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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.
71

Adapting a website for mobile use / Anpassning av en hemsida för mobilt bruk

Thorngren, Erik January 2014 (has links)
Ett företag som bedriver hunduppfödning når många av dess kunder via Internet och befintliga webbsida. Detta examensarbete syftade till att via en deduktiv metod ta fram en prototyp baserat på studier inom mobil designprocess, mobilt användbarhet samt en granskning av relaterade mobila hemsidor som redan finns på marknaden. Frågor gällande rätt mängd information på mobilhemsidan samt passande designmönster låg i fokus för att lösningen skulle vara användarvänligt men samtidigt innehållsmässigt tillfredsställande. En prototyp skapades och testades via kvalitativa intervjuer. Då antaganden gällande prototypens design till viss del bekräftades uppkom även, via användarnas feedback, behov av att göra vissa ändringar. Resultatet av rapporten belyste vikten av hur struktur och siduppbyggnad måste brytas ned från en webbsida och återskapas för att passa i ett mobilt användningsområde. Samt hur användandet av korrekta designmönster och rätt mängd innehåll, krävdes för att skapa en snabb, lättanvänd och innehållsmässigt korrekt sida för användning i ett mobilt sammanhang.
72

A study of the iOS : An exploratory article on how large of a role the iOS has played in the success of the iPhone

Sandström, Kristian January 2011 (has links)
The iPhone has become a top selling smartphone since its launch in 2007 and has along with its iOS (Apple's mobile operating system) overtaken many popular and established mobile phone brands in the ratings. Some competitors have not been able to provide a competing smartphone while others have grouped together to withstand the Apple onslaught. There are probably quite a few reasons why the iPhone has become such a success, and one could likely write a report solely about those reasons. I will focus on one of them in this study, maybe one of the most important reasons: the iPhone came with a revolutionizing user interface. I have studied iOS applications and their user interface components along with related research in order to try and find out what exactly makes it so attractive and also to uncover any flaws I might stumble across along the way. In order to answer this, and to gain a better insight into the iOS, I have developed an iPhone application from scratch covering all of the basic functionality usually found in any other iPhone application. The results will show that most of it seems to relate with Apple enforcing very strict rules and guidelines, along with limitations placed on the developer and the process as a whole. This strict process ends with Apple evaluators performing a review of the finished product, using their guidelines as heuristics. These guidelines will be proven to have scientific credibility, and the controlled development process will be a key to defining the iOS success.
73

Developer usability testing : A real world example

Beinhoff, Andreas January 2010 (has links)
The iPhone has thanks to its multitouch interface, size and connectivity change the way we communicate. To fully utilize this technology we can involve users in the development process to help make highly usable software applications. One way to do this we somehow need to get the users to use our systems. What techniques are there to do this? And will they fit our product? Are there any way we can involve the users in the development process of an iPhone application, in this thesis I investigate if this can be accomplished by conducting usability tests with users on an iPhone application. The usability testing gives an insight into how the users work with and adapts to the users interface. The questionnaires given to the participants gave insight into how the users considered the usability and usefulness of the application. This data gave the development much needed data on the application to make it better and more usable. Since earlier research into user involvement have shown a strong connection to usable software and usability testing could be integrated successfully into the development by the single programmer, the conclusion can be drawn that single developer that incorporates usability testing into the development process as a form of user involvement makes more usable software. The usability was tested on an iPhone application built for an American online classified ads website.
74

Speedflirt for Android, a study of porting a mobile application and its effects on user experience

Jansson, Erik, Jonasson, Niclas January 2011 (has links)
Smartphones have become increasingly popular and sales numbers from the third quarter of2010 report that an estimated 80.5 million smartphones were sold worldwide. With this, theaftermarket for smartphone applications has grown explosively and the applications havebecome a part of the user's everyday life. As companies want their mobile applications toreach a broader audience the demand for cross-platform applications is increasing.This master thesis was conducted at The Mobile Life in Gamla Stan, Stockholm, withthe objective of porting an iPhone application called Speed irt to the Android platform.Speed irt is a location based mobile dating application developed by Speed irt Pte Ltd andpromoted by Metro Sweden.This thesis investigates the techniques and frameworks that are currently available fordevelopment of cross-platform mobile applications, identifying the most suitable techniquefor porting Speed irt; furthermore, the eects of porting Speed irt between the platformswas investigated with respect to how the user experience was aected.The result of this thesis is a ported version of Speed irt available on the Android Market;furthermore a set of guidelines aimed at the preservation of user experience during portingis presented in this thesis report.
75

