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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.
21

Developing, refining and feasibility study of mobile app to support asthma self-management (A4A - APP for Asthma)

Hui, Chi Yan January 2018 (has links)
Background: Self-management with an action plan, as opposed to passive self-monitoring, improves health outcomes. However, engaging patients is challenging. Mobile technology, incorporating education, personalised asthma action plans and facilitating professional support, is an option for supporting asthma self-management. Clinical research has focussed on health-related outcomes rather than informing the features that patients want and will use in a self-management app. Technology developers focus on user engagement as opposed to developing telehealth based on clinical evidence, leaving patients struggling to choose safe telehealth to support their asthma self-management. Risk aversion results in legislation that can be a barrier to the development of asthma apps. Aims and objectives: Using phases of the MRC Framework for developing complex interventions, and the Oxford app roadmap to develop a prototype app, I aimed, from clinical, patient, technology and legislative perspectives to: •(Phase 1) Identify the evidence base •(Phase 2) Model key aspects of app development •(Phase 3) Explore the feasibility of a mobile app to support self-management. Methods: •(Phase 1) Systematic review, online social forum analysis, asthma apps review, and legislation regulation review were used to identify evidence. Results were analysed with reference to the PRISMS taxonomy of self-management support. •(Phase 2) Using results from phase 1, and with the advice of lay and professional advisory groups, I made decisions about the design of the prototype app and the feasibility study in phase 3. I also reviewed the legislative issues regarding self-management app development. •(Phase 3) I undertook a feasibility study of using asthma mobile apps. Within the three-month feasibility study, five practices in Lothian/Oxford and Asthma UK's social media invited adults with active asthma to try out our prototype app. I observed patient's download rate and app usage. Of the patients recruited from practices, I purposively sampled patients (based on age/sex, experience of asthma, current self-management and technology use) and interviewed them before and after using the app for one month about their preferred features. Interviews were transcribed, and thematically analysed with reference to the PRISMS taxonomy of self-management support. Results: •(Phase 1) Telehealth was at least as effective as traditional approaches to supported self-management. Most asthma patients using online social forums commented on self-monitoring features, such as logging peak flow and symptoms, as opposed to self-management features. No one explicitly discussed asthma action plans though some patients were positive to the apps which had incorporated an action plan. Similarly the most downloaded asthma apps offered self-monitoring features rather than action plans. Current medical device legislation is ambiguous: it is unclear if apps with an action plan are 'medical devices'. •(Phase 2) The final prototype app included the Asthma UK asthma action plan and monitoring features such as the morbidity questions of the Royal College of Physicians three questions, peak flow, use of reliever inhaler, other medication use and lifestyle status. A mixed method approach was chosen for the feasibility study. •(Phase 3) 111 asthma patients used the prototype app. The ownership of action plans increased 43% to 63% after the study. Most patients preferred digital to paper action plans though the digital format did not improve usage. Action plans and monitoring features were the most 'wanted' features by patients, GPs, asthma nurses and the administration staff in the practices. Some patients also 'wanted' more advanced features such as predictive exacerbation warnings, identifying precise triggers, learning about what caused/affected their asthma. Conclusions: Mobile apps are a feasible option to support asthma self-management. Ease of access to download is the key to adoption as well as sufficient motivation (e.g. personal invitation from their GP or asthma nurse). Motivation (specifically GP and asthma nurse's encouragement and perception of benefit) is the key to adherence, but it will be more effective if the app is easy to use. Action plans and self-management features were the most 'wanted' features by patients and professionals. Other features that patients 'wanted' varied; one size does not fit all. Advanced features might encourage on-going use of asthma apps to support self-management. Choice of features, service promotion and service deployment should be considered carefully when implementing mobile app in 'real world' setting. The key technological barriers were to provide seamless Wi-Fi and to connect the app with the practice's software platforms. 'Medical device' legislation is currently a barrier for self-management app development, further discussions with all stakeholders is needed to reach consensus on risks involved in incorporating action plans in an app.
22

Viajemos

Navarrete Villagrán, Andrea Cindy, Guerrero Más, Julio César, Araujo Cano, Luis Augusto 20 September 2019 (has links)
El presente proyecto pretende contribuir al crecimiento del turismo en el país y a satisfacer a una demanda de viajeros que buscan coincidir con personas con gustos e intereses similares para compartir una divertida y segura experiencia de viaje. Alguna de las causas por la que los planes viajeros se cancelan o quedan sin planificarse es por falta de tiempo e interés similar al de tu acompañante referente al destino, fecha, actividades, etc.; y, si deseas unirte a un grupo y conocer gente nueva, careces de seguridad al no tener validada su información personal y por lo tanto no llegas a viajar, crear amistades ni compartir experiencias fuera de tu zona de confort. A través de “Viajemos”, buscamos que se vuelva real, permitiremos al usuario navegar desde su celular y hacer match con personas que compartan sus mismos intereses y gustos por viajar, pero sobre todo le ofreceremos validar la información de sus contactos con Reniec, de manera que su medio de comunicación y planificación sea más seguro. Para llevar a cabo este proyecto se ha diseñado también un plan operativo y de marketing, el cual será gerenciado por los socios durante el primer año y que, con una proyección de crecimiento de la demanda y las ventas, “viajemos” crezca como compañía y llegue a más personas ofreciendo una variedad de servicios dentro del sector turismo, potenciando cada vez más la seguridad en la interacción entre sus usuarios. / This project aims to contribute to the growth of tourism in the country and to satisfy traveler’s demand that is matching with other travelers who have interest in common in order to get a safe and fun travel experience. Some of the reasons of why the plans are cancel or left unplanned is due to the lack of time and interest about sharing the same activities, preferences and destination. In addition, if you want to join a group and meet new people, you may not feel secure because you do not have their personal information validated and therefore you do not travel, make relationships and do not get out of your comfort zone. App “Viajemos” is being designing to become an experience truth. The user will be able to search from his cellphone and do the match it wants with people of its interest and what we offer here is to validate the personal information of their matches with Reniec, so that communication be safer and easier. To implement this project, we have also designed an operative and marketing plan that it is going to be manage by the partners during the first year and then according to the sales projection and the increase of demand, we expect to grow up as a company and have a variety of services always developing a better way to interact. / Trabajo de investigación
23

CALIFORNIA STATE UNIVERSITY SAN BERNARDINO WiN GPS

Ron, Francisco A 01 June 2015 (has links)
The objective of this masters project is to develop a working application for Android devices. This is an application intended to be used by CSUSB. It has its own database, which has information about most of the facilities on campus. There are many GPS applications on the market, however I chose to design and implement WiN GPS, short for Walking GPS, because it will allow the possibility of a personalized GPS for the school and for users should they choose to use it. In order to develop Win GPS it was necessary to research the available tools and to become familiar with the ones that were selected. These tools such as map application providers, i.e. Google-maps, integrated development environments, database managers, software development kits, and mobile device emulators were analysed and compared. Once the tools were selected. It was necessary to study, to become familiar with and to learn how to use them. Finally an application is developed and its main functions/code will be explained. This masters project will allow potentially Android developers to evaluate possible barriers, such as price and limitations of map applications providers, so they can make an informed decision.
24

ABILITY SPORTS AND EDUCATION FESTIVAL MOBILE APPLICATION

Saldana, Thomas 01 March 2019 (has links)
The purpose of this project is to create an iOS native mobile application for the Ability Sports & Education Festival at the California State University of San Bernardino. The iOS application will solve three business needs. First, it will allow participants to view the events, hours, schedules, coaches, and resources of the Ability Sports and Education Festival. Second, it will allow participants to route, search, and find event locations using ArcGIS. Lastly, it will allow participants to register for the event right from their phones.
25

Proyecto empresarial para brindar servicio de alquiler de espacios deportivos a través de aplicaciones para celular “Tu CanchApp”

Barrantes Flores, Keyla Geraldine, Oregon Onceguay, Karen, Polo Contreras, Eva Estela, Villanueva Zamora, Geancarlos 10 July 2019 (has links)
En estos últimos años se está experimentando en el mundo el crecimiento de la era digital, por el cual las organizaciones empresariales optan por la implementación de tecnología en sus actividades diarias y poder estar a la vanguardia que este mundo globalizado requiere. En la actualidad la mayoría de las personas tienen mayor tendencia por las compras en línea desde la comodidad de sus hogares, centros de estudios y laborales. Por ello, se lanzará al mercado peruano un modelo de negocio que se basa en el servicio tecnológico entre establecimientos de canchas deportivas sintéticas y usuario a través de un aplicativo. Por lo tanto, el presente trabajo se elaboró con el objetivo de orientar adecuadamente a inversionistas interesados y exponer a lo largo del documento las estadísticas y cuadros financieros que les permitan evaluar los resultados del presente proyecto de investigación. Por este motivo el proyecto “Tu CanchApp” cuenta con el estudio de mercado y económico donde la tasa TIR del inversionista es de 92% superando el COK del inversionista 53%, por último, el periodo de recuperación de la inversión del flujo de caja neto del inversionista es de 1.79 años. “Tu CanchApp” es una aplicación virtual que permite reservar, separar, contactar equipos deportivos y realizar apuestas al usuario en línea a traves del aplicativo, que ofrece un servicio diferenciado que le permitirá posicionarse en el mercado a corto plazo. / In recent years, the digital age has increased in the world, because of that, business organizations choose to implement technology in their daily activities to be at the forefront that this globalized world requires. Currently most people are more likely to shop online from the comfort of their homes, university and work. Therefore, a business model based on the technological service between synthetic sports facilities and users through an application will be launched on the Peruvian market. The present work was developed with the objective of adequately orienting interested investors and exposing throughout the document the statistics and financial tables that allow them to evaluate the results of this project. For this reason, the "Tu CanchApp" project has a market and economic study where the IRR rate of the investor is 92%, surpassing the COK of the investor 53%, finally, the period of recovery of the investment of the investor's net cash flow is 1.79 years. "Tu CanchApp" is a virtual application that allows you to reserve, separate, contact sports teams and place bets to the user online through the application, which offers a differentiated service that will allow you to position yourself in the market in the short term. / Trabajo de investigación
26

Harnessing Social Networks for Social Awareness via Mobile Face Recognition

Bloess, Mark 14 February 2013 (has links)
With more and more images being uploaded to social networks each day, the resources for identifying a large portion of the world are available. However the tools to harness and utilize this information are not sufficient. This thesis presents a system, called PhacePhinder, which can build a face database from a social network and have it accessible from mobile devices. Through combining existing technologies, this is made possible. It also makes use of a fusion probabilistic latent semantic analysis to determine strong connections between users and content. Using this information we can determine the most meaningful social connection to a recognized person, allowing us to inform the user of how they know the person being recognized. We conduct a series of offline and user tests to verify our results and compare them to existing algorithms. We show, that through combining a user’s friendship information as well as picture occurrence information, we can make stronger recommendations than based on friendship alone. We demonstrate a working prototype that can identify a face from a picture taken from a mobile phone, using a database derived from images gathered directly from a social network, and return a meaningful social connection to the recognized face.
27

Internal Mobile Applications : Information integration with ERP systems

Blomgren, Annie, Larsson, Jenny January 2012 (has links)
The evolvement of technology within the business world has transformed both organizations and people involved. As the business world is rapidly changing it requires organizations to adapt to new trends to be able to compete and to gain competitive advantage. The widely developed and used mobile business-to-customer applications have generated the realization that the technology can be used by organizations for their mobile employees to gain competitive advantage. Therefore, we have investigated the functionality of information integration between mobile applications and ERP systems for mobile employees, and the benefits and challenges it has. The research is an exploratory investigation about how the new trend within mobility is to be seen within the business world. With the use of an inductive and qualitative research approach, we started with no previous theories to get an understanding of the subject. In the use of mobile business-to-employee applications, the most important information integration is the one between ERP systems and mobile applications since it is the organizational information that is needed for the mobile workers. The result of the research is that it is more common with a single, oneway integration in terms of either input or output between ERP systems and mobile applications. The more advanced two-way integration exists and is increasing in the area of internal use of mobile applications for organizations. Additionally, there are a lot of benefits to gain from when working with mobile applications for organizations, for example to increase the productivity of mobile employees. There are also challenges that need to be discussed before deciding to invest in enterprise mobility, for example security aspects.
28

Facebook : A Comparative Study of its Usage on Smartphone vs. Computer

Munitzk, Michaela January 2010 (has links)
This research aims at analysing how the usage of Facebook differs on mobile phones and computers from the view of an end user. 10 people were consulted in semistructured interviews about their individual usage. Topics of the interviews included the amount of time they spend on Facebook on their mobile phones and how often, why they are using it on this device and when they rather use a computer. The results of the interviews indicate that people mostly use their mobile phone on their every-day journeys, esp. while they use public transport and they are bored waiting for or beeing on the means of transport. Often they just check the Newsfeed to see what their friends are doing. They mainly want to be informed about the activities of their friends, therefore, produce less content themselves on Facebook Mobile rather than on their computer. The questioned users do not have the feeling they need to log in on Facebook, instead they do it subconsciously all the time. The small screen and keypad on the mobile phone are still the main reasons why the usage of Facebook on the computer is more convenient. Nevertheless, because Facebook on the mobile phone is limited in its features it also offers a good overview. The non-available features on mobile devices are simply not missed and for this reason not even used on the Facebook computer version. However, if a function should be executed, which does not exist on the mobile phone the users are waiting until they can access a computer but possibly they forget about it by then and the importance of the accomplishment disappears.
29

The media channel strategy of mobile application store

Chiu, Yu-chun 14 July 2011 (has links)
In recent years, due to the popularity of smart phone, the mobile application store are loved by consumers, making an increasing number of about 40 mobile application stores around the world. Mobile applications store offers a wide range of applications, software programs, content and services, such as games, tools, music, entertainment, books, etc., allowing consumers to use free or paid downloads. A variety of choices meets all aspects of consumer demand that changes the original value provided by phone service. However, it is doubly difficult to make one software standing out from the number of the many applications and thus increasing the amount downloaded made by consumers. Even if the store offers different kinds of marketing methods to assist the software increasing exposure opportunities, but still not enough. The goal of this study is going to improve the visibility of the software. After comparing the various media channels, finding the appropriate promotional channel for mobile applications is social media. Then by two cases analyzed understands the marketing effect through social media. By the aforementioned, this study sorts out the appropriate exposure development model of mobile applications software. First, software developers choose the appropriate software to create pages by being promoted software attributes and the media habits of target segments. Second, building blog provides consumers with more complete software and activities information to make up for other types of social media which is not entirely on message passing. Third, the software developer integrates the related sites, including blog, social media, or website to help the update information to be obtained on all relevant sites.
30

The smartphone as a data collection device

Scaffidi, Salvatore Gregory, III 16 December 2013 (has links)
The introduction of mobile devices to the pockets and handbags of people living all over the world has made the practice of mobile computing nearly ubiquitous in modern society. iSeeMe is an Android application that empowers the user through the revelation of the vast amount of private data that mobile devices are capable of silently capturing in the background. iSeeMe strives to provide the user with a means to correlate this passively-collected information with data of personal importance to the user. This report looks into the development and implementation of the iSeeMe solution. It discusses design decisions, describes the iSeeMe architecture, and outlines the process of engineering the application. It also examines the role of personal data in modern society and explores the mobile application market to see where iSeeMe will fit in among similar applications. Finally, it analyzes the results of the development effort and identifies areas for future enhancement. / text

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