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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.
91

A Comparative Evaluation of Usability for the iPhone and iPad / A Comparative Evaluation of Usability for the iPhone and iPad

Azam, Muhammad, Ahmad, Luqman January 2011 (has links)
Many everyday systems and products seem to be designed with little regard to usability. This leads to the frustration, wasted time and errors. So the usability of the product is important for its survival in the market. In many previous studies the usability evaluation of the iPhone and iPad carried out individually and very little work has been done on the comparative usability evaluation. However, there was not any study conducted on the comparative usability evaluation and measuring the performance of the iPhone versus iPad in a controlled environment. In this research work, the authors performed the comparative usability evaluation and measured the performances of the iPhone and iPad on the selected applications by considering the young users as well as the elderly users. Another objective of this study is to identify the usability issues in performances of the iPhone and iPad. A survey and experiment techniques were used to achieve the dened objectives. The survey questionnaire consisted of 42 statements that presented the different usability aspects. The objectives of the survey study were to validate the identified issues from the literature study, identify new issues and measure the signicant difference in user opinions for the iPhone and iPad. However, the experiment studies helped to measure the performance significances between the devices against the three user groups (novice user, experienced user, elderly user) and among the groups over the devices. Further, objective was to measure the satisfaction level of the participated users against the iPhone and iPad. The experiment was performed in a controlled environment. Total six tasks (two tasks per application) were dened and each participant performed the same task on both devices. Generally the authors found that the participants performed better on the iPad with lower error rates as compare to the iPhone. / The aim of this study was to evaluate and measure the comparative usability performances of the iPhone an iPad. The preliminary focus of the study was to nd the usability issues regarding both the devices. Several dierent methods have been used in the study when investigating the answers of predened research questions. The study in this thesis was a literature review, a survey study and an empirical usability testing experiment. In the literature review, the authors studied the dierent usability issues such as inconsistency in applications, applications crashes and accidental errors.The detail list of the issues also presented in Table 2. However, the survey responses validated such issues and highlighted some additional issues such as low battery time, Blue-tooth connectivity problems, wireless connectivity problem, week signal strength and missing help. Two participants commented on the missing of a swyping feature. According to them if the iPhone and iPad had such feature then their typing performance should be improved. A survey study was conducted to evaluate and measure the significance in the four main parts of the devices i.e. system, touch screen, keypad and applications. Each part contained the multiple related statements that explored the different usability aspects. The detail and results of each statement are given in Table 4. After the statistical analysis, the authors did not nd a signicant dierence between the statements regarding the iPhone and iPad apart from in four statements. In the two statements (i.e. nding a new application in the Apple store and replacing the contents location on the interface) the users agreed that the iPad performance was better than the iPhone. However, in the other two statements (i.e. use of system in the sun light and zooming gestures) they preferred the iPhone rather than the iPad. Its means 90.47% users addressed the same issues in the iPhone and iPad. There is no dierence in their preferences regarding the iPhone and iPad. 4.76% users preferred the iPhone and 4.46% users preferred the iPad in above mentioned conditions. The empirical usability testing experiment focused on studying the usability performances of the iPhone and iPad considering three target groups. The performances comparisons were conducted by comparing the dierent participants groups and both devices. In total 60 users participated in the empirical usability performance testing study. The selection of the participants was based on their earlier experience with mobile phones usage. The detail of the participant are given in Figure 13. The comparisons results of the participant groups are shown in Table 7, the devices in Table 8 and the errors on both devices in Table 9 provided the signicance in the performances. The novice users versus experienced users comparison results across the iPhone (all six tasks) and the iPad (rst ve tasks) presented that the experienced users performed faster than the novice users with lower error rate. The results of the novice users versus elderly user comparison presented that the novice user using the iPhone ( first four tasks) and using the iPad (facebook login, location close view, new note and Evernote logout) performed faster than the elderly users with lower error rate. Similarly the results in the last comparison of the experienced users versus elderly users shown that the experienced users performed all the six tasks faster than the elderly users with lower error rate. Based on such nding the authors can conclude that the experienced users performances were better than the other two groups on both devices. The authors can also conclude that if someone is using the iPhone he/she could easily use the iPad. In the devices comparison results, the performances of the iPad across the novice users (in tasks facebook login, send a message, location close view, new note Evernote logout), the experienced users (in tasks facebook login, send a message, location close view and new note) and the elderly users (st ve tasks) were better than the iPhone with lower error rate. Base on such ndings of the empirical usability testing, the authors conclude that in the controlled environment the performance of the iPad was better than the iPhone. Three participant groups performed each task faster on the iPad than the iPhone apart from in one task. The task named location identication the iPhone and iPad performed the same across the novice user and experienced user but across the elderly user, the iPad performed better than the iPhone. Table 10 presents the results of the satisfaction level of the participants in a control environment for both devices. The satisfaction level acquired through the post test questionnaire during the experiment. The results of the novice users and the experienced users presented that their satisfaction levels were higher for the iPad than the iPhone. The experienced users results shown that their satisfaction levels were same for the iPhone as well as for the iPad. However, with the keypads performances they looked more satisfied on the iPad than the iPhone. / Near Chungi number 1 Chitterpari Mirpur Azad Kashmir Pakistan.
92

