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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.
471

Design and Development of a Comprehensive and Interactive Diabetic Parameter Monitoring System

Chowdhury, Nusrat Jahan, Blevins, Joseph, Ragsdale, Phoenix, Rezwana, Tahsin, Kawsar, Ferdaus Ahmed, Dr. 12 April 2019 (has links)
Regular physical activity, timely medication, controlled diet, and blood glucose monitoring is crucial for any diabetic patient. Laxity on following these treatment regimens can cause severe health complexity. Moreover, A physician’s surveillance on a patient, based on the patient’s real-time progress is difficult with the existing health care system. This research aims to provide a more accurate objective data in real-time to the physicians to help both patients and providers. The data being generated is mined later to investigate interesting questions regarding diabetic care. The resultant system is a mobile healthcare monitoring system for type – 2 diabetic patients that traces patients daily progress. Although many mobile apps provide self-monitoring tools for the patient, an interactive platform for monitoring all relevant parameters of diabetes where patients and physicians both are end users is unique. The Android app is designed with 3 major modules and two submodules: 1. Carb Intake Tracker (CIT), 2. Blood Glucose Tracker (BGT), 3. Physical Activity Tracker (PAT), 4. Medicine and 5. Blood Glucose (BG) reading reminder. Since Carb is an important factor for a diabetic patient’s meals, the CIT provides a platform to record daily meals from which the patient can see the total carb intake. Through BGT, patients can record their fasting or non-fasting blood glucose reading. The PAT collects a patient’s movement data via Bluetooth from a pair of wearable insole devices, and processing the data identifies and records the current activity. The PAT can detect if the patient is active in sedentary, as well as the type of exercise done by the patient. Using BG reminder and medicine reminder, the patient can set reminders which supports the apps self-monitoring aspect. All the data collected by CIT, BGT, and PAT are stored in Microsoft Azure cloud database, an authorized physician can access the database and see graphical statistics of a patient’s diet, physical activity, and glycemic index level. The app portrays statistics of carbs taken over a period, calories burned, and Glucose level trends through graphical representation. This has two advantages: 1. Patients can improve lifestyle observing records and following reminders, 2. Physicians can prescribe actions perceiving a patient’s trends over time. This research presents unique collaborative interaction between diabetic patients and physicians to create a real time patient portal based on android APIs and wearable devices.
472

Hittar du kärleken? : En studie om människors sociala interaktion i en digital dejtingera / Have you found love? : A study about people's social interaction in an era of digital dating

Ho, Sophia, Cederholm, Viktor January 2022 (has links)
Intima relationer sker nu ofta via mobila dejtingappar, vilket kräver att människor navigerar i ny teknologi, men det möjliggör även för utforskning av intimitet. Ett exempel på detta är hur Tinder, en av de mest populära applikationerna för dejting, har blivit en representation för nätdejting i vardagliga konversationer på 2000-talet. Syftet med denna studie är att undersöka hur Tinders sociotekniska struktur ser ut och hur användare uppfattar applikationens struktur och design. Studien använder en kvantitativ forskningsstrategi i form av enkäter följt av en genomgångsmetod för att observera applikationens struktur, funktioner och design. Enkäten fick totalt 102 svar. Utifrån studiens resultat och analys kan det stora användandet av applikationen bero på två faktorer. Det första är hur applikationens struktur och design är uppbyggd. Tinder har (1) underlättat den sociala interaktionen med hjälp av dess kärnfunktioner, (2) använder färre element som leder till snabba beslutstagande och (3) anpassat applikationen utifrån spelliknande egenskaper. Utifrån resultatet av datainsamligen kan det indikera att Tinders anpassning till plattformisering och Web 2.0 haft en påverkan på hur användare upplever hur social interaktion ska ske och därigenom påverka hur interaktioner skapas och relationer byggs. / Intimate relationships take place on mobile dating apps, requiring people to navigate new technology, but also the opportunity for exploration of intimacy. An example of this is how Tinder, one of the most popular applications for dating, has become a representation for online dating in everyday conversations in the 21st century. The aim of this study is to investigate the sociotechnical structure of Tinder and how users perceive the structure and design of the application. The study uses a quantitative research strategy in the form of surveys followed by a walkthrough method to observe the application's structure, features and design. The survey received a total of 102 responses. Based on the results and analysis of the study, the high usage of the application may be due to two factors. The first is the structure and design of the application. Tinder has (1) facilitated social interaction through its core features, (2) used fewer elements that lead to quick decision-making, and (3) adapted the application based on game-like features. Based on the results of the data collection, it may indicate that Tinder's adaptation to platforming and Web 2.0 has had an impact on how users perceive social interaction to occur, thereby influencing how interactions are created and relationships are built.
473

Development of a charging information tool for heavy-duty trucks : How to make the person responsible for charging feel in control of the process

Arkbo, Christine January 2022 (has links)
The aim of this thesis project is to contribute to an understanding of which charging monitoring solutions for mobile phones are valuable and possible for Scania to implement. These solutions are intended to make the person responsible for charging feel in control of the process. This project focuses on the implementation of a graphical user interface (GUI), with the possible integration of a server that is developed by another thesis worker at Scania. The scope is set to looking at the possibilities and limitations for one charging station, one vehicle and one driver.  Designing good user interfaces is more than mapping user needs to solutions. To design good interfaces, the technological possibilities and limitations must also be considered. This has partly been done by integrating and testing some relevant features with Scania’s battery electric trucks.  In terms of creating value for the user, the driver, a contextual design approach, developed by Hugh Beyer and Karen Holtzblatt, has been chosen. In this way, different solutions can be designed in a user-centered way. One of the results of this project is a minimum viable product (MVP) that Scania or other thesis workers can continue to develop. This MVP has mainly one feature that has been implemented and tested briefly.  The conclusion is that charging monitoring solutions that make drivers feel in control of the charging process have interfaces and interactions that are perceived as relevant by the driver. The relevant features are those that drivers would expect to have access to.
474

