• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 158
  • 153
  • 94
  • 40
  • 12
  • 11
  • 8
  • 8
  • 8
  • 7
  • 4
  • 3
  • 2
  • 2
  • 1
  • Tagged with
  • 523
  • 523
  • 158
  • 156
  • 128
  • 123
  • 123
  • 123
  • 123
  • 122
  • 120
  • 110
  • 108
  • 103
  • 87
  • 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.
321

Mobilní aplikace pro správu a rezervace sportovních lekcí / Mobile App for Management and Reservation of Sports Lessons

Hynek, Tomáš January 2019 (has links)
The goal of this thesis is to create a mobile application for Android that will offer management for reservations of training lessons. There are two user roles in the application. The first one is coach who can offer his lessons to other users. Users then can book this lesson right from the application. Coach can also manage all of his lessons and see his reservations in calendar. The second type of user is an athlete who can search for training lessons by name or place distance and then he can book them. The name of the application is Fittyy and it complies with Material Design rules. It uses advanced technologies like Android Jetpack to store local data, implement MVVM model or process server requests in the background. Communication between coach and athlete was implemented using CMS system made by Dactyl Group s.r.o.
322

Aplikace pro Android smartphone a tablet na ovládání iNELS RF Control / Application for a Android Smartphone and Tablet for Control of the iNELS RF Unit

Šreibr, Jakub January 2013 (has links)
The first part deals with the issue of intelligent electrical installations. It describes the types and their advantages and disadvantages. It deals in detail with the wireless system iNELS RF Control, which was developed by ELKO EP s.r.o. It describes the principles of communication and selected elements of the system. It also discusses the Android platform and its capabilities. Another part consists of requirements analysis and application design for control of the system iNELS RF Control. Application design consists of used architecture model, description of communication, database model and application logic’s model. The fourth part describes the implementation of applications, including the technology, development tools and system components. It contains a description of the final application parts. The fifth section deals with testing of the application. It contains methods, tools and techniques. The conclusion contains appreciation of the work and achievements.
323

Mobilní aplikace pro sdílené nakupování / Mobile App for Shared Shopping

Šťastná, Barbora January 2020 (has links)
The goal of this thesis is to create a mobile application for the Android operating system, which makes organizing a community shopping easier for its users and their friends. Each user can build a community of their own that offers collective purchasing of products, or can offer their products for purchase. They categorize these offers to their channels and their friends choose only those channels that they find interesting. If their friends accept their offer, they see the necessary information about their individual purchases. Thus, this application enables users to offer shared purchasing to their friends e.g. at a grower from whom these people could not buy individually. They can procure quality produce together at a competitive price and they can also reduce production of plastic packaging by purchasing as a group.
324

Mobilní aplikace pro 3D rekonstrukci / Mobile application for 3D reconstruction

Krátký, Martin January 2021 (has links)
The aim of this master thesis is to create mobile application for spatial reconstruction. Thesis describes image processing methods suitable for solving this problem. Available platforms for creating mobile application are described. The parameters of the measured scenes are defined. A mobile application containing the described methods is created. The application is tested by reconstruction of objects in different conditions.
325

Chytré digitální zrcadlo pro individuální sporty / Smart Digital Mirror for Individual Sports

Opichal, Tomáš January 2021 (has links)
The aim of this diploma thesis is to create a practical solution for individual athletes in the form of a digital mirror, which can become an alternative to observing yourself in an ordinary mirror. The work contains and emphasizes the benefits of a digital mirror. Much of the work is devoted to the transfer of video between various devices for the ability to combine multiple videos on a single screen. The core of the solution is a mobile application for the Android platform, which works in various modes, the choice of which depends on how the application is used. The application was continuously tested with a group of users, resulting in iterative improvements to the application's features and the addition of new features. Furthermore, a web variant of the application was implemented, which increases the possibility of using the digital mirror across different platforms. The results of testing show that this whole solution can be used in the practical training of sports exercises and the application has the potential to connect with various sports.
326

Mobilní aplikace pro zaměstnance VUT s podporou biometrie / Mobile Application for Employees with Biometrics Support

Tesařová, Alena January 2021 (has links)
This thesis deals with the design and implementation of a mobile application for BUT employees. The final application is written for Android and iOS in React Native. The goal is to facilitate the daily activities of an employee, which leads to more efficient work and reduced administration. The theoretical part deals with the selection of the most important modules in the information system based on statistical data and questionnaires. The implementation part contains the design of the user interface of selected modules and a description of the application implementation. The final application was tested by a group of employees and received a very good verbal evaluation.
327

Desarrollo de una aplicación web colaborativa para dispositivos large screen surfaces / Development of a collaborative web application for large screen surfaces devices

