkes 5, no. 2 (2022): 391–405. http://dx.doi.org/10.29408/porkes.v5i2.6110.

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The motivation behind this research is to examine how much influence the online mobile legend game has on the mental health of students at SMPN 1 Kota Baru. This study uses a quantitative methodology with ex-post facto research techniques. This research was conducted at SMPN 1 Kota Baru on May 20 to June 6 2022. The population was all Grade VIII students at SMPN 1 Kota Baru, totaling 427 people. The population in this study was taken using the snowball sampling method, consisting of 30 individuals consisting of 21 men and 9 women. The instrument uses a mobile legend online game questionnaire and a mental health questionnaire. The examination method used in this exploration is a linear regression equation. The consequences of this study show the extent to which sig. <0.05 and a guarantee coefficient of 0.000 which indicates that the effect of playing mobile legend online games on the mental health of students at SMPN 1 Kota Baru is 90.8% while 9.2% is influenced by different variables. The conditions set are = 4,923 + 1,000 X, so that the mental health of students will decrease as the strength of playing online mobile legend games increases by 1,000.
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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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Slack, Frances, and Jennifer Rowley. "Online kiosks: the alternative to mobile technologies for mobile users." Internet Research 12, no. 3 (2002): 248–57. http://dx.doi.org/10.1108/10662240210430928.

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Tantoni, Ahmad, Mohammad Taufan Asri Zaen, and Khairul Imtihan. "ANALISIS KEBUTUHAN KECEPATAN BANDWIDTH GAME ONLINE (Free fire, Mobile Legends, Pubg mobile)." Jurnal Informatika dan Rekayasa Elektronik 2, no. 2 (2019): 81. http://dx.doi.org/10.36595/jire.v2i2.122.

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Online Game users continue to grow from year to year and therefore internet service providers (ISPs) must provide stable and fast internet quality. The Bandwidth requirements of online Games must be supported by internet networks that support the speed and stability of the internet connection. When using online Games sometimes the connection is bad, so it makes a condition called lagging. Then make the online Game avatars do not move or the traffic is stuck. This makes online Game players lose to enemies because, when the online Game avatar is not moving it will be easy for the enemy to shoot dead. Based on this, an analysis of the research needs of online Game Bandwidth speed needs to be done so, that internet service providers (ISPs) can divide how much speed or Bandwidth to the Game needs so, that online Game users feel comfortable, safe without feeling any slow or lagging conditions. This study tested by 3 Games, such as Free fire, Mobile Legends, and Pubg mobile. Each Game uses graphics and image quality which is being tested for 10 minutes. The results of this study shows that all of the three Games requires a stable internet connection for Uploading and Downloading.
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Feldkord, Björn, Till Knollmann, and Friedhelm Meyer auf der Heide. "Online facility location with mobile facilities." Theoretical Computer Science 907 (March 2022): 45–61. http://dx.doi.org/10.1016/j.tcs.2022.01.019.

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Putranto, Agus. "Perancangan Forum Diskusi Mobile Online Learning." ComTech: Computer, Mathematics and Engineering Applications 3, no. 2 (2012): 860. http://dx.doi.org/10.21512/comtech.v3i2.2315.

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The utilization of e-learning can improve effectiveness and flexibility of learning. One important activities e-learning feature is a discussion forum. Communication between educators and students in class will be more effective if combined with communication through a discussion forum. Binus Online Learning is selected as a place of research. Binus Online Learning is a program of Bina Nusantara University that offers online study activities, which most of the students are invited to have self study activities. The aim of this research is to do requirement analysis and then to design a forum discussion called M-learning for Binus Online Learning so that it will be beneficial for the students that they can easily use the faster access. In this research, used are data collection through surveis, and analysis based on are literature study and the current systems, while rich picture and user interface are used for design. The results obtained are some features for the mobile learning discussion forum.
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Napa Sae-Bae and Nasir Memon. "Online Signature Verification on Mobile Devices." IEEE Transactions on Information Forensics and Security 9, no. 6 (2014): 933–47. http://dx.doi.org/10.1109/tifs.2014.2316472.

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Roszczewska, Katarzyna, and Ewa Niewiadomska-Szynkiewicz. "Online Signature Biometrics for Mobile Devices." Sensors 24, no. 11 (2024): 3524. http://dx.doi.org/10.3390/s24113524.

