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The effect of procedural scaffolding in the paper-based collaborative learning environment integrated with smartphoneWu, Chih-Wei 05 August 2011 (has links)
Books and paper prints are the most common learning medium we used to have. However, content knowledge represented in books and paper prints is static, which limits the manifestation of complex and abstract concepts. Integrating smartphone with books makes it possible to incorporate varieties of digital materials fetched from the Internet to complement the content of books and paper prints and enrich the learning activities.
Collaborative learning has been recognized as an effective instructional strategy. Individual learners learn through continuous conversation with group peers for knowledge sharing and knowledge construction. However, it has also been reported that the lack of proper procedural facilitation may undermine the learning performance of collaboration. To ensure that every learner in a group can best contribute to peer collaboration, a procedural scaffold was designed and implemented. The scaffolded procedure consists of four stages in peer collaboration, including individual learning, individual problem solving, group discussion, and group decision-making, in which the stage of individual problem solving was a critical step but was often ignored.
In this study, a new paper-based learning system integrated with digital materials was designed and implemented for enhancing face-to-face collaborative learning. The procedural scaffold was implemented using a smartphone. The results showed that the facilitation of the procedural scaffolding enabled groups to perform significantly better in resolving ill-structured problems, promoted higher-level discourse in group discussions, and fostered individuals¡¦ deep understanding. Relevant issues about student learning using the new system were discussed, and future research to improve this study was suggested.
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Flexible User Interface - FLUSIConrad, Jan January 2006 (has links)
<p>The cellular phone network has been increasing rapidly during the last years. For many people the mobile phone has become an every day gadget with a wide performance and functional range. The usage of technologies like GPRS, HSCSD, EDGE and UMTS as well as the bandwidth of networks and consequently the connectivity of the phones has also increased persistently. Coming along with that, three technologies, which are ubiquitous or pervasive computing, mobile and wireless networks and location-based technologies, are making rapid progress.</p><p>The aim of this thesis is to offer an architecture for a location-based user interface in the intersection of the three technologies mentioned above. The system should work with a minimum of special hardware requirement. Not to overload the user with information, the user interface should be adaptable, context-aware and location-based. The context-data should remain extendible and adaptable.</p>
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Användandet av smartphones bland studenter: en av 2000-talets källor till upplevd stress? : En jämförande studie bland män och kvinnor / The use of smartphones among students: one of the 21st century's sources to perceived stress? : A comparative study between men and womenBackman, Emma January 2015 (has links)
No description available.
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Intelligent, remote-controlled home protection systemDas, Anindita 21 April 2014 (has links)
As our society gets increasingly mobile, it is becoming commonplace for residences to remain vacant for a significant amount of time every day. Unfortunately, emergencies can occur during those time, which may require immediate mitigatory action. This project proposes an approach that allows the resident to be notified of such emergencies and to perform mitigatory actions, even when she is hundreds of miles away. Our infrastructure includes three components: (1) programmable sensor devices to detect emergency situations; (2) a Web service hosted in the resident's home computer to send a notification to the smartphone of the user; and (3) a smartphone app that communicates with this Web service to notify the user, and provides a interface for the user to perform any mitigatory action. We develop a prototype system for detecting fire and intrusion emergencies. Our prototype system uses two sunSPOTs as sensors, an iRobot Create® as a mitigatory device, an Android app for user notification. / text
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A GIS-based crowdsourcing iPhone Application to Report Necessities, Civic Issues, and Public EventsAlikhani, Mohammad January 2011 (has links)
