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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
141

Nástroj pro správu projektů s využitím tabletů platformy Android / Project Management Tool for Android Platform Tablets

Koudelka, Jan January 2014 (has links)
This thesis is dedicated to the issue of project management and its support using software tools. It is focused on analysis of existing solutions and designing a new mobile application for Android platform. It summarizes basic principles of making mobile applications for Android OS. Designed application uses some properties of cloud computing for scaling and synchronizing data easily.
142

Nouvelles approches pour la portabilité, la non-intrusivité et l'accessibilité des interfaces de manipulation 3D / New approaches for the portability, non-intrusiveness and accessibility of 3D manipulation interfaces

Issartel, Paul 03 April 2017 (has links)
Ce travail porte sur l'interaction avec des objets virtuels 3D, et plus particulièrement leur manipulation : sélection, translation et rotation. Les plates-formes les plus utilisées aujourd'hui pour ce type de tâche (ordinateur personnel et appareil mobile) ont été conçues avant tout pour l'interaction 2D, et sont donc peu adaptées à la manipulation 3D. Il existe pourtant une alternative plus efficace : les systèmes de réalité virtuelle. Cependant, les systèmes actuellement disponibles restent trop souvent encombrants, onéreux et/ou intrusifs pour l'utilisateur, et demeurent sous-utilisés pour cette raison. Dans cette thèse, nous étudions de nouvelles approches pour rendre ce type d'interaction moins contraignant, tout en conservant une bonne efficacité de manipulation. Les principaux axes explorés sont la portabilité de l'interface, sa non-intrusivité, et l'utilisation de dispositifs plus largement accessibles au grand public. Nous proposons une première approche visant à répondre simultanément aux critères ci-dessus. Celle-ci consiste à combiner un appareil mobile classique (pour sa portabilité et son accessibilité) avec des objets tangibles passifs (pour une manipulation 3D efficace et non-intrusive). Cette approche présente toutefois encore certaines contraintes : elle est constituée de multiples éléments qui doivent être transportés ensemble, et elle ne se prête pas à l'utilisation de dispositifs à retour de force. Nous introduisons donc dans un deuxième temps une nouvelle technique, appelée «découplage». Basée sur le principe du «pseudo-haptique», celle-ci permet à l'utilisateur de percevoir des forces virtuelles à travers la seule modalité visuelle. Il devient alors possible de se passer complètement de dispositifs haptiques, et des contraintes qui leur sont associées. Nous nous intéressons ensuite à une approche entièrement intégrée, visant à améliorer la portabilité par-rapport à une interface faite d'éléments séparés. Cette approche consiste à se servir des déplacements de l'appareil mobile lui-même dans l'espace réel pour manipuler des objets 3D affichés sur son propre écran. Cette configuration «localement couplée» présente cependant plusieurs particularités qui rendent la manipulation plus complexe. Nous examinons donc en détail les différentes questions que pose cette configuration spécifique. Nous proposons enfin une dernière approche, appelée le «volume tangible», visant à retrouver la simplicité de la manipulation par objets tangibles mais dans un unique dispositif intégré. Nous décrivons une première implémentation de ce dispositif, et discutons de sa faisabilité technique ainsi que de l'accessibilité de cette approche à court et moyen terme. / This work focuses on 3D interaction with virtual objects, more specifically on 3D manipulation: selection, translation, and rotation. The most commonly-used interaction platforms (personal computer, mobile device) were designed for 2D interaction and thus are not well suited to 3D manipulation. There is a more efficient alternative for this task: virtual reality. However, current virtual reality systems are too often bulky, expensive and/or intrusive to the user, and for these reasons remain underused. In this thesis, we propose and study new solutions to make this form of interaction more convenient without reducing its effectiveness. The main objectives we aim for are interface portability, non-intrusiveness, and the use of readily-available hardware. We propose a first approach to simultaneously meet the above criteria. It consists in combining a standard mobile device (for its portability and widespread availability) with passive tangible objects (for efficient 3D manipulation in a non-intrusive manner). Yet, this approach still has drawbacks: it is made of multiple parts that must always be carried together, and is not suitable for adding force-feedback using haptic devices. We thus introduce a new technique, called “decoupling”, that allows the user to perceive virtual forces through the visual modality alone. Based on the concept of “pseudo-haptics”, this technique makes it possible to provide force feedback without the constraints associated with actual haptic devices. We then study a different approach intended to be fully integrated, enhancing the portability aspect compared to an interface made of multiple parts. This approach consists in using the motion of the mobile device itself to manipulate 3D objects displayed on its own screen. However, this “locally-coupled” configuration presents several unique characteristics that make manipulation more complex. We thus investigate the questions raised by this specific configuration. Finally, we introduce a last approach, called the “tangible volume”, aimed at regaining the same directness of manipulation as with tangible objects but in a single integrated device. We describe an early implementation of such a device, and discuss its technical feasibility as well as its potential accessibility to end users in the short and medium term.
143