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This paper addresses issues concerning biometric authentication based on handwritten signatures. Our research aimed to check whether a handwritten signature acquired with a mobile device can effectively verify a user’s identity. We present a novel online signature verification method using coordinates of points and pressure values at each point collected with a mobile device. Convolutional neural networks are used for signature verification. In this paper, three neural network models are investigated, i.e., two self-made light SigNet and SigNetExt models and the VGG-16 model commonly used in image processing. The convolutional neural networks aim to determine whether the acquired signature sample matches the class declared by the signer. Thus, the scenario of closed set verification is performed. The effectiveness of our method was tested on signatures acquired with mobile phones. We used the subset of the multimodal database, MobiBits, that was captured using a custom-made application and consists of samples acquired from 53 people of diverse ages. The experimental results on accurate data demonstrate that developed architectures of deep neural networks can be successfully used for online handwritten signature verification. We achieved an equal error rate (EER) of 0.63% for random forgeries and 6.66% for skilled forgeries.
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Xu, Tingting, Zhu Xiaoning, Rui Yan, and Jiaqin Yang. "Online Promotion of Mobile Banking Activities." International Journal of Mobile Communications 19, no. 1 (2021): 1. http://dx.doi.org/10.1504/ijmc.2021.10031866.

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Awerbuch, Baruch, and David Peleg. "Concurrent online tracking of mobile users." ACM SIGCOMM Computer Communication Review 21, no. 4 (1991): 221–33. http://dx.doi.org/10.1145/115994.116013.

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Yu, Hui Beom, and Jung Hwan Sung. "Content Characteristics of Mobile-linked Online Games and Linkage Model for MMOPRG-based Mobile Online Games." International Journal of Multimedia and Ubiquitous Engineering 10, no. 5 (2015): 323–30. http://dx.doi.org/10.14257/ijmue.2015.10.5.30.

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Lalitha, V., and J. K. Periasamy. "Mobile based secured student online exam system." International Journal of Engineering & Technology 7, no. 1.7 (2018): 118. http://dx.doi.org/10.14419/ijet.v7i1.7.9588.

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Mobile learning is a technology which uses wireless networks and mobile for learning. It facilitates learners to unite their experiences in learning in a collaborative and shared environment. Due to the widespread adoption and use of handheld devices, the mobile application technologies in enhancing learning activities have attracted noteworthy research interest. A Secure Exam Management System (SEMS) is designed for mobile environment and to simplify the exam management system. The teachers will define a bank of exam questions and link them to his/her subject through an appropriate interface (Subject‘s Question Bank Interface). The students can enter the exam system at the pre-defined date and time through the Exam Enrollment Interface. The students scan the QR code in the electronic device (Mobile/tablet) and then view an exam question in the same interface. Asthe school Wi-Fi network is connected to the students mobile or tablet, turning the network down during exams canavoid malpractice. Multifactor authentication can be adopted for stronger security.
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P, Sivakumar, and Kanaga Sri R. "Pros and Cons of M-Commerce." Shanlax International Journal of Commerce 6, S1 (2018): 133–34. https://doi.org/10.5281/zenodo.1461460.

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Mobile commerce (also known as Mobile e-commerce or m-commerce) is a new trend for online shopping that uses wireless devices such as mobile phones for online transactions including online shopping, bill payments, etc. As the mobile developers are releasing interesting and useful apps every day, the use of mobile phones and tablets is increasing at a rapid pace. This induces mobile users to use their mobile devices for online payments and other transactions. This paper introduces the process of online transactions using mobile phones, its benefits, and counterparts as well as the level of adoption of the m-commerce by the people. At the conclusion, it also explores the future opportunities and the challenges for the m-commerce.
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Bei, Wang, Su Yitong, and Li Zeyu. "The Influence of Loneliness on The Mobile Phone Addiction of Contemporary College Students: The Mediating Role of Online Social Support." Journal of Psychology & Behavior Research 3, no. 1 (2021): p1. http://dx.doi.org/10.22158/jpbr.v3n1p1.

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Objectives: The purpose of this study was to explore the impact of loneliness on the mobile phone addiction, and to investigate the role of the psychological variable of online social support. Methods: 622 college students were surveyed by using the mobile phone addiction index (MPAI) scale, Online Social Support Questionnaire for College Students and the short-form of the UCLA Loneliness Scale. Results: The main effect of online social support and the mobile phone addiction on education level was significant. Loneliness was negatively correlated with online social support and the mobile phone addiction, online social support is positively correlated with the mobile phone addiction. Online social support was a complete mediator between loneliness and the mobile phone addiction.
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Sreeramana, Aithal. "Bometric Authenticated Security Solution to Online Financial Transactions." International Journal of Management, IT and Engineering (IJMIE) 5, no. 7 (2017): 455–64. https://doi.org/10.5281/zenodo.268875.

