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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.
151

Android Game Testing using Reinforcement Learning

Khurana, Suhani 30 June 2023 (has links)
Android is the most popular operating system and occupies close to 70% of the market share. With the growth in the usage of Android OS, the number of games also increased and the Android play store has over 500,000 games. Testing of Android games is done either manually or through some of the existing tools which automate some parts of this testing. Manual testing requires a great deal of effort and can be expensive to afford. The existing tools which automate testing do not make use of any domain knowledge. This can cause the testing to be ineffective as the game may involve complex strategies, intricate details, widgets, etc. Existing tools like Android Monkey and Time Machine generate random Android events, including gestures like touch, swipe, clicks, and other system-level events across the application. Some deep learning methods like Wuji were only created for combat-type games. These limitations make it imperative to create a testing paradigm that uses domain knowledge as well as is easy to use by a developer who doesn't have any machine or deep learning knowledge. In this work, we develop a tool called DRAG- Deep Reinforcement learning based Android Gamer - which leverages Reinforcement Learning to learn the requisite domain knowledge and play the game in a fashion like a human would. DRAG uses a unified Reinforcement Learning agent and a Unified Reinforcement Learning environment. It only customizes the action space for each game. This generalization is done in the following ways- 1) Record an 8-minute demo video of the game and capture the underlying Android action log. 2) Analyze the recorded video and the action log to generate an action space for the Reinforcement Learning Agent. The unified RL agent is trained by providing it the score and coverage as a reward and screenshots of the game as observed states. We chose a set of 19 different open-sourced games for evaluation of the created tool. These games differ in the action set required by each of them - some require tapping icons, some require swiping in random directions, and some require more complex actions which are a combination of different gestures. The evaluation of our tool outperformed state-of-the-art TimeMachine for all 19 games and outperformed Monkey in 16 of the 19 games. This strengthens the fact that Deep Reinforcement Learning can be used to test Android games and can provide better results than tools that make no use of any domain knowledge. / Master of Science / The popularity of the Android operating system has led to a significant increase in the number of available Android games, with over 500,000 games on the Android Play Store alone. However, ensuring the quality and functionality of these games has become a challenge. Traditional testing methods involve either time-consuming manual testing or the use of existing tools that lack the necessary domain knowledge to handle complex game mechanics effectively. To overcome these limitations, we propose a solution called DRAG: the Deep Reinforcement Learning-based Android Gamer. Our tool utilizes Reinforcement Learning (RL) to acquire the domain knowledge needed to play Android games in a manner similar to human players. Unlike other tools, DRAG incorporates a unified RL agent and environment that can be customized for each specific game.The process of customizing the action space involves two main steps. First, we record an 8-minute demonstration video of the game while capturing the underlying Android action log. Then, we analyze the video and action log to generate a tailored action space for the game. The unified RL agent is trained using rewards based on the game's score and coverage, while observed screenshots of the game serve as input states.\\We evaluated DRAG using a diverse set of 19 open-source games, each requiring different actions such as tapping icons, swiping in random directions, or complex combinations of gestures. Our results demonstrate that DRAG outperforms state-of-the-art tools like TimeMachine in all 19 games and outperforms Monkey in 16 of the 19 games. These findings highlight the effectiveness of Deep Reinforcement Learning for testing Android games and its ability to deliver better results compared to tools lacking domain knowledge.Our work introduces a new testing approach that combines RL and domain knowledge, providing a user-friendly solution for developers without extensive machine or deep learning expertise. By automating game testing to replicate human gameplay, DRAG offers the potential for more efficient and effective quality assurance in the Android gaming ecosystem.
152

Wireless Distributed Computing on the Android Platform

Karra, Kiran 23 October 2012 (has links)
The last couple of years have seen an explosive growth in smartphone sales. Additionally, the computational power of modern smartphones has been increasing at a high rate. For example, the popular iPhone 4S has a 1 GHz processor with 512 MB of RAM [5]. Other popular smartphones such as the Samsung Galaxy Nexus S also have similar specications. These smartphones are as powerful as desktop computers of the 2005 era, and the tight integration of many dierent hardware chipsets in these mobile devices makes for a unique mobile platform that can be exploited for capabilities other than traditional uses of a phone, such as talk and text [4]. In this work, the concept using smartphones that run the Android operating system for distributed computing over a wireless mesh network is explored. This is also known as wireless distributed computing (WDC). The complexities of WDC on mobile devices are different from traditional distributed computing because of, among other things, the unreliable wireless communications channel and the limited power available to each computing node. This thesis develops the theoretical foundations for WDC. A mathematical model representing the total amount of resources required to distribute a task with WDC is developed. It is shown that given a task that is distributable, under certain conditions, there exists a theoretical minimum amount of resources that can be used in order to perform a task using WDC. Finally, the WDC architecture is developed, an Android App implementation of the WDC architecture is tested, and it is shown in a practical application that using WDC to perform a task provides a performance increase over processing the job locally on the Android OS. / Master of Science
153

