• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 223
  • 112
  • 72
  • 59
  • 33
  • 32
  • 28
  • 24
  • 20
  • 19
  • 8
  • 8
  • 5
  • 4
  • 2
  • Tagged with
  • 677
  • 180
  • 89
  • 79
  • 77
  • 70
  • 65
  • 64
  • 63
  • 62
  • 61
  • 60
  • 52
  • 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.
11

Návrh marketingovej stratégie vzdelávacích mobilných aplikácií

Kovácsová, Monika January 2017 (has links)
This diploma thesis is dedicated to the proposal of marketing strategy for educational mobile applications from developer Holucent. In the theoretical part of the thesis are described notions from the field of marketing strategies and online marketing. Based on the analysis of current state is consequently created marketing strategy which cornerstones are suggestions of specific marketing measures. The means of control and measurement of effectiveness of suggested measures are analytical tools. The main asset of this thesis is improvement of propagation of educational mobile applications from developer Holucent.
12

Mobile app stores from the user's perspectives

Baabdullah, A.M., Alalwan, A.A., Rana, Nripendra P., Shraah, A.A., Kizgin, Hatice, Patil, P.P. 2019 May 1919 (has links)
Yes / The use of smartphones has become more prevalent in light of the boom in Internet services and Web 2.0 applications. Mobile stores (e.g., Apple’s App Store and Google Play) have been increasingly used by mobile users worldwide to download or purchase different kinds of applications. This has prompted mobile app practitioners to reconsider their mobile app stores in terms of design, features and functions in order to maintain their customers’ loyalty. Due to the lack of research on this context, this study aims to identify factors that may affect users’ satisfaction and continued intention toward using mobile stores. The proposed model includes various factors derived from information systems literature (i.e., usefulness, ease of use, perceived cost, privacy and security concerns) in addition to the dimensions of mobile interactivity (i.e. active control, mobility, and responsiveness). The study sets out 13 hypotheses that include mediating relationships (e.g., perceived usefulness mediates the influence of ease of use, active control, responsiveness and mobility; perceived ease of use mediates the influence of active control). As well as outlining the proposed research method, the research contributions, limitations and future research recommendations are also addressed.
13

Applikationsutveckling i språket Objective-C för iOS

Dürebrandt, Jesper January 2012 (has links)
Applications for mobile devices, also known as apps, are today the backbone of a huge market where the company Apple is one of the key players. Apple develops, among other things, handheld electronic devices, which are powered by the operating system iOS. Through iOS, millions of customers get access to Apple’s App Store. During a period of two months, an app in the form of a game has been developed for iOS in the programming language Objective-C. The user of the app is presented intuitive menus and interactive graphical objects that seemingly obey physical laws. The app contains quick game sessions, a score system and a dynamic environment with gradually increasing difficulty. The app also plays background music and sound effects. The open source package Cocos2D with the integrated physics engine Box2D has been used as an aid during the app development.
14

Utveckling av Androidapplikation för airsoft

Sticko, Simon, Arfwedson, Viktor, Hallström Mayrhofer, Love January 2011 (has links)
An Android-application that is intended to be used during airsoftgames (a gamesimilar to paintball) has been developed. In this application, which is called TactiX,players can join different teams and see their team members on a map. Through theapplication players can interact with one another in a variety of ways. They can send text messages, give orders and send drawings to each other. Players can also make observations of enemy players on the map. The application has been developed as athesis work at a bachelor of science level at Sweden Connectivity in Kista. Both theapplication and the server communication software have been developed.
15

BusyBeeTaskManager : visual, hosted, collaborative task management

Vijayan, Sreejitha 09 December 2013 (has links)
People today increasingly use software utilities which help create ‘to-do’ lists or reminders to stay efficient and productive. This has spurred a new industry into designing products for Business Management, Project Planning and Schedule Management on web and device platforms. However, these tools are either designed for novices or industrial level managers. A large number of individuals fall in between; their projects require intensive planning but not at the level of industrial projects. To address this category of users, I propose BusyBeeTaskManager, a web-based application that helps visually plan projects and efficiently communicate progress within the team. The user interface is designed for novice users but features such as document sharing, task dependency graph and automatic task updates allow users to carry outsophisticated team-based projects. / text
16

