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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.
31

Caffeine and Airway Resistance

Crump, Gwyn N, M.D. 16 November 2004 (has links)
This study investigated the effect of caffeine on airway resistance. The subjects were drawn from volunteers (18-90 years old) in good health, with no major cardiopulmonary conditions. We found no association between the consumption of a single cup of the caffeinated beverage coffee and a decrease in airway resistance within one hour in a normal sample of subjects as measured by impulse oscillometry nor with conventional spirometry . It appears that any possible bronchodilatory effect of the caffeine from a single cup of coffee in a normal population is below the limit of detection of spirometry and impulse oscillometry or is not sufficiently expressed in the one hour time frame of the study. The study did validate currently accepted methods of using the Jaeger impulse oscillometry (IOS) measurement for use at the University of South Florida (USF). The impulse oscillometry technique was found to be a useful adjunct to conventional pulmonary function testing. Conventional pulmonary function testing provides a useful measure of a person's ability to breathe yet is difficult to perform and only indirectly guides the physician to the diagnosis of the pathology behind the person's breathing difficulties. The impulse oscillometry technique may help the physician to noninvasively determine the location of a pulmonary obstruction by measurement of the dynamics of sound wave travel through the airways of the lungs.
32

Designing AlphaBoodle: An iOS App for Kids

Momii, Robin 01 April 2013 (has links)
Mobile technology has become much more prevalent in our daily lives, including the lives of young children. Kids are exposed to tablets and phones before they have learned how to read. There are quite a few applications that exist that provide entertainment for such a young audience. However, not all of them are educational applications that teach the user something useful. Such an educational app has been developed for the purposes of providing learning opportunities that will both improve the user’s mind as well as create an engaging and fun experience. The final product resulted in AlphaBoodle, an educational iOS app for kids, ages two to four. The goal of the app is to teach the identification of letters as well as how to write them. This paper steps through the process of creating AlphaBoodle and evaluates the final product through previous research and user testing.
33

Creating AlphaBoodle: A Children's Educational iOS Application

Lipscomb, Skyler A 01 April 2013 (has links)
As smart devices become more prevalent, children have increasing access to them - and at younger ages than ever before. This presents the opportunity to harness this time they spend on the devices by creating educational applications that can both entertain and teach. Our goal was to create an application that would introduce young children to the alphabet and begin to teach them how to write letters. The result, AlphaBoodle, is an iOS application aimed at children ages two through four who have not yet begun to read. It was designed using general iOS application principles, educational research about how children use technology, and methods that teachers utilize to introduce children to the alphabet. The current version of AlphaBoodle is a proof-of- concept of the feasibility of such a project; testing has shown that it appears to be a worthwhile endeavor. In the future we hope to complete the application and release it to the public.
34

Smartphoneapplikationer – ett värdeskapande verktyg? : I bank- och livsmedelsbutiksbranschen

Viklund, Tobias, Eliasson, Robert January 2012 (has links)
The smartphone market is growing rapidly, between Google Play and App Store more than 25 billion apps have been downloaded since 2008. Today many companies develop their own smartphone applications (apps) for their customers. We believe that many apps are developed without much consideration about the actual value it brings to the customer, and through them, value for the company. Instead they create applications with hope of keeping the company modern. Developing and implementing apps in a business is neither easy nor free and must therefore add value to the business in some way. By conducting a customer survey, we study customer’s perception and user behaviour of apps from the bank and grocery store business. The survey shows that customers in the grocery store business have very little awareness off these apps. While in the bank business customers have adopted apps in a much higher frequency. With focus on the customer’s perspective this paper discusses the challenges of making "good" apps and the potential of the technology, and thereby suggests ways to develop apps that the customers will recognize and appreciate.
35

The Possibility of Promoting Collaboration Commerce for Steel Industry. ¡V A Case Study of Big sized Enterprises in Taiwan