Mobiliųjų žiniatinklio paslaugų taikymo problematika / Problems of mobile web services

Bakanas, Jurgis 15 June 2011 (has links)
Mobiliųjų žiniatinklio paslaugų projektavimas, kūrimas ir pateikimas vartotojams, vis dar yra atskiras iššūkis kūrėjams. Taip yra todėl, kad mobiliųjų prietaisų rinkoje, nėra vienodų standartų prietaisams. Tačiau yra bruožų, iš kurių šie standartai galėtų atsirasti. Šio darbo eigoje yra atskleidžiami šie bruožai ir pateikiamos rekomendacijos, kurios padėtų vartotojams pateikti patikimas, saugias ir nepriklausančias nuo vartojamo mobiliojo prietaiso, paslaugas. Darbo metu išanalizuota mobiliųjų prietaisų rinka, bei atsižvelgiama į šios rinkos tendencijas ateityje. Pateikiamos rekomendacijos verslo struktūroms, kurios nesinaudoja mobiliųjų prietaisų teikiamais privalumais. Pateikiamos rekomendacijos apie kešavimo praktiką norint padidinti mobiliųjų žiniatinklio paslaugų patikimumą. Saugumo klausimų sprendimas panaudojant SOAP protokolą, bei papildomas skirtingų platformų bibliotekas. Aprašomos ir analizuojamos alternatyvos, kuriomis galima pasinaudoti projektuojant ir kuriant paslaugą vartotojams. Pateikiamas prototipinis paslaugos, bei Android operacinėje sistemoje veikiančios klientinės programos modelis. . / There are still big challenges for individual developers to design, develop, and deliver to consumers a Mobile Web. These problems occur because in the mobile market there are no united standards for appliances. However there is some characteristics of which these standards could occur. This work is disclosed during the course of these features and provides guidance to help developers make and deliver to mobile user’s safe and independent mobile web services for variety mobile devices. Job analysis at the mobile device market, and take into account the market trend in the future. There are presented recommendations for the business structures that exploit the advantages of mobile devices. Also, there are presented recommendations for developers about usage of the cache to increase the practice of mobile Web services security. Security issues explained using the SOAP protocol, and additional libraries on different platforms. There are description and analysis of alternatives that can be used in designing and developing a service to consumers. A prototype service with the Android operating system client application show how these recommendations are adopted in the real life.
154

Android application for USDA (U.S. Department of Agriculture) structural design software

Addanki, Nikhita January 1900 (has links)
Master of Science / Department of Computing and Information Sciences / Mitchell L. Neilsen / The computer industry has seen a growth in the development of mobile applications over the last few years. Tablet/Mobile applications are preferred over their desktop versions due to their increased accessibility and usability. Android is the most popular mobile OS in the world. It not only provides a world-class platform for creating several apps, but also consists of an open marketplace for distributing them to Android users everywhere. This openness has led to it being a favorite for consumers and developers alike, thereby leading to a strong growth in app consumption. The main objective of the project is to design and develop an Android software application for USDA (U.S. Department of Agriculture) structural design that can be used on Android tablets. The different components of USDA that can be designed using this application are SingleCell, TwinCell, Cchan, Cbasin and Drpws3e. The USDA (U.S. Department of Agriculture) structural design application was previously developed using FORTRAN. But FORTRAN is not supported by Android Tablets. So, F2J Translator software was used to convert the FORTRAN source files to java source files which are supported by Android. Also, many other formatters such as CommonIn, CommonOut, and SwapStreams were used to translate some common blocks of FORTRAN code that cannot be translated by F2J Translator. The developed Android software allows users to access all different components of USDA structural design. Users can either directly enter the data in the forms provided or upload a file that already has data stored in it. When the application is run, the output can be accessed as a PDF file. Users can even send the output of a particular component to their personal email address. This output provided by the software application is helpful for design engineers to implement new structural designs.
155

