• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 220
  • 112
  • 72
  • 59
  • 33
  • 31
  • 28
  • 24
  • 20
  • 19
  • 8
  • 8
  • 5
  • 4
  • 2
  • Tagged with
  • 673
  • 180
  • 89
  • 79
  • 74
  • 70
  • 65
  • 64
  • 63
  • 62
  • 60
  • 58
  • 49
  • 49
  • 46
  • 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.
291

PWAMP - Combine technology for faster loading and improved user experience

Nyhlén, Jesper January 2020 (has links)
Progressive Web Applications are becoming more advanced and have increased user activity year after year, especially on mobile platforms. But still the standard of performance does not in most cases meet what we expect in relation to the time it takes to load these. Technologies are evolving as an attempt to change this, and one that has gained a lot of attention in recent years is Google AMP (Accelerated Mobile Pages). A technology that initially aimed at very simple content, but which has recently become more advanced but has its main focus on performance. An entire application does not need to be developed with this technology, but a noted method is to use it as an entry-point to another application as an attempt to reduce the initial load time for the user and enhance the experience in later navigations. This report investigates with an experiment how the AMP technology stands against another technology focused on speed, in this case the JavaScript framework Gatsby. This is done with the frameworks as a combination using AMP as an entry-point and also developed separately, all with enhanced Progressive Web App features. To make development easier and understand the difference of applications included in the study, a literature study was also done with focus on this aspect. At the point when the applications became published and available through Google search and measurements for the applications were made, it was discovered that their metrics load time, start render and speed index all had major performance improvements for the AMP applications on the first load with a mobile device utilizing Google cache CDN, but the effect was not as great on desktop. The implementation process differs some in the frameworks included, and turned out to be more restricted with AMP with the desired effect of increasing performance. While the second framework Gatsby is developed more flexible and could be seen as a more modern way of developing.  It shows a positive opportunity to combine technologies to serve content to a user faster on mobile devices, which could be an action to speed up the web and maintain the user experience.
292

Shopal : Utforskning av applikationer för det digitala jaget på den fysiska världen

Meijer, Felix January 2017 (has links)
This project aimed to explore how payments and identification might be moved from traditional wallets and implemented into a smart wearable.The thesis was that this would be doable through the use of NFC (Near Field Communication), IoT (Internet of Things) and Cloud-based services.Research was made by collecting data through questionnaires, local workshops, bodystorming and looking into online literature and articles on the subject of future consumer trends, wearable technology and biometric systems, security concerning wireless payments and identification as well as trend analysis articles concerning the Digital Self - also known as the Exoself - which came to have a major impact on the direction the project took. Through ideation five concepts concerning services and products using a person’s Digital Self were formed and evaluated with workshops. This eventually led to a concept called Shopal being decided as the endgame of the project. Shopal was a service which filtered the user’s information within the Digital Self to make shopping decisions easier, by learning what the user wants to know about certain types of products, then aiming to deliver said information. This service was called AIA (Artificial Intelligence Assistant). The second outcome of the Shopal concept was the AHW (At-Hand-Wearable) collection named SIGIL, which works as a means to extend AIA:s perception to what the user touches and interacts with, allowing it to gather information about the product, then delivering it through the physical AHW to the user.
293

Aplicación para cuidado alimenticio Thani

Anchante Córdova, Piero Gustavo, Arce Contreras, Carla Marina, Eum Han, Esther Miso, Gómez Tejada, Paul Marcelo, Vargas Niño De Guzmán, Diego David 30 November 2019 (has links)
El presente trabajo de investigación explica la formulación e implementación de un aplicativo móvil llamado Thani, cuyo fin es conectar a clientes y consumidores. En este aplicativo los clientes (restaurantes) tienen la posibilidad de publicar fotos de sus platos, con el fin de obtener mayor demanda. Una característica de Thani es que el cliente debe publicar la información nutricional del plato. Los restaurantes suscritos a la aplicación deben ser de Lima Sur y Este y se les cobrará una comisión del 10% sin delivery y 20% con delivery. Por otro lado, los consumidores a los que se dirige esta aplicación son personas de un rango de edad de 18 a 35 años a quienes se les brindará diferentes beneficios según su categoría de cliente. Para poder validar la idea de negocio, se han utilizado diferentes herramientas como el Concierge y las entrevistas, tanto a expertos como a los consumidores. Además, se realizaron interacciones en redes sociales como Facebook e Instagram y se creó una página web, mediante las cuales pudimos estimar los niveles de demanda en base a publicaciones pagadas. Estas estimaciones nos permitieron realizar las proyecciones de venta y, por ende, los estados financieros. Estos muestran una rentabilidad positiva para el negocio a un plazo de 3 años. Por último, se eligieron fuentes no convencionales para el financiamiento de THANI que serán explicadas en las siguientes líneas. / This research paper explains the formulation and implementation of a mobile application called THANI. The purpose of this mobile application is to connect clients and consumers. In this application, the clients (restaurants) have the possibility to publish photos of their dishes, in order to obtain greater demand. A characteristic of THANI is that the client must publish the nutritional information of the dish. The restaurants subscribed to the application must be from South and East Lima and will be charged a commission of 10% without delivery and 20% with delivery. On the other hand, the consumers of this Application are people from 18 to 35 years old, who will be offered different benefits according to their category of client. In order to validate the business idea, different tools have been used such as the Concierge and interviews, both to experts and consumers. In addition, interactions were made in social networks such as Facebook and Instagram, and a web page was created, through which we were able to estimate the levels of demand based on paid publications. These estimates allowed us to create our sales forecast, and therefore we can make our financial statements. This show a positive profitability in the next 3 years. Finally, unconventional sources were chosen to finance THANI. These will be explained in the following lines. / Trabajo de investigación
294

