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A Lightweight, Cross-Platform System for an Immersive Experience in Virtual Exploration of Remote EnvironmentsAl Hassanat, Fahed 16 January 2014 (has links)
In this thesis, we present a tool that is an extension of the NAVIRE Framework and used in remote environment exploration and navigation. It is available for end users on everyday devices such as desktops and mobile devices. The tool offers the characteristic of being cross-platform and easy to use and manipulate. Cubic panoramas that are generated by the NAVIRE Framework are loaded in the tool and rendered in 3D space on the user’s device. The 3D panoramas are interactive by allowing the user to view the scene in all direction, move from one scene to another or through interaction with augmented objects. The tool is geared to be interactive in the most natural and intuitive fashion using the inputs available in the different devices of the end-user.
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A Lightweight, Cross-Platform System for an Immersive Experience in Virtual Exploration of Remote EnvironmentsAl Hassanat, Fahed January 2014 (has links)
In this thesis, we present a tool that is an extension of the NAVIRE Framework and used in remote environment exploration and navigation. It is available for end users on everyday devices such as desktops and mobile devices. The tool offers the characteristic of being cross-platform and easy to use and manipulate. Cubic panoramas that are generated by the NAVIRE Framework are loaded in the tool and rendered in 3D space on the user’s device. The 3D panoramas are interactive by allowing the user to view the scene in all direction, move from one scene to another or through interaction with augmented objects. The tool is geared to be interactive in the most natural and intuitive fashion using the inputs available in the different devices of the end-user.
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Integrating data mining and social network techniques into the development of a Web-based adaptive play-based assessment tool for school readinessSuleiman, Iyad January 2013 (has links)
A major challenge that faces most families is effectively anticipating how ready to start school a given child is. Traditional tests are not very effective as they depend on the skills of the expert conducting the test. It is argued that automated tools are more attractive especially when they are extended with games capabilities that would be the most attractive for the children to be seriously involved in the test. The first part of this thesis reviews the school readiness approaches applied in various countries. This motivated the development of the sophisticated system described in the thesis. Extensive research was conducted to enrich the system with features that consider machine learning and social network aspects. A modified genetic algorithm was integrated into a web-based stealth assessment tool for school readiness. The research goal is to create a web-based stealth assessment tool that can learn the user's skills and adjust the assessment tests accordingly. The user plays various sessions from various games, while the Genetic Algorithm (GA) selects the upcoming session or group of sessions to be presented to the user according to his/her skills and status. The modified GA and the learning procedure were described. A penalizing system and a fitness heuristic for best choice selection were integrated into the GA. Two methods for learning were presented, namely a memory system and a no-memory system. Several methods were presented for the improvement of the speed of learning. In addition, learning mechanisms were introduced in the social network aspect to address further usage of stealth assessment automation. The effect of the relatives and friends on the readiness of the child was studied by investigating the social communities to which the child belongs and how the trend in these communities will reflect on to the child under investigation. The plan is to develop this framework further by incorporating more information related to social network construction and analysis. Also, it is planned to turn the framework into a self adaptive one by utilizing the feedback from the usage patterns to learn and adjust the evaluation process accordingly.
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Vydávání multiplatformní aplikace v aplikačních obchodech App Store a Google Play / Cross-platform Application Release on App Store and Google Play Application StoresPokorná, Lucie January 2017 (has links)
The diploma thesis answers set questions that relate to two different distribution environments, the two options for developers to directly offer their mobile applications to the end users. Distribution is being conducted in the App Store and Google Play application stores, where only such applications that oblige basic requirements can be released and provided to customers. The requirements, official sources of information and support services of the two providers are analyzed in the theoretical part of the thesis. Processes revolving around the application distribution itself are described in the following practical part. Distribution consists of processes from the developer account registration to submitting the application for a review or a check. Sufficient knowledge base could be gathered not only due to a proper exploration of the issue, but also due to an actual application release accomplished by the author. A cross-platform mobile application to be released has been developed solely for the purposes of this diploma thesis. The application has been built in two platform specific versions. Whilst publishing it, an emphasis was laid on keeping the conditions as similar as possible to achieve viable case study results. The application release represents the case that produced all data that enabled a direct comparison and overall evaluation of the different developer settings at the end of the thesis. Findings and conclusions of this thesis can be used by developers and other interested parties that are looking for an integrated source of information that regards releasing a cross-platform mobile application on iOS and Android platform.
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Emulating a Native Mobile Experience with Cross-platform Applications / Emulering av en naturlig mobil-upplevelse med plattformsoberoende applikationerFredrikson, Rasmus January 2018 (has links)
This thesis compares a native Android application with two different classes of cross-platform applications, an interpreted application developed in React Native and a Progressive Web-Application (PWA). The main contribution of the thesis is a comparison table, placing application features on the y-axis and the evaluated frameworks on the x-axis. This table in conjunction with the cost analysis provide clear framework selection guidance. The evaluated applications were created to evaluate the frameworks' fulfillment of the enumerated features. A user study was performed to learn if there was any discernible difference between the evaluated applications. Qualitative data obtained from a think-aloud in the user study, indicates a slight preference for the PWA, despite a smaller feature set. However, quantitative analysis from a User Experience Questionnaire (UEQ) failed to show any systematic UX performance difference over the evaluated applications. Therefore, it is concluded that cross-platform applications are able to both emulate and even outperform a native experience in some regards, with the added advantage of significantly offsetting both development and maintenance costs. Finally, we recommend using a cross-platform mobile application framework if it provides all the features required by the intended application. / Denna rapport jämför en “Native Android”-applikation med två olika klasser av plattformsoberoende applikationer, en “Interpreted”-applikation utvecklad i React Native och en “Progressive Web”-Applikation (PWA). Det största bidraget från denna rapport är en jämförelsetabell, där applikationsfunktioner placeras på y-axeln och de utvärderade ramverken på x-axeln. Denna tabell, i konjunktion med en kostnadsanalys, förser läsaren med en tydlig guide vid val av ramverk. De utvärderade applikationerna skapades för att utvärdera ramverkens tillgänglighet till de uppräknade funktionerna. En användarstudie utfördes för att utreda huruvida det existerade någon märkbar skillnad mellan de utvärderade applikationerna. De kvalitativa data som erhölls från en “think-aloud” i användarstudien indikerar en liten preferens för PWA:n, trots att den har tillgång till färre funktioner. Den kvantitativa analysen från ett “User Experience Questionnaire” (UEQ) misslyckades med att visa någon systematisk skillnad i UX mellan de utvärderade applikationerna. Slutsatsen är därför att plattformsoberoende applikationer både kan emulera, och till och med överträffa, en naturlig upplevelse i vissa avseenden, med en ytterligare fördel av att både utvecklings- och underhållskostnader väsentligt minskar. Slutligen rekommenderar vi användandet av ett plattformsoberoende applikationsramverk förutsatt att det har tillgång till alla funktioner som krävs för den avsedda applikationen.