Palomino Pacahuala, Daniel Eduardo, Molina Espinoza, David Glenn 20 May 2021 (has links)
Las mesas son tradicionalmente consideradas como un mueble indispensable en hogares, oficinas y centros de trabajo. En los ambientes laborales y académicos, las mesas permiten que los grupos de trabajo logren mejor interacción y comunicación. Los dispositivos Large Screen Surface son pantallas táctiles de grandes dimensiones que se pueden establecer de manera horizontal o vertical. Durante los últimos años se ha incrementado el interés en el desarrollo de aplicaciones sobre este tipo de dispositivos multitouch, pues sus pantallas ofrecen un gran campo visual en alta resolución, además su configuración física permite que varios usuarios puedan trabajar simultáneamente de manera presencial. Esta investigación propone el desarrollo e implementación de una aplicación web colaborativa que permite a varios usuarios crear contenidos como mapas conceptuales, moodboards, líneas de tiempo, etc. Los usuarios cuentan con una biblioteca grupal que contiene recursos visuales como videos, formas, imágenes e ingreso de textos. / Traditionally, humans use conventional tables at home, offices, and as design centers, these are elements found everywhere on which multiple tasks are performed. Such objects have the particularity to gather many individuals in order to carry out any collaborative tasks. Large Screen Surface is the digital evolution of tables, since they are large touch screens that can be set horizontally or vertically allowing multitouch interaction by many users. In recent years, interest in the development of applications for such devices has increased, since its screens offer a large visual field in high resolution; additionally, its physical configuration allows multiple users to work simultaneously in situ. This research proposes the development and implementation of a collaborative web application which allows multiple users to create content such as concept maps, moodboards, timelines, etc. Users have a collective library which contains visual resources such as videos, shapes, images and text input. / Tesis
328

App de conexión para ganado vacuno y equino - Agroxapp / Connection app for livestock and equine - agroxapp

Aguado Ramos, Juan Gerardo, Huamani Huamani, Mariella, López Atencia, Alessia Mía Corinna, Ortega Castillo, Carla Gianella Victoria, Sifuentes Boza, Augusto Hans 07 July 2021 (has links)
AGROXAPP es un proyecto de que ofrece un modelo de negocio innovador dentro del mercado peruano, el cual trata de un aplicativo móvil que busca conectar empresarios y criadores de ganado vacuno y equino con profesionales veterinarios que ofrecen diversos servicios para el cuidado de sus animales. Puesto que estos empresarios buscan conectar con profesionales de confianza para entregarles a sus animales, es que se busca crear una comunidad de confianza entre ambos y de esta manera mantener una relación estable y de apoyo entre ambas partes. Realizada la evaluación del mercado y sus preferencias, esta app busca ofrecer diversos servicios además de ser el medio de conexión entre ganaderos y veterinarios, es por ello que contará con opciones como la creación de un espacio para que los empresarios ganaderos puedan intercambiar experiencias e inquietudes comunes, convirtiéndose en una especie de comunidad de apoyo mutuo, un blog en el cual se busca entregar contenido de valor para este sector que abarque diversos temas importantes, el propósito es, mientras avance el tiempo y el desarrollo del proyecto, ir entregando y ofreciendo opciones diversas de acuerdo a las nuevas necesidades que se vayan descubriendo en el camino. Es así como esta propuesta inicial de servicios tiene la posibilidad de variar y aumentar conforme se descubran nuevas funcionalidades demandadas por nuestros usuarios objetivos. El modelo de negocio ha sido validado a través de diversos experimentos como entrevistas, encuestas, concierge, entre otros más. Además, se ha desarrollado la planificación y presupuestación de aspectos de ventas, marketing, operaciones, finanzas y recursos humanos necesarios para empezar la propuesta de negocio. Asimismo, con ello se puede corroborar que es un modelo de negocio rentable y con potencial en el mercado. / AGROXAPP is a project that offers an innovative business model within the Peruvian market, which is a mobile application that seeks to connect entrepreneurs and breeders of cattle and horses with veterinary professionals who offer various services for the care of their animals. Since these entrepreneurs seek to connect with trusted professionals to deliver their animals, they seek to create a community of trust between them and in this way maintain a stable and supportive relationship between both parties. After evaluating the market and its preferences, this app seeks to offer various services in addition to being the means of connection between farmers and veterinarians, which is why it will have options such as creating a space for livestock entrepreneurs to exchange experiences and concerns common, becoming a kind of community of mutual support, a blog in which it is sought to deliver valuable content for this sector that covers various important topics, the purpose is, as time progresses and the development of the project, to deliver and offer diverse options according to the new needs that are discovered along the way. This is how this initial service proposal has the possibility of varying and increasing as new functionalities demanded by our target users are discovered. The business model has been validated through various experiments such as interviews, surveys, and concierge, among others. In addition, the planning and budgeting of aspects of sales, marketing, operations, finance and human resources necessary to start the business proposal has been developed. Likewise, this can confirm that it is a profitable business model with potential in the market. / Trabajo de investigación
329