Captr.net - Utveckling av iPhone-applikation och hemsida

Karlsson, Jonas, Lindebrand, Alexander January 2011 (has links)
No description available.
76

Android vs iPhone : En jämförande studie i applikationsutveckling

Lust-Hed, Freddie, Hedin, Viktor January 2010 (has links)
Datormobiler (smartphones) har blivit ett populärt fenomen bland mobilanvändare. Det har dykt upp ett flertal stora aktörer på marknaden och i takt med att fler smartphones har utvecklats har också intresset för applikationsutveckling blivit större. En av dessa aktörer är Apple som idag har en betydande marknadsandel efter lanseringen av iPhone. Dock har Google tillsammans med Open Handset Alliance blivit en betydande konkurrent med deras mobila plattform Android. Syftet med denna uppsats är att göra en jämförande studie av applikationsutveckling för dessa plattformar. I detta ingår att undersöka plattformarnas programmeringsspråk med tillhörande aspekter, utvecklingsmiljöer, krav på utvecklaren och de ekonomiska aspekter som hör till utveckling och publicering. Denna studie genomförde vi genom att undersöka tillgänglig och aktuell litteratur och försäljningsstatistik. Vi använde även egna erfarenheter i applikations-utveckling på plattformen Android. Vår undersökning visar att utveckling för iPhone är endast möjligt via företagets egna produkter. Detta är inte fallet med Android då det är mer valfritt vilken plattform man vill utveckla på. Båda programmeringsspråken är objektorienterade men har några märkbara skillnader. Båda plattformarna erbjuder en pedagogisk och lätthanterlig utvecklingsmiljö där man som utvecklare snabbt kan se resultat. Det är gratis att införskaffa nödvändiga programvaror och som utvecklare får man behålla större delen av intäkterna om man väljer att publicera sin applikation med ett pris i någon av applikationsbutikerna. Vår slutsats är att plattformarna har fler likheter än olikheter när det gäller applikations-utveckling. En av skillnaderna är att utveckling på iPhone innebär att lära sig ett programmeringsspråk som används nästan exklusivt på Apples produkter och eventuellt betala en årlig avgift. I Androids fall används ett välspritt programmeringsspråk och enda kostnaden är en relativt liten engångssumma för publicering. I sin helhet kan man tolka skillnaden som att utveckling för iPhone innebär en stängd tillvaro, men fri från skadlig kod medan utveckling för Android är mer öppen som får till följd att den är mer osäker.
77

Development of a real-time multiplayer gamefor the computer tablet

Malm, Tobias, Lindström, Johan January 2012 (has links)
This master’s thesis discusses game development on the computer tablet, with Apple’s iPadas the target platform. Its main focus is development of non-trivial components such asonline multiplayer and touch(screen) controls for a real-time action game, using frameworksand APIs that are mainly free and open source. For each non-trivial component problems arepointed out and possible solutions are presented, the resulting game, Battle Angels, isevaluated along with the game design and development. Battle Angels is a 2D real-timemultiplayer action game, the development of it lead to the conclusions and results in thisthesis.The abstract nature of the subject of this thesis makes it impossible to present a set of numerical values that can be compared to existing research. The result is therefore presented byshowing images from the actual game with a discussion. It could be concluded that designing and implementing a fast paced multiplayer game on a computer tablet system is a majorchallenge. It typically requires developers to incorporate a variety of different technologiesinto their implementation in order to succeed. It could also be concluded that each technology in its isolation were not a major issue, however combining them and allowing them toco-exist were.
78

Platformě nezávislé aplikační rozhraní na architektuře REST. / Platform independent application interface based on REST architecture.