Changing financial behaviors using mobile PFM tools

Cederberg, Jessica January 2013 (has links)
This paper investigates the needs of a PFM (Personal Financial Management) tool in a projected banking app, where information is presented as statistics of the users’ personal economy. By studying how youths would like to monitor their finances in a banking app the paper aims to investigate what a PFM tool could include to attract consumers to use it in order to get a better control of their finances. The question of the paper is therefore: How can a banking app containing a PFM contribute to greater awareness of the users’ finances and savings, and how should such an app be designed? User tests were made to investigate what kind of statistics the users want in a PFM tool in a mobile app. The Delphi method was used to get a ranked list of ten suggestions, and a focus group interview was conducted to analyze the results further and to contribute to a qualitative view of the paper. The test results together with previous research show that a PFM tool included in a banking app could attract the target group to monitor their money, and also encourage them to save more. The respondents would like to have general statistics over their economy in a PFM tool, but also the possibility to monthly set personal budgets and monitor how well they are respected.
17

IKT i förskolan : Ett verktyg för framtiden / ICT in a preschool environment : A tool for the future

Andersson, Jessica, Haugen, Catarina January 2015 (has links)
Syftet med denna studie är att undersöka hur förskollärare använder IKT som pedagogiskt verktyg i barngrupp i förskolan. Vidare syftar studien till att undersöka förskollärares förhållningssätt till IKT samt i vilken utsträckning de anser det viktigt att skapa möjligheter för barn att använda IKT i förskolan. I studien undersöks även förskollärares uppfattning av eventuella pedagogiska vinster med samt hinder för användande av IKT. Studien är av kvalitativ art och datainsamlingen har skett via semistrukturerade intervjuer med tio förskollärare verksamma inom en mellanstor kommun i Sverige. Resultatet visar att det finns en generell uppfattning om att det är viktigt att barn i förskolan får möta och använda sig av IKT för att utveckla sin digitala kompetens samt att IKT är ett användbart verktyg för att främja barns utveckling och lärande inom olika områden. Vidare synliggör resultatet att det finns vissa hinder som försvårar användande av IKT i förskolan. En slutsats är att IKT i förskolan används på olika vis och i olika stor utsträckning beroende på faktorer som förskollärares förhållningssätt till IKT samt tillgång till teknisk utrustning.
18

Security and privacy in app ecosystems

Taylor, Vincent January 2017 (has links)
Smartphones are highly-capable mobile computing devices that have dramatically changed how people do business, interact with online services, and receive entertainment. Smartphone functionality is enhanced by an ecosystem of apps seemingly covering the entire gamut of functionality. While smartphone apps have undoubtedly provided immeasurable benefit to users, they also contribute their fair share of drawbacks, such as increases in security risks and the erosion of user privacy. In this thesis, I focus on the Android smartphone operating system, and pave the way for improving the security and privacy of its app ecosystem. Chapter 3 starts by doing a comprehensive study on how Android apps have evolved over a three-year period, both in terms of their dangerous permission usage and the vulnerabilities they contain. It uncovers a trend whereby apps are using increasing numbers of dangerous permissions over time and at the same time becoming increasingly vulnerable to attack by adversaries. By analysing the Google Play Store, Android's official app marketplace, Chapter 4 shows that many general-purpose apps can be replaced with functionallysimilar alternatives to the benefit of the user. This confirms that users still wield power to improve their own security and privacy. Chapter 5 combines this insight with real-world data from approximately 30,000 smartphones to understand the actual risk that the average user faces as a result of their use of apps, and takes an important first step in measuring the improvements that can be made. Users, however, are not always aware of the risks they face and thus Chapter 6 demonstrates the feasibility of a classification system that can transparently and unobtrusively identify and alert users to the presence of apps of concern on their devices. This classification system identifies apps from features in the network traffic they generate, without itself analysing the payload of their traffic, thus maintaining a high threshold of privacy. While the work presented in this thesis has uncovered undesirable trends in app evolution, and shows that a large fraction of users are exposed to non-trivial risk from the apps they use, in many cases there is suficient diversity in the offerings of general-purpose apps in the Google Play Store to empower users to mitigate the risks coming from the apps they use. This work takes us a step further in keeping users safe as they navigate and enjoy app ecosystems.
19

