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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.
91

Bottender : Drinkblandarmaskin

Lenfors, Camilla, Sjögren, Mattias January 2015 (has links)
This report describes the development of a drink mixing machine and the developmentof an application to control it. The aim of the project is to see whether a cheaper andmore modular product can be produced than similar products currently on the market.The goal was to develop a working prototype, and based on it decide whether a productcan be produced with a material cost of less than 5000 SEK.We wanted to make a drink mixing machine which diers from similar products in thesense that it must be cheap enough to be attractive to both companies and individuals.It shall also distinguish itself by being modular, ie, not sit together using a large frame.This because it provides a greater opportunity to adapt to small areas. You can alsohang it on the wall to save as much space as possible.An application is designed to function as a user interface to the machine. The applicationcan run on Android and PC, but can only communicate wirelessly from a PC. Everythingin the applikation is compatible with Android, except for the communication.It was found that some form of database needed, and a local database was chosen becauseit does not need Internet access.The prototype is complete to the extent that the application can specify the drink to bemade, and a carriage then moves to the right position for the right amount of time. Thevalves have due to lack of time not been implemented, and is therefor simulated withLEDs.Conclusions from this work is that it is possible to make a product under the component-kost of 5000 SEK. / Denna rapport beskriver framtagningen av en drinkblandarmaskin samt utvecklingen aven applikation for att styra den. Syftet med projektetar att se om en billigare och mermodular produkt kan tas framan de liknande produkterna som idag nns pa marknaden.Malet var att ta fram en fungerande prototyp, och utifran den berakna om en produktkan tas fram med en materialkostnad pa under 5000 kr.Vi ville gora en drinkblandarmaskin som skiljer sig mot liknande produkter i det av-seende att den ska vara tillrackligt billig for att vara attraktiv for saval foretag somprivatpersoner. Den skaaven utmarka sig genom att vara modulart uppbyggd, d.v.s.inte sitta ihop med hjalp av ett stort ramverk. Detta eftersom det ger storre mojlighetatt anpassa den till sma ytor. Det garaven att hanga den upp pa vaggen for att sparapa sa mycket utrymme som mojligt.En applikationar framtagen for att fungera som anvandargranssnitt mot maskinen.Applikationen kan koras pa Android och PC, men kan endast kommunicera tradlost franen PC. Allt i applikationenar kompatibelt med android, utom just kommunikationen.Det konstaterades att nagon form av databas behovdes, och en lokal databas valdes pagrund av att det da ej kravs internetatkomst.Prototypenar klar till den grad att man i applikationen kan ange vilken drink som skagoras, och en vagn kor da till ratt position i ratt tid. Ventilerna har pa grund av tidsbristinte hunnits fa fungerande, och de simuleras darfor av lysdioder.Slutsatser fran detta arbetear att detar mojligt att gora en produkt under 5000 kr.
92

Ανάπτυξη εφαρμογής σε iphone για την προσομοίωση κβαντικών υπολογισμών

Χριστόπουλος, Κωνσταντίνος 21 July 2015 (has links)
Η παρούσα διπλωματική εργασία έχει ως σκοπό την ανάπτυξη εφαρμογής σε iPhone για την προσομοίωση κβαντικών υπολογισμών. Για την υλοποίηση του γραφικού περιβάλλοντος της εφαρμογής αντί για τη native γλώσσα προγραμματισμού για iphone (objective c), καθώς και τα επίσημα εργαλεία της apple επιλέχθηκε η πλατφόρμα phonegap. Αρχικά μελετήθηκαν: πρώτον, οι βασικές έννοιες που διέπουν τους κβαντικούς υπολογιστές και δεύτερον, η χρήση και οι δυνατότητες των διάφορων προγραμματιστικών γλωσσών και εργαλείων. Στη συνέχεια δημιουργήθηκε η γραφική διεπαφή της εφαρμογής με το χρήστη και εν τέλει αναπτύχθηκε η βιβλιοθήκη η οποία εκτελεί τους κβαντικούς υπολογισμούς. / This diploma dissertation presents the development of an iPhone application that simulates the quantum calculation. Instead of using the native programming language for iPhone applications, Objective C, web technologies an PhoneGap where chosen. At first, the theory of quantum calculation was studied. Then the technologies available for developing mobile apps where studied and therefore PhoneGap and web technologies were chosen. Finally the app was developed in two parts, firstly the user interface and finally the library that executes the quantum calculation.
93

Evaluation of Ant's wireless protocol for indoor navigation with RSSI

DuRussel II, Patrick January 2014 (has links)
Do we always have to be lost in the halls of a big school on an already stressful first day of class? This paper has evaluated a prototype indoor navigation system that uses a ANT wireless protocol. The protocol has been placed into nodes (small electrical devices, hardware) which are then placed around an area of interest (a map), like beacons, using RSSI (signal from the nodes) to help determine where the subject is located. The mobile application is made specific to Android with a search algorithm that is based off of vector analysis with weighted percentages. The idea being that if the position of each node is available, knowing the location between the nodes should be easily achievable. The nodes were build successfully along with an android application to verify each nodes functionally and see the nodes RSSI values. The algorithm works as expected but due to several factors was not able to be fully realized. In the actual test the system results where slow and did not update in real time. It was found that the ANT protocol does not have a fast packet reception when using the continuous scan feature made available by ANT. The results of the search algorithm were not good enough for a real time indoor navigation prototype. The search algorithm was slow. The system needs more inputs to accurately locate a subject indoors.
94

