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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.
1

ICoachYou

Estrada Osorio, Paola Rosalvina, Florian Donayre, Johan Miguel, Gonzales Nava, Alberto Martin, Medina Yzaguirre, Yoselyn Nicol 16 July 2019 (has links)
En la actualidad, los servicios personalizados y asesorías de coaching se están ofertando de una forma masiva a través de internet y redes sociales por empresas que no cuentan con personal calificado para poder brindar estos servicios de manera eficaz y con garantía. Es por esta razón, que decidimos realizar este trabajo de investigación, buscando solución para las personas que desean alcanzar sus objetivos acompañados de profesionales certificados usando un medio digital para facilitar la experiencia y practicidad. Para comprobar la demanda que tendría nuestro aplicativo móvil IcoachYou, se ha realizado una investigación de mercado a personas de Lima Metropolitana utilizando metodología cualitativa y cuantitativa. Dentro de esta investigación se ha considerado de gran relevancia información de fuentes primarias y secundarias. Asimismo, las técnicas aplicadas han sido encuestas y entrevistas con herramientas como cuestionarios y guía de investigación. Los resultados de la investigación de mercado nos mostraron que el 70.8% de las personas encuestadas deseaban adquirir los servicios de coaching a través de un aplicativo móvil. Además, se encontró los atributos que más valorarían nuestro público como la confidencialidad y la flexibilidad en horarios. El resultado principal de las entrevistas aplicadas corroboró al problema planteado inicialmente. Se han considerado distintos escenarios y el resultado nos es favorable en todos los casos, es decir, el proyecto resulta viable, generando una ganancia adicional de 28,519.75 soles, con una tasa de retorno del 39.7%, ello considerando una inversión inicial de 84,195.65 soles. / Currently, personalized services and coaching consultants are offering in a massive way via the internet and social networking by companies that do not have qualified personnel in order to provide these services effectively and with warranty. Is by this reason, that decided to perform this work of research, looking for solution for the people that want to reach their objectives accompanied of professional certified using a half digital for facilitate the experience and practicality. To check the demand that would have our application mobile IcoachYou, is has conducted a research of market to people of Lima metropolitan using methodology qualitative and quantitative. Within this research has been considered relevant information from primary and secondary sources. Likewise, the techniques applied have been surveys and interviews with tools such as questionnaires and research guide. The results of the market research showed us that the 70.8% of respondents wanted to acquire the coaching services through a mobile application. The attributes that most benefited our public as the confidentiality and flexibility in schedules was also found. The main result of the applied interviews corroborated the problem raised initially. Various scenarios have been considered and the result is favorable in all cases, i.e., the project is feasible, generating an additional gain of 28,519.75 soles, with a rate of return of the 39.7%, thus considering an initial investment of 84,195.65 Suns. / Trabajo de investigación
2

Rent a home: a cross platform mobile application to list and search rental homes

Ali, Yusuf January 1900 (has links)
Master of Science / Department of Computing and Information Sciences / Daniel Andresen / Finding a desired off-campus home could be a difficult task for incoming students at K-State. This cross platform mobile application can help students in this task. This mobile application will serve as platform for students and home owners to find, list and review a property. Users can create their personal account and manage their profile and properties they listed. They can post multiple property listings with the key details and these listings will be visible to all the other users. To avoid spam and repetitive postings there is an address verification system in place. While posting a property listing the address is verified with Google maps database. If Google maps fail to identify the address or if that address is already listed, the user will not be allowed to list that property. Users can see all the property listings and their details including a Google map location image, a link to navigate to the address, contact details of the owner, reviews of other users. Users can rate a property from 1(low) to 5(high) along with an optional review. The review and rating can help other user to select a desired place to live. The user interface is developed with web technologies and using Cordova the same code can be used to convert it into a mobile application for both iOS and Android which makes this application platform independent and easily available.
3

Innovation attributes and electronic word-of-mouth: impact on likelihood to adopt health apps and health behaviors

Chapman, Paige Renee Madsen 01 January 2018 (has links)
The purpose of this study was to delve into the factors that might influence someone to adopt a health app and to ultimately adopt a healthy behavior. This research extended the use of diffusion of innovations theory to health-related mobile apps. In knowing more about the way that innovation attributes are used in real-world health app descriptions and in how those descriptions might influence the adoption decisions, not just of the health app but of the related health behavior, we might be able to impact the way that professionals communicate the need for healthy behaviors to people. This study used a content analysis of the top-rated mobile health app product descriptions and user reviews to design experimental stimuli that mirrored real-world app description pages. The experiment manipulated the use of statements of innovation attributes and examined the way participants described their likelihood to adopt an app and the associated healthy behaviors. The study found that diffusion of innovation attributes did not influence participants’ likelihood to adopt a health app or healthy behaviors, but those participants who reported tracking their own health, physical activity, and diet were more likely to download a health app and to perform the associated healthy behaviors. The study has implications for the qualities health educators or healthcare professionals attempt to educate and persuade people about their health.
4