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Integrating Data Mining and Social Network Techniques into the Development of a Web-based Adaptive Play-based Assessment tool for School Readiness.Suleiman, Iyad January 2013 (has links)
A major challenge that faces most families is effectively anticipating how ready to
start school a given child is. Traditional tests are not very effective as they depend on
the skills of the expert conducting the test. It is argued that automated tools are more
attractive especially when they are extended with games capabilities that would be
the most attractive for the children to be seriously involved in the test. The first part
of this thesis reviews the school readiness approaches applied in various countries.
This motivated the development of the sophisticated system described in the thesis.
Extensive research was conducted to enrich the system with features that consider
machine learning and social network aspects. A modified genetic algorithm was
integrated into a web-based stealth assessment tool for school readiness. The
research goal is to create a web-based stealth assessment tool that can learn the user's
skills and adjust the assessment tests accordingly. The user plays various sessions
from various games, while the Genetic Algorithm (GA) selects the upcoming session
or group of sessions to be presented to the user according to his/her skills and status.
The modified GA and the learning procedure were described. A penalizing system
and a fitness heuristic for best choice selection were integrated into the GA. Two
methods for learning were presented, namely a memory system and a no-memory
system. Several methods were presented for the improvement of the speed of
learning. In addition, learning mechanisms were introduced in the social network
aspect to address further usage of stealth assessment automation. The effect of the
relatives and friends on the readiness of the child was studied by investigating the
social communities to which the child belongs and how the trend in these
communities will reflect on to the child under investigation.
The plan is to develop this framework further by incorporating more information
related to social network construction and analysis. Also, it is planned to turn the
framework into a self adaptive one by utilizing the feedback from the usage patterns
to learn and adjust the evaluation process accordingly.
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Prototype a solution for multi-track premium music score web playerWu, Haotian January 2014 (has links)
The current commercial version of ScorX multi-track premium music score(MPMS) player has poor support on mobile device, extra cost could be required for current product to support mobile device. This project aims to focus on developing a MPMS player1 using web based cross-platform technology. The company's commercial version is build on Adobe Flash Player. An investigation is conducted and result shows that a possible solution exist that by using which building such a player could be done by using Web Audio API and Adobe Edge Animate; a prototype is built upon this solution. Study of this project shows that alternative solution for support mobile device could be native application for single mobile hardware platform and Haxe for multiple hardware platform including desktop and mobile device. After building a prototype, a series of tests are run to evaluate both Flash player solution and HTML5 solution. It turns out that Flash player will still be the rst choice for desktop device solution in current phase since it is more stable with a rather satisfactory performance, while HTML5 solution supports better in mobile device. The most of the disadvantage of HTML5 solution lies on the performance of the audio engine (i.e. Web Audio API) rather than the animation engine. As more and more major web browser has fully supportWeb Audio API, it will for sure make the audio engine perform even better. The future development of ScorX multi-track premium music score should therefore focus on HTML5 and native application if necessary. / Den nuvarande kommersiella versionen av ScorX multi-track premium music score(MPMS) har dåligt stöd för mobila enheter och det kan medföra extra kostnader att göra så att produkten stödjer mobila enheter. Projektet syftar till att fokusera på att utveckla en MPMS baserat på en webbaserad och plattformsoberoende teknik. Bolagets kommersiella version bygger på Adobe Flash Player. En utredning genomförs och resultatet visar att en möjlig lösning finns i att använda Web Audio API och Adobe Edge Animate där det redan finns en prototyp som bygger på denna lösning. Studien av detta visar att en alternativ lösning för att göra systemet kompatibelt med mobila enheter kan vara en skräddarsydda native-versioner för respektive mobil hårdvaruplattform och Haxe för övriga stationära och mobila enheter. När prototypen var byggd kördes en serie tester för att utvärdera både Flash player lösningen och HTML5-lösningen. Det visar sig att Flash player fortfarande kommer att vara ett första val för stationära enheter i nuvarande fas eftersom den är mer stabil med en ganska tillfredsställande prestanda, medan HTML5-lösningen fungerar bättre i mobila enheter. Den huvudsakliga nackdelen med HTML5-lösning ligger på utförandet av ljudmotorn (dvs Web Audio API) i stället för animeringen av motorn. Eftersom er och er stora webbläsare har full supportWeb Audio API, kommer ljudmotorn prestera ännu bättre framöver. Den framtida utvecklingen av ScorX flerspårig premium musik poäng bör därfor inriktas på HTML5 och ursprungliga programmet om det behövs.
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