Civic issues in a society can be reported through a crowdsourcing web application. People can download the application on their smartphones and report the issues such as a pothole or broken streetlight. The report is submitted by taking a photo of the issue and additional information is entered. At first, the reports are submitted to a call center and after analyzing they will be transferred to organizations responsible for this type of events. In such a crowdsourcing project it is very vital to motivate people to participate in the project. The reports are supplied by users and without an acceptable number of users the application would be useless. In addition, having the exact location of a report is very helpful to facilitate the process of solving civic issues. Positioning with smartphones is not very accurate as they do not have strong and accurate GPSs. Therefore, there is a need to improve the accuracy of the positioning process and consequently accuracy of the spatial data. The aim of this thesis is to investigate how to employ GIS to help reporting civic issues and how to design an interesting client interface for such an application, in order to motivate user to download and use it. The goal is also to find out shortcomings and weaknesses of the positioning with smartphones and find a way to improve its accuracy.Some of successful similar applications’ structures and their interfaces were reviewed. In addition, a survey among existing users of crowdsourcing applications has been done in order to find out how to design the application to be interesting for users. Furthermore, some techniques and methods were chosen in order to improve the GPS accuracy especially in the places with a low GPS signal strength. These methods exploit WLAN and some of embedded features in a smartphone such as microphone, camera, accelerometer, gyroscope to improve the positioning accuracy. In the end, along reporting civic issues the user is able to report and get information about cheap and appropriate necessities and public events in different geographical areas through a map-based application. Furthermore, he or she is benefited by some location-based services such as online-food or taxi. The client application’s interface was designed for iPhone.This GIS-based mobile application would be an appropriate alternative for the old reporting methods like phone call or mail. Nevertheless, reporting civic issues itself, cannot be necessarily a strong motivation to attract the user to download and use the application. Therefore, desired feedbacks of the crowd need to be found out in order to encourage them to spend their time for the application. User needs to get motivated to use the application and considered additional parts can be very helpful to reach this aim.
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Biosensor Development for Environmental Monitoring, Food Safety, and Secondary Education ApplicationsLiang, Pei-Shih January 2013 (has links)
This dissertation develops biosensors for rapid detection of pathogens for environmental monitoring and food safety applications and utilizes the multidisciplinary and multi-application characteristics of biosensors to develop a lesson plan that can be implemented in secondary education classrooms. The detection methods evolve from particle immunoagglutination assay, PDMS optofluidic lab-on-a-chip, and spectrum analysis to smartphone and image analysis without any reagent; the potential application in secondary education also underlines the extended value of biosensors. In the first paper presented here, an optofluidic lab-on-a-chip system and subsequent sampling procedure were developed for detecting bacteria from soil samples utilizing Mie scattering detection of particle immunoagglutination assay. This system and protocol detected the presence of Escherichia coli K12 from soil particles in near real-time (10 min) with a detection limit down to 1 CFU mL⁻¹ and has the potential to be implemented in the field. We also compared the interaction between E. coli and soil particles to the two-step protein-surface interaction. In the second paper, a smartphone-utilized biosensor consisting of a near-infrared (NIR) LED (wavelength of 880 nm) and a digital camera of a smartphone was developed for detecting microbial spoilage on ground beef, without using any reagents. The method was further improved by programming a smartphone application that allows the user to position the smartphone at an optimum distance and a range of angles utilizing its internal gyro sensor to measure a series of scatter intensities against the detection angle. This handheld device can be used as a preliminary screening tool to monitor microbial contamination on meat products. In the third paper, we designed a lesson plan for secondary education classrooms using biosensors as a core and branching out to different applications and fields of study with the goal of heightening students' interest and motivation toward attaining degrees and careers in STEM fields. Results revealed that the lesson was more effective in affecting younger students than older students, and more effective in teaching about the applications of biosensors than about the techniques of biosensor development.