SOS - an android application for emergencies

Suryawanshi, Akash January 1900 (has links)
Master of Science / Department of Computing and Information Sciences / Daniel A. Andresen / The aim of the project is to develop an Android application that lets its users to send notifications in case of an emergency or a panic situation. The users can send multiple text messages and emails on the press of a single button. The phone numbers, email ids and the contents of the text and email messages can be set from within the application. The text messages and emails sent, along with the content, also have the last known location of the user. This is very helpful in tracking the whereabouts of the person. The user can also call 911 directly from within the application, if the nature of the situation demands it. Additionally the user of the application may allow the app to track their location. If this option is selected, the application fetches the device’s location at about every 15 minutes and stores it in a database. This information is very useful and can be used in a variety of ways. One such use of the location data is from within the Android app where the user can view a map that shows their location history over a period of time for a particular day.
5

The Evaluation of an Android Permission Management System Based on Crowdsourcing

Rustgi, Pulkit 01 January 2019 (has links)
Mobile and web application security, particularly concerning the area of data privacy, has received much attention from the public in recent years. Most applications are installed without disclosing full information to users and clearly stating what they have access to. This often raises concerns when users become aware of unnecessary information being collected or stored. Unfortunately, most users have little to no technical knowledge in regard to what permissions should be granted and can only rely on their intuition and past experiences to make relatively uninformed decisions. DroidNet, a crowdsource based Android recommendation tool and framework, is a proposed avenue for the technically incapable. DroidNet alleviates privacy concerns and presents users with permission recommendations of high confidence based on the decisions from expert users on the network who are using the same applications. The framework combines an interactive user interface, used for data collection and presenting permission recommendations to users, with a transitional Bayesian inference model and multiple algorithms used for rating users based on their respective expertise levels. As a result, the recommendations that are provided to users are based on aggregated expert responses and their confidence levels. This work presents the completed DroidNet project in its entirety, including the implementation of the application, algorithms, and user interface itself. Additionally, this thesis presents and utilizes a unique collection of real-world data from actual Android users. The primary goal of this work is to evaluate the effectiveness and accuracy of DroidNet's recommendations and to show that regular mobile device users can benefit from crowdsourcing.
6

Stay Healthy

Donepudi, Sravani January 1900 (has links)
Master of Science / Department of Computer Science / Mitchell L. Neilsen / It’s difficult to keep track of sleep patterns, medicine and water intake. Having sufficient sleep every day is very important as not getting enough sleep can lead to difficulties remembering things, concentrating and other problems. This application provides tools to track the sleeping pattern of the user based on the inputs given. When the user picks a date, a weekly graph is generated to see how the user’s sleep cycle looks. It also displays the average hours the user slept each day and the sleep pattern type below the graph. Medicine reminder is another tool which reduces the risk of skipping medicines. As many people tend to complicate the severity level of the disease by forgetting to take the required medicine, this app can help them to prevent such problems. It reminds them to take their medicine at the entered times until the end of the course duration. People often tend to forget to drink enough water. Staying hydrated is very important for our body to function properly and flush out toxins. For this purpose, this app features a water reminder to remind the user to drink water every hour until the daily limit is reached. This is done by calculating the amount of water that should be consumed every day based on the user’s details like age, weight, physical activity and gender. Apart from these, to stay fit and healthy one should do some physical activity every day which helps to activate their body. The instructions and videos of some exercises, information on health tips, and natural remedies to some common health problems that can be cured without any medication are provided in the app. This would be a very convenient application for those who are very busy with their work life and have difficult time tracking their sleep, medicine times and staying hydrated at work.
7

O uso de aplicativo de celular no ensino de Ciências em escola do campo no Pontal do Paranapanema - SP /