A study on Android games : 3G energy consumption, CPU-utilization and system calls

Almquist, Mathias, Almquist, Viktor January 2015 (has links)
The popularity of mobile games has increased drastically during the recent years andmany people use them as their main source of entertainment. Mobile gamescommunicate with other devices over the network which consumes a lot of energy,especially when connected to cellular networks (e.g., 3G). This high energy expensecan feel unjustified to the player since always-on network connectivity is not requiredin order to play most games.Furthermore, the number of malware-infected applications in offical applicationstores has increased significantly in the recent years. These malware-infectedapplications can gain unrestricted access and control of users phones which can be athreat to security. Information about the behaviour characteristics of games can beused to develop or improve systems for detecting malware applications.In this thesis, 20 popular Android games are analysed with a focus on the datacommunication, CPU utilization and system call behaviour. The main subject of thedata communication study is the 3G communication energy consumed by games. Thesystem call study aims at quantifying the number and type of calls used by games.This may be useful in a further study of harmful behaviour by apps.The profiling results presented in this report show that the communication energyvaries drastically among games. Games with a very similar gameplay can consumevery different amounts of energy which indicates that there is room for improvementsin many of the games. Ad-free games consume significantly less energy than gamesthat use in-app advertisements. The results show that improving the advertisementfetching policy could reduce the energy consumption of these games. The majority ofthe games can be played without network connectivity and therefore thecommunication energy consumed could be completely avoided. The thesis alsoshows that games use a wide variety of system calls and that many of the system callsare common among the games.
95

Implementation av IT-system på mindre företag

Sahlén, Fredrik January 2014 (has links)
Detta examensarbete är utfört åt Alnöbud och Transport i Sundsvall. Alnöbud och Transport håller påmed transport inom såväl Sundsvall som ute i landet. Deras tidrapporteringssystem var föråldrat och de använder sig idag av papper och penna för att registrera de olika anställdas tider. De ville dåveta hur man skulle kunna datorisera detta påett enkelt, smart och prisvärt sätt. Genom att gå till grunden för hur ett litet företag i dagens läge skulle kunna gå tillväga för att datorisera exempelvis ett sådant system krävdes genomgående information om allt från undersökningar, priser för liknande typer av kravspecifikationer och jämförande mellan olika produkter/tjänster. Detta resulterade i en Androidapplikation som valdes eftersom många anställda använder sig just av Android som operativsystem i telefonen. För lagring av data används en Apache server med språket MySQL eftersom den är gratis samt täcker våra behov och är väldigt enkel att navigera mot PHP, som vi använder att koppla ihop applikationen till databasen. Resultatet har utvärderas med en användbarhetsstudie som grundar sig påapplikationen och all dokumentering som följt med under vägen. Denna användbarhetsstudie visar om ett mindre företag bör satsa påatt datorisera sig mer och inte vara rädd för möjligheterna som ges inom datateknik. Slutsatserna av detta arbete är att tidsbesparingen har ökat markant samt att det är billigare att köpa tjänsterna istället för att anställa personal.
96

Location Based Task-To-Do Manager

Opuogen, Philip Jolomi January 2014 (has links)
Ever had an experience of forgetting to do something very important on a place you just past?. Remembering, on arrival at your destination afterward, requires an action to return to the task location. This can be unproductive and perhaps result to frustration. The purpose of this thesis is to develop a “Location Task-To-Do manager” an android mobile application that will efficiently organizes task-to-do list and remind an individual to perform a task at a pre-defined location through notification and alert messages. The methods used includes,  investigation of pre-existing systems, requirement elicitation survey technique, three-tier architecture design pattern, iterative development life-cycle model, acceptance test plan and a sets of other technology such as  Java SDK, Android APIs, TCP/IP protocol, object oriented programing techniques and MySql relational database. The result showed that, installed “Location Task-To-Do manager” application on individual mobile devices/smartphones were capable of creating task, adding task, editing task, deleting task, sharing task and setting task location through its user friendly graphical interfaces. Users are able to receive notification to perform a task within a minimum distance of 1km to the exact task location.
97

Android wi-fi location awareness and data inference heuristic.

