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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.
271

Desenvolvimento e uso de aplicativo móvel para monitoramento da ocorrência de mordeduras por morcegos hematófagos e suspeitas de raiva em herbívoros no Estado de São Paulo / Development and use of a mobile application to monitor the occurrence of bites by hematophagous bats and suspected rabies in herbivores in the state of São Paulo

Rabaquim, Vanessa Cristinne Victor 13 November 2017 (has links)
O monitoramento da população animal é um instrumento imprescindível para o controle de zoonoses e outras doenças. Com o avanço tecnológico, em termos de comunicação, houve o aumento no desenvolvimento de aplicativos móveis. Este trabalho tem com o objetivo desenvolver um aplicativo móvel para o sistema operacional Android® com o propósito de otimizar o sistema de notificação de animais espoliados por morcegos e casos de suspeitas de raiva. Sendo utilizado para o desenvolvimento do aplicativo o Software LiveCode®. O Aplicativo é capaz de se conectar ao banco de dados em um servidor através da Internet móvel ou wi fi, e permite ao proprietário notificar a incidência de mordedura por morcego ou suspeita de raiva no rebanho, e ao médico veterinário visualizar e modificar os dados enviados pelo proprietário da sua região. Diante dos dados obtidos neste trabalho, conclui-se que o aplicativo atende aos objetivos propostos de coletar dados de notificação e otimizar o sistema de notificação. A baixa adesão ao aplicativo, devido a ausência de acesso a Internet pelos proprietários, sugere a necessidade de modificar o sistema de comunicação do aplicativo com o banco de dados. / Monitoring of the animal population is an essential tool for the control of zoonoses and other diseases. With the technological advancement, in terms of communication, there has been an increase in the development of mobile applications. This work aims to develop a mobile application for the Android® operating system for the purpose of optimizing the notification system of bat-bitten animals and suspected rabies cases. LiveCode® Software is used for the development of the application. The application is able to connect to the database on a mobile Internet or wi fi, and allows the owner to report the incidence of bat bitten or suspected rabies in the herd, and to the veterinarian viewing and modifying the data sent by the owner of your region. Based on the data obtained in this work, it is concluded that the application meets the proposed objectives of collecting notification and optimizing the notification system. The low adherence to the application, due to the absence of Internet access by the owners, suggests the need to modify the communication system of the application with the database.
272

Factors for perceived trust in mobile applications

Persson, Felicia, Thorslund, Malin January 2019 (has links)
Mobile commerce can be seen as the phenomenon, which is likely to take over e-commerce since purchasing online is increasing on mobile applications (Parameswari, 2015). The problem this study addresses is the uncertainty that may follow when purchasing online via mobile applications. The purpose of this study is to investigate some human and technology factors for perceived trust in mobile applications. Human factors are defined as the same thing as user factors throughout this thesis.   This will answer the research question: What are the most important user and technology factors for perceived trust in mobile applications? The study is limited to two main areas (human and technology factors) that have been broken down into three subgroups based on perceived trust. These subgroups are: informative context for decision-making, ease of use and payment methods.   To gather data, an online self-completion questionnaire was conducted and was sent out to different social groups on Facebook. The participated segmentation resulted in needing to be modified according to uneven response rates in the different age groups. The target group went from the whole Swedish population to only people in the ages span of 16-32. The collected data was processed in the analysis program SPSS to find relations among the variables.   All the chosen factors resulted in being of great importance for users to perceived trust in mobile applications and to increase the interactivity between human and machine. However, only payment methods showed a significant value in relation to perceived trust. This result will be useful to companies when developing mobile applications to keep customers and increase sales.
273

Capturing everyday contact : perceptions, experiences and measurement of everyday intergroup contact in public and private settings