Development of handheld mobile applications for the public sector in Android and iOS using agile Kanban process tool

Engvall, Gustav, Bergström, Fredrik January 2011 (has links)
The innovation progress for municipalities is currently going slowly. Today most of the communication, decision-making, delegation and service of process are still handled via letter mail or phone calls. Companies and municipalities are starting to comprehend this and see opportunities. With the technology that exists today it is possible to speed up the processes when citizens and municipalities comunicate with each other. By migrating from the old way of applying and filing different matters by letter mail to so-called digital e-services, the citizen can apply, complement and get info on how their matter is going directly on the web. Abou AB works with optimizing information handling for municipalities and has recently made it possible for municipalities to eliminate their tedious way of handling matters by traceable web communication. They have a vision to take this to a new level of easement to the municipalities and their citizens by offering these services in mobile phones as so-called apps. One of these contemplated services is to file error reports. The service will offer the citizen to send in a report with attached meta data such as photo and the location of the regarding matter. This will be done by the mobile phones built in hardware in form of camera and GPS. This master’s thesis will describe the work to develop a prototype for filing an error reports in mobile phones that support Android and iOS operating systems. The goal for this thesis work is to develop this prototype by means of a process tool called Kanban and investigate if the tool fits the situation properly. The situation is that two persons will work in parallel with slightly different projects. Also the quality and usability of the resulting prototype applications is asserted with qualitative evaluations that results in higher awareness of the defects and suggestions on how to reform and improve the application in a usability point of view. The actual implementation work was planned according to a slightly loose Kan- ban paradigm. Kanban is all about improvements along the way and the im- plementation phase is divided into smaller phases with sub goals and recurring process evaluations. Suggestions of improvement regarding the work processes is a result of this. A Kanban board that helps visualize the workflow is used to help team members and project owners to get a good overview of current situa- tions. Several adjustments were made throughout the project and the so-called lead times, the time it takes to complete a task, was shortened in average from the beginning of the project compared to the end of the project. Each phase in the implementation part of the thesis work resulted in different functionalities in the application. A phase was two weeks long and ended with a demo were the new functionality was demonstrated. Prior to each demo session everyone at the company where the thesis work was performed was invited. The participants in these sessions were encouraged to give feedback on what they saw to help increase the quality of the applications. The prototype applications resulted in a more easy accessible service to citizens. By cutting out the process steps that previously needed to been done on a computer the 1application contributes to the possibility of an increased democratization grade for the citizen. The investigation regarding if the Kanban process tool was a suitable aid in the implementation part of the project resulted in that it was suitable for the specific situation. By measuring both lead times and other activities that did not concern the implementation work and plot them in a diagram explained why some weeks did not have as high productivity as others. To assert the awareness and quality of the developed applications in terms of usability a so-called heuristic evaluation was performed. This qualitative eval- uation resulted in a set of usability problems. These problems were all graded into different priority to be solved and some was given suggestions on how to be solved. The main purpose with this evaluation was to find the problems and document them to possible future programmers if the prototype will go into production. The result of this evaluation has increased the usability of the application and consequently the quality.
93

Podcast Effectiveness as Scaffolding Support for Students Enrolled in First-Semester General Chemistry Laboratories