Wu, Leon 01 December 2013 (has links)
Mobile phones are becoming a primary platform for information access. More and more people use their mobile devices as one of their major communication access tools. Commuters are increasingly carrying their mobile devices with them almost everywhere. Mobile devices fit perfectly into an ideal environment for realizing ubiquitous computing. A major aspect of ubiquitous computing is context-aware applications where the applications collect information about the environment that the user is in and use this information to achieve their goals or improve performance. The location of the device is one of the most important pieces of context information. Location awareness makes certain applications possible, e.g., recommending nearby businesses and tracking estimated routes, and greatly improves the performance of other applications, for example it can be associated with automobile navigation devices. A feature available to mobile applications in the Android platform makes it possible to determine a device's location without any additional hardware or sensor mechanisms, by simply using the native capability of the built-in wireless network card. Since the release of Android systems, there have been numerous applications developed to introduce new ways of tracking locations. Recently, there have been many papers on location estimation leveraging ubiquitous wireless networks. In this thesis, we develop an Android application to collect useful Wi-Fi information without registering a location listener with a network-based provider, such as Wi-Fi connections or data connections. Therefore it provides a passive, privacy-preserving, non-intrusive and power-saving way of achieving location awareness to Android mobile users. Accurate estimation of the location information can bring a more contextual experience to mobile users. We save the passively collected data of the IDs of Wi-Fi access points and the received signal strengths to a database in order to help us structure the data and analyse it. We employ some heuristics to infer the location information from the data. Our work presents a location tracking technique mainly based on Basic Service Set identification (BSSID) and/or Received Signal Strength Indicator (RSSI) using Wi-Fi information. It falls into one of the most active fields in mobile application development --location-based or location-aware applications.
98

Ανάπτυξη εφαρμογών σε περιβάλλοντα έξυπνων κινητών

Σάλλα, Καλλιόπη 01 October 2012 (has links)
Σκοπός της διπλωματικής εργασίας είναι η ανάπτυξη εφαρμογών σε περιβάλλον έξυπνων κινητών. Ιδιαίτερη έμφαση δόθηκε σε περιβάλλοντα Android όπου και αναπτύχθηκαν δίαφορες εφαρμογές. Παραδείγματα αυτών είναι η ανάπτυξη εφαρμογών που διαχειρίζονταν πόρους με το Eclipse, εξερευνούσαν στοιχεία οθόνης διεπαφής καθώς έκαναν και ανταλλαγή δεδομένων από μία web εφαρμογή. Κατ’ επέκταση αυτή η εφαρμογή κάνει parsing δηλαδή ανταλλαγή δεδομένων από μια web εφαρμογή σε ένα Android app προκειμένου να έχουμε πρόσβαση σ’ ένα σύστημα που φτιάξαμε το οποίο λέγεται CloudVille και δίνει την δυνατότητα στον χρήστη που χρησιμοποιεί αυτή την υποδομή να δει τους πόρους που έχει χρησιμοποιήσει μέσα από το κινητό του. / The aim of this thesis is to develop intelligent applications in mobile environment. Particular emphasis was placed in environments where Android and developed various applications. Examples are the development of applications that manage resources with Eclipse, exploring data screen interface as they did and exchange data from one web application. By extension this application makes parsing that exchange data from a web application to an Android app to have access to a system that we built which is said CloudVille and enables the user using this infrastructure to see who has the resources through the use of mobile.
99

Παρουσίαση και αξιολόγηση προϊόντων και υπηρεσιών με χρήση τεχνικών επαυξημένης πραγματικότητας μέσω κινητών συσκευών

Κεραμά, Ευαγγελία 04 April 2013 (has links)
Σε αυτή τη διπλωματική θα ασχοληθούμε με κινητά τηλέφωνα νέας γενιάς και με εφαρμογές οι οποίες θα αξιολογούν ένα προϊόν ή μία υπηρεσία και θα επιστρέφουν το αποτέλεσμα με «επαύξηση» της πραγματικότητας στην οθόνη του χρήστη.
100

Uppgradering av Mingo Matte

Kockum, Henrik, Persson, John January 2018 (has links)
In modern technology over 40% of the mobile devices have 64-bit support. In late 2017 Google announced that in 2019 the Android market will require a 64-bit support on all of the applications published on their platform. Apple has had this requirement since 2015. The objective of this is to raise performance and security of apps and therefore the device itself. This project is to research about how to upgrade an application from 32-bit support to 64-bits support and perform the upgrade of a math application “Mingo Matte”. A theoretical study was made to decide which platform would suit this project the best. Then by upgrading the already existing code to a new syntax a new fully 64-bit supported application was made. This project is brought by the company Mingo Education and all its earnings goes toward “Läkare I världen” which is a company that provides healthcare to who doesn’t have access to it. / I dagens samhälle så består 40% av mobilmarknaden av telefoner med 64-bitars support. Sent år 2017 så förmedlade Google att till 2019 så kommer det att krävas att alla applikationer som läggs upp på deras marknad har stöd för 64-bitar. Apple har själva haft detta kravet sedan 2015. Meningen med detta är att maximera prestandan och säkerheten av applikationen och därmed för enheten själv. Detta projekt har som mål att undersöka hur och vad som krävs för att uppgradera en redan befintlig app ”Mingo Matte”, från att endast stödja 32-bitar till 64-bitar. En förundersökning gjordes för att undersöka och utvärdera vilken plattform som passade utvecklingen av projektet bäst. Sedan efter uppdatering av den äldre koden till ny syntax, så blev en ny applikation med 64-bitars stöd skapad. Projektet gavs av företaget Mingo Education och alla deras vinster går mot ”Läkare I Världen”, vilket är en organisation som get sjukvård till de som inte har tillgång till det.

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