Role animace v uživatelském rozhraní mobilních zařízení / The role of animation in user interface of mobile devices

Čanda, František January 2017 (has links)
This diploma thesis deals with the use of animations in the user interface (UI) of mobile devices. The thesis is divided into five parts. The first part presents the theoretical basics of designing user interfaces for mobile devices, the second part is dedicated to the definition of animation, its usage, functions and the perception of animation in user interface. The third part summarizes existing research dedicated to the related field and research methods used in this thesis. The fourth part is focused on the research which was conducted as comparative study based on prototype user testing examining the different types of animation and their impact on the users. The last, fifth section, presents main research findings and answers the research questions. The results reflect the impact of animation on the UI and shows what are the advantages and limits of the use of animation.
144

Awareness and Utilization of Smart Mobile Devices and Mobile Apps as Teaching Tools for Community College Faculty

Malloy, Denise Sherry 01 December 2020 (has links)
Over 90% of faculty members in higher education have access to smart mobile devices. However, data are lacking about community college faculty members’ use of smart mobile devices and applications for instruction and content delivery. The purpose of this study was to examine Tennessee community college full-time faculty’s use of smart mobile devices, to determine if there were any significant differences in the mean scores measuring attitudes and use of smart mobile devices by generational age grouping, teaching discipline, rank, years of teaching and to determine if Tennessee community college faculty members who under-utilize mobile technologies for teaching also hold negative opinions about them. This study measured Tennessee Community College faculty use of smart mobile devices and their attitudes and use of smart mobile devices by generational age groups, teaching discipline, rank, and years of teaching. This study used quantitative, nonexperimental survey design. The survey instrument was an electronic questionnaire, consisting of 15 items that were divided into 7 dimensions. The dimensions were: Learning Preference, Institutional Training, Frequency, Attitude, Willingness to Attend PD Training, Willingness to Use, and Competence. Of the 267 possible participants, 93 (35%) responded to the survey. Data from the survey were used to analyze 5 research questions and 35 null hypotheses. Two research questions were analyzed using independent-samples t test 2 and 3 analyzed using one-way analysis of variance. Testing the null hypotheses associated with the 5 research questions resulted in 7 significant findings and 28 findings that were not significant. The findings indicated that there were significant differences in professional development training scores by generational age, and by academic rank. There were significant findings in learning preference by teaching discipline and training by teaching disciplines. Last, there were significant differences in some of the dimensions by years of experience. The results of this study may benefit administrators and educators in knowing what groups are open to professional development training for using smart mobile devices for instruction and in what areas to provide training.
145

Études et conception d'algorithmes de reconstruction 3D sur tablettes : génération automatique de modèles 3D éditables de bâtiments existants / Study and Conception of 3D Reconstruction Algorithms on Tablets : Automatic Generation of 3D Editable Models of Existing Buildings