Plickers: A Formative Assessment App for the Innovative Educator

Krause, Jennifer M., O'Neil, Kason M. 04 January 2017 (has links)
No description available.
295

A Mobile App Design to Motivate Help-Seeking Behavior in University Students with Mental Illness

Chen, Tianran 28 June 2021 (has links)
No description available.
296

Do academia and industry agree? : A study on how cross-platform research aligns with the concerns of developers

Tingström, Conrad, Zidan, Omar January 2021 (has links)
The number of available mobile applications (or apps) as well as the usage of these are rapidly increasing. With this increase there naturally also follows an increased competitiveness in the app market, with developers needing to produce apps of high perceived quality in order to get return users and also needing to make their apps available to multiple different platforms and devices. With substantial platform and device fragmentation, this is often a difficult and costly task. While traditionally an app basically had to be build from scratch for each platform it needed to support, in later years alternative development techniques for what is called cross-platform development have emerged and seen a rapid increase in usage. Contrary to native development, cross-platform development aims to enable development of a single codebase that can then run on all platforms. The idea is that this would save development time and thereby cost. Academic literature was found to often evaluate and compare performance differences between apps developed with cross-platform frameworks and their natively developed counterparts. Typically, these studies reported several reoccurring drawbacks with cross-platform development, compared to native development. However, research within the field was found to be lacking in regard to developers’ experience in general, and specifically whether this focus on comparing performance and listing pros and cons was representative of the concerns of industry developers. This study aimed to begin filling this gap, byinvestigating the extent to which these developers were relating any drawbacks to cross-platform development as well as which these were. Also, the study sought to answer how big a part this awareness of drawbacks played in the decision when developers chose to develop natively instead of cross-platform. With this, the goal of the study was ultimately to discussthe state of cross-platform research and whether it focused on aspects that were relevant to the industry. Data in this study was gathered in two ways: (1) a literature study, aiming to get an image of the current state of cross-platform research and (2) a web survey, in which app developers were invited through various groups in Facebook and Reddit. Ultimately, the results indicated that industry developers were to a large extent relating the same drawbacks to cross-platform development as were found to be frequently reported by academia. Further, all of the survey participants that related drawbacks to cross-platform development and ever chose to develop natively instead of cross-platform, did so to a very large degree because of those drawbacks. There were limitations to both the planning and the execution of the methods that were used, primarily in the gathering of data but also the analysis of this. However, it was still deemed possible to conclude that the results of the study indicated that research regarding cross-platform development could reasonably keep its current focus moving forward, as this appeared to be of high relevance to the industry.
297

Náhrada reportingového řešení vprodejním oddělení farmaceutické firmy / Replacement of the Reporting Solution in Sales Department at Pharmaceutical Company

Smetana, Martin January 2021 (has links)
The aim of the thesis is to automate the process of loading data from particular distributors, make data quality management more transparent - consolidate data from particular distributors - mainly in the area of products and points of sale (pharmacies), process existing reports in modern reporting tool, which enables the creation of new reports, including graphically processed territorial data (map reports), with the possibility of interactive viewing of detailed data.
298

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.
299

Reducing the carbon footprint- one step at a time : Bottom-up steering towards more sustainable behavior: a case study of the app Deedster

Reick, Annabel January 2020 (has links)
As climate change is progressing, it is important to find mitigation strategies to reach the Paris Agreement’s long-term temperature goal. The objective is to keep the increase in global average temperature to well below 2 °C above pre-industrial levels. One approach to climate change mitigation is to decrease people’s carbon footprint. This complex problem can be approached with top-down programs and bottom-up methods. One such a bottom-up approach is the app Deedster. This app is designed to educate its users about sustainable behavior choices and encourage the users to try out these new behaviors in so-called deeds to reduce their personal carbon footprint. In this research, an exploratory qualitative approach was taken to gather insights into the suitability of the Deedster app as a tool to change individual behavior towards a more sustainable lifestyle as well as investigating obstacles to acting sustainably. App users were interviewed in the beginning and at the end of a four-week Deedster challenge. The findings suggest that the Deedster app is a suitable tool to encourage behavior change and to educate its users about sustainability topics. Based on the results, the app may be stronger in changing low-cost (less difficult) behavior changes than effortful behavior changes. However, in some cases, also effortful behavior changes were reported.  In addition, the users reported more knowledge about sustainable lifestyle alternatives and opened conversations about the app and their behavior changes with others. This study makes valuable contributions to the field of sustainable behavior changes and proposes the Deedster app as a useful method to engage more people in sustainable lifestyles.
300

RaceMeThere : A gamified running application including real-time updates on different routes with a common target location.

Göransson, Anton, Bergenudd, Anton January 2020 (has links)
This project was initiated to answer the question: Is it possible to develop a gamifiedrunning application including real-time updates for users racing on different routes toa common target location? Most running applications on the market today are basedupon the progress of the user and not the entertainment for the user. The applicationdescribed in this thesis is based upon the game Race You, which is a simple game ofthe first one to get to the target location wins. The application allows users to starta race from different locations and race against each other towards a common targetlocation. The construction of a race is accomplished by generating an arbitrary targetlocation based on the challenger’s location and a given distance the users wish to race.This thesis describes the process of developing a gamified Android application usingthe programming language Kotlin, as well as discusses problems and obstacles alongthe way. The application is built to be deployed on a smartphone which communicateswith a back-end to notify users about information regarding races and challenges. Theapplication is developed for the Android operating system, which means that to ourknowledge there is room for another application targeting another operating system.There are a number of features which can be implemented to the application which isdiscussed throughout the report.

Page generated in 0.0406 seconds