Keil, Tina January 2017 (has links)
Increasingly, culturally and ethnically diverse environments provide an abundance of ordinary, everyday intergroup encounters, especially in public settings---often consisting of a conglomeration of positive and negative experiences. Yet few intergroup contact studies have focused on measuring and assessing contact in public settings. Reasons for this include both theoretical and methodological considerations. However, before the impact of mundane, everyday encounters on prejudice reduction can be assessed, it is necessary to examine the following questions: (1) Which situations are perceived as intergroup contact by participants? (2) How do individuals conceptualise where the boundaries for contact lie? (3) How are public and private forms of contact typically experienced? (4) Do they differ in the ways researchers have assumed in the past? and (5) Which methods are most appropriate for assessing public encounters? How can memory bias, temporality and locatedness be taken into account? Using qualitative, quantitative and near-time in-the-field methods, the following research examines these aspects in both public and private settings and provides first insights into how a novel method---the Contact Logger---can be used to assess the effects of public and private contact on attitudes. A three-day diary/interview study (N=17) explored how contact is experienced, understood and conceptualised in a variety of everyday intergroup contexts. This was followed by a survey study (N=525) that examined the boundaries of what is typically perceived as being contact. Insights from both studies fed into the development of a context-aware mobile application, which enabled the capturing of near-time intergroup encounters in situ. The usability of the resulting research tool---the Contact Logger---was tested, leading to further refinements. Following an initial feasibility study (N=104) that explored contact between young and older people, a field experiment (N=112) examined intergenerational contact in public and private contexts. Data collected with the Contact Logger were analysed on aggregate and day-to-day levels, and where possible compared to traditional retrospective survey data. Results from the first two studies indicated that while traditional intergroup encounters, such as contact with family and friends, are clearly conceptualised and viewed as contact, experiences and perceptions of contact in public settings are more disparate. Moreover, effects of such contact on attitudes are dependent on the idiosyncratic meaning attributed to the specific encounter as well as past experiences. Near-time data from a field-experiment (Study 5) provided evidence that intergroup encounters reported in situ compared to retrospective survey data differed in key variables (i.e., contact quality, duration, perceived status and group typicality). Correlational analyses between near-time and retrospective measures showed less correspondence than expected. Further, additional day-to-day analyses revealed that attitudes towards older people were less positive during weekends than weekdays, indicating that attitudes may be more dynamic than previously thought. Findings, as well as the different methodological and theoretical approaches, are critically discussed. Finally, a broad range of further applications for the Contact Logger are presented and important limitations are discussed.
274

Aplicativo móvil para venta y delivery de planes alimenticios con la participación de nutricionistas / Mobile application for the sale and delivery of food plans with the participation of nutritionists

Loza Cavero, Edith Elizabeth, Pacheco Quispe, Lucía Carolina, Valdez Munaylla, Piero, Tiburcio Llanos, Gustavo 11 July 2018 (has links)
Este trabajo fue realizado para cubrir una necesidad que hoy en día tiene mucha importancia en las personas, el cual es tener un mejor estilo de vida mediante una buena ingesta de comida saludable. Para ello, se identificó, mediante una investigación hecha a un grupo de personas interesadas en estos cambios, que habían dos inconvenientes muy puntuales para que puedan vivir con este nuevo proceso y cambios en sus vidas. Se trata del factor tiempo para poder prepararse el tipo de comida que hoy en día necesitarían para mejorar su estilo de vida y el conocimiento sobre ello para saber adecuadamente las porciones e ingredientes que deberían considerar. A raíz de ese hallazgo es que vimos una oportunidad de hacer un modelo de negocio que cubra con cada punto hallado en la investigación con la finalidad de entregar un servicio que cubra la necesidad de estas personas. Por ello, creamos NUTRIVA, un modelo de negocio sofisticado el cual consiste en brindar un servicio de delivery de comida saludable mediante paquetes mensuales por medio un aplicativo móvil muy sofisticado que servirá para brindarte consejos de alimentación, planes alimenticios diarios, monitoreo y seguimiento de tu desempeño, entre muchas otras asesorías con relación a comer saludable y estar informado sobre todo lo que se debe saber para estar en forma mediante un equipo de nutricionistas. / This project was done to cover a need that today is very important in people, which is to have a better lifestyle through a good intake of healthy food. To do this, it was identified, through an investigation made to a group of people interested in these changes, that there were two very specific inconveniences so that they could live with this new process and changes in their lives. It is about the time factor to be able to prepare the type of food that today they would need to improve their lifestyle and the knowledge about it to know adequately the portions and ingredients that they should consider. Following this finding is that we saw an opportunity to make a business model that covers each point found in the investigation in order to deliver a service that meets the need of these people. Therefore, we created NUTRIVA, a sophisticated business model which consists of providing a healthy food delivery service through monthly packages through a highly sophisticated mobile application that will serve to provide you with food tips, daily food plans, monitoring and tracking of your performance, among many other advice regarding healthy eating and being informed about everything you need to know to be fit, through a team of nutritionists. / Trabajo de investigación
275

行動二維條碼在台灣的接受因素與發展應用之研究 / Acceptance, development and application of QR code in Taiwan: An extension of the Technology Acceptance Model