Aplicativo Android para aquisição de dados de um baropodômetro via Bluetooth para apoio na análise de escoliose /

Nobukuni, Maria Inez. January 2014 (has links)
Orientador: Aparecido Augusto e Carvalho / Co-orientador: Erica Regina Marani Daruichi Machado / Banca: Carlos Antonio Alves / Banca: Maria Cláudia Ferrari de Castro / Resumo: Foi implementado um aplicativo para o sistema operacional Android, visando realizar a aquisição de dados de um baropodômetro via Bluetooth para apoio na análise de escoliose por profissionais da área da saúde. O aplicativo foi desenvolvido com a linguagem de programação orientada a objetos Java, no ambiente de desenvolvimento Eclipse. Esse aplicativo possibilita armazenar e visualizar informações de voluntários, como dados pessoais e medidas de força na região plantar de pacientes. Para a transmissão dos dados do baropodômetro foi desenvolvida uma instrumentação constituída por uma plataforma Arduino, um dispositivo PSoC, um módulo Bluetooth, um amplificador de instrumentação, um multiplexador, reguladores de tensão e potenciômetros. Utilizando o sistema implementado foi possível observar nitidamente diferenças na distribuição da descarga de peso na região plantar de voluntários hígidos e de voluntários com escoliose. Os resultados obtidos evidenciaram que os pacientes com escoliose descarregam de forma mais desigual os pesos nos pés direito e esquerdo que os pacientes hígidos. A maior diferença no percentual de descarga de peso entre os pacientes com escoliose e os hígidos ocorreu no médio pé, que nos pacientes com escoliose é menos da metade da que ocorre nos pacientes hígidos / Abstract: An application for the Android operating system that performs data acquisition of a baropodometer via Bluetooth to support the analysis of scoliosis by health care professionals was implemented. The application was developed with Java object oriented programming language in the Eclipse development environment. This application allows storing and displaying informations of volunteers, such as personal data and mensurements of force in the plantar region of patients. For the transmission of the barapodometer data, an instrumentation built with an Arduino platform, a PSoC device, a Bluetooth module, an instrumentation amplifier, a multiplexer, voltage regulators and pots was used. Using the implemented system, we can clearly see differences in the distribution of weightbearing in the plantar region of healthy volunteers and volunteers with scoliosis. The results showed that patients with scoliosis unload more unequally weights on the right and left feet that healthy patients. The biggest difference in the percentage of weightbearing in patients with scoliosis and healthy occurred in the midfoot. In patients with scoliosis, in this plantar region, the percentage of weightbearing is less than half of that in healthy patients / Mestre
156

Reúso de cenários BDD para minimizar o esforço de migração de testes para a plataforma android / Minimizing the migration effort for the existing Android BDD platform

Ritter, Roger January 2018 (has links)
O desenvolvimento de versões móveis de sistemas corporativos que já executam em plataformas Desktop e/ou Web tem se tornado comum. No entanto, o processo de migração tanto da lógica de programação quanto dos testes pode ser bastante complexo, embora muitas funcionalidades permaneçam as mesmas no novo ambiente. Este trabalho propõe o reúso de cenários de teste automatizados como uma alternativa para diminuir este esforço de migração. Para isso, propõe-se uma metodologia para o reúso de cenários de teste suportada por um framework de automação de testes. A metodologia propõe que cenários BDD sejam escritos uma única vez e executados em diferentes plataformas, como Desktop, Web, Móvel ou outra que venha a existir. Para dar suporte à metodologia proposta, o framework dbehave foi estendido para permitir a execução de cenários de teste em plataformas móveis. Uma segunda extensão no framework permite ainda que cenários específicos de uma plataforma possam ser escritos junto aos demais cenários mas executados apenas na plataforma de interesse, permitindo ao desenvolvedor uma maior autonomia na organização e manutenção dos cenários. A metodologia proposta foi utilizada em dois estudos de caso e se mostrou útil, uma vez que uma média de 81.2% dos cenários de aplicações reais foram reutilizados, havendo uma redução considerável no esforço de migração entre plataformas e na escrita de cenários. / The development of enterprise applications in multiple platforms (Desktop and/or Web and/or Mobile) has become a trend. However, the process of migrating both programming logic and software tests can be very complex, although many functionalities remain the same in the new environment. This work proposes the reuse of automated test scenarios as an alternative to reduce this migration effort. We propose a test methodology that is supported by a test automation framework. The methodology proposes the developer writes BDD scenarios only once and executes such scenarios on different platforms, such as Desktop, Web, Mobile or other that may exist. The dbehave framework was extended to support the execution of test scenarios in mobile platforms. Furthermore, the framework now allows the selection of which scenarios should be executed in which platforms, i.e., platform-specific scenarios can be written next to the other scenarios and run only on the platform of interest. This provides the developer greater autonomy in the organization and maintenance of the scenarios. The proposed methodology was used in two case studies and proved useful, since an average of 81.2% of the real application scenarios were reused, with a considerable reduction in the effort for cross-platform migration and scenario writing.
157