Chen, Ming-Ho 17 January 2005 (has links)
The Possibility of Promoting Collaboration Commerce for Steel Industry ¡V A Case Study of Big sized Enterprises in Taiwan. Student¡GMing-Ho Chen Advisor¡GPhd. Chin-Fu Ho Department of Information Management National Sun Yat-sen University Abstract The time of high steel price is coming ,the competitive rules is still not change are low cost and discriminatory is the same as depression in economy .It is important to care for customer service product added values and to reduce management costs to prevent cycling from previous Dilemma .Collaboration Commerce is the perfect solution to promote competitive capability and to reduce cost for B2B. Collaboration Commerce is not only to share information to reduce cost but also promote market effective ,further , to create a transaction-platform for customer and supplier. Collaboration Commerce is not successfully in Domestic steel industry ,although electronized enterprise very early. Therefore, the introduction of IOS shall not only start from technological aspect, but also have to evaluate as a whole from collaboration, organization and technology. Hence, this research is based on the three major scopes of IOS addressed by Kumar and Crook (1999), and explores inter-organizational collaboration¡¦s influence on Collaboration Commerce through IBM e-Business Collaboration Tool / evaluation model for supplier ; furthermore, combines TEMPLET evaluation model to analyze enterprise¡¦s organization and technology capability to predict the possibility for domestic steel enterprises to promote Collaboration Commerce in the future. This research adopts qualitative research method and combines secondary literature to discuss the pioneer enterprises promotion processes, which implement the project of Collaboration Commerce , and through the analysis to verify and correct the initial concept model and theoretical claims of the research framework. Furthermore, in terms of case analysis, the research object is the big sized steel companies and their subcontractors of the big sized steel industry. Steel industry is one of the traditional domestic industries, which required highly specialty and labor division, all of its products have to be closely cooperated between manufacturers and subcontractors, so it is the model of standard upper and lower supply chains relationship, however, its supply chains still lack of information system¡¦s support till now. Therefore, it is expected to estimate the feasibility for Steel industry to promote Collaboration Commerce to upper and lower supply chains through this research, and bring up appropriate business model and relevant suggestions according to research results. This research shows that case enterprise¡¦s Collaboration for supplier¡¦s capability is inferior to the pioneer enterprises C.S.C., on one hand it is because of the different industrial natures, and on the other hand is not ready for workflow . In terms of organization management and IT¡¦s capability, case enterprise has common or above organization levels, so it has adequate operating flexibility, however, to see as a whole, Furthermore, the research shows the problem and successful case and the implement strategy &planning. Case enterprises to implement Collaboration Commerce in the future shall enhance the strength and improve the weakness in evaluation model, and have all the supply chains levels up and balanced ,still great chances for it to promote Collaboration Commerce successfully in the future ,can improve the production ¡B Inventory ¡Bpurchase¡Bcustomer desire get good optimized,to integrate interenterprises from inner to outer and less labor via organization and technology.specially,it is easy to be successful in grouping enterprises for Collaboration Commerce ,because it is be shared for information and data transactions .Low cost and discriminatory are the keypoints in competition enterprises need to investigate the key performance indicator any time ,included people ¡Awrkflow ¡Astrategy etc. it shall have a team to promote Collaboration Commerce and discuss it one another by the top leader's support. This research gives the steel enterprises that want to promote Collaboration Commerce 9 specific discoveries and 2 specific discoveries in organization and IT listed below: ¤@¡BOrganization and technology 1.The work flow of companies involve considerable human intervension due to sale discounts or seasonal adequate raw material. 2.Case enterprise care for intergrating application system and database will be helpful to promote Collaboration Commerce. ¤G¡BCollaboration for supplier 1. Digital divide exist still severely in suppliers of raw material and MRO due to the performance of investment. 2. Standardize is going in progress ,but communication and coordination process slowly. 3. Government¡¦s policy have the successfully cases ,so it will be lasting to be pushed 4. Collaboration ¡¥s capability of the case enterprises ¡¥s for supplier is not adequate due to not integrated database and work flow . 5. The definition of workflow and business rules is not accordance with interorganization . 6.The Circumstances for design collaboration have the new desires in globalization . 7.The transparant of inventory information is not yet acceptable in steel industry due to privileges. 8. The investment is too high in collaboration will be considered if implement collaboration commerce by efficient. 9. Collaboration production is helpful with each other in supply chains to share iinformations and closely customer relationship. It is also expected to provide more valuable references for steel enterprises that want to promote Collaboration Commerce by this research. Keywords: steel industry, IOS, Collaboration Cmmmerce ,supply chains,TEMPLET
36

LinX Software Toolsuite for Mobile Devices

Andersson, Jakob, Myrgren, Dennis, Rahme, John January 2015 (has links)
The project has shown that it is possible to create applications for different mobile operating systems and linking the devices to the signal handler Data Engine . Using Qt as a framework and development environment allows doing this with only one code base, which can be made to work on different platforms. This creates great opportunity to save time and to reach a wider audience. The creation of a demonstrator application, a tutorial and a template for new projects has been the main goals for this project. These will serve as examples and guides for applications to come on how to deploy to mobile devices and connect to Data Engine using Wi-Fi. Though support for Windows Phone was not achieved, due to both development-wise difficulties and choices made during the project's course, the project was considered a success.
37