康皓鈞, Kang, Hao Chun Unknown Date (has links)
行動二維條碼在日、韓的發展應用已相當成熟,過去台灣推行二維條碼時期由於手機的支援以及QR code的應用都尚未成熟,使得二維條碼在台灣並不普及。近年智慧型手機的發展逐漸普及,將能大幅提昇二維條碼更多元的應用,不僅是傳遞資訊給使用者,甚至結合了地圖導航、行銷及購票等功能。 本研究透過科技接受模式(Technology Acceptance Model, TAM)結合社會影響、促進條件、知曉型知識、操作型知識、知覺價格等影響台灣使用者意願之因素,透過問卷調查並經由結構方程模式進行驗證,分析台灣使用者的接受模式與影響因素的重要性,並給予政府、電信業者及商家在推行QR code應用上的建議。 本研究結果顯示「社會影響」及「促進條件」為最主要影響「使用意願」之因素,其次為「知覺易用性」及「知覺有用性」,「知曉型知識」與「操作型知識」則會影響「知覺易用性」及「知覺有用性」並間接影響到使用意願,台灣民眾希望使用的二維條碼服務前三名依序為取得商店及旅遊資訊、優惠卷下載、快速名片與電話輸入。因此行動業者再推行二維條碼時可考慮從社會媒體、智慧型手機的支援著手,並提供旅遊資訊及優惠卷等相關應用。 / The development and application of QR code is quite advanced in Japan and Korea; in contrast, at the time when QR code was introduced in Taiwan, lack of mobile phone support and the and the limited applications of QR code meant that it was not immediately popularized in Taiwan. In recent years, the growing popularity of smart phones has enhanced the various applications of QR code, not only providing the information to the user, but also performing navigation, marketing and ticketing functions, to name a few. This study is based on the Technology Acceptance Model, with Social Influence, Facilitating Conditions, Awareness Knowledge, Operation Knowledge and Price as the usage factors, and by verifying the structural modeling through public surveys and analyzing the importance of the Acceptance Model and other influences of users in Taiwan as the driving factors in incorporating QR code applications in the government, telecommunication carrier and business spheres. The study results indicate that Social Influences and Facilitating Conditions are major influencing factors of Intention to Use, followed by the Perceived Ease of Use and Perceived Usefulness; the Awareness Knowledge and Operation Knowledge affect the Perceived Ease of Use and Perceived Usefulness, and indirectly affect the Intention to Use. The top three QR code services that users in Taiwan are interested in relate to information about shops and tourist points of interest, coupon downloading and the fast input of business cards. Therefore, support of the continued development of public media and smart phones, the provision of tourism information and coupons along with other applications of QR code would be factors for consideration by a telecommunication carrier proposing to integrate QR code in its services.
276

Mobil trygghetsapplikation för operativsystemet  Android / A Mobile Application for Personal Safety in the Android Operation System

Johansson, Andreas, Dahlbäck, Peter January 2010 (has links)
<p>This report details the development of an application for personal safety for the Android operating system. Android is a relatively new platform, primarily used on mobile phones.</p><p>The purpose of the developed application is to give the user the possibility to easily and quickly alert a number of contacts by phone in case of emergencies, and to show the user’s location on a map. This is not only used during emergencies, but for other purposes as well – for example to monitor a jogging round.</p><p>The project was carried out in co-operation with the company D-Safety, the developer of the "SoftAlarm" – the product on which the developed application is based.</p> / <p>Denna rapport redogör för utvecklingen av en trygghetsapplikation för Android, en relativt ny plattform som till största delen används i mobiltelefoner. Denna applikation skulle innefatta möjligheten att via telefonen snabbt och enkelt manuellt larma ett antal kontakter vid farliga och oroande situationer. Utöver detta skulle applikationen även kunna visa användarens position på en karta i samband med detta, och även mer sport- och fritidsrelaterade ändamål såsom löprundor.</p><p>Arbetet utfördes åt D-Safety, och baseras på en applikation kallad SoftAlarm, som i skrivande stund är under utveckling hos företaget.</p>
277

Rapid application mobilization and delivery for smartphones

Tsao, Cheng-Lin 02 July 2012 (has links)
Smartphones form an emerging mobile computing platform that has hybrid characteristics borrowed from PC and feature phone environments. While maintaining great mobility and portability as feature phones, smartphones offers advanced computation capabilities and network connectivity. Although the smartphone platform can support PC-grade applications, the platform exhibits fundamentally different characteristics from the PC platform. Two important problems arise in the smartphone platform: how to mobilize applications and how to deliver them effectively. Traditional application mobilization involves significant cost in development and typically provides limited functionality of the PC version. Since the mobile applications rely on the embedded wireless interfaces of smartphones for network access, the application performance is impacted by the inferior characteristics of the wireless networks. Our first contribution is super-aggregation, a rapid application delivery protocol that in tandem uses the multiple interfaces intelligently to achieve a performance that is ``better than the sum of throughputs' achievable through each of the interfaces individually. The second contribution is MORPH, a remote computing protocol for heterogeneous devices that transforms the application views on the PC platform into smartphone-friendly views. MORPH virtualizes application views independent of the UI framework used into an abstract representation called virtual view. It allows transformation services to be easily programmed to realize a smartphone friendly view by manipulating the virtual view. The third contribution is the system design of super-aggregation and MORPH that achieve rapid application delivery and mobilization. Both solutions require only software modifications that can be easily deployed to smartphones.
278

一個使用雙分群演算法進行智慧型手機應用程式推薦之框架 / A Framework for Using Co-Clustering Algorithms to Recommend Smartphone Apps

葉思妤, Yeh, Szu Yu Unknown Date (has links)
近年來,智慧型手機(Smartphone)的銷量超過其他型式手機。智慧型手機具有更先進、更開放的行動作業系統,可允許使用者自行安裝應用程式軟體(Application)來擴充手機功能。目前市面上的應用程式數量非常龐大,在眾多的應用程式和有限的時間下,使用者不太可能將所有的應用程式下載試用,所以對使用者而言,找出自己所想要和需要的應用程式,是個困難的問題。推薦系統可依照使用者的喜好,或是準備推薦項目的相似程度來做推薦,讓使用者能較快得到想要的資訊,目前主要的方式有協同過濾(Collaborative Filtering, CF)、內容過濾(Content-Based Filtering, CBF),還有結合前述兩種方式的混和式推薦(Hybrid Approach)。 本研究所使用的資料集是由政治大學資訊科學系所開發的實驗平台蒐集而來。資料以側錄的方式,將使用者實際操作手機應用程式的狀況記錄下來,其中包含了25位使用者和1125個應用程式。我們將原始資料集以三種方式整理成三個資料集:一、是否使用應用程式;二、使用應用程式的次數;三、使用應用程式的頻率,其值表示使用者在該應用程式的使用狀況。我們並將資料分成前段與後段時間兩部分,以前段時間的資料當作基準,推薦最多同群使用者使用的應用程式、同群使用者使用次數最多的應用程式,以及同群使用者最常使用的應用程式,然後以後段時間的資料做驗證,計算推薦結果的準確率與召回率加以比較。 我們使用知名的Information Theoretic Co-Clustering Algorithm和兩種基於Minimum Squared Residue Co-Clustering Algorithm的演算法將使用者與應用程式分群,利用分群結果做計算,推薦應用程式給使用者。實驗發現三種演算法在第一個資料集的準確率與召回率表現最好,此資料集以0和1的值,來紀錄使用者在各應用程式的使用狀況。實驗比較三個演算法的結果,在大部分的情況之下,一個基於Minimum Squared Residue Co-Clustering Algorithm的演算法,給出的結果較好。 此外,我們也發現應用程式開發者將應用程式上架提供下載時,以個人主觀想法對該應用程式定義其分類,與我們利用雙分群方法,以使用者實際操作的情況將應用程式分類的結果有些差異,或許在Google Play的分類上可做調整。 本研究提出推薦系統的框架具有彈性,未來可以使用不同的雙分群演算法做分群,也能套用其他的推薦方式。 / With the rapid evolution of smartphone devices, tens of thousands applications have been supplied on online stores such as App Store (operated by Apple Inc.) and Google Play (operated by Google Inc.). Since there are many applications, recommending applications to users becomes an important topic. In this thesis, we present a framework for using a co-clustering algorithm to recommend applications to users. Recommendations are a part of everyday life. People usually rely on some external knowledge to make informed decisions about a particular artifact or action. Using recommender systems is one of general approaches that help people make decisions. There are three common types of recommender systems, namely collaborative filtering, content-based filtering, and hybrid recommender systems. In this thesis, we use the dataset that was collected by a tool developed by the Department of Computer Science at the National Chengchi University. It recorded the users’ behavior when they were using their smartphones. We transform the original dataset into three types of datasets: 1) indicating whether a user used an application; 2) indicating the number of uses made by a user for an application; 3) indicating the frequency of uses made by a user for an application. Furthermore, we divide each dataset into two parts: The first part containing data for the early time period is used as the recommending base, and the second part containing data for the late time period is used for verifying the results. We utilize three famous co-clustering algorithms, which are the Information Theoretic Co-Clustering Algorithm and two algorithms based on the Minimum Squared Residue Co-Clustering Algorithm, in the proposed framework. According to the clusters given by a co-clustering algorithm, we recommend top five applications to each user by referring to the maximum number of users, the maximum number of uses, and the most frequently used applications that are in the same cluster. We calculate the precision and recall values to compare the results. From the experimental results, we find that the best result corresponds to the first type of dataset and also that one of the algorithms based on the Minimum Squared Residue Co-Clustering Algorithm is better than the other two algorithms in terms of the precision and recall values. From the clusters of applications, we obtain some interesting insights into the categories of applications. The categories of applications are set by their developers, but the users may not totally agree with the settings. There might be space for improvement for the categories of applications on the online store. In the future, we can utilize different co-clustering algorithms and other recommended methods in the proposed framework.
279