Cria??o de aplicativo para dispositivos m?veis e sua utiliza??o como recurso did?tico em aulas de Geometria Anal?tica / Application creation for mobile and its use as a didactic rResource in Analytic Geometry classes

OLIVEIRA, Jose Marcelo Velloso de 03 August 2016 (has links)
Submitted by Jorge Silva (jorgelmsilva@ufrrj.br) on 2017-10-03T19:18:17Z No. of bitstreams: 1 2016 - Jos? Marcelo Velloso de Oliveira.pdf: 4277827 bytes, checksum: 283210b4b641db9ae05f5439a98b2dfc (MD5) / Made available in DSpace on 2017-10-03T19:18:17Z (GMT). No. of bitstreams: 1 2016 - Jos? Marcelo Velloso de Oliveira.pdf: 4277827 bytes, checksum: 283210b4b641db9ae05f5439a98b2dfc (MD5) Previous issue date: 2016-08-03 / There are several factors that hinder the work development of mathematics teachers in basic education. Among them is the inappropriate use of smartphones / tablets for students, among the academic activities. These mobile devices, for their variety of prices are available for everyone, and because of that they are present in almost all parts of the day. Smartphones / tablets today have thousands of applications for many different uses, no matter the operational system they use. On the other hand, in the educational field, these devices are not yet part of the classroom routine productively; on the opposite, are elements of distraction to the students. In an attempt to take advantage of this feature as a pedagogical tool for the teaching of math, taking advantage of the presence of the students equipments in classes, came the proposal to create and use an application called AGA, which runs on the Android operating system, for the use in classes that addressed primary topics of analytic geometry, such as marking points in the Cartesian point and distance between points on the plane. It is important to highlight that among the available operating systems, Android dominates the smartphone / tablet market. The building application for this research was developed through an integrated development environment MIT (Massachusetts Institute of Technology). It is a simple and interactive way to build applications for the Android operating system for mobile devices. The use of the application in mathematics lessons took place in a class of the third year of high school in a state school, located in Serop?dica City. For the assessment of the experiment, they were applied in the research group, tests before and after the activities, addressing the working content and motivation to study mathematics. Such tests allowed the analysis of the impact of the work developed in class and efficiency of the construction and use of the AGA. / Existem diversos fatores que dificultam o desenvolvimento do trabalho dos professores de matem?tica na educa??o b?sica. Dentre eles, est? o uso inapropriado dos smartphones/ tablets por discentes, em meio ?s atividades acad?micas. Estes aparelhos m?veis, por suas variedades de pre?os, est?o dispon?veis para todos os p?blicos, de modo que est?o presentes em quase todos os momentos do dia. Os smartphones/ tablets atuais disp?em de milhares de aplicativos para as mais diversas utiliza??es, independente do sistema operacional que utilizam. Por outro lado, no campo educacional, aparelhos como estes ainda n?o fazem parte da rotina de sala de aula de forma produtiva; ao contr?rio, s?o elementos de distra??o para os discentes. Em uma tentativa de aproveitar esse recurso como ferramenta pedag?gica para o ensino de matem?tica, aproveitando a presen?a dos equipamentos dos alunos nas aulas, surgiu a proposta de cria??o e de uso de um aplicativo, denominado AGA, o qual funciona no sistema operacional Android, para utiliza??o em aulas que abordassem t?picos preliminares de Geometria Anal?tica, tais como marca??o de pontos no plano cartesiano e dist?ncia entre pontos no plano. Vale destacar que, dentre os sistemas operacionais dispon?veis, o Android domina o mercado de smartphones/ tablets. A constru??o do aplicativo para esta pesquisa foi desenvolvida atrav?s de um ambiente de desenvolvimento integrado do MIT (Massachussetts Institute of Tecnology). Trata-se de uma forma simples e interativa de se construir aplicativos para dispositivos m?veis de sistema operacional Android. A utiliza??o do aplicativo em aulas de Matem?tica ocorreu em uma turma de terceiro ano do ensino m?dio de uma escola da rede estadual, localizada do munic?pio de Serop?dica. Para efeitos de avalia??o da experi?ncia, foram aplicados, na turma pesquisada, testes antes e depois das atividades, abordando o conte?do trabalhado e a motiva??o para estudar matem?tica. Tais testes permitiram as an?lises do impacto do trabalho desenvolvido na turma e da efic?cia da constru??o e utiliza??o do AGA.
158