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Biosensor Development for Environmental Monitoring, Food Safety, and Secondary Education ApplicationsLiang, Pei-Shih January 2013 (has links)
This dissertation develops biosensors for rapid detection of pathogens for environmental monitoring and food safety applications and utilizes the multidisciplinary and multi-application characteristics of biosensors to develop a lesson plan that can be implemented in secondary education classrooms. The detection methods evolve from particle immunoagglutination assay, PDMS optofluidic lab-on-a-chip, and spectrum analysis to smartphone and image analysis without any reagent; the potential application in secondary education also underlines the extended value of biosensors. In the first paper presented here, an optofluidic lab-on-a-chip system and subsequent sampling procedure were developed for detecting bacteria from soil samples utilizing Mie scattering detection of particle immunoagglutination assay. This system and protocol detected the presence of Escherichia coli K12 from soil particles in near real-time (10 min) with a detection limit down to 1 CFU mL⁻¹ and has the potential to be implemented in the field. We also compared the interaction between E. coli and soil particles to the two-step protein-surface interaction. In the second paper, a smartphone-utilized biosensor consisting of a near-infrared (NIR) LED (wavelength of 880 nm) and a digital camera of a smartphone was developed for detecting microbial spoilage on ground beef, without using any reagents. The method was further improved by programming a smartphone application that allows the user to position the smartphone at an optimum distance and a range of angles utilizing its internal gyro sensor to measure a series of scatter intensities against the detection angle. This handheld device can be used as a preliminary screening tool to monitor microbial contamination on meat products. In the third paper, we designed a lesson plan for secondary education classrooms using biosensors as a core and branching out to different applications and fields of study with the goal of heightening students' interest and motivation toward attaining degrees and careers in STEM fields. Results revealed that the lesson was more effective in affecting younger students than older students, and more effective in teaching about the applications of biosensors than about the techniques of biosensor development.
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Migrating screens – Att migrera en söksida till mobila enheter med små skärmarGustafson, Erik January 2008 (has links)
Internetanvändning med mobila enheter såsom PDAs och smartphones är idag vanligt. De flesta webbsidor är dock designade för att visas på stationära datorer med stora skärmar. När användare med mobila enheter besöker webbsidorna uppstår ofta användbarhetsproblem som i främsta hand kan kopplas till de mobila enheternas små skärmar. Syftet med denna studie var att undersöka vilka faktorer som är viktiga att ta hänsyn till, då en söksida på Internet skall anpassas för att presenteras på mobila enheter med små skärmar. Studien bestod av tre olika faser, där den första var en litteraturstudie som syftade till att samla in information som berör design och omvandling av webbsidor mot små skärmar. I den andra fasen utvecklades två olika prototyper av en befintlig söksida på Internet, anpassade för små skärmar. I den tredje och sista fasen, utvärderades prototyperna på ett antal respondenter. Utvärderingarna bestod av uppgiftsbaserade utvärderingar med efterföljande intervjuer. Därefter analyserades resultatet av utvärderingarna utefter begrepp som behandlats i uppsatsens teoretiska del. En slutsats som kunde dras var att flera av de designriktlinjer som idag finns för små skärmar även är lämpliga för en söksida. Studien har även resulterat i egna rekommendationer för hur en söksida kan migreras till mobila enheter med små skärmar för att vara användbar. En av dessa är att resultaten av en sökning bör presenteras kompakt så att användarna kan få en god överblick och inte behöva skrolla för mycket för att läsa dem.
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Smartphone Evaluation Heuristics for Older AdultsCalak, Piotr 20 February 2013 (has links)
Age-related physical and cognitive changes hinder the ability of older adults to operate smartphones. While many user interface (UI) heuristics exist today, there is a need for an updated set designed specifically to assess the usability of mobile devices for an older audience. Smartphone evaluation heuristics for older adults based on age-related changes in vision, hearing, attention, memory and motor control were developed in this thesis by analyzing literature on age-related physical and cognitive changes impacting smartphone usability. Support for heuristics was found by gathering information on how older adults use cell phones through interviews and an online survey. It was demonstrated that strength of support for some heuristics increases with age. The evaluated heuristics provide usability practitioners and designers with a framework for evaluating the usability of smartphones for older adults.
