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Přístupy k řešení mobilních webových aplikací / Approaches to solving mobile web applicationsNadrchal, Tomáš January 2012 (has links)
This master thesis focuses on approaches to solving mobile web applications. Author focuses on the classification of mobile devices and the description of their attributes and specifications of touch screen controls. Part of the work is devoted to the characteristics of mobile operating systems and of mobile web browsers. One chapter is aimed on the psychology of user behaviour and expectations of mobile users from mobile website. A significant part of the work is paid to specifications of the development of web design for mobile devices and the differences to classical web design. In addition, the author describes the Responsive Web Design and the idea of Mobile First. In the practical part, the author analyzes the cross platform access to websites of Czech railway transport companies -- České dráhy, LEO Express and RegioJet. The access from smartphones, tablets and desktops is tested using analysis based on multi-criteria evaluation. To test the author uses a web emulator to simulate different versions of operating systems and web browsers. The aim of the analysis is to create a series of recommendations for better optimization of access from mobile devices.
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Návrh metodiky pro zavedení systému správy mobilních zařízení v prostředí BYOD / Design of methodology for implementation of mobile device management in a BYOD environmentAndraščík, Jan January 2012 (has links)
This master thesis is focused on topic of using mobile devices in work environment of enterprises, specifically on using mobile devices owned by employees. The thesis is divided into two parts. First part of the thesis describes benefits and risks of using mobile devices in enterprises while allowing usage of mobile devices owned by employees and compares individual mobile platforms in terms of security. Also there is a comparison of individual mobile devices management solutions in terms of security in this part of the thesis. Second part of the thesis is focused on methodology of mobile devices implementation in enterprises and their security. Methodology describes activities required for implementation of mobile devices in enterprises. At the end of this part there are security recommendations which are suitable to apply to mobile devices in enterprises.
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Menus de navegação em aplicações Web para dispositivos móveis: questões de acesso e usabilidade / Navigation menus in Web applications for mobile devices: issues of access and usabilityHumberto Lidio Antonelli 21 December 2015 (has links)
A diversificação nas formas de acesso à Web, alavancada pelo crescente uso de dispositivos ubíquos, principalmente smartphones e tablets, tem motivado o desenvolvimento de métodos para adaptação do conteúdo disponível na Web, dado que grande parte do conteúdo não foi projetado para ser acessado nesse novo contexto. O conteúdo Web é composto por diversos elementos que, em geral, fornecem interatividade aos usuários. Alguns destes elementos, tais como menus, são responsáveis por auxiliar a navegação no site, ajudando na localização e acesso das informações que por ventura o usuário esteja procurando. No entanto, muitos dos menus disponíveis na Web não foram desenvolvidos de uma forma acessível e nem suportam a interação em dispositivos, criando dificuldades que impedem os usuários interagirem satisfatoriamente com esses elementos. Além da diversificação de modos de acesso, existe também a diversificação do perfil de usuários que fazem uso dos recursos da Web. Alguns desses usuários encontram barreiras que tendem a dificultar ou limitar seu acesso às aplicações e conteúdos Web em geral. Nesse sentindo, este trabalho teve como objetivo principal abordar o problema de adaptação de conteúdo Web para dispositivos móveis, com foco nos menus, fornecendo uma solução personalizada de acordo com as preferências do usuário, a fim de que as barreiras de interação fossem reduzidas ou eliminadas. Inicialmente estudou-se os diferentes padrões de menus, bem como as diretrizes de acessibilidade e usabilidade para criação de menus acessíveis. A partir desses estudos, foi desenvolvido uma metamodelo que deu origem a linguagem AMenu, contendo todos os detalhes técnicos sobre a acessibilidade e usabilidade. Em seguida, foi desenvolvida a ferramenta AMeG, para validar a linguagem AMenu. Com base na avaliação da linguagem, foi desenvolvido o mecanismo de adaptação, que faz uso da linguagem AMenu para geração dos menus acessíveis e adaptados para dispositivos móveis. Finalmente, um estudo de caso com usuários idosos foi conduzido, a fim de comparar os menus gerados pelo mecanismo em relação aos menus originais. Os resultados obtidos apontam um melhor desempenho na interação com os menus gerados pelo mecanismo, uma vez que os participantes obtiveram uma redução de 54% no tempo de realização das tarefas e cometeram 82% menos erros. Por outro lado, os resultados apontam que todos os participantes responderam melhor à abordagem de adaptação desenvolvida neste estudo, uma vez que eles conseguiram concluir com sucesso todas as tarefas definidas para o estudo. / The diversity of means to use