Proyecto Fit U

Alberco Pomacaja, Denisse Milagros, Diaz Reategui, Rocio del Pilar, López Lara, Oscar Fernando, Mori Rios, Renato Miguel, Romero de la Cruz, Jose Manuel 04 July 2021 (has links)
El presente proyecto de una aplicación que busca fomentar la comunidad, interacción virtual y colaboración hacia personas que desean implementar o mantener un estilo de vida saludable muestra la viabilidad de su ejecución, con base en los experimentos realizados al público objetivo (entrevistas): personas que realizan deporte o siguen una buena alimentación y los profesionales de la salud (nutricionistas y preparadores físicos), los cuales son considerados actores importantes en el éxito de esta iniciativa. Por un lado, se halló que en el primer grupo suelen presentar desmotivación al inicio de sus nuevos regímenes. Por otro lado, los del segundo grupo, consideraron que el aplicativo resultaría eficiente, según el propósito que sigue. Para llevar a cabo este proyecto, se requiere la implementación, en primer lugar, de una app nativa, cuyo almacenamiento más próximo sean PlayStore y AppStore, ya que, según la investigación, son las tiendas virtuales más usadas por los usuarios a través de sus teléfonos celulares. Esto implica el costo de un desarrollo por encargo de aproximadamente S/ 3000.00, así como el pago de los servidores en donde se hospedará la arquitectura y almacenamiento de la codificación, cuyo costo inicial es de S/ 0.195. Por otra parte, se requiere implementar un plan de marketing y fidelización a través de estrategias como penetración de mercado -al cual se le destinará S/ 500- , creación de comunidad y, finalmente, medir los resultados a través de NPS, indicador que refleja el grado de lealtad y fidelización por parte de los consumidores. / The present project of an application that seeks to promote community, virtual interaction and collaboration with people who want to implement or maintain a healthy lifestyle shows the feasibility of its execution, based on the experiments carried out on the target audience (interviews): people who they practice sports or follow a good diet and health professionals (nutritionists and physical trainers), who are considered important actors in the success of this initiative. On the one hand, it was found that in the first group they tend to show demotivation at the beginning of their new regimens. On the other hand, those in the second group considered that the application would be efficient, according to the purpose that follows. To carry out this project, the implementation is required, first of all, of a native app, whose closest storage is Play Store and AppStore, since, according to the research, they are the virtual stores most used by users through their cellphones. This implies the cost of a custom development of approximately S / 3000.00, as well as the payment of the servers where the architecture and storage of the coding will be hosted, whose initial cost is S / 0.195. On the other hand, it is necessary to implement a marketing and loyalty plan through strategies such as market penetration -which will be allocated S / 500-, community creation and, finally, measuring the results through NPS, an indicator that reflects the degree of loyalty and loyalty on the part of consumers. / Trabajo de investigación
330

WILEARN

Carey Suarez, Alexandra, De la Cruz Paz, Claudia Ivonne, Sanchez Sulca, Jorge Kenyi 30 July 2021 (has links)
El presente proyecto fue desarrollado al identificar la necesidad de los estudiantes universitarios con respecto a contar con un servicio que pueda brindarle herramientas que le ayuden a mejorar sus resultados académicos, además de desarrollar competencias que puedan ser de ayuda para potenciar su empleabilidad, sobre todo para alumnos que se encuentran en búsqueda de prácticas y oportunidades laborales. Teniendo esto en cuenta, se ha desarrollado esta idea de negocio que se enfoca en reunir estas herramientas en una app que permita a estudiantes universitarios acceder a estas. La propuesta tiene el nombre de wiLearn, que representa la idea de un aprendizaje en conjunto.  wiLearn de enfoca en un mercado compuesto por estudiantes universitarios de 18 a años, pertenecientes al NSE A y B que buscan mejorar su rendimiento académico y complementar sus conocimientos para aumentar su nivel de empleabilidad. Para validar este proyecto, se han realizado diversos experimentos que comprueben la viabilidad de la idea de negocio. Además, se ha analizado financieramente para determinar la rentabilidad, los requerimientos para el desarrollo de esta idea de negocio y, sobre todo, dar a conocer esta nueva alternativa de refuerzo académico y profesional. / This project was created by the need for college students' concerns, which focuses on services that can help them improve their academic results and develop skills that can enhance their employability, internships, and most importantly, job opportunities. Thus, by keeping in mind the students' concerns, a new business idea has been developed to strategically bring these tools together in an application (App) to facilitate students' access to assist them with their needs.  Furthermore, the name of this proposal App is wiLearn, which represents teamwork learning. wiLearn focuses on a market made for 18-year-old college students from NSE A and B who seek to improve their academic performance and improve their knowledge to increase their employability level. Lastly, in order to validate this project, various experiments have been implemented to verify the business idea's viability. Additionally, a deeply financial analysis was developed to determine the cost-effectiveness and the requirements for developing this business idea. Therefore, it will allow how to publicize this new alternative of academic and professional reinforcement. / Trabajo de investigación

Page generated in 0.0873 seconds