Lara : en skattjakt med mobil datorförstärkt verklighet / Lara : a mobile augmented reality treasure hunt

Hedström, Anton, Ragnarsson, Patrik January 2011 (has links)
Prestandan i dagens mobiltelefoner har ökat på senare tid. Därmed har det blivit aktuellt med förstärkt verklighet i mobilapplikationer. Det här arbetet har undersökt hur förstärkt verklighet används i mobilapplikationer för att framhäva en plats. Genom att använda förstärkt verklighet blir det möjligt att tillföra information till den verkliga platsen. I syfte att applicera förstärkt verklighet har vi utvecklat Lara. Lara är en prototyp av ett spel i form av en virtuell skattjakt som utspelar sig på Campus Valla i Linköping. Den evolutionära prototypen har testats av fyra personer som efter testet svarat på frågor angående användbarheten. Resultatet från testerna visade att användbarheten var god. Testerna visade även att det finns intresse att utöka Lara med både server och editor. Arbetet visade att presentationen av förstärkt verklighet har stor betydelse för hur påtaglig upplevelsen blir. / The performance of mobile phones have increased recently. Thus, it has become relevant with augmented reality in mobile applications. This work has examined how augmented reality is used in mobile applications to focus on a location. By using augmented reality you will be able to add information to a place. In order to apply augmented reality, we have developed Lara. Lara is a prototype of a game in the form of a virtual treasure hunt that takes place at Campus Valla in Linköping.The evolutionary prototype has been tested by four people who afterwards answered questions about usability. Results of the tests showed that the usability was good. The tests also showed that there is interest to expand Lara with both server and editor. The work showed that the presentation of augmented reality have significant impact on how real the experience becomes.
159

Dataöverföring mellan en mobiltelefon och en NFC-läsare / Data transmission between a mobile phone and a NFC reader