APP DEVELOPMENT, DATA COLLECTION AND MACHINE LEARNING IN DETERMINING MEDICINE DOSAGE FOR PARKINSON'S DISEASE

Olsson, Daniel, Eriksson, Jonathan, Soltani, Sedigheh January 2022 (has links)
Parkinson’s disease is a neurodegenerative disorder that affects approximately 0.2% of the population having motor disabilities as its most prominent feature. A symptom of the disease is lowered dopamine levels which often is countered by oral intake of a medication called Levodopa. However, for the dopamine levels to be steady, a patient would need to regularly take the medication throughout the day. As the disease and the treatment progresses, the correct medicine prescription becomes more difficult. This project is the continuation of a previous project done by students at Uppsala University, in which a Machine Learning model with the help of Support Vector Machine could classify data collected from a handheld accelerometer as the user being either under or overdosed for Parkinson’s Disease. The goal of this project was to achieve a similar result by developing a mobile app. The mobile app was supposed to allow the user to follow a path displayed on the screen with their finger, meanwhile the app would collect touch data in the form of coordinates and timestamp these. The app development proved to be successful, and the collected data was sent to a database hosted on the Google cloud service Firebase for storage. From there, the data could be downloaded and imported to MATLAB where an SVM model was set up and trained. Once trained using data collected from healthy individuals as well as patients suffering from Parkinson’s disease, the SVM could accurately differentiate between Parkinson’s disease data and healthy data with a success rate of 91.7%.
475

Онлайн банки в России: особенности функционирования, проблемы и тенденции развития : магистерская диссертация / Online banks in Russia: features of functioning, problems and development trends

Паньков, В. А., Pankov, V. A. January 2020 (has links)
Магистерская диссертация посвящена исследованию развития онлайн банков в России и дальнейшим перспективам данного направления. Предметом исследования являются экономические отношения, формируемые уникальными особенностями и чертами первого онлайн банка в России. Основной целью магистерской диссертации является разработка комплексной концепции модификации и совершенствования банковского сектора, на примере Тинькофф банка в условиях развития банковских онлайн сервисов на основе изучения теоретических и практических аспектов ведения деятельности онлайн банками. В заключении подводятся итоги проведенного исследования, делаются основные выводы и обобщаются перспективы развития Тинькофф Банка и постепенная трансформация в банковскую экосистему. / The master's thesis is devoted to the study of the development of online banking in Russia and the future prospects of this direction. The subject of the research is economic relations formed by the unique features and features of the first online Bank in Russia. The main goal of the master's thesis is to develop a comprehensive concept of modification and improvement of the banking sector, based on the example of Tinkoff Bank in the development of online banking services based on the study of theoretical and practical aspects of online banking. In conclusion, the results of the research are summarized, the main conclusions are made and the prospects for the development of Tinkoff Bank and its gradual transformation into the banking ecosystem are summarized.
476

Användarbehov för sannolikhetsberäknande appar för användning under en match i krigsspel

Hedenberg, Marcus, Berggren, Sverker January 2023 (has links)
I den här studien så utvecklades en app som kan räkna ut och visa sannolikhetsfördelningen av skada som enheter gör i Warhammer 40k. Syftet var att appen skulle fungera som ett hjälpmedel för spelare där den ger information som är viktig för många av valen man gör i spelet. Appen är designad för att kunna användas under en pågående match. Sedan evaluerades appen genom att utföra tester där Warhammer 40k spelare fick använda appen under en match där de sedan blev intervjuade om deras upplevelse. Resultaten i studien visade på att spelare visade intresse för appen men huruvida att använda appen under en match var önskvärd funktionalitet hade en blandad uppfattning. / In this study an app was developed that can calculate and show the damage distribution of units in Warhammer 40k. The app's purpose was to work as a tool for players that supplied them with information that is relevant for many of the decisions that are made during a match. The app is designed to also be usable during an ongoing match. The app was evaluated by having tests where players played a match with the app and they were then interviewed about their experience with the app after the conclusion of the match. The result showed that players had an interest in the app and its functionalities but that the use case of utilising it during a match had mixed reception.
477

An Immersive Journey through Flawed Technology: Users’ Perceptions of VR in Journalism

Godulla, Alexander, Planer, Rosanna, Wolf, Cornelia, Lück, Annika, Vaaßen, Fiona 23 January 2024 (has links)
Virtual reality (VR) has had the reputation of being a revolutionising technology ever since it emerged in the early 1960s, but virtual is not yet a successful reality in journalistic practice. Examining VR’s current situation and the factors preventing it from reaching its predicted potential in digital journalism, this paper analyses the user comments (n = 770) on 15 journalistic VR apps offered by media organizations, with the help of a qualitative-reductive content analysis. Deductive categories of analysis contain the constructs of immersion, emotion, usability, and utility, which are further specified by inductive subcategories in the course of the analysis. Results show that users positively highlight different aspects of emotion and immersion that the VR apps elicit, and criticize journalistic VR apps for their low levels of utility and usability. Implications for journalistic practice and research are subsequently drawn.
478

Visualisering av vägdata i en AR-app

Nyqvist, Ida January 2020 (has links)
I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran.2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt.Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön. / The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too.In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects.The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
479

A Portable Pediatrics Medical Education Assessment System for the Pediatrics Milestone Project

Du, Yina 13 October 2014 (has links)
No description available.
480

Towards the Implementation of an Energy Saving App State Migration Technique (ASMT)

Morris, Nathaniel Joseph January 2014 (has links)
No description available.

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