Underhållning eller undervisning? : En kvalitativ studie om förskollärares beskrivningar av appars möjligheter och begränsningar i matematikundervisningen

Sohlberg, Cecilia, Andersson, Ramona January 2020 (has links)
Den här studien syftade till att undersöka några förskollärares syn på applikationer i matematikundervisningen i förskolan. En kvalitativ ansats har använts med semistrukturerade telefonintervjuer samt mailintervjuer som datainsamlingsmetod. Studien baseras på nio yrkesverksamma förskollärares beskrivningar angående applikationer i matematikundervisningen. Resultatet visar att förskollärare beskriver fler möjligheter än begränsningar med att implementera appar i matematikundervisningen. Förskollärarna berättar att apparna ger ökade möjligheter till variation i matematikundervisningen och till ett lustfyllt lärande. En begränsning som framkommer är att förskollärarna inte styr utbudet av apparna i förskolan. Studiens slutsats är att förskollärarna använder appar i matematikundervisningen med varierande syften.
20

ICoachYou

Estrada Osorio, Paola Rosalvina, Florian Donayre, Johan Miguel, Gonzales Nava, Alberto Martin, Medina Yzaguirre, Yoselyn Nicol 16 July 2019 (has links)
En la actualidad, los servicios personalizados y asesorías de coaching se están ofertando de una forma masiva a través de internet y redes sociales por empresas que no cuentan con personal calificado para poder brindar estos servicios de manera eficaz y con garantía. Es por esta razón, que decidimos realizar este trabajo de investigación, buscando solución para las personas que desean alcanzar sus objetivos acompañados de profesionales certificados usando un medio digital para facilitar la experiencia y practicidad. Para comprobar la demanda que tendría nuestro aplicativo móvil IcoachYou, se ha realizado una investigación de mercado a personas de Lima Metropolitana utilizando metodología cualitativa y cuantitativa. Dentro de esta investigación se ha considerado de gran relevancia información de fuentes primarias y secundarias. Asimismo, las técnicas aplicadas han sido encuestas y entrevistas con herramientas como cuestionarios y guía de investigación. Los resultados de la investigación de mercado nos mostraron que el 70.8% de las personas encuestadas deseaban adquirir los servicios de coaching a través de un aplicativo móvil. Además, se encontró los atributos que más valorarían nuestro público como la confidencialidad y la flexibilidad en horarios. El resultado principal de las entrevistas aplicadas corroboró al problema planteado inicialmente. Se han considerado distintos escenarios y el resultado nos es favorable en todos los casos, es decir, el proyecto resulta viable, generando una ganancia adicional de 28,519.75 soles, con una tasa de retorno del 39.7%, ello considerando una inversión inicial de 84,195.65 soles. / Currently, personalized services and coaching consultants are offering in a massive way via the internet and social networking by companies that do not have qualified personnel in order to provide these services effectively and with warranty. Is by this reason, that decided to perform this work of research, looking for solution for the people that want to reach their objectives accompanied of professional certified using a half digital for facilitate the experience and practicality. To check the demand that would have our application mobile IcoachYou, is has conducted a research of market to people of Lima metropolitan using methodology qualitative and quantitative. Within this research has been considered relevant information from primary and secondary sources. Likewise, the techniques applied have been surveys and interviews with tools such as questionnaires and research guide. The results of the market research showed us that the 70.8% of respondents wanted to acquire the coaching services through a mobile application. The attributes that most benefited our public as the confidentiality and flexibility in schedules was also found. The main result of the applied interviews corroborated the problem raised initially. Various scenarios have been considered and the result is favorable in all cases, i.e., the project is feasible, generating an additional gain of 28,519.75 soles, with a rate of return of the 39.7%, thus considering an initial investment of 84,195.65 Suns. / Trabajo de investigación

Page generated in 0.0392 seconds