Powell, Mary Cynthia Barton 08 1900 (has links)
Podcasts covering essential first-semester general chemistry laboratory techniques and central concepts that aid in experimental design or data processing were prepared and made available for students to access on an as-needed basis on iPhones- or iPod touches-. Research focused in three areas: the extent of podcast usage, the numbers and types of interactions between instructors and research teams, and student performance on graded assignments. Data analysis indicates that the podcast treatment research teams accessed a podcast 2.86 times on average during each week that podcasts were available. Comparison of interaction data for the lecture treatment research teams and podcast treatment research teams reveals that interactions with instructors were statistically significantly fewer for teams that had podcast access rather than a pre‐laboratory lecture. The implication of the results is that student research teams were able to gather laboratory information more effectively when it was presented in an on-demand podcast format. Finally, statistical analysis of data on student performance on graded assignments indicates no significant differences between outcome measures for the treatment groups when compared as cohorts. The only statistically significant difference is between students judged to be highly motivated; for this sub‐group the students in the podcast treatment group earned a course average that was statistically significantly higher than those in the lecture treatment group. This research study provides some of the first data collected on the effectiveness of podcasts delivered as needed in a first-semester general chemistry laboratory setting.
94

Asistent pilota balónu pro iPhone / Balloon Pilot Assistant for iPhone

Fabián, Ondřej January 2011 (has links)
This thesis concerns the development of a mobile application for the Apple iPhone plat- form for hot-air balloon pilots. The main functionality is to create up-to-date map of wind strength and direction for each flight level and navigation tools. Accompanying functions include pilot logbook management, flight recording and recall. A crucial aspect of this appli- cation is the GUI design, which meets the conditions in which the application will be used. The application will also be evaluated in test conditions during an actual balloon flight.
95

Upravená realita v kokpitu / Augmented Reality in Cockpit

Tabášek, Michal January 2020 (has links)
Tato diplomová práce se zabývá využitím rozšířené reality v letectví. V této oblasti se zaměřuje na kontrolní seznamy v kokpitu využívané ve všech fázích letu k zajištění vykonání všech důležitých úkonů. Pro tento účel je vyvinuta mobilní aplikace, jejímž cílem je provést pilota krok po kroku kontrolním seznamem. Každý krok vyžaduje provedení určitého úkonu na konkrétním letovém nástroji nacházejícím se v kokpitu letadla. Příslušný letový nástroj spojený s aktivním úkolem je identifikován a označen vhodnou vizualizací. Experimentální aplikace je implementována s využitím herního nástroje Unity a AR Foundation frameworku. Implementovaná aplikace byla testována během letu s pozitivní zpětnou vazbou od účastníků testování.
96

Measuring the Speed of a Floorball Shot Using Trajectory Detection and Distance Estimation With a Smartphone Camera : Using OpenCV and Computer Vision on an iPhone to Detect the Speed of a Floorball Shot / Mätning av hastigheten på ett innebandyskott genom detektering av projektilbana och avståndsbedömning med kameran i en smartphone

Schmidt, Eric January 2016 (has links)
This thesis describes the possibilities of using smartphones and their cameras in combination with modern computer vision algorithms to track and measure the speed of a floorball. Previous research within the area is described and an explanation is given as to why an implementation using three-frame temporal differencing to detect objects in motion works best to detect and track the ball. 100 floorball shots were recorded and measured using a speedometer radar and two different smartphones, one running the application and the other recording each shot. The video recording for each shot was then used to manually create a baseline for speed comparison. A second experiment was later conducted to analyse the sensitivity and effect on the determined ball size in the floorball shot analysis. The results from the first experiment show that the speedometer radar results in average deviate by 12% from the speed baseline. The speedshooting application however has results that, on average, deviate from the speed baseline by 6%. Furthermore, the results show that a faulty ball size detection is the major cause of error in the speedshooting application. The main conclusion that can be drawn from this is that it is possible to use a smartphone and computer vision methodologies to determine the speed of a floorball shot. In fact, it is even possible to do so with greater accuracy than the radar used in the experiments in this thesis. However, to prove the accuracy of the application for normal use, further testing needs to be conducted in new experiment conditions, for example by recording shots at higher speeds than those recorded in the experiments in this thesis.
97

The Smartphone Consumer Decision-MakingProcess of University Students in Sweden: The Case of iPhone

