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Experimentell studie av prestandaskillnader mellan native Android och Xamarin för mobilapplikationerAndersson Vestman, Filip, Karlsson, Magnus January 2018 (has links)
Sedan smarta mobiltelefoner introducerades har användningen och likaså behovet av mobilapplikationer ökat exponentiellt. När utvecklingsprocessen för en mobilapplikation påbörjas måste en utvecklare utvärdera ett antal faktorer som kan påverka mobilapplikationens användning eller prestanda, till exempel utvecklingsplattform som denna studie fokuserar på. Syftet med denna studie är att fastställa prestandaskillnaderna för native Android och Xamarin cross-compile med hjälp av en experimentell studie. Tesen för denna studie är baserad på tidigare forskning som tyder på att cross-platform och Xamarin cross-compile har sämre prestanda än native Android, resultatet av denna studie kan bidra till valet av utvecklingsplattform för utvecklare. Avgränsningar har valts i form av Android som plattform, exekveringstid, CPU-användning samt RAM-användning för prestandamätning. Beräkningar som utförs är iterativ bubble sort i form av best case, worst case och random case med varierande antal nummer och en rekursiv Fibonaccisekvens med olika utgångspunkter. Resultatet av denna studie stämmer överens med tesen, Xamarin har i dagsläget sämre prestanda än native Android. / Throughout the last decade the mobile phone market has grown rapidly and with it, the need for mobile applications has grown as well. When the development process for a mobile application starts, a developer must review various factors that can affect the mobile applications usage or performance, for example the development platform to use which is the focus of this study. The purpose of this study is to determine the difference in performance between native Android and Xamarin cross-compile with the use of an experimental study. The hypothesis of this study is based on previous research which shows that cross-platform and Xamarin cross-compile have worse performance than native Android, the result of this study can contribute can help a developer make the decision on what development platform to choose. The delimitations have been chosen as Android as platform, execution time, CPU-usage and RAM-usage for performance testing. The algorithms that were chosen were an iterative bubble sort, in form of best case, worst case and random case with varying numbers, and a recursive Fibonacci sequence with different starting points. The result of this study is consistent with the hypothesis, Xamarin shows worse performance than native Android.
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Mobile marketing a jeho aplikace / Mobile Marketing and Its ApplicationsBLÁHOVÁ, Simona January 2012 (has links)
The goal of this thesis is to characterize a specific application of mobile marketing, particularly the application of location based mobile marketing by the company H&M in the Czech Republic. The company is one of the largest global clothing retailers. The thesis is divided into a theoretical and practical part. The first one was completed by researching specialized literature and online resources and was crucial for understanding and completing the actual analysis of the specific mobile marketing application in the practical part of the thesis. The second part of the thesis contains the description of the company, its history, company values and concept. Furthermore, the work includes the analysis of the marketing mix with emphasis on the communication mix of the company. In the actual analysis of the specific application of mobile marketing in the company H&M, I described the geolocation SMS campaign and tried to submit improvement proposals for future use of this type of mobile marketing campaign and also suggested other possibilities in using location based mobile marketing in the company.
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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 PauloVanessa Cristinne Victor Rabaquim 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.
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RESTful Mobile Application for Android : Mobile Version of Inspectera Online / RESTful Mobil Applikation för Android : Mobil Version av Inspectera OnlineArman, Sheikh Ali January 2014 (has links)
Web service-based mobile applications have become emergent in the recent years. Representational State Transfer (REST) architecture style introduced the concept of Resource Oriented Architecture (ROA), which has been widely used for building applications for all platforms. This master’s thesis designs and develops a Web service-based mobile application for Android platform following the constraints of REST architectural style. It also proposes an authentication model for RESTful applications. The master’s thesis is completed at the company Inspectera HK AB in Norrköping, Sweden. The developed application is called the “Mobile version of Inspectera Online.”