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The dramatic increase in the use of mobile phones has been closely followed by the increase in mobile fraud. Although eager to use mobile financial services, many subscribers are concerned about the security aspect when carrying out financial transactions over the mobile network. In fact, lack of security is seen as the biggest deterrent to the widespread adoption of mobile financial services. Hence, fraud prevention has become an essential ingredient in the success of online financial transactions. To enhance the security for a financial transaction a biometric authentication system is proposed.
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Oyebola, Olafimihan Cecilia, and Atanda Luqman Ayanlola. "Using Mobile Devices To Support Online Collaborative Learning." Journal of Extension Systems 36, no. 1 (2020): 38–42. http://dx.doi.org/10.48165/jes.2020.36108.

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The paper discusses the effect of mobile learning on students, especially the tablets and smartphones. Theses gadgets have become a research interest of education to encourage and facilitate learning. Mobile devices assist in build closer connection between students and teachers. There are several options of mobile devices such as Ipod, personal digital assistant, smart phone, laptop or tablet PC, MP3 Players, pen drive and so on. Mobile learning involves the use of mobile technology either alone or combination with other information and communication technology (ICT). The benefits of mobile learning expand the reach and quality of education, facilitate personalized learning, power anytime, anywhere learning, provide immediate feedback and assessment, ensure productive use of time spent in classrooms, build new community of students, support selected learning, enhance seamless learning, bridge formal and informal learning, improve communication and administration, maximize cost efficiency and update policies related to mobile learning. It is concluded that the benefits overshadow the challenges. Using mobile devices allow students to extend learning beyond the classroom walls. Students are highly engaged and are able to demonstrate unique and creative way to respond to the use of technology that offers some distinctive affordance to users.
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Helen, N. Perlas, and C. Ea Helmar. "THE LIVED EXPERIENCES OF THE MOBILE GAMERS." International Journal of Social Science and Humanities Research 11, no. 2 (2023): 188–94. https://doi.org/10.5281/zenodo.7924195.

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<strong>Abstract:</strong> For millennials, engaging in games on their mobile devices has evolved into an intriguing leisure activity.&nbsp; With the diversity of online, free apps available, mobile games are a highly helpful learning tool in the educational setting.&nbsp; It is a determinant of how adolescents and young adults develop in their day-to-day lives.&nbsp; The paper will examine the real-world experiences of mobile gamers and draw themes from their narratives.&nbsp; The information was acquired using the method of qualitative research through focus group discussions, interviews, and observation. The five participants in this study met the following requirements: played at least three distinct mobile games and spent a maximum of 10 hours per day playing mobile games. <strong>Keywords</strong><strong>:</strong> mobile gamer, mobile games, online games, virtual reality, gamification, cost of fun, struggles of mobile gamers. <strong>Title:</strong> THE LIVED EXPERIENCES OF THE MOBILE GAMERS <strong>Author:</strong> Helen N. Perlas, Helmar C. Ea <strong>International Journal of Social Science and Humanities Research&nbsp; </strong> <strong>ISSN 2348-3156 (Print), ISSN 2348-3164 (online)</strong> <strong>Vol. 11, Issue 2, April 2023 - June 2023</strong> <strong>Page No: 188-194</strong> <strong>Research Publish Journals</strong> <strong>Website: www.researchpublish.com</strong> <strong>Published Date: 11-May-2023</strong> <strong>DOI: </strong><strong>https://doi.org/10.5281/zenodo.7924195</strong> <strong>Paper Download Link (Source)</strong> <strong>https://www.researchpublish.com/papers/the-lived-experiences-of-the-mobile-gamers</strong>
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Haqi, Muhammad Misbahul. "APLIKASI MARKETPLACE SEMBAKO BERBASIS MOBILE MOBILE-BASED GROWTH MARKETPLACE APPLICATION." Jurnal Digital Teknologi Informasi 2, no. 2 (2019): 99. http://dx.doi.org/10.32502/digital.v2i2.2538.

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Perkembangan teknologi didunia saat ini berkembang begitu cepat, bukan hanya didunia tapi diindonesia meningkat dengan cepat. Hal tersebut membuat pelaku usaha untuk beradaptasi dengan mengadopsi penjualan secara online. Salah satu platform terbanyak saat ini yang digunakan oleh pengguna internet adalah android. Tujuan penelitian ini untuk membuat aplikasi penjualn online. Hal ini mempermudah proses bisnis. Penelitian ini diharapkan dapat membantukan usaha-usaha kecil atau menengah agar dapat mempermudahkan transaksi penjualan dengan berbasis android
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Cao, Xiongfei, Lingling Yu, Zhiying Liu, Mingchuan Gong, and Luqman Adeel. "Understanding mobile payment users’ continuance intention: a trust transfer perspective." Internet Research 28, no. 2 (2018): 456–76. http://dx.doi.org/10.1108/intr-11-2016-0359.