Brito, Marcelo Silva January 2020 (has links)
Orientador: Vitor Machado / Resumo: Esta pesquisa tem como objetivo desenvolver um aplicativo de celular para ser utilizado como ferramenta do processo de ensino aprendizagem, nas aulas de ciências para alunos do 9º ano do ensino fundamental II da escola Estadual Maria Antônia Zangarini Ferreira Professora, que atende alunos provenientes de assentamento de reforma agrária. O uso de tecnologias tem se tornado uma das grandes facilidades para os alunos do Século XXI. Essa facilidade pode ser usada no processo de ensino-aprendizagem através de usos de aplicativos educacionais. As Tecnologias de Informação e Comunicação (TICs) trazem um novo modelo para educação, possibilitando novos caminhos para os educandos. A maioria dos alunos do campo já detém conhecimento considerável quanto ao uso do celular, sabendo baixar aplicativos e jogos e outros tipos de programas. A utilização do aplicativo por nós sugerido na sala de aula, ao trabalharmos o conteúdo de ciências que está dentro do plano de aula da escola, onde esse conteúdo retratará a realidade do campo na ausência de laboratório de ciências podendo trabalhar com temas que permitem uma melhora no ensino de ciências, possibilitando ao aluno retratar a sua realidade como habitante da zona rural e, neste caso específico, morador de assentamento de reforma agrária. / Abstract: This research aims to develop a mobile application to be used as a tool in the process of teaching and learning in science classes for students of the 9thgrade of elementary school II of Maria Antonia Zangarini Ferreira State School, which serves students from land reform. The use of technologies has become one of the great facilities for 21st Century students. This facility can be used in theteaching-learning process through the use of educationalapplications. Information and Communication Technologies (ICTs) bring a new model for education, enabling new avenues for learners. Most students already has considerable knowledge of mobile phone usage, knowinghow to download game applications and othertypes of programs. The use of the application we suggested in the classroom, when working the science content that is within the school's classroom plan, where this content will portray the reality of the field in the absence of science lab and can workwith topics such as allowing for an improvement in science education, enabling the student to portray his reality as a rural dweller and, in this specific case, an agrarian reform settlement dweller / Mestre
8

PETWALK

Blanc Arias, Dan, Cruz Rojas, Nidia, Sánchez Huaman, Carolina, Ushiñahua Meza, Maria Fernanda, Zavala Huaytan, Kevin Omar 08 July 2020 (has links)
En la actualidad, todos los seres humanos utilizan dispositivos móviles. Con el pasar del tiempo, las personas utilizan los diversos servicios que éstos ofrecen. Entre sus principales atributos están las aplicaciones móviles (“Apps”); y se han vuelto parte esencial de la vida. Por otro lado, los animales domésticos, especialmente los perros, han pasado de ser mascotas a miembros importantes en los hogares. Las familias reconocen su influencia positiva en lo psicológico y social. En el presente trabajo se busca determinar la viabilidad de un servicio que mezcla la tecnología que ofrecen los dispositivos móviles con las necesidades de los perros y a su vez de sus dueños, es decir, los paseos. Este proyecto pretende ofrecer una aplicación móvil que facilitará la conexión entre los dueños de mascotas y paseadores capacitados, seleccionando el horario, seguimiento en tiempo real y cuidados especiales en caso se necesite. Para ello se ha realizado un proceso de ideación, desarrollo de modelo de negocio, considerando la descripción del problema a solucionar del usuario, y la determinación del segmento objetivo. Además, se diseñó experimentos que permitan validar el modelo de negocio, las estrategias para la ejecución del concierge y las proyecciones de ventas. Una vez consolidada toda la información mencionada anteriormente, se desarrolló planes que requiere el negocio, los cuales son: Estratégico, Operativo, Recursos Humanos, Marketing, Responsabilidad Social Empresarial, Financiero y Financiamiento. Por último, se hallarán las conclusiones del trabajo y el resultado potencial que tendría el negocio una vez sea implementado. / En la actualidad, todos los seres humanos utilizan dispositivos móviles. Con el pasar del tiempo, las personas utilizan los diversos servicios que éstos ofrecen. Entre sus principales atributos están las aplicaciones móviles (“Apps”); y se han vuelto parte esencial de la vida. Por otro lado, los animales domésticos, especialmente los perros, han pasado de ser mascotas a miembros importantes en los hogares. Las familias reconocen su influencia positiva en lo psicológico y social. En el presente trabajo se busca determinar la viabilidad de un servicio que mezcla la tecnología que ofrecen los dispositivos móviles con las necesidades de los perros y a su vez de sus dueños, es decir, los paseos. Este proyecto pretende ofrecer una aplicación móvil que facilitará la conexión entre los dueños de mascotas y paseadores capacitados, seleccionando el horario, seguimiento en tiempo real y cuidados especiales en caso se necesite. Para ello se ha realizado un proceso de ideación, desarrollo de modelo de negocio, considerando la descripción del problema a solucionar del usuario, y la determinación del segmento objetivo. Además, se diseñó experimentos que permitan validar el modelo de negocio, las estrategias para la ejecución del concierge y las proyecciones de ventas. Una vez consolidada toda la información mencionada anteriormente, se desarrolló planes que requiere el negocio, los cuales son: Estratégico, Operativo, Recursos Humanos, Marketing, Responsabilidad Social Empresarial, Financiero y Financiamiento. Por último, se hallarán las conclusiones del trabajo y el resultado potencial que tendría el negocio una vez sea implementado. / Trabajo de investigación
9