the Internet, ensured by the growing upcoming of ubiquitous devices such as tablets and smartphones, has promoted research on adaptation of the content that used to be mostly targeted only to desktop platform into this new context now known as the mobile devices. Some of the elements such as the menus are designed to facilitate the usage of the website once they help at finding and using the information that the user looks for. However, most of the menus available on websites do not apply the mobile devices, nor provide users with interaction, which nearly disables the interaction with the mentioned devices. There yet must be added the profile diversity of the web content users. Some of these users, such as elderly people, find limitations that tend to hamper their access to web content on the mobile devices, once aging commonly represents both physical (visual, hearing and motor abilities) and cognitive (attention, memory and reasoning issues) impairment that directly interferes on the usage of the computing devices that do not portray adjustments to such audience profile. This paper aims at investigating the issues related to the adaptation of web contents into the mobile devices. We focused on the menus in order to reduce or eliminate the limitations elderly people could find while using the mobile devices. We initially analyzed different patterns and structure of menus, as well as the guidelines upon accessibility and usability involved in the menus designing process. Based on this analysis, we developed a metamodel that originated the AMenu language, in which all technical data upon accessibility and usability involved in the menus designing process was included. Then, we developed the AMeG tool in order to assess the language created under the development perspective. Based on this assessment, we developed of an adaption mechanism that uses the AMenu language to generate menus adapted to the mobile devices. We then run a study case with elderly people in order to assess the menus generated by the mechanism, based on the comparison with the original ones. The results demonstrated that the participants had a better performance in the interaction while using the menus generated by the mechanism rather than the original ones, since they spent 54% less time performing tasks and made 82% less mistakes compared to the original menus. We also verified a quitting average of 33% among the participants while performing the assigned tasks using the original menus. On the other hand, the results point out that all participants responded better to the approach developed in this study as they all managed to successfully finish all the assigned tasks.
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Podnikatelský plán firmy podnikající v prostředí internetu / Business plan for internet based start-upBátrla, Tomáš January 2008 (has links)
Diploma thesis provides information about theoretical aspects of internet, mobiles, advertising and entrepreneurship. Paper analyses internet and mobile market in Czech Republic. There are market needs identified. Concept of the business plan is written in the paper.
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Rozšíření použití modulu UIS v mobilních zařízeních / Extending the Use of UIS Module in Mobile DevicesKaščák, Pavol January 2013 (has links)
This master thesis deals with the design of extending UIS module for mobile devices. First part of this thesis is dedicated to the analysis and justification to the benefit of mobile devices with focus on available mobile platforms. Subsequently, this thesis describes theoretical backgrounds upon which is based my own solution in perspective of software life cycle and SCRUM project management.
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Nástroj pro správu projektů s využitím tabletů platformy Android / Project Management Tool for Android Platform TabletsKoudelka, Jan January 2014 (has links)
This thesis is dedicated to the issue of project management and its support using software tools. It is focused on analysis of existing solutions and designing a new mobile application for Android platform. It summarizes basic principles of making mobile applications for Android OS. Designed application uses some properties of cloud computing for scaling and synchronizing data easily.
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Nouvelles approches pour la portabilité, la non-intrusivité et l'accessibilité des interfaces de manipulation 3D / New approaches for the portability, non-intrusiveness and accessibility of 3D manipulation interfacesIssartel, Paul 03 April 2017 (has links)
