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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.
181

An Android mobile GIS application for facilitating field work in electric utility

Wan, Xiaoguo January 2014 (has links)
Geographic Information System (GIS) is a technology that can help collect, edit, store, manage, transform, analyze and represent data. This research aimed to show how mobile GIS application can  be designed, developed and applied to electric field work. An Android mobile application, which had been integrated with GIS was developed in Java. The prototype was tested and evaluated by employees of China Southern Power Grid (CSG). The resulting mobile application had three important features and functionalities: map view, location and electrical object querying, and attribute viewing and editing. According to the results of the user testing, the advantages of the application were its improved performance as brought about by the different scales used in the maps, its clear layout, and the speed of completing the query tasks. The disadvantages, on the other hand, were restrictions in the data types used and the query window. The study showed that with wireless communication, GPS and Location-based (LBS) supplements, electric utilities can benefit from this mobile GIS application in the following aspects: 1) eliminate the obstacles of going out in the field; 2) increase the flexibility of field work by faster access to data; 3) increase the accuracy and efficiency of field workers by dealing with the querying and editing task, and field mapping on a portable devices in real time. According to these aspects, electric field work can easily be enhanced by saving time, resources, and costs.
182

Technology Acceptance Model for Determining the Effects of Age, Usability, and Content on Mobile Application Usage

Liu, Shijing 11 September 2012 (has links)
No description available.
183

Application-Aware Resource Management

Ghadse, Sheetal Prakash 21 March 2011 (has links)
No description available.
184

Simple Indoor Environmental Monitoring System for Houseplant using Web and Mobile Applications / Enkelt inomhus miljöövervakningssystem för krukväxt med webb- och mobilapplikationer

Jabbar, Maher January 2020 (has links)
In recent times, attention to the indoor plants in the houses has increased, which can be used to produce food or just for decoration and for health purposes. However, moving plants from their original place in nature to a closed place leads to negative effects due to changing environmental parameters around them. For instance, fluctuations in temperature, light, and soil moisture might affect indoor plant growth process. This work investigates the possibility of using the smart mobile and web applications to monitor remotely the most of changing environmental parameters around plants. These parameters can give the user the real-time information on air temperature and humidity, soil temperature and moisture, as well as amount of light. The Top-down method has been used to design a monitoring system to help the user keep informed of indoor climate changes. This system contains Raspberry and some sensors that are used in sensing various environmental conditions. It also includes the software component which defines services and actions to be taken on the data collected by sensing objects. The system is tested and evaluated in the indoor environment to prove the required concepts. The results indicated that web and mobile interfaces transfer data in real-time manner and send environmental information to the user. The data collected is visualized by different charts and figures to give a better understanding of the surrounding conditions in which the plant grows. It is concluded that the proposed system provides a user-friendly monitoring application to monitor the most indoor environmental parameters.
185

Using Positive Reinforcement as an Intervention to Increase Breastfeeding for New Mothers in a Low-income Population

Goncharsky-Hibbs, Amber Lynne January 2016 (has links)
According to professionals breastfeeding is the preferred method of providing nutrition for newborns worldwide. Breastfeeding rates among low-income mothers are very low due to the lack of support and early introduction of formula. The present study examined the effects of providing these mothers with reinforcement to encourage breastfeeding. The mothers tracked their feedings using a simple breastfeeding mobile application in order to receive reinforcement. The mothers were also offered breastfeeding support if they were having any difficulties. Keywords: breastfeeding, reinforcement, mobile application, support / Special Education
186

Museums and Digital Media. Potentials of Mobile Applications for Online Audience Engagement. : A Uses and Gratification Perspective on “MuseumStars”

Richter, Linnéa January 2022 (has links)
Two topics currently lead the debates in the museum sector: audience development and the use of digital media. This study addresses these debates by investigating how gamified mobile applications can support engagement with museums’ topics. It examines the online audience and their motivations for the use of media. It uses “MuseumStars” - which can be characterized as a museums quiz app for remote use - as a case study. Based on the uses and gratifications theory the study uses a mixed-methods approach. An online survey and two focus groups were conducted. The data were analyzed using descriptive statistics, factor analysis, and qualitative content analysis. The findings show that the main user motivation is to learn new things and to prepare or substitute a museum visit. In contrast to other research on mobile gaming, the connection to the physical space played a crucial role in using the application, while competition was less prominent. The findings also demonstrate that to better accommodate the audience's needs content is key. Hence, it can be concluded that digital media per se will not enhance engagement without the right presentation of the content: It must be translated to the media in an appropriate way to support the uses and gratifications of the audience and thus enhance engagement with museums’ topics.
187

Gamifying Dietary Habits : - Engaging Young Adults in Healthy Dietary Habits ThroughGamification: A Focus on Water and Breakfast Habits