Arnaud, Adrien 03 December 2018 (has links)
L'objectif de ces travaux de thèse consiste à mettre en place des solutions algorithmiques permettant de reconstruire un modèle 3D éditable d'un environnement intérieur à l'aide d'une tablette équipée d'un capteur de profondeur.Ces travaux s'inscrivent dans le contexte de la rénovation d'intérieur. Les normes Européennes poussent à la rénovation énergétique et à la modélisation 3D des bâtiments existants. Des outils professionnels utilisant des capteurs de type LIDAR permettent de reconstruire des nuages de points de très grande qualité, mais sont coûteux et longs à mettre en œuvre. De plus, il est très difficile d'identifier automatiquement les constituants d'un bâtiment pour en exporter un modèle 3D éditable complet.Dans le cadre de la rénovation d’intérieur, il n'est pas nécessaire de disposer des informations sur l'ensemble du bâtiment, seules les principales dimensions et surfaces sont nécessaires. Nous pouvons alors envisager d'automatiser complètement le processus de modélisation 3D.La mise sur le marché de capteurs de profondeur intégrables sur tablettes, et l'augmentation des capacités de calcul de ces dernières nous permet d'envisager l'adaptation d'algorithmes de reconstruction 3D classiques à ces supports.Au cours de ces travaux, nous avons envisagé deux approches de reconstruction 3D différentes. La première approche s'appuie sur des méthodes de l'état de l'art. Elle consiste à générer un maillage 3D d'un environnement intérieur en temps réel sur tablette, puis d'utiliser ce maillage 3D pour identifier la structure globale du bâtiment (murs, portes et fenêtres). La deuxième approche envisagée consiste à générer un modèle 3D éditable en temps réel, sans passer par un maillage intermédiaire. De cette manière beaucoup plus d'informations sont disponibles pour pouvoir détecter les éléments structuraux. Nous avons en effet à chaque instant donné un nuage de points complet ainsi que l'image couleur correspondante. Nous avons dans un premier temps mis en place deux algorithmes de segmentation planaire en temps réel. Puis, nous avons mis en place un algorithme d'analyse de ces plans permettant d'identifier deux plans identiques sur plusieurs prises de vue différentes. Nous sommes alors capables d'identifier les différents murs contenus dans l'environnement capturé, et nous pouvons mettre à jour leurs informations géométriques en temps réel. / This thesis works consisted to implement algorithmic solutions to reconstruct an editable 3D model of an indoor environment using a tablet equipped with a depth sensor.These works are part of the context of interior renovation. European standards push for energy renovation and 3D modeling of existing buildings. Professional tools using LIDAR-type sensors make it possible to reconstruct high-quality point clouds, but are costly and time-consuming to implement. In addition, it is very difficult to automatically identify the constituents of a building to export a complete editable 3D model.As part of the interior renovation, it is not necessary to have information on the whole building, only the main dimensions and surfaces are necessary. We can then consider completely automating the 3D modeling process.The recent development of depth sensors that can be integrated on tablets, and the improvement of the tablets computation capabilities allows us to consider the adaptation of classical 3D reconstruction algorithms to these supports.During this work, we considered two different 3D reconstruction approaches. The first approach is based on state-of-the-art methods. It consists of generating a 3D mesh of an interior environment in real time on a tablet, then using this 3D mesh to identify the overall structure of the building (walls, doors and windows). The second approach envisaged is to generate a 3D editable model in real time, without passing through an intermediate mesh. In this way much more information is available to be able to detect the structural elements. We have in fact at each given time a complete point cloud as well as the corresponding color image. In a first time we have set up two planar segmentation algorithms in real time. Then, we set up an analysis algorithm of these plans to identify two identical planes on different captures. We are then able to identify the different walls contained in the captured environment, and we can update their geometric information in real-time.
146

Strategies to Prevent Security Breaches Caused by Mobile Devices

Griffin, Tony 01 January 2017 (has links)
Data breaches happen almost every day in the United States and, according to research, the majority of these breaches occur due to a lack of security with organizations' mobile devices. Although most of the security policies related to mobile devices currently in place may meet the guidelines required by law, they often fail to prevent a data breach caused by a mobile device. The main purpose of this qualitative single case study was to explore the strategies used by security managers to prevent data breaches caused by mobile devices. The study population consisted of security managers working for a government contractor located in the southeastern region of the United States. Ludwig von Bertalanffy's general systems theory was used as the conceptual framework of this study. The data collection process included interviews with organization security managers (n = 5) and company documents and procedures (n = 13) from the target organization related to mobile device security. Data from the interviews and organizational documents were coded using thematic analysis. Methodological triangulation of the data uncovered 4 major themes: information security policies and procedures, security awareness, technology management tools, and defense-in-depth. The implications for positive social change from this study include the potential to enhance the organizations' security policies, cultivate a better security awareness training program, and improve the organizations data protection strategies. In addition, this study outlines some strategies for preventing data breaches caused by mobile devices while still providing maximum benefit to its external and internal customers.
147

Conservation of Limited Resources: Design Principles for Security and Usability on Mobile Devices