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Purpose The purpose of this paper is to investigate the mechanism of building trust during the transition from online payment to mobile payment, as well as to examine the effect of trust on the satisfaction and continuance intention of mobile payment users. Based on trust transfer theory, this study proposes that trust in online payment (i.e. trust in source) and two source-target relationship factors, namely, perceived similarity and entitativity, affect trust in mobile payment (i.e. trust in target). In turn, the resulting trust influences user satisfaction and continuance intention toward mobile payment in an online-mobile payment context. Design/methodology/approach The model was empirically tested on data collected from 219 mobile payment users of a famous payment enterprise in China. Findings The results indicated that the trust transfer process positively influences the continuance intention of mobile payment through satisfaction. Satisfaction is an important factor affecting continuance intention. Moreover, trust in online payment, perceived similarity, and perceived entitativity between online and mobile payments can positively influence trust in mobile payment. Originality/value This study investigates the post-adoption usage of mobile payment from the trust transfer perspective. It focuses on the trust-building process and emphasizes the importance of trust on the continuance intention toward mobile payment in an online-mobile payment context.
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Villi, Mikko, and Janne Matikainen. "Mobile UDC: Online media content distribution among Finnish mobile Internet users." Mobile Media & Communication 3, no. 2 (2015): 214–29. http://dx.doi.org/10.1177/2050157914552156.

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Silaban, Pantas H., Andri Dayarana K. Silalahi, and Edgar Octoyuda. "Understanding consumers’ addiction to online mobile games and in apps purchase intention: Players stickiness as the mediation." Jurnal Manajemen dan Pemasaran Jasa 14, no. 2 (2021): 165–78. http://dx.doi.org/10.25105/jmpj.v14i2.9342.

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Research on consumer behavior, particularly on online mobile games, is an emerging topic that must be more deeply explored. As a relatively new topic, the approach and discussion of consumer behavior based on the online mobile games environment challenge researchers to describe it in a theoretical study. This research investigates the user's addiction to online mobile games (OMG) in apps purchase intention through a stickiness mediation variable. The samples were determined by using purposive random sampling, which consisted of gamers or people who were playing online mobile games and ever purchase a games feature. Therefore, a total of 439 responses were collected through an online survey. This research employs SmartPLS 2.0 to test both measurement and structural models. The results showed that the addiction to online mobile games influenced app purchase intention, and stickiness also mediated the relationship between addiction to online mobile games and app purchase intention. The contribution of this research emphasizing that the addiction to online mobile games had become a behavior that created stickiness and intention is also discussed in this research.
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Sholikhah, Fella Farikhatus, Triana Rejekiningsih, and Leo Agung Sutimin. "Online Platforms in Mobile Learning as Online Learning Media during the COVID-19 Pandemic." Teknodika 20, no. 1 (2022): 18. http://dx.doi.org/10.20961/teknodika.v20i1.55841.

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&lt;p class="HeaderAbs"&gt;&lt;em&gt;This paper aims to describe platforms in mobile learning during the pandemic. This writing was motivated by an uncontrolled pandemic that made several aspects uncontrollable, including education, so learning activities were forced to change. Therefore, there is a need to update learning through learning media with several platforms available for mobile learning. This online platform in mobile learning is a medium that can solve students' problems during a pandemic that helps the learning process run. The method used in this paper was to use a literature study that examined several sources of articles from research results published to be analyzed and draw conclusions. This paper indicated that platforms such as Google Classroom, Zoom, and Microsoft Teams could solve problems during the pandemic. The average result was more than 60% based on the data presented. This figure is considered to have reached the effective criteria. Learning using online platforms, such as Google Classroom, Zoom, and Microsoft Teams, can be an alternative and help activate students when offline learning cannot be carried out, even mobile-based learning media.&lt;/em&gt;&lt;/p&gt;
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Bernardy, Kathrin, Maren Töpper, Andreas Schwarzer, and Christiane Hermann. "Schmerztherapie online." PiD - Psychotherapie im Dialog 19, no. 04 (2018): 66–70. http://dx.doi.org/10.1055/a-0592-0387.

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Internetbasierte Interventionen und Apps für mobile Endgeräte werden als große Chance für die Verbesserung der Versorgung von chronischen Schmerzpatienten diskutiert. Trotz teilweise beeindruckender Wirksamkeitsnachweise ist bisher noch kein durchgreifender Transfer in den Versorgungsalltag gelungen. In diesem Artikel werden Vor- und Nachteile sowie Risiken dieser Verfahren skizziert und bespielhaft einzelne Programme vorgestellt.
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Xie, Liang, and Xi Fang. "Online Discrete Anchor Graph Hashing for Mobile Person Re-Identification." Journal of Advanced Transportation 2021 (December 21, 2021): 1–8. http://dx.doi.org/10.1155/2021/5038832.

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With the advance of mobile technologies, mobile devices such as unmanned aerial vehicle (UAV) become more important in video surveillance. By applying mobile person re-identification (re-id), mobile devices can monitor pedestrians in the transportation system from complex environments. Since the computing and storage resources of mobile devices are limited, traditional person re-id methods are not appropriate for mobile condition. Besides, mobile person re-id task also requires real-time processing. In this paper, we propose a novel hashing method: online discrete anchor graph hashing (ODAGH) for mobile person re-id. ODAGH integrates the advantages of online learning and hashing technology. In ODAGH, we propose an online discrete optimization algorithm to improve the efficiency of anchor graph learning in the online scenario. Experimental results demonstrate the superiority of ODAGH in terms of both effect and efficiency.
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Sreeramana, Aithal. "A Review on Advanced Security Solutions in Online Banking Models." International Journal of Scientific Research and Modern Education (IJSRME) ISSN (Online): 2455 – 5630 1, no. 1 (2016): 421–29. https://doi.org/10.5281/zenodo.160971.

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Online banking using mobile devices (mobile banking) is an effective and convenient way of providing electronic banking facility to costumers from anywhere and at any time. The advent of mobile communication technology coupled with boost in trade and commerce activity is increasingly driving the banking financial services to become ubiquitous, personalized, convenient, disseminative and secure. Realizing the advantages to be gained from mobile banking, financial institutions have begun to offer mobile banking options for their customers in addition to the internet banking they already provide. The large scale use of mobile phones in mobile banking has been closely followed by the increase in mobile fraud. Although eager to use mobile financial services, many subscribers are concerned about the security aspect when carrying out financial transactions over the mobile network. In fact, lack of security is seen as the biggest deterrent in the widespread adoption of mobile financial services. Hence, fraud prevention has become an essential ingredient in the success of online financial transactions. To enhance the security for online financial transaction, a biometric fingerprint authentication system is proposed. In this paper the feasibility and limitations of an advanced biometric fingerprint authentication system for mobile banking is discussed.
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Kustiyani, Ria. "Adiksi Game Online Mobile Legend Pada Anak." Jurnal Psikologi Terapan (JPT) 2, no. 1 (2021): 24. http://dx.doi.org/10.29103/jpt.v2i1.3627.

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This study aims to describe the addictive behavior of the online game Mobile Legend in children and its effect on children's time management. The approach used in this research is a qualitative method, with a descriptive method. In this study, the subject under study was a 9 year old boy who had addiction to online games. Data collection was carried out using interview and observation techniques. The result of this research is that high addiction to Online Game Mobile Legend and Mobile Legend: Bang Bang greatly influences the time usage of the subject. Time that should have been used to gain knowledge was wasted because it was used to play the game Mobile Legend: Bang Bang.
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Mappeasse, Muhammad Yusuf, Firdaus Firdaus, and Fikri Asis. "PENGARUH PENGGUNAAN GAME ONLINE MOBILE LEGENDS TERHADAP LAMA STUDI MAHASISWA FAKULTAS TEKNIK UNIVERSITAS NEGERI MAKASSAR." Jurnal Pendidikan dan Profesi Keguruan 3, no. 1 (2023): 27. http://dx.doi.org/10.59562/progresif.v3i1.47420.