Aplicación “LD Sport” / LD Sport application

Cahuana Palante, Luciana Paola, Canchari Sotomayor, Jhon Brayan, Donayre Sirlopú, Freddy Alexander, Matta Juscamaita, Diana Guadalupe, Santayana Torrejón, Cristian Junior 06 July 2020 (has links)
El presente proyecto es realizado con la finalidad de analizar el mercado de aplicaciones deportivas, mediante la recopilación de entrevistas a expertos en el tema y deportistas calificados y no calificados. En los últimos años, el deporte y la tecnología han ido creciendo de la mano, de una manera fuerte y constante. Esto es debido a que es mucho más fácil generar hábitos saludables, mediante el respaldo de las redes sociales y la interacción que se realiza en la misma, por el apoyo mutuo que se brindan las personas. Es por esto, que hoy en día existen diversos grupos en las redes sociales en donde se comparten anécdotas y opiniones sobre temas relacionados al deporte. En donde se suele intercambiar información de espacios deportivos donde generar sus reuniones para realizar deporte. Es así que tomando en cuenta los datos e información recopilados, se logró analizar y detectar una necesidad en el mercado en el que estamos investigando. La cual es la existencia de deportistas y grupos de amigos que están en búsqueda de espacios deportivos y búsqueda de deportistas que compartan el mismo interés de querer realizar deporte en compañía. Así mismo, esta acción active la opción de incorporar a un segundo segmento, el cual es la de los dueños de espacios deportivos que buscan generar mayor movimiento de alquileres en sus espacios. Por ello, se ha realizado una serie de hipótesis e ideas para poder formular experimentos que respaldan nuestra propuesta desde el planteamiento del problema y toda la cadena, con el fin de lograr una rentabilidad. / This project is carried out with the aim of seeking to analyze the market for sports applications, by compiling interviews with experts on the subject and athletes. In recent years, sports and technology have grown hand in hand in a strong and constant way. This is because it is much easier to generate healthy habits, through the support of social networks and the interaction that takes place on social networks. That is why, today there are various groups on social networks where anecdotes and opinions are shared on sports-related topics. Where information is usually exchanged for sports venues where you can create your sports meetings. Thus, taking into account the data and information collected, it was possible to analyze and detect a need in the market in which we are investigating. Which is the existence of athletes and groups of friends who are in search of sports venues and search for athletes who share the same interest in wanting to do sports in company. Likewise, this action activates the option of incorporating a second segment, which is that of owners of sports spaces who seek to generate more rental movement in their spaces. Therefore, a series of hypotheses and ideas have been made to formulate experiments that support our proposal from the perspective of the problem and the entire chain, in order to achieve profitability. / Trabajo de investigación
10

Mobile app stores from the user's perspectives

Baabdullah, A.M., Alalwan, A.A., Rana, Nripendra P., Shraah, A.A., Kizgin, Hatice, Patil, P.P. 19 May 2019 (has links)
Yes / The use of smartphones has become more prevalent in light of the boom in Internet services and Web 2.0 applications. Mobile stores (e.g., Apple’s App Store and Google Play) have been increasingly used by mobile users worldwide to download or purchase different kinds of applications. This has prompted mobile app practitioners to reconsider their mobile app stores in terms of design, features and functions in order to maintain their customers’ loyalty. Due to the lack of research on this context, this study aims to identify factors that may affect users’ satisfaction and continued intention toward using mobile stores. The proposed model includes various factors derived from information systems literature (i.e., usefulness, ease of use, perceived cost, privacy and security concerns) in addition to the dimensions of mobile interactivity (i.e. active control, mobility, and responsiveness). The study sets out 13 hypotheses that include mediating relationships (e.g., perceived usefulness mediates the influence of ease of use, active control, responsiveness and mobility; perceived ease of use mediates the influence of active control). As well as outlining the proposed research method, the research contributions, limitations and future research recommendations are also addressed.

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