Horcher, Ann-Marie 01 January 2018 (has links)
Mobile devices have evolved from an accessory to the primary computing device for an increasing portion of the general population. Not only is mobile the primary device, consumers on average have multiple Internet-connected devices. The trend towards mobile has resulted in a shift to “mobile-first” strategies for delivering information and services in business organizations, universities, and government agencies. Though principles for good security design exist, those principles were formulated based upon the traditional workstation configuration instead of the mobile platform. Security design needs to follow the shift to a “mobile-first” emphasis to ensure the usability of the security interface. The mobile platform has constraints on resources that can adversely impact the usability of security. This research sought to identify design principles for usable security for mobile devices that address the constraints of the mobile platform. Security and usability have been seen as mutually exclusive. To accurately identify design principles, the relationship between principles for good security design and usability design must be understood. The constraints for the mobile environment must also be identified, and then evaluated for their impact on the interaction of a consumer with a security interface. To understand how the application of the proposed mobile security design principles is perceived by users, an artifact was built to instantiate the principles. Through a series of guided interactions, the importance of proposed design principles was measured in a simulation, in human-computer interaction, and in user perception. The measures showed a resounding difference between the usability of the same security design delivered on mobile vs. workstation platform. It also reveals that acknowledging the constraints of an environment and compensating for the constraints yields mobile security that is both usable and secure. Finally, the hidden cost of security design choices that distract the user from the surrounding environment were examined from both the security perspective and public safety perspective.
148

MDE-URDS-A Mobile Device Enabled Service Discovery System

Pradhan, Ketaki A. 16 August 2011 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Component-Based Software Development (CSBD) has gained widespread importance in recent times, due to its wide-scale applicability in software development. System developers can now pick and choose from the pre-existing components to suit their requirements in order to build their system. For the purpose of developing a quality-aware system, finding the suitable components offering services is an essential and critical step. Hence, Service Discovery is an important step in the development of systems composed from already existing quality-aware software services. Currently, there is a plethora of new-age devices, such as PDAs, and cell phones that automate daily activities and provide a pervasive connectivity to users. The special characteristics of these devices (e.g., mobility, heterogeneity) make them as attractive choices to host services. Hence, they need to be considered and integrated in the service discovery process. However, due to their limitations of battery life, intermittent connectivity and processing capabilities this task is not a simple one. This research addresses this challenge of including resource constrained devices by enhancing the UniFrame Resource Discovery System (URDS) architecture. This enhanced architecture is called Mobile Device Enabled Service Discovery System (MDE-URDS). The experimental validation of the MDE-URDS suggests that it is a scalable and quality-aware system, handling the limitations of mobile devices using existing and well established algorithms and protocols such as Mobile IP.
149

The Use of Mobile Applications in Preventive Care and health-Related Conditions: A Review of the Literature

Ringer, Naomi 01 August 2014 (has links)
The purpose of this review of literature was to understand the role of mobile device applications in health related conditions and to analyze their effects on health outcomes related to the management of chronic illnesses. Implications for future use of applications in client-centered care and interpretation of the data by health care providers was also explored. Peer-reviewed, English-language research articles published from 2008 to present were included for synthesis. Study results revealed positive outcomes when health-related mobile applications were used in practice and support clinicians' use of mobile applications as a tool for monitoring symptoms and communicating with individuals. The literature indicated nurses play a significant role in providing feedback, which reinforces self-care strategies and adherence, with the potential for improving outcomes. Additional research is needed to evaluate the long-term effects of applications on patient outcomes, nurses' perspectives, and feasibility of implementation into practice.
150

Message Prioritization In Computer-mediated Communication: A Study Of Mobile Device Use In The Classroom

Wills, Paul 01 January 2013 (has links)
College students are using their mobile devices during class and this research investigates different aspects of why college students feel so inclined to use these devices during class as well as by what means are students using to participate in computer-mediated communication while simultaneously engaging in classes. This research surveyed 146 students on their perceived use of their own mobile device use during class. The study compared how often different types of devices, such as mobile phones, tablets, and laptops, and different types of social media outlets, like Facebook, Twitter, and other social media websites, were used during class. The study compares these devices and media outlets to students’ perception of the levels of incivility of using these various means of communication during class and their perceptions of how they impact their ability to focus on the class. Mobile phones, Facebook, and Twitter use were negatively associated with the perception of the incivility of use in the classroom. This research found phone use was viewed as more uncivil than tablets and tablet use was viewed as more uncivil than laptop use. In addition, students’ perceptions of instructors’ tolerance of mobile phone and laptop use was negatively associated with their perception of the incivility of using those devices during class. All three tested mobile devices and all three tested social media outlets were positively associated with students’ perception that its use affects their ability to focus on the class. This research found mobile phones use as more distracting than laptops and laptops use as more distracting than tablets.

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