Providing intuitive museum guidance through asset-tracking and mobile applications

Goertz, Maria Magdealena 15 February 2011 (has links)
The tracking of artifacts in museums can be a cumbersome and error-prone process. A system that performs this tracking manually would help prevent mistakes and could be utilized to help attract and retain museum visitors. This thesis outlines the design and implementation of a three-part system for accomplishing this goal. By combining a powerful RFID infrastructure with a server and an intuitive mobile-device application, the project in this thesis aims to provide an automated way to keep track of artifacts, as well as to provide an application that makes the traversal of the museum intuitive and enjoyable for visitors. The application is built on Apple’s iOS platform in order to reach the multitude of users already in possession of iPhones, iPads, and iPod Touches. An initial evaluation shows the system behaves as expected and that it could be a useful tool to museums. / text
38

Creating AlphaBoodle: A Children's Educational iOS Application

Lipscomb, Skyler A 01 April 2013 (has links)
As smart devices become more prevalent, children have increasing access to them - and at younger ages than ever before. This presents the opportunity to harness this time they spend on the devices by creating educational applications that can both entertain and teach. Our goal was to create an application that would introduce young children to the alphabet and begin to teach them how to write letters. The result, AlphaBoodle, is an iOS application aimed at children ages two through four who have not yet begun to read. It was designed using general iOS application principles, educational research about how children use technology, and methods that teachers utilize to introduce children to the alphabet. The current version of AlphaBoodle is a proof-of- concept of the feasibility of such a project; testing has shown that it appears to be a worthwhile endeavor. In the future we hope to complete the application and release it to the public.
39

Utveckling av Andersson Qwick Mobil för iOS

Nagibin, Ilya, Valdemarsson, Alexander January 2013 (has links)
This thesis has been performed for the company System Andersson as a part of the bachelors degree in information technology at the School of Engineering in Jönköping. The thesis is based on the development of an iPhone application. System Andersson has an application for Android that is being used for their MPS system (material and production control system). Their customers, however, have also showed interest in being able to use this application for iPhone. The students handle the subject of iOS developing, including the design of the application, the use of the development language Objective-C, the use of the scripting language of Json used for server connections and SQL. The primary goal with this thesis has been to improve the students knowledge in such subjects as application development for mobile platforms, in such areas as Xcode, which is the development platform that Apple uses and Objective-C, which is the development language being used.   The result of this thesis is an almost fully functional iOS application, similar to the Android application with some functionality missing. / Detta examensarbete har utförts åt företaget System Andersson i samband med utbildningen på Tekniska Högskolan i Jönköping. Arbetet gick ut på att utveckla en applikation för iPhone. System Andersson har sedan tidigare en applikation kopplad till sitt MPS-system (material och-produktionsstyrningssystem) för operativsystemet Android och deras kunder har visat intresse för en liknande applikation för iOS. Studenterna går i denna rapport igenom utvecklingen av en applikation för iOS, samt designen, med hjälp av utvecklingsspråket Objektive-C, skriptspråket Json och SQL. Målet med detta examensarbete var främst att få bra kännedom om att utveckla mobila applikationer, att lära känna utvecklingsmiljön som Apple använder samt att få kunskap om Objective-C. Resultatet av examensarbetet har blivit en näst intill fullt fungerande applikation, som dock i dagsläget saknar vissa funktioner.
40

Segmentation and Beautification of Handwriting using Mobile Devices

Dürebrandt, Jesper January 2015 (has links)
Converting handwritten or machine printed documents into a computer readable format allows more efficient storage and processing. The recognition of machine printed text is very reliable with today's technology, but the recognition of offline handwriting still remains a problem to the research community due to the high variance in handwriting styles. Modern mobile devices are capable of performing complex tasks such as scanning invoices, reading traffic signs, and online handwriting recognition, but there are only a few applications that treat offline handwriting. This thesis investigates the segmentation of handwritten documents into text lines and words, how the legibility of handwriting can be increased by beautification, as well as implementing it for modern mobile devices. Text line and word segmentation are crucial steps towards implementing a complete handwriting recognition system. The results of this thesis show that text line and word segmentation along with handwriting beautification can be implemented successfully for modern mobile devices and a survey concluding that the writing on processed documents is more legible than their unprocessed counterparts. An application for the operating system iOS is developed for demonstration.

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