Ce travail porte sur l'interaction avec des objets virtuels 3D, et plus particulièrement leur manipulation : sélection, translation et rotation. Les plates-formes les plus utilisées aujourd'hui pour ce type de tâche (ordinateur personnel et appareil mobile) ont été conçues avant tout pour l'interaction 2D, et sont donc peu adaptées à la manipulation 3D. Il existe pourtant une alternative plus efficace : les systèmes de réalité virtuelle. Cependant, les systèmes actuellement disponibles restent trop souvent encombrants, onéreux et/ou intrusifs pour l'utilisateur, et demeurent sous-utilisés pour cette raison. Dans cette thèse, nous étudions de nouvelles approches pour rendre ce type d'interaction moins contraignant, tout en conservant une bonne efficacité de manipulation. Les principaux axes explorés sont la portabilité de l'interface, sa non-intrusivité, et l'utilisation de dispositifs plus largement accessibles au grand public. Nous proposons une première approche visant à répondre simultanément aux critères ci-dessus. Celle-ci consiste à combiner un appareil mobile classique (pour sa portabilité et son accessibilité) avec des objets tangibles passifs (pour une manipulation 3D efficace et non-intrusive). Cette approche présente toutefois encore certaines contraintes : elle est constituée de multiples éléments qui doivent être transportés ensemble, et elle ne se prête pas à l'utilisation de dispositifs à retour de force. Nous introduisons donc dans un deuxième temps une nouvelle technique, appelée «découplage». Basée sur le principe du «pseudo-haptique», celle-ci permet à l'utilisateur de percevoir des forces virtuelles à travers la seule modalité visuelle. Il devient alors possible de se passer complètement de dispositifs haptiques, et des contraintes qui leur sont associées. Nous nous intéressons ensuite à une approche entièrement intégrée, visant à améliorer la portabilité par-rapport à une interface faite d'éléments séparés. Cette approche consiste à se servir des déplacements de l'appareil mobile lui-même dans l'espace réel pour manipuler des objets 3D affichés sur son propre écran. Cette configuration «localement couplée» présente cependant plusieurs particularités qui rendent la manipulation plus complexe. Nous examinons donc en détail les différentes questions que pose cette configuration spécifique. Nous proposons enfin une dernière approche, appelée le «volume tangible», visant à retrouver la simplicité de la manipulation par objets tangibles mais dans un unique dispositif intégré. Nous décrivons une première implémentation de ce dispositif, et discutons de sa faisabilité technique ainsi que de l'accessibilité de cette approche à court et moyen terme. / This work focuses on 3D interaction with virtual objects, more specifically on 3D manipulation: selection, translation, and rotation. The most commonly-used interaction platforms (personal computer, mobile device) were designed for 2D interaction and thus are not well suited to 3D manipulation. There is a more efficient alternative for this task: virtual reality. However, current virtual reality systems are too often bulky, expensive and/or intrusive to the user, and for these reasons remain underused. In this thesis, we propose and study new solutions to make this form of interaction more convenient without reducing its effectiveness. The main objectives we aim for are interface portability, non-intrusiveness, and the use of readily-available hardware. We propose a first approach to simultaneously meet the above criteria. It consists in combining a standard mobile device (for its portability and widespread availability) with passive tangible objects (for efficient 3D manipulation in a non-intrusive manner). Yet, this approach still has drawbacks: it is made of multiple parts that must always be carried together, and is not suitable for adding force-feedback using haptic devices. We thus introduce a new technique, called “decoupling”, that allows the user to perceive virtual forces through the visual modality alone. Based on the concept of “pseudo-haptics”, this technique makes it possible to provide force feedback without the constraints associated with actual haptic devices. We then study a different approach intended to be fully integrated, enhancing the portability aspect compared to an interface made of multiple parts. This approach consists in using the motion of the mobile device itself to manipulate 3D objects displayed on its own screen. However, this “locally-coupled” configuration presents several unique characteristics that make manipulation more complex. We thus investigate the questions raised by this specific configuration. Finally, we introduce a last approach, called the “tangible volume”, aimed at regaining the same directness of manipulation as with tangible objects but in a single integrated device. We describe an early implementation of such a device, and discuss its technical feasibility as well as its potential accessibility to end users in the short and medium term.
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Role animace v uživatelském rozhraní mobilních zařízení / The role of animation in user interface of mobile devicesČanda, František January 2017 (has links)
This diploma thesis deals with the use of animations in the user interface (UI) of mobile devices. The thesis is divided into five parts. The first part presents the theoretical basics of designing user interfaces for mobile devices, the second part is dedicated to the definition of animation, its usage, functions and the perception of animation in user interface. The third part summarizes existing research dedicated to the related field and research methods used in this thesis. The fourth part is focused on the research which was conducted as comparative study based on prototype user testing examining the different types of animation and their impact on the users. The last, fifth section, presents main research findings and answers the research questions. The results reflect the impact of animation on the UI and shows what are the advantages and limits of the use of animation.