Ivanov, Alek Vladimirov, Akiba, Eric Adam George, Konov, Konstantin Krasimirov January 2021 (has links)
Background: The emergence of mobile phones today and in history proves to beexceptionally unique in the consumer electronics market as well as the telecommunicationmarket. The reason behind the huge growth of the industry has been the exceptional evolutionof the technology used in the mobile devices in terms of performance and miniaturization. Purpose: The purpose of the research is to investigate the different stages within theconsumer decision making process and the influencing factors that have a grip overconsumers and shape the consumer behaviour towards smartphones. The study is aimed atexploring the main reasons that affect the buying decision of students regarding a specificcase, which is the iPhone product and its student users in the Swedish market. By focusing ona specific segment of the iPhone consumers, the research will present more accurate and clearresults. The theoretical perspective of the study will be using the traditional five-stagedecision-making model as a backbone thus putting the main focus of the analysis on theconsumer behaviour of the respondents. Method: Additionally, the paper will take the customers’ point of view in order to portray theinfluencing factors that exist within the consumers’ decision-making. For the purpose of thestudy, 12 iPhone users will be interviewed through semi-structured interviews and thegathered data would be analysed and coded in order to find and synthesize the results into aframework that will be developed specifically for the case. Conclusion: According to findings that were made regarding the iPhone case, there were afew factors that stood out as the most relevant when it comes to the students’ purchasedecision - brand loyalty, culture and society, perceived risk, financial influence, usage andproduct features. After the initial purchase of an iPhone which is mainly influenced by socialinfluences, it can be concluded that brand loyalty plays a key role in the repurchase behaviourof customers.
98

Back Pocket Archaeology : An Analysis of Smartphone 3D Technology for Archaeological Field Survey in Sweden / Med arkeologi i bakfickan : Analys av smartphone 3D-teknik för arkeologisk fältinventering i Sverige

Halvardsson, Alicia January 2023 (has links)
The purpose of this study is to determine the viability of this technology as a realistic archaeological field tool and discuss what advantages, limitations, and implications this technology has for the purposes of archaeological field survey in Sweden. To determine this, five targets in Stockholm County already professionally surveyed and documented, have been scanned with LiDAR as well as two also with photogrammetry via smartphone apps on an iPhone 12 Pro Max to compare the scanning process and the respective results for each target. After analysing targets in Angarn, Fresta, Sollentuna, Österhaninge, and Kärrtorp parishes, a post-phenomenological perspective was applied to each model to discuss their potential as technologically mediated human experiences. An additional sixth target was scanned to compare against other 3D techniques. This study has determined that the photogrammetry tools in the apps provided the best conditions and results for use in archaeological field survey documentation while the LiDAR tools have room for improvement as a professional tool.
99

A Pilot Study to Examine the Impact of Smartphone Screen Time and Self-Reported Exercise in the Physically Active Adults

Maben, Sela 03 May 2023 (has links)
No description available.
100

Smarta enheter kräver smarta användare - om riskerna med att använda mobila enheter

Sjösten, Dennis January 2012 (has links)
Användandet av internetstödjande enheter som kan användas överallt i det vardagliga livet har ökat intensivt på bara några få år. Informationsmobilitet är större idag än någonsin tidigare. Fler och fler människor har tillgång till information så nära som i hans eller hennes ficka. Detta beteende har både positiv och negativ potential. I studien undersöker vi hur en mindre grupp människor använder sina enheter och även hur oförsiktigt beteende kan sammankopplas med några av de stora potentiella skador som kan inträffa på mobila enheter. Frågan ”På vilka sätt kan oförsiktigt användande av mobila enheter påverka säkerheten kring information som finns tillgänglig via enheten?” besvaras med en jämförelse mellan litteratur och resultaten från en enkätundersökning. Det oförsiktiga användandet av mobila enheter har definitivt en påverkan på datasäkerheten, oavsett om informationen är personlig eller organisatorisk. / The use of devices with internet connectivity that can be used everywhere in everyday life has increased immensely in just a few years. Information mobility is greater today than ever before. A lot of people have access to large amounts of information in his or her pocket. This behavior has both positive and negative potentials. In this study we explore how a small group of people use their devices and also how inconsiderate behavior can be linked to some threats directed towards mobile devices. The question “In what ways can careless usage of mobile devices affect the safety regarding information accessible from the device?” is answered by comparing studied literature and the results of a survey. The careless use of mobile devices definitely has an impact on data integrity, independently of whether it is personal or organizational data.

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