Karlsson, Linda January 2012 (has links)
Denna rapport handlar om att använda en trådlös kommunikationsteknik som kallas NFC (Near Field Communication) vid kommunikation mellan en Android mobiltelefon och en NFC-läsare som kallas ACR122U. Syftet med detta projekt är att: Välja en Androidtelefon som har stöd för NFC. Skapa en applikation som skall köras på Androidtelefonen och som skall skicka ett lösenord via NFC. Skapa ett program som skall köras på en dator med operativsystemet Windows 7 och som skall hantera ACR122U. Förklara den insamlade kunskapen i detta dokument så andra lättare skall kunna arbeta med NFC. Följande frågor kommer att besvaras i denna rapport: Vilken Androidtelefon bör användas vid utveckling av en applikation som kan kommunicera via NFC? Vad krävs vid utveckling av en applikation som kan kommunicera via NFC? Aktionsforskning är den forskningsmetod som användes vid sökandet efter svar på frågorna ovan. Detta innebär att forskningen görs genom att läsa om ämnet, genomföra en eller flera lösningar för att hitta en fungerande lösning och sedan dokumentera resultaten. Implementeringen av programvaran på mobiltelefonen genomfördes med mycket hjälp från Android Developers hemsida. Vid utvecklingen av den programvara som skall användas av datorn för att hantera ACR122U gjordes en hel del forskning. En demoapplikation och ett Javabibliotek som heter "nfctools" som är skapade av det Tyska GrundID GmbH var mycket användbara vid försöken att ta reda på hur kommunikationen fungerar. Programmet som hanterar ACR122U har utvecklats genom att växelvis läsa och testa olika lösningar. Den mobiltelefon som valdes under det här projektet är Samsung Galaxy Nexus som kör Android 4.0.Den programvara som hanterar ACR122U måste hantera dessa saker: Skicka data via USB till ACR122U - Detta gjordes med hjälp av en klass som kallas "ModWinsCard" vilken kom med ett utvecklingspaket för NFC. Ett ACR122U pseudo-APDU (Application Protocol Data Unit) kommando. Några av ACR122U:s NFC-kontroller (PN532) kommandon. Delar av NFC lagren: NDEF (NFC Data Exchange Format), SNEP (Simple NDEF Exchange Protocol) och LLCP (Logical Link Control Protocol). Det är viktigt att veta vilka NFC lager som finns implementerade i de enheter som skall kommunicera med varandra via NFC. Samma lager måste användas för att packa och packa upp data. / This report is about using a wireless communication technology called NFC (Near Field Communication) when communicating between a mobile phone using an Android operating system and a NFC reader called ACR122U. The purpose of this project is to: Select an Android phone which supports NFC. Create an application that runs on the Android mobile phone and which shall send a password via NFC. Create a program which will run on a PC running Windows 7 and which will handle ACR122U. Explain the gathered knowledge in this document so that others may more readily be able to work with NFC. The following questions will be answered in this report: Which Android mobile phone should be used when developing an application which will communicate via NFC? What is required when developing an application that can communicate via NFC? Action research is the research method that was used when searching for answers to the questions above. This means the research is done by reading about the subject, implementing one or more solutions in order to find a working solution and then documenting the results. The implementation of the software on the mobile phone was done with a lot of help from the Android Developers website. When developing the software to be used by the computer to handle ACR122U a lot of research was made. A demo application and a java library called “nfctools” made by the German company GrundID GmbH were very useful when trying to figure out how the communication works. The program that handles ACR122U was developed through alternating between reading and testing different solutions. The mobile phone that was chosen during this project is Samsung Galaxy Nexus running Android 4.0.The software that handles ACR122U needs to handle these things: Sending data via USB to ACR122U – This was done using a class called “ModWinsCard” which came with an NFC development package. An ACR122U Pseudo-APDU (Application Protocol Data Unit) command. Some of ACR122U’s NFC controller (PN532) commands. Some parts of the NFC layers: NDEF (NFC Data Exchange Format), SNEP (Simple NDEF Exchange Protocol) and LLCP (Logical Link Control Protocol). It is important to know which NFC layers are implemented in the devices that are to communicate with each other via NFC. The same layers must be used when packing and unpacking data.
160

Utveckling av mobilapplikation för övervakning och larmhantering / Development of mobile application for monitoring and alarm handling

Muric, Dino January 2012 (has links)
Netadmin Systems är ett Linköpingsbaserat IT-företag där huvudprodukten NETadmin är ett Operation support system/Business support system (OSS/BSS) som i huvudsak används i öppna nät för bl.a. kund- och lagerhantering, provisionering, övervakning och ärendehantering. Ett växande behov finns att göra det möjligt att använda övervakningssystemet via mobila enheter för att kunna felsöka och hantera driftstörningar effektivt. Syftet med rapporten är att undersöka hur övervakningssystemet kan göras tillgängligt på Android samt att ta fram en prototypapplikation för hantering av grundläggande övervakning. Genom fallstudien som har genomförts har slutsatsen dragits att Netadmin API är lämpligt för kommunikation via mobila enheter men att API behöver vidareutvecklas med ytterligarefunktioner. De viktigaste av dessa har implementerats och arbetet har även mynnat ut i en applikationsprototyp för Android. Genom utvecklingen av denna applikation ges Netadmins kunder möjlighet att hantera övervakningssystemet via mobila enheter. / Netadmin System is a Linköping based IT company that develops the NETadmin software – an Operation support system/Business support system (OSS/BSS) that is primarily used in open access networks for customer and inventory management, monitoring and ticket handling. There is a growing demand for making its monitoring system available on mobile devices in order to efficiently deal with network disruptions. The purpose of the report is to investigate how the monitoring system can be accessed from the Android platform and develop a prototype application for basic monitoring. The performed case study concludes that Netadmin API is a suitable way for communicating with the Netadmin system but that the API must be extended with a number of functions. The most important of these have been implemented and the work has also resulted in an application prototype for Android. The development of the prototype application have given Netadmins customers the possibility of accessing and handling the monitoring system through mobile devices.

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