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Middleware for Context-Aware Opportunistic NetworksPanidis, Panteleimon January 2006 (has links)
Mobile devices such as palmtops and cell phones are continuously increasing in capabilities and popularity. At the same time, due to their decreasing price they are becoming more and more attractive and available to the average customer. This has lead to the development of many new applications for such portable electronic devices. Mobile devices tend to have increasing local resources in terms of memory/storage and CPU [2]. Despite these improvements in hardware attributes, there are still limitations that characterize these portable devices and which have not improved as quickly as the increase of the local computational power. These limitations mostly concern the network resources and battery power that are both still rather poor. Thus the main barriers for mobile nodes are network resources and limiting the power consumption of the device itself. Today, wireless networks provide limited reliability and less bandwidth than fixed networks. Moreover, all mobile nodes are highly energy dependent as they use batteries with a limited capacity. Additionally, roaming is a feature that increasingly must be supported for such wireless devices, as their physical portability leads to users to use them even as they move about. This may require the utilization of different wireless networks while the node is on the move. Therefore, for all the above reasons there is a demand for the development of intelligent mechanisms and techniques for optimizing the management of these limited resources, while exploiting the local resources, thus providing users with the best possible performance within the available resources. At the present, there are operating systems, such as the Symbian OS [22], specially designed for supporting advanced features in mobile computing. However, there is still development to be done. Moreover, although there are many new applications for mobile computing, they are not yet sophisticated enough to cope with changes in the wireless environment, these changes occur due to the node’s change in context. This creates a gap that should be filled by software between the applications and the operating system; this is frequently called middleware. This middleware provides a collaborative partnership between the operating system and the applications, assisting and making both more sophisticated, in terms of scheduling and managing traffic in a wireless environment. The focus of this project is how to utilize such middleware to best serve the needs of the mobile user. / Mobila enheter som handdatorer och mobiltelefoner har kontinuerligt utökat sina användningsområden och popularitet. Samtidigt har de i och med det fallande priset blivit mer och mer attraktiva och tillgängliga för den allmänna marknaden. Detta har lett till utveckling av nya tillämpningar för sådana portabla elektriska enheter. Mobila enheter tenderar att få ökade lokala resurser som exempelvis större minne och CPU [2]. Fastän en förbättring av dessa hårdvaror har gjorts så karaktäriseras enheterna av begränsningar som inte har utvecklats i lika rask takt som de lokala resurserna. Dessa begränsningar handlar till större delen om nätverks resurser och tillförsel av energi via batteri, som båda fortfarande är relativt dåliga. De huvudsakliga barriärerna för de mobila noderna är alltså nätverks resurser och enheternas energikonsumtion. I dagens läge förser de trådlösa närverken en begränsad pålitlighet och lägre bandbredd än de fasta nätverken. Alla mobila noder är även väldigt energiberoende eftersom de använder sig av ett energibegränsat batteri. Förutom detta så är roaming en aspekt som måste öka för sådana trådlösa enheter eftersom deras transportabla egenskaper medför att användaren kan använda sig av enhetens funktioner även vid mobilitet. Detta leder till att det behövs tillgång till olika trådlösa nätverk i och med att enheten omplaceras. På grund av alla dessa orsaker som beskrivits ovan finns det en efterfrågan på utveckling av intelligenta mekanismer och tekniker för användningsoptimering av dessa begränsande faktorer, samtidigt som man maximerar de lokala resurserna och på detta sätt ger användaren bästa möjliga prestanda inom det tillgängliga området. I dagens läge finns det operativ system, som Symbian OS [22], speciellt designade för att stödja avancerade drag inom mobile computing. Det finns däremot utrymme för utveckling av dessa och fastän det finns många nya tillämpningar för mobile computing så är de inte tillräckligt sofistikerade för att klara av ett smidigt byte mellan trådlösa nätverk när noderna omplaceras. Detta medför ett glapp som borde åtgärdas med mjukvara kallad mellanvara, ett program som förmedlar arbetsuppgifter mellan användarnas tillämpningar och datornätets resurser. Mellanvaran gör att operativ systemet samarbetar med användarens tillämpningar och gör att hela systemet blir mer sofistikerat i termer av trafik hantering i den trådlösa miljön. Tyngdpunkten i detta projekt ligger i hur man ska utnyttja sådan mellanvara för att optimera systemet i de mobila enheterna utifrån användarens behov.
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Awareness and Utilization of Smart Mobile Devices and Mobile Apps as Teaching Tools for Community College FacultyMalloy, Denise Sherry 01 December 2020 (has links)
Over 90% of faculty members in higher education have access to smart mobile devices. However, data are lacking about community college faculty members’ use of smart mobile devices and applications for instruction and content delivery. The purpose of this study was to examine Tennessee community college full-time faculty’s use of smart mobile devices, to determine if there were any significant differences in the mean scores measuring attitudes and use of smart mobile devices by generational age grouping, teaching discipline, rank, years of teaching and to determine if Tennessee community college faculty members who under-utilize mobile technologies for teaching also hold negative opinions about them. This study measured Tennessee Community College faculty use of smart mobile devices and their attitudes and use of smart mobile devices by generational age groups, teaching discipline, rank, and years of teaching.
This study used quantitative, nonexperimental survey design. The survey instrument was an electronic questionnaire, consisting of 15 items that were divided into 7 dimensions. The dimensions were: Learning Preference, Institutional Training, Frequency, Attitude, Willingness to Attend PD Training, Willingness to Use, and Competence. Of the 267 possible participants, 93 (35%) responded to the survey. Data from the survey were used to analyze 5 research questions and 35 null hypotheses. Two research questions were analyzed using independent-samples t test
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and 3 analyzed using one-way analysis of variance. Testing the null hypotheses associated with the 5 research questions resulted in 7 significant findings and 28 findings that were not significant. The findings indicated that there were significant differences in professional development training scores by generational age, and by academic rank. There were significant findings in learning preference by teaching discipline and training by teaching disciplines. Last, there were significant differences in some of the dimensions by years of experience.
The results of this study may benefit administrators and educators in knowing what groups are open to professional development training for using smart mobile devices for instruction and in what areas to provide training.
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