Linderoth, Sven January 2024 (has links)
Background: In a healthy diet, one's water consumption is crucial in order to maintain our bodieswater level consisting of approximately two thirds of water. Previous studies show that youngadults seem to not reach the recommended total water consumption daily, leaving them at therisk of dehydration which in turn increases the risk of chronic diseases. Drinking more water, andeating breakfast regularly could decrease this risk and have a healthy impact on young adults.Gamification is a broad concept that utilizes game elements in contexts where otherwise few orno game elements are used. It is known to increase knowledge and awareness in a wide varietyof contexts through storytelling and games, however it is not fully clear on its potential onimpacting behavior change and habit formation, such as drinking more water or eating breakfaston a regular basis.  Purpose: The main purpose of this thesis is to explain how gamification can be utilized in orderto improve young adults dietary habits. Methodology: This research is conducted through a quantitative approach, with a broad researchquestion and two more focused, measurable hypotheses. Findings: This thesis found through the collected data that no difference was seen during thestudied period, and therefore was unable to support the hypotheses made being: “H1:Gamification will increase direct daily water consumption”, “H2: Gamification will increase howoften young adults eat breakfast in the morning”. Despite this, it found aspects from gamificationthat were useful and likable by the participants, as well as aspects that weren't as appreciated andless effective. Laying a good foundation for future research on what is likely to succeed or fail ina similar context.  Conclusion: Gamification in this context did not have any significant impact on young adultsdietary habits. Having to self record on a daily basis seems to have minimized this potential andwas somewhat tedious. Future research should find alternative ways for this, letting the user setpersonal goals, have more personalisation in the app, and most importantly not having to recordtheir dietary habits every day. The most likable gamification elements of the app was found to bethe leaderboard and levels/xp.
188

Exploring Usability and Accessibility in Learning Management Systems: An Empirical Study in Human-Computer Interaction Heuristics

Algamdi, Shabbab Ali S 07 1900 (has links)
This research comprises three interconnected studies, all anchored in the usability evaluation of mobile education applications, with guidance from the well-established Jakob Nielsen factors to heuristic evaluation. The first study delves into the analysis of mobile application reviews using a deep learning model and machine learning to unearth usability issues. In the second study, we examine the usability of two prominent educational applications, Canvas and Blackboard, integrated within Prince Sattam bin Abdulaziz University (PSAU) and at the University of North Texas (UNT) from a student-oriented perspective. Through the synthesis of findings and insights from antecedent studies, we seek to augment the current body of knowledge and offer realistic recommendations for the enhancement of mobile education application usability. Our findings have the potential to improve the efficacy of platforms, offering developers a roadmap to refine application features and optimize the learning experience for both educators and learners.
189

An automated validation of a cleared-out storage unit during move-out : A RoomPlan solution integrated with image classification

Rimhagen, Elsa January 2024 (has links)
The efficient management of storage units requires a reliable and streamlined move-out process. Manual validation methods are resource intensive. Therefore, the task is to introduce an automated approach that capitalises on modern smartphone capabilities to improve the move-out validation process. Hence, the purpose of this thesis project. The proposed solution is a Proof of Concept (POC) application that utilises the Light Detection and Ranging (LiDAR) sensor and camera of a modern iPhone. This is performed through RoomPlan, a framework developed for real-time, indoor room scanning. It generates a 3D model of the room with its key characteristics. Moreover, to increase the number detectable object categories, the solution is integrated with the image classifier Tiny YOLOv3. The solution is evaluated through a quantitative evaluation in a storage unit. It shows that the application can validate whether the storage unit is empty or not in all the completed scans. However, an improvement of the object detecition is needed for the solution to work in a commercial case. Therefore, further work includes investigation of the possibilities to expand the object categories within the image classifier or creating a similar detection pipeline as RoomPlan adjusted for this specific case. The usage of LiDAR sensors indicated to be a stable object detector and a successful tool for the assignment. In contrast, the image classifier had lower detection accuracy in the storage unit.
190

Generation of safe environmentsin geolocation applications

Börjesson, Arvid January 2023 (has links)
Mobile applications may employ the GPS as user input to create location-based games. The existing landscape of location-based applications predominantly falls into two categories: those offering high-paced action with free movement and those providing movement between established locations at a leisurely pace. However, the combination of fast player movement between game-selected locations can potentially lead to significant accidents if the locations are poorly chosen. A naively designed system may encourage players to traverse rivers, cross highways,or trespass into private areas. This report introduces a design aimed at establishing a safe real-world environment in mobile applications by mapping the surroundings and guiding the player safely. A map generationsystem is proposed, along with a conceptual framework for utilization the generated map.

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