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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.
21

Aplicación para cuidado alimenticio Thani

Anchante Córdova, Piero Gustavo, Arce Contreras, Carla Marina, Eum Han, Esther Miso, Gómez Tejada, Paul Marcelo, Vargas Niño De Guzmán, Diego David 30 November 2019 (has links)
El presente trabajo de investigación explica la formulación e implementación de un aplicativo móvil llamado Thani, cuyo fin es conectar a clientes y consumidores. En este aplicativo los clientes (restaurantes) tienen la posibilidad de publicar fotos de sus platos, con el fin de obtener mayor demanda. Una característica de Thani es que el cliente debe publicar la información nutricional del plato. Los restaurantes suscritos a la aplicación deben ser de Lima Sur y Este y se les cobrará una comisión del 10% sin delivery y 20% con delivery. Por otro lado, los consumidores a los que se dirige esta aplicación son personas de un rango de edad de 18 a 35 años a quienes se les brindará diferentes beneficios según su categoría de cliente. Para poder validar la idea de negocio, se han utilizado diferentes herramientas como el Concierge y las entrevistas, tanto a expertos como a los consumidores. Además, se realizaron interacciones en redes sociales como Facebook e Instagram y se creó una página web, mediante las cuales pudimos estimar los niveles de demanda en base a publicaciones pagadas. Estas estimaciones nos permitieron realizar las proyecciones de venta y, por ende, los estados financieros. Estos muestran una rentabilidad positiva para el negocio a un plazo de 3 años. Por último, se eligieron fuentes no convencionales para el financiamiento de THANI que serán explicadas en las siguientes líneas. / This research paper explains the formulation and implementation of a mobile application called THANI. The purpose of this mobile application is to connect clients and consumers. In this application, the clients (restaurants) have the possibility to publish photos of their dishes, in order to obtain greater demand. A characteristic of THANI is that the client must publish the nutritional information of the dish. The restaurants subscribed to the application must be from South and East Lima and will be charged a commission of 10% without delivery and 20% with delivery. On the other hand, the consumers of this Application are people from 18 to 35 years old, who will be offered different benefits according to their category of client. In order to validate the business idea, different tools have been used such as the Concierge and interviews, both to experts and consumers. In addition, interactions were made in social networks such as Facebook and Instagram, and a web page was created, through which we were able to estimate the levels of demand based on paid publications. These estimