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It’s Smart, I’m Not…MotoQ phone

Conviction of a cell phone use, portable electronic device use or a texting violation will also result in points being added to your DMV driving record. If you receive 11 points in an 18 month period, your driver license may be suspended. To learn more, see About the NY State Driver Point System.

It’s smart, I’m not…MotoQ phone


Toddlers are becoming aware of the function of objects. They like to stack blocks, babble into a toy phone, or drink from a "big kid" cup. The concept of pretend play starts now. Your little one might tuck a baby doll into bed at night or make "choo choo" noises while pushing a toy train.

As far as e-bike hardware goes, the S3 is a gorgeous, well-designed but mediocre-powered e-bike. What sets it far apart from its peers is the technology in here. The well-hidden speakers on the bottom side of the top tube are loud and when your Bluetooth connected smartphone comes within reach, it turns on the bike with a loud futuristic noise. When you leave its Bluetooth range, it says goodbye in a similar fashion.

This little cellphone-sized, AC-powered device connects to your router with an ethernet cable and, after a relatively painless setup that did require climbing up on a ladder to trigger my garage door opener's "learn" button, works even more flawlessly than the Hub I'd been using (with its pesky, persistent "low battery" warning).

In Pennsylvania, Jonny Gammage was pulled over while driving his cousin's Jaguar at 2 A.M. in 1996. As Gammage pulled over, a total of five Brentwood police cars arrived on the scene. One of the officers said that Gammage ran three red lights before stopping after the officer flashed his lights at him. The officer ordered Gammage out of the car and saw him grab something that was reportedly a weapon, but in reality was just a cellular phone. The officer knocked the phone out of Gammage's hand and a scuffle followed. The other officers beat Gammage with a flashlight, a collapsible baton and a blackjack as one put his foot on Gammage's neck. Jonny Gammage died, handcuffed, ankles bound, facedown on the pavement shortly after the incident began. He was unarmed. (Source: People Magazine)

A)You will first create a user name and password on the Unemployment Benefits Online Application System and then complete the application. It is recommended you complete the application on a computer rather than on your phone because of the amount of information required. If you do not have access to a computer, you may use computers at any IowaWORKS location or at your local library. See Steps & Responsibilities in the online handbook section. If you need assistance or your claim involves military, federal, or out-of-state wages, call UI Customer Service at 1-866-239-0843 between 8 a.m. and 4:30 p.m. Monday through Friday.

A) You will need your Social Security Number; complete home mailing address, including ZIP code; telephone number; email address; check stubs or W-2 forms; complete mailing addresses of employers, including ZIP code and the city in which the business is physically located; your start and end dates with each employer, including month, day, and year; your reason for leaving each employers (lack of work, voluntary quit, discharge, leave of absence, still employed); employment authorization number and expiration date (if a non-citizen).

A) Yes. If you do not have access to a computer, you may use computers at any IowaWORKS location or at your local library. In addition, if you have a smart phone, the ongoing claims filing tool is mobile friendly.

A) If an employer protests a claim, IWD holds a fact-finding interview with you and the employer. You will receive information by U.S. mail with the date and time of the interview and the phone number the fact-finder will use to call you. You are encouraged to participate. After the fact-finding interview is completed, IWD will make a decision in a few days if you are eligible to receive unemployment insurance benefits. Both you and the employer receive the decision through the U.S. mail.

Pay attention to the times of day when you feel that you perform at your best; do your most important work then and save the rote work for other times. Set up your office in a way that helps mental functioning. If you focus better with music, have music (if need be, use earphones). If you think best on your feet, work standing up or walk around frequently. If doodling or drumming your fingers helps, figure out a way to do so without bothering anyone, or get a fidget toy to bring to meetings. These small strategies sound mundane, but they address the ADT devil that resides in distracting details.

Deleterious effects of smartphones on attention are particularly concerning in situations where attention is crucial for safety, such as in the case of distracted driving. A substantial body of work over the past 12 years has considered the effects of texting on driving abilities using driving simulators or closed tracks. Caird et al. (2014) performed a meta-analysis on this literature and concluded that the act of writing text messages impacts nearly every studied measure of dangerous driving. They reported that texting consistently led to decreased attention to the road, slower response time to hazards, greater lateral variance across the lane, and more crashes. Reading text messages without responding resulted in similar findings, albeit with smaller effect sizes. These findings are particularly troubling given that 31% of adults surveyed in 2011, and 42% of teen drivers surveyed in 2015, reported that they had read or sent text messages while driving in the past 30 days (Centers for Disease Control and Prevention, 2011, 2016).

Extending this work on sleep, Lemola et al. (2014) used self-report questionnaires to explore how sleep and smartphone habits might also impact mood; specifically depressive symptoms. They found that difficulty sleeping was a significant mediator in the relationship between electronic media use and depressive symptoms. While psychopathological symptoms are not the focus of this paper, it is noteworthy that depression is often comorbid with cognitive disorders (American Psychiatric Association, 2013), and that sleep quality is inversely related with cognitive performance (Lim and Dinges, 2008).

Although the research concerning the potential cognitive impacts of smartphone technology is growing, the results remain contradictory and inconclusive. The at times contradictory findings suggest that not all smartphone use is created equal; certain apps, approaches to multitasking, or notification settings may moderate the relation between overall smartphone use and various cognitive skills. Despite the inconclusive nature of the literature, media headlines encourage a public perception that the findings are conclusive and that smartphones have a definite and negative impact on cognitive functioning. A common view, that smartphones are stifling our creativity by depriving our brains of downtime (Richtel, 2010a), even led to a radio challenge, in which thousands of people reduced their smartphone usage in an attempt to increase their creativity (Zomorodi, 2015). However, there is no extant research to validate the basic concern that motivated the challenge. Investigating the cognitive impacts of filling the small breaks in our day with inputs from smartphone engagement is perhaps another endeavor worth pursuing, but not one that is yet represented in the peer reviewed literature.

As discussed earlier in our review, there are many limitations to the literature that forms the basis for this paper. Chief among these is that there is very little longitudinal evidence on the long-term consequences of frequent smartphone usage. Now is the time to begin gathering the data for such studies. A particularly important topic that requires longitudinal data is the effect of smartphone ownership on young children. Despite widely publicized recommendations (AAP Council on Communications and Media, 2016a,b), we know very little about the most appropriate age for a child to begin using a smartphone, and we know equally little about the consequences of using one too early in life. A longitudinal study with a large sample size should be developed in which children are assessed on a variety of cognitive (and affective) outcome measures at multiple time points. In a study such as this, data could also be gathered to ascertain the degree to which children with smartphones or other portable sources of immediate gratification, such as portable video game systems, are influenced by these devices. Analysis of group differences in rates of maturity of certain cognitive processes could also provide information about how smartphone technology can affect the brain during periods of heightened developmental plasticity. It is possible, but untested, that frequent smartphone usage could be less harmful to adults, whereas children may experience more negative consequences as a result of their increased neural plasticity.

As smartphones have worked their way into the pockets of over 70% of American adults, and nearly 50% of adults worldwide, there is also a great opportunity to use them as a tool for research (Poushter, 2016). Scientists have already begun to suggest that smartphones could present a more convenient and more naturalistic method of gathering empirical data for cognitive and social psychology experiments (Raento et al., 2009; Dufau et al., 2011; Miller, 2012). Moreover, as smartphones become increasingly interlaced with our cognitive functioning, it will be important to continue to gather detailed usage metrics to understand how these interactions are affecting us, and how are lives are accordingly shaped.

Ever since LG exited the smartphone market early this year, Lenovo-owned Motorola has been quick to fill in the gap, nearly doubling its market share from 7 to 12 percent since the same period last year. Lenovo says its previous quarter was the best ever for its mobile business,with profit reaching a new historic high of $89 million," which helped it officially become the third-largest smartphone manufacturer in the US behind Samsung and Apple.


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