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Penelitian ini bertujuan untuk mengetahui: (1) Intensitas penggunaan game online Mobile Legends pada mahasiswa angkatan 2017 Fakultas Teknik Universitas Negeri Makassar, (2) Lama studi mahasiswa angkatan 2017 Fakultas Teknik Universitas Negeri Makassar yang bermain game online Mobile Legends, dan (3) Pengaruh penggunaan game online Mobile Legends terhadap lama studi mahasiswa Fakultas Teknik Universitas Negeri Makassar. Penelitian ini merupakan penelitian kuantitatif. Sampel penelitian sebanyak 95 mahasiswa dari angkatan 2017 Fakultas Teknik Universitas Negeri Makassar yang bermain game online Mobile Legends. Data penelitian diperoleh dari kuisioner dan dokumentasi adapun teknik analisis data yang digunakan adalah analisis statistik deskriptif, uji normalitas, uji linearitas dan uji hipotesis menggunakan analisis regresi linier sederhana. Berdasarkan pembahasan dan hasil penelitian yang telah dilakukan dapat disimpulkan bahwa: (1) intensitas penggunaan game online Mobile Legends mahasiswa Fakultas Teknik Universitas Negeri Makassar masuk dalam kategori Tinggi, (2) lama studi mahasiswa Fakultas Teknik Universitas Negeri Makassar yang menggunakan game online Mobile Legends masuk dalam kategori sangat lama, (3) Terdapat pengaruh positif dan signifikan intensitas penggunaan game online Mobile Legends (X) terhadap lama studi (Y) mahasiswa Fakultas Teknik Universitas Negeri Makassar. Dengan demikian dapat disimpulkan bahwa, semakin tinggi intensitas bermain game online Mobile Legend maka akan semakin lama studi mahasiswa angkatan 2017 Fakultas Teknik Universitas Negeri Makassar
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Mawarni, Inggar Tri Agustin, and Aji Prasetya Wibawa. "Analisis Persepsi Pengguna terhadap Kualitas Layanan pada Aplikasi Mobile Transportasi Online." Inovbiz: Jurnal Inovasi Bisnis 8, no. 1 (2020): 23. http://dx.doi.org/10.35314/inovbiz.v8i1.1286.

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The study was conducted to determine user perceptions of online transportation mobile applications by looking at PlayStore transportation mobile application analysis and user perceptions when using online transportation mobile applications. This research method is a qualitative method. This type of research uses informants, where direct users who use online mobile transportation applications and PlayStore observations as supporters. Data collection techniques carried out in the form of 1) interviews, 2) participant observation, 3) study documentation. The analysis method uses the interactive model of Mile and Hubermen with 4 stages, including collecting data, trying to formulate data or reduce data, after that the data presentation and drawing conclusions. The results showed that online mobile transportation applications have differences in improving service quality and in creating customer satisfaction. However, the observation of user perception shows that the Grab online transportation mobile application is considered to have superior quality and service than the Gojek and OK-Jack online transportation mobile application.
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Al-Gasawneh, Jassim Ahmad, Abdullah Matar Al-Adama, Ra’d Almestrihif, Nawras M. Nusairat, Marhana Mohamed Anuar, and Abdalrazzaq Aloqool. "Mediator-moderator, innovation of mobile CRM, e-service convenience, online perceived behav-ioral control and reuse online shopping intention." International Journal of Data and Network Science 5, no. 4 (2021): 791–802. http://dx.doi.org/10.5267/j.ijdns.2021.7.001.

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Stimulating customers’ reuse of online services, such as online shopping, is integral for companies. Consequently, this study assessed the effects of mobile customer relationship management on reuse online intention and the impact of mobile customer relationship management on service convenience. Additionally, the study analyzed the effect of service convenience on reuse online intention, the mediating role of service convenience between mobile customer relationship management and reuse online intention and the moderating role of online perceived behavior control between service convenience and reuse online intention. This study utilized two theories: the technology acceptance model and planned behavior. A total of 249 responses from customers were analyzed with Smart Partial Least Squares. According to the study, mobile customer relationship management positively impacts service convenience and reuse online intention. Additionally, service convenience mediated the connection between mobile customer relationship management and reuse of online intention, and online perceived behavioral control moderated the association between service convenience and reuse online intention. The study focused on consumers’ motivations regarding reuse online services intention. The goal here is to aid organizations in the implementation of service convenience and innovative online strategies and applications that provide services to consumers.
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42

Zou, Xin. "Promoting Online Sales: Analysis of Consumers' Online Buying Behaviors." Advances in Economics, Management and Political Sciences 156, no. 1 (2025): 203–7. https://doi.org/10.54254/2754-1169/2025.20660.

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With the widespread adoption of smartphones and mobile payments, mobile commerce has become an essential part of e-commerce. An increasing number of customers are trying to purchase products online due to convenience and variety of products. However, as online shopping rapidly expands, risks and challenges emerge, waiting to be solved and mitigated. In this article, consumers online buying behaviors will be analyzed from three aspects: perceived benefits, perceived risks and psychological factors. Relevant data and conclusions are drawn from publications in a variety of fields, including psychology, economics and business. This article applies a qualitative analysis approach, synthesizing and reflecting on conclusions from existing publications. To promote sales of online platforms, suppliers should take measures to enhance customers perceived benefits, providing customers with positive psychological guidance and trying to reduce perceived risks. Both economic conclusions and discoveries from psychological experiments are utilized to support this research. This research is applicable to worldwide consumers, including those in developed and developing regions.
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Hou, Chun-Yin, Ru Rutherford, Hsi Chang, et al. "Children’s mobile-gaming preferences, online risks, and mental health." PLOS ONE 17, no. 12 (2022): e0278290. http://dx.doi.org/10.1371/journal.pone.0278290.

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This study examined the relationships between children’s mobile gaming preferences, online risks, and mental health. Data were obtained from a sample of 2,702 third and fourth grade students from 16 elementary schools in Taiwan and 9 schools in China. A self-administered questionnaire was used. The mental state of the children who participated in the study was assessed using the Strengths and Difficulties Questionnaire (SDQ), while mobile gaming addiction was assessed using the short form of the Internet Gaming Disorders Scale (IGDS9-SF). The results showed that about 54% of children played mobile games with others (multi-player), while 31% played mobile games alone, and 15% did not play mobile games. Multiple logistic regression results indicated that behaviors such as participating in multi-player games, playing violent games, a poor parent-child relationship, and living in a rural area were associated with a greater risk of mobile gaming addiction. Involvement in multi-player games, playing violent games, mobile gaming addiction, and exposure to mobile violence/pornography were associated with greater risks of cyber aggression/victimization. Multiple regression results showed that being a multi-player, playing violent games, mobile gaming addiction, exposure to violence/pornography, exposure to cyber aggression/victimization, and having a poor parent-child relationship were associated with emotional and behavioral problems.
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Rini, Faiza, Yelfiza Yelfiza, and Anggri Yulio Pernanda. "New Lms Mobile Framework Based on Multiplatform: A Literature Review of Mobile Lms Theory, Design and Implementation." INTERNATIONAL JOURNAL OF MULTIDISCIPLINARY RESEARCH AND ANALYSIS 06, no. 06 (2023): 2557–63. http://dx.doi.org/10.47191/ijmra/v6-i6-54.

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Online learning has become an option to be implemented in various schools because the development of IT technology and the COVID-19 pandemic have made online learning more popular to implement. Mobile LMS is the most dominant used in online learning. This study aims to produce a Mobile LMS framework developed from previous research based on the advantages and disadvantages. The review method used narrative review by identifying and summarizing previously published articles, avoid duplication of research, and look for new fields of study that have not been studied. The literatures are focused on three things such as (1) Mobile LMS theory, concept and approach, (2) Mobile LMS design and framework, and (3) Mobile LMS implementation. From articles researching about Mobile LMS published in reputable journals, there are 17 purposive selected papers. Based on the literature review, the Mobile LMS framework has not been integrated into devices and operating systems. Therefore, the author developed a Mobile LMS framework design based on Multiplatform, which is integrated by device and operating system based on references that have been used by previous researchers. This new Mobile LMS framework can be a reference for teachers and future researchers.
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K Shanthini, Jennefer. "Challenges and Opportunities for Online Learning in India." December 2022 1, no. 1 (2022): 122–31. http://dx.doi.org/10.36548/rrrj.2022.1.011.

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Today's digital world demands more effective learning models that allow students to actively participate/enrol in their education. Digital technology is influencing the way the instruction is delivered as well as the way the information is discovered and shared. Recently, the adoption of internet and mobile learning technologies have changed the traditional perspective of education. In India, e-learning could be the viable solution to provide education in the context of 21st century. Effective mobile and e-learning applications can be developed by conducting an analysis on the use of mobile devices and applications in online education. Despite numerous initiatives to promote the use of mobile learning for education, there are some issues that must be addressed. By considering the sudden shift towards online teaching in the rise of COVID-19 pandemic in India, this study summarizes the research findings of mobile and e-learning technologies to avoid potential complications with the implementation of this technology during any future pandemic situations in India. The proposed study also assists in understanding the current state of mobile learning technology adoption in India.
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K Shanthini, Jennefer. "Challenges and Opportunities for Online Learning in India." December 2022 1, no. 1 (2022): 122–31. http://dx.doi.org/10.36548/rrrj.2023.1.011.

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Today's digital world demands more effective learning models that allow students to actively participate/enrol in their education. Digital technology is influencing the way the instruction is delivered as well as the way the information is discovered and shared. Recently, the adoption of internet and mobile learning technologies have changed the traditional perspective of education. In India, e-learning could be the viable solution to provide education in the context of 21st century. Effective mobile and e-learning applications can be developed by conducting an analysis on the use of mobile devices and applications in online education. Despite numerous initiatives to promote the use of mobile learning for education, there are some issues that must be addressed. By considering the sudden shift towards online teaching in the rise of COVID-19 pandemic in India, this study summarizes the research findings of mobile and e-learning technologies to avoid potential complications with the implementation of this technology during any future pandemic situations in India. The proposed study also assists in understanding the current state of mobile learning technology adoption in India.
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Mai, Thi Phuong. "Factors Affecting Students' Online Shopping Behavior on Mobile Applications - Case Studies at Universities in Hanoi City." Global Journal of Economic and Finance Research 02, no. 05 (2025): 354–58. https://doi.org/10.5281/zenodo.15542776.