Using Variability Management in Mobile Application Test Modeling

Püschel, Georg, Seidl, Christoph, Schlegel, Thomas, Aßmann, Uwe 22 May 2014 (has links) (PDF)
Mobile applications are developed to run on fast-evolving platforms, such as Android or iOS. Respective mobile devices are heterogeneous concerning hardware (e.g., sensors, displays, communication interfaces) and software, especially operating system functions. Software vendors cope with platform evolution and various hardware configurations by abstracting from these variable assets. However, they cannot be sure about their assumptions on the inner conformance of all device parts and that the application runs reliably on each of them—in consequence, comprehensive testing is required. Thereby, in testing, variability becomes tedious due to the large number of test cases required to validate behavior on all possible device configurations. In this paper, we provide remedy to this problem by combining model-based testing with variability concepts from Software Product Line engineering. For this purpose, we use feature-based test modeling to generate test cases from variable operational models for individual application configurations and versions. Furthermore, we illustrate our concepts using the commercial mobile application “runtastic” as example application.
280

Chef Mommy-數位料理輔助系統設計研究 / Chef Mommy - a study on design of digital cooking support system

黃蘭茵, Hwang, Lan Yin Unknown Date (has links)
「餐桌變化多端,輕鬆管理菜籃。」是Chef Mommy帶給使用者的主要價值。 Chef Mommy為了解決有烹飪需求者在菜色變化與食材選購上的問題,透過網站與手機應用程式,應用雲端科技提供食譜搜尋引擎、食材庫存管理、食譜比對推薦、一週菜單規劃與採購清單管理等服務,為使用者提供方便省時,又可兼顧菜色變化與食材管理的料理解決方案。使用者藉由Chef Mommy的服務,能夠以家中庫存食材為基礎,得到原本沒想到的菜色建議,進而在備餐時搭配出更多菜色變化,為家人、朋友準備出豐盛而美好的一餐。 以台灣為例,行政院主計處2010年的家庭收支調查顯示,國內家庭花費在飲食相關採購上的支出,高達8,400億元,在這當中,國內整體食材供應市場規模粗估超過2,000億元。Chef Mommy除了在第一、二階段,針對網站與手機應用程式開發服務功能外,第三、第四階段更將規劃與食材供應業者或連鎖超市業者進行合作,將食譜推薦服務與食材購買進行連結,切入使用者的購買流程,並據此獲利。 藉著滿足使用者輕鬆管理食材與希望菜色天天有變化的需求,Chef Mommy將投入資源,培養使用者常用的習慣,以深入使用者的飲食體驗。透過使用者長期使用的歷程記錄,可了解使用者習慣購買的食材與偏好的食譜、料理方式等資訊,據此拓展出更大的飲食市場商機。 / In order to solve users’ problems of dish variety and ingredients purchase, Chef Mommy will provide services such as recipe search engine, ingredient inventory management, recommended recipes, weekly menu planning and shopping list management via its website and mobile app. As for these convenient services, Chef Mommy wants to provide a total cooking solution that can help users saving their time and giving consideration to dish variety and ingredients purchase at the same time. Based on ingredient inventory in home, Chef Mommy will recommend recipes that users may not expect or remember originally, and then with more dish variety, they can prepare a bountiful meal for family and friends. In Taiwan, 2010 Family Income and Expenditure Survey by the DGBAS shows that domestic household expenditures spent on diet-related purchase, up to NTD$ 840 billion, in which the overall food supply market size were roughly over NTD$ 200 billion. Chef Mommy will focus on developing services functions in the 1st and 2nd stages, and cut into the users’ buying process by recipes recommend service in the 3rd and 4th stages. By linking users’ recipe choice and ingredient purchase, Chef Mommy will cooperate with food supply companies or supermarket chains and gain profit from it. Chef Mommy will invest resources to training users’ habits of using Chef Mommy’s services. Via users’ long-term usage history, Chef Mommy will know users’ accustomed to buy ingredients, preferred recipes, cooking methods and other cooking information. According to this, Chef Mommy will be able to expand to a greater diet market.

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