Herma, Tomáš January 2014 (has links)
This Diploma thesis deals with creation of web application, REST API, SDK for Android and iPhone platform and example application for these two platforms. The first part of work analyses the current application interfaces. The second part describes the selected technologies and implementation.
79

Sledování polohy pomocí GPS / Location tracking via GPS

Stříteský, Jan January 2010 (has links)
The presented thesis deals with the subject of tracking via GPS and focuses on possibilities of the practical implementation of user tracking system with the help of mobile end user devices. The introductory theoretical part shortly describes the properties and history of the GPS navigation system. It outlines possible development of end user mobile applications on the level of operating systems and mobile web applications. The final theoretical part provides a short outline of properties of tacking systems available in the Czech market. The primary aim of the thesis was to create an application which would enable the tracking of user position via GPS. The practical part describes the selected solution as well as the individual parts of the designed tracking system. The resulting system allows to record and track user position determined by a mobile phone with an integrated GPS module. The systems also enables the creation of user groups, tracking their routes and visualization of the given position or entire route on a map.
80

Modélisation 3D pour la réalité augmentée : une première expérimentation avec un téléphone intelligent

Thomas, Vincent 17 April 2018 (has links)
Depuis leur introduction, les téléphones intelligents n’ont cessé d’évoluer. Ceux-ci intègrent généralement plusieurs composantes utiles (i.e. caméra numérique, récepteur GPS, accéléromètres, boussole numérique et plus récemment le gyroscope) pour des applications de Réalité Augmentée Mobile (RAM). Ce type d’application génère beaucoup d’intérêt auprès du grand public qui se voit offrir une nouvelle manière d’explorer son environnement. Afin d’obtenir une forte augmentation de la réalité en termes d’immersion de l’utilisateur et des interactions qui lui sont proposées, ces applications de RAM requièrent généralement un modèle 3D de l’environnement. Ce modèle 3D peut alors être exploité selon trois finalités différentes au sein de l’application de RAM qui sont : 1) gérer les occlusions; 2) aider au calcul de la pose (position/orientation) de la caméra de l’utilisateur; 3) supporter les interactions et l’augmentation de la réalité. Cependant, ces modèles 3D ne sont pas toujours disponibles à l’endroit où l’on souhaite augmenter la réalité ce qui nuit au déploiement des applications de RAM n’importe où et n’importe quand. Afin de surmonter cette contrainte, le présent projet de maîtrise a consisté à concevoir une chaîne de production de modèles 3D adaptée au contexte des applications de RAM dites fortement augmentées et facilement exploitable directement sur les lieux ciblés pour l’augmentation. La chaîne de production élaborée a été implantée sur la plateforme de l’iPhone 3G puis évaluée selon des critères d’exactitude, de rapidité, d’intuitivité et d’efficacité de l’augmentation résultante. Les résultats de cette évaluation ont permis de mettre en évidence la possibilité de modéliser en 3D un bâtiment simplement tout en atteignant une exactitude sous les 5 mètres en environ 3 minutes à l’aide d’un appareil de type téléphone intelligent. / Recently, a new genre of software applications has emerged allowing the general public to browse their immediate environment using their smartphone: Mobile Augmented Reality (MAR) applications. The growing popularity of this type of application is triggered by the fast evolution of smartphones. These ergonomic mobile platforms embed several pieces of equipment useful to deploy MAR (i.e. digital camera, GPS receiver, accelerometers, digital compass and now gyroscope). In order to achieve a strong augmentation of the reality in terms of user’s immersion and interactions, a 3D model of the real environment is generally required. The 3D model can be used for three different purposes in these MAR applications: 1) to manage the occlusions between real and virtual objects; 2) to provide accurate camera pose (position/orientation) calculation; 3) to support the augmentation and interactions. However, the availability of such 3D models is limited and therefore preventing MAR application to be used anywhere at anytime. In order to overcome such constraints, this proposed research thesis is aimed at devising a new approach adapted to the specific context of MAR applications and dedicated to the simple and fast production of 3D models. This approach was implemented on the iPhone 3G platform and evaluated according to precision, rapidity, simplicity and efficiency criteria. Results of the evaluation underlined the capacity of the proposed approach to provide, in about 3 minutes, a simple 3D model of a building using smartphone while achieving accuracy of 5 meters and higher.

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