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Design av Mobila Gränssnitt : Mobila TuristapplikationerJohansson, Mattias, Andersson, Linus January 2005 (has links)
Implementeringen av tredje generationens mobila nät (3G) har lett till att nya användningsområden skapats inom mobila tjänster. Bandbreddens ökade kapacitet gör det nu möjligt att skicka betydligt större mängder information än i tidigare mobila nät. Detta har även medfört att nya tjänster skapats för 3G-mobiltelefoner. Ett område under utveckling är mobil turistinformation. Mobila Guiden är en mobil turistapplikation som TelecomCity i Karlskrona tagit fram. Det är en guide över världsarvet i staden som presenteras på en 3G-mobitelefon. Användarna får en karta över Karlskrona centrum med olika besökspunkter som innehåller information i form av text, bilder och ljud. Det finns dock vissa problem när det gäller mobiltelefoner. Den förhållandevis lilla skärm som de har gör informationspresentationen komplicerad. Det är svårt att designa program som tillfredsställer användarna. Inom databranschen har Human Computer Interaction och andra områden inom gränssnittsdesign studerats men när det gäller de betydligt mindre skärmar som en mobiltelefon har så är forskningen inte lika långt framskriden Syftet med detta arbete är att utifrån ett användarperspektiv analysera och identifiera hur en mobil applikation för 3G-nätet som presenterar turistinformation bör designas för att intressera och tilltala användaren. Fokus ligger på att applikationer av denna art i framtiden skall tilltala ett brett användarkollektiv. Resultatet av vårt arbete skall ge normativ kunskap och ses som ett vetenskapligt bidrag i utvecklingen av framtidens informationspresentation i mobila nät. Studien påbörjades med en genomgång av befintlig litteratur. Sedan genomfördes en fallstudie med kvalitativa intervjuer för projektet Mobila Guiden i Karlskrona samt en fokus-gruppsdiskussion. Vi använde sedan en avslutande surveyundersökning för att få kvantitativa åsikter om gränssnittet i applikationen. Utfallen från intervjuer, fokusgrupp och surveyundersökningen analyserades sedan i förhållande till utvald teori. En mobil turistapplikation måste presentera ett brett informationsutbud som exempelvis en karta med sevärdheter, mat, boende och evenemang för att tillfredsställa användarna. Användbarheten bör vara av sådan art att det skapas en dialog mellan applikation och användare. Användaren måste även få feedback och information om hur programmet används. Färgvalen bör också noga beaktas då tydlighet är ett måste på en liten skärm. Individuella inställningar för bildspel, textstorlek och ljud bör finnas tillgängliga. För att användarna ska vara nöjda med applikationen bör också helhetskvalitén runt tjänsten vara tillfredsställande. / The implementation of the third generation of mobile networks (3G) has led to a creation of new areas of use within mobile services. Increased capacity of the bandwidth has made it possible to send a considerable amount more data than in the predecessors of 3G. It has also led to new services within 3G. One area which is under development is mobile tourism information. Mobila Guiden is a mobile tourismapplication which TelecomCity, Karlskrona, has developed. It is a guide over the world heritage in the city which is presented on a 3G mobile phone. The user is presented with a map over Karlskrona City on a mobile phone with different points of interest. These points include information in the form of text, pictures and sound about the object. Certain negative aspects regarding mobile phones surface under the discussion. The screens on mobile phones are relatively small which makes information presentation complicated. It is hard to design the user interface for applications so that the users becomes satisfied. Within the computer industry, Human Computer Interaction and other areas concerning user interface has been studied, but when it comes to the small screens of mobile phones the research is not that widespread. The aim of this report is that from a user perspective, analyze and identify how a mobile application for the 3G-network that presents tourism information should be designed to satisfy user needs. We focus on that applications of this kind in the future should appeal to a broad customer base. The result of this report will give normative knowledge and be regarded as an academic contribution in the future development of information presentation in mobile networks. Our investigation began with a study regarding existing literature. Thereafter a case study with qualitative interviews relating to Mobila Guiden in Karlskrona took place along with a focus group meeting later on. We finally used a survey to get quantitative data regarding opinions of the user interface of the application. The results of the empirical study were then analyzed in relation to appropriate theories. A mobile tourism application must present a broad range of information to satisfy the users, for example: a map with sights worth seeing, restaurants, hotels and happenings. The usability should consist of the creation of a dialogue between the application and the user. The user must receive feedback and information on how to use the application. The choice of colour should be taken under consideration since the screen size makes it imperative that the user interface is clear and easy to understand. It should also be possible to make individual adjustments regarding the speed of a picture slideshow, font size and sound.
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Mobila Applikationer : En utvärderande studie om hur mobila applikationer påverkar webbtjänsterRodling, Joakim, Tibblin, Jonas January 2011 (has links)
De teknologiska framstegen inom mobiltelefoni de senaste åren, har bidragit till att människor kan utföra sysslor oberoende av plats. För företag som tillhandahåller webbtjänster är mobila applikationer någonting som kan utnyttjas för att öka användning av deras tjänst. I uppsatsen undersöks om detta stämmer eller ej.För företag blir det viktigt hur en mobil applikation integreras mot den befintliga webbtjänsten. Det är dessutom relevant för företag att veta hur applikationen påverkar användningen av den initiala webbtjänsten.I studien utvecklas en mobil applikation från grunden för att se vilka potentiella problem företag kan stöta på vid utveckling av en mobil applikation. Intervjuer görs med företag som utvecklat mobila applikationer till befintliga webbtjänster, för att undersöka hur de upplevt effekterna av applikationen efter lansering.Resultaten visar att lansering av en mobil applikation ofta görs till mer än en typ av mobiltelefon. För att underlätta integration av mobila applikationer mot företagets tjänst, undersöks i uppsatsen vilka förutsättningar som krävs av det underliggande systemet. Med en flexibel arkitektur kan företaget vid vidare utveckling spara resurser.Vidare visar resultaten att tjänster i helhet ser ökad användning vid implementering av en mobil applikation. Funktioner i tjänster tenderar dessutom att delas upp mellan den mobila applikationen och webbtjänsten. / The technological advancements in the mobile technology industry have enabled people to perform tasks regardless of time or place. For companies that provide web services, mobile applications can boost service usage. In this thesis we examine if the usage of a service tends to increase in general, by using mobile applications.For companies it is important to know how mobile applications can be integrated with an existing web service. It is also relevant to know about the mobile applications’ effects on the usage of the initial web service.In this study a mobile application is developed from scratch in order to explore potential difficulties that companies can run into while developing a mobile application. Interviews are made with companies that provide web services to their customers, in order to get answers on how mobile applications have affected usage of their respective web services.Results show that the launch of a mobile application is often done towards more than one mobile platform. In the study, we investigate which requirements that has to be met to ease integration of a mobile application to an existing web service. By implementing flexible back-end system architecture, companies can save resources for future development. Furthermore, results show that services in general tend to see increased usage after a mobile application has been launched. Service-specific functionality also tends to get split up between the mobile application and the initial web service.
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Utilizing web standards for cross platform mobile developmentHjärtström, Daniel January 2012 (has links)
This thesis has taken part as an experimental development within the Learning Ecology through Science with Global Outcomes project. It introduces the area of cross platform mobile application development and provides a possible solution for tackling the current fragmentation of mobile devices and platforms for data collection. During the process, a mobile data collection prototype was designed, implemented and deployed on Android, iOS and Windows Mango by using standards and web standards such as HTML5, CSS3, XForms and JavaScript. The deployed prototype was then tested with users in order to collect the necessary data to help answer the questions that were formulated. The results indicate an ease of use of the prototype in relation to cross platform development and also shows potential benefits such as less code and time. Cross platform development provides a way to counteract the current fragmentation between mobile platforms.
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Skillnader och likheter i användandet av mobilapplikationen Fishbrain för operativsystemen Android och iOS / Differences and similarities in the use of the mobile application Fishbrain for the operating systems iOS and AndroidNordqvist, Sofia, Westling, Erica January 2018 (has links)
Denna uppsats redogör för skillnader och likheter i beteende och användning av mobilapplikationen Fishbrain beroende på vilket operativsystem (Android eller iOS) användarna har samt vilka faktorer som kan påverka dessa användarmässiga skillnader. Undersökningen kan vara av intresse för företag som utvecklar mobilapplikationer för olika operativsystem men även ligga till grund för andra studenter som undersöker relationer mellan operativsystem och hur de används. Med hjälp av virtual behavior setting- teorin studerar vi användandet av mobilapplikationen Fishbrain och analyserar vilka skillnader och likheter vi finner för de olika operativsystemen. Vi studerar även designmönster och undersöker om Fishbrains mobilapplikation följer Google och Apples designriktlinjer. Genom två kvantitativa metoder, enkät och analys av applikationsdata, kommer vi fram till att det finns såväl skillnader som likheter i användningen av mobilapplikationen Fishbrain mellan operativsystemen Android och iOS. Undersökningen visar att det finns signifikanta skillnader i användandet av Fishbrains mobilapplikation och att detta både beror på hur användare av olika operativsystem beter sig samt designmässig skillnad i hur applikationen är utformad i enlighet med operativsystemens respektive designmönster. / This essay describes the differences and similarities in behavior and use of the Fishbrain mobile application, depending on which operating system is used (Android or iOS). This study may be of interest to companies developing mobile applications for different operating systems, but also to other students who want to investigate the behavioral relationship between a user’s chosen operating system, and how it affects their respective behavior in-app. Using the virtual behavior setting theory, we study the usage patterns of Fishbrain-users and analyse where and how it differs, depending on operating system. We also delve into design patterns, and whether or not Fishbrain’s mobile application complies with Google and Apple's respective design guidelines. Through our two chosen quantitative methods, survey and data analysis, we find that for certain key areas, a user’s chosen operating system has a significant impact on how and why the application is used. This essay shows that there are significant differences in the use of Fisbrain’s mobile application and that this depends both on how users of different operating systems behave, as well as design differences in how the mobile application is designed according to the respective design patterns of the operating systems.
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Vydávání multiplatformní aplikace v aplikačních obchodech App Store a Google Play / Cross-platform Application Release on App Store and Google Play Application StoresPokorná, Lucie January 2017 (has links)
The diploma thesis answers set questions that relate to two different distribution environments, the two options for developers to directly offer their mobile applications to the end users. Distribution is being conducted in the App Store and Google Play application stores, where only such applications that oblige basic requirements can be released and provided to customers. The requirements, official sources of information and support services of the two providers are analyzed in the theoretical part of the thesis. Processes revolving around the application distribution itself are described in the following practical part. Distribution consists of processes from the developer account registration to submitting the application for a review or a check. Sufficient knowledge base could be gathered not only due to a proper exploration of the issue, but also due to an actual application release accomplished by the author. A cross-platform mobile application to be released has been developed solely for the purposes of this diploma thesis. The application has been built in two platform specific versions. Whilst publishing it, an emphasis was laid on keeping the conditions as similar as possible to achieve viable case study results. The application release represents the case that produced all data that enabled a direct comparison and overall evaluation of the different developer settings at the end of the thesis. Findings and conclusions of this thesis can be used by developers and other interested parties that are looking for an integrated source of information that regards releasing a cross-platform mobile application on iOS and Android platform.
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A critical review of ICT-enabled development influencing the quality and quantity of South African tertiary education studentsBreytenbach, Johan January 2013 (has links)
There is a shortage of information systems (IS) professionals in South Africa. This IS skills shortage is growing, as attempts to reduce the scarcity of IS skills through (i) ICT-enabled education-focussed development and (ii) IS education initiatives are not increasing IS skills levels in South Africa fast enough to keep up with global growth trends in IS skills. The South African demand for tertiary-level IS skills continues to outgrow the supply.
This study aims to explain the nature of this skills shortage, and to address this shortage by finding ways to increase the quantity and quality of students enrolling for and graduating in IS [and IS-related] graduate courses at tertiary education institutions in South Africa. This study, in three sequential parts, finds (i) ways to improve the impact and sustainability of existing ICT-enabled education-focussed development projects, (ii) reasons and solutions for the lack of tertiary level IS students (and graduates) from a human capacity-building perspective, and (iii) meaningful results from two case study projects engaged in by the researcher that suggest short transition and reskilling courses as a workable solution to the mentioned skills shortage.
The findings from these three parts lead to practical considerations for South African IS departments, informed by a graduate development framework, that will guide IS departments towards optimising the quality and quantity of tertiary-level IS students in South Africa. The resulting framework, the IS Graduate Development Framework, includes a sensitivity towards increasing the employability and entrepreneurial potential of IS students. The results from using the framework as measuring tool include several new insights regarding the kind of IS development project [or course] that best facilitates the development of more high-quality, industry-ready IS graduates, and lead to practical improvements in existing IS courses at a local university. These improvements include the development of a mobile application, as part of one of the case study projects, to facilitate higher levels of industry involvement, sufficient information delivery, changing popular perceptions of IS, and long-term relationships with students that can be used to motivate student career choice. / Thesis (PhD)--University of Pretoria, 2013. / lk2013 / Informatics / unrestricted
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