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Design of a full-sized NFC Desktop Keyboard for Smart DevicesCastrup, Stefan January 2015 (has links)
The master´s thesis project was performed in collaboration with the design and engineering company Eker Design from Fredrikstad in Norway, who is designing and developing flip cover NFC keyboards for smartphones. The new product idea is the full-sized NFC desktop keyboard for public institutions to offer to pupils, students or business people for instance. The thesis project is examining how such a product can be designed and should be designed in order to fit into its market and environment to meet the target group´s interest in order to be successful. With a human-centered design approach the project work was starting by the user and the market. The work consisted of analyzing and emphasizing with the market which mainly included the users, the competitors and the trends within a market analysis and a survey research. From the findings and insights of the research phase a design strategy and a business model for the new keyboard was created and communicated via a design brief. Different ideas and concepts were created, tested and presented via concept sketches along with mock-ups. The final concepts were evaluated via a concept evaluation in relation to the requirements of the business and user value. The final concept was developed and designed via the CAD software SolidWorks and the rendering software Keyshot. The design and development phase was focusing on functionality, usability, materials, surfaces, textures and the mechanical and technical solutions for the design. The result of this thesis project is named TRANSIT and is presenting how a collapsible desktop keyboard which is offering a NFC connection could look like and work to offer to people in public places such as libraries or universities and be as well be suitable for people to use at home. The TRANSIT keyboard is a simple and robust concept of a full-sized tactile keyboard which is offering a NFC connection as well as a Bluetooth connection for devices which do not support NFC yet. The design is aimed for smartphones and tablets and is offering a support which consists of an automated stand and a back plate which angle is adjustable step-less. The design allows to collapse stand, keyboard and back plate into a compact package which makes it easy to store and transport. Furthermore the design is providing a charging option for the smart device via energy harvesting or cable and has therefore internal batteries. The project is ending with the final presentation of the physical model in scale 1:1. / Detta examensarbete genomfördes i samarbete med design och ingenjörsföretaget Eker design från Fredriksstad i Norge, som designar och utvecklar flipcover NFC tangentbord till smartphones. Den nya produktidén är ett fullstort stationärt NFC tangentbord för offentliga institutioner, tänkt att användas av till exempel elever, studenter eller affärsmänniskor. Detta examensarbete undersöker hur ovan nämnda produkt kan och bör designas för att passa dess målmarknad och möta målgruppens intresse för att bli framgångsrik. Med en Human-centered design approach, började projektet med att utgå från användaren och marknaden. Arbetet bestod i att analysera och empatisera med marknaden som huvudsakligen bestod av användare och konkurrenterna, samt att undersöka trender genom en marknadsundersökning. Med utgångspunkt från de insikter som uppkom genom projektets utforskningsfas, skapades en design strategi och en affärsmodell för det nya tangentbordet i form av en design brief. Olika idéer och koncept skapades, testades och presenterades via koncept skisser och mock-ups. Det slutgiltiga konceptet utvecklades och designades med hjälp av CAD programvaran SolidWorks och renderingsprogrammet Keyshot. Design och utvecklingsfasen fokuserade på funktionalitet, användbarhet, material, ytor, texturer och mekaniska och tekniska lösningar för designen. Den slutgiltiga produkten heter TRANSIT och visar på hur ett hopfällbart stationärt tangentbord som erbjuder en NFC-anslutning skulle kunna se ut och fungera för människor som arbetar på olika platser i det publika rummet, som på bibliotek eller universitet. Men även för privat användning i hem. TRANSIT tangentbordet är ett enkelt och robust koncept av ett fullstort taktilt tangentbord som erbjuder en NFC-koppling såväl som Bluetooth for enheter som ännu inte stöder NFC. Designen, som är riktad mot smartphones och tablets, har ett ställ som består av ett automatiskt stöd och en bakplatta med steglös justering. Designen gör att tangentbordet, stödet och bakplattan går att fälla ihop till ett kompakt paket som är enkelt att transportera och förvara. Dessutom erbjuds möjligheter att ladda smart-enheter via energi-skördning eller kabel då enheten har inbyggda batterier. Projektet avslutades med en slutpresentation av en fysisk modell i skala 1:1.
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