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<strong>ABSTRACT:</strong> The purpose of the study is to evaluate the factors affecting the online shopping behavior of students on mobile applications to have more scientific basis in the field of consumer behavior research, through which businesses can invest in developing mobile applications in the strategy of building retail systems and policies of enterprises. The study evaluates the factors, namely perceived usefulness, perceived ease of use, trust, perceived risk, perceived behavioral control, and convenience of online shopping applications. The research results show that trust is considered the factor with the most positive impact on online shopping behavior on mobile applications of students in Hanoi, the factor of perceived behavioral control has the second largest impact, while perceived risk is the only factor in the model that has a negative impact on online shopping behavior of students through mobile applications. From the research results, the author has made implications to help application developers, mobile marketing managers, mobile product and service providers have more scientific basis to make decisions related to the development of mobile applications, aiming to promote online shopping behavior of students on mobile applications.
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Thanrada, Chunthanom, and Lei Qian. "Factors Affecting the Decision to Play Online Game via Mobile Phone." International Journal of Innovative Science and Research Technology (IJISRT) 9, no. 11 (2024): 2491–97. https://doi.org/10.5281/zenodo.14384733.

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The objectives of this research: 1) to explore the personal factors of those who play online games via mobile phones; 2) to study the psychological factors that affect the decision to play online games via mobile phones; 3) to study the decision to play online games via mobile phones. This research is quantitative research. The population was who use online game services via mobile phones in Thailand which the exact number is unknown. A sample of 400 people was used by specific random sampling. By using questionnaires as a tool to collect data statistics used in the analysis These are frequency, percentage, mean and standard deviation. and the statistics used in the test multiple Linear regression analysis. The research finding were found that: 1) personal factors, including gender, age, status, education level, occupation, and different monthly incomes, affected the decision to play online games via mobile phones.; 2) who used online game services via mobile phones gave the most importance to the lifestyle factor, followed by the attitude factor and the acceptance of technology factor and 3) the personal factors and psychological factors were related to the decision to play online game via mobile phone.
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Tristiyanto, Tristiyanto, Syintia Dwi Nurrahmi, and Yunda Heningtyas. "STUDI MOBILE COMMERCE DI BANDAR LAMPUNG." Jurnal Pepadun 3, no. 1 (2022): 108–21. http://dx.doi.org/10.23960/pepadun.v3i1.98.

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The online shopping process in Bandar Lampung is facilitating by mobile commerce online shopping. The factor of using online shopping mobile commerce has never been analyzed based on the public perception in Bandar Lampung. This research discusses using mobile-commerce online shopping using the UTAUT2 model with Perceived Risk manifestations, namely Security Risk and Privacy Risk. The mobile commerce applications analyzed were Shopee, Lazada, Tokopedia, Bukalapak, and Blibli. The purpose of this research was to determine the UTAUT2 variable with the manifestation of Perceived Risk, namely Security Risk and Privacy Risk, which affect the use of online shopping mobile commerce. The data analysis method used is Structural Equation Modeling (SEM) with Partial Least Square (PLS) approach. The total number of respondents obtained was 183 respondents. The data tested were 373 data. This research results from the factors that most influence the behavioral intention and use behavior of mobile commerce online shopping is a habit.
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Leng, Ziming. "A Study on Marketing Strategies for Mobile Online Games from the Perspective of Consumer Behavior." International Journal of Global Economics and Management 4, no. 1 (2024): 76–80. http://dx.doi.org/10.62051/ijgem.v4n1.12.

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This study aims to investigate the factors influencing the marketing of mobile online games from the perspective of consumer behavior and provide practical marketing strategies for companies whose main business is mobile online games. By reviewing relevant literature on the development of consumer behavior theory and analyzing consumer behavior, this study identifies the factors that affect marketing strategies for mobile online games. The research findings suggest that successful mobile online game marketing requires a comprehensive consideration of consumer demands, competitor analysis, and brand positioning, as well as the implementation of targeted strategies. By integrating brand strategies, pricing strategies, channel strategies, and marketing strategies, mobile online games can be effectively promoted and attract more users. These strategies not only provide valuable references and insights for mobile online game companies to gain a competitive advantage in highly competitive market environments but also open up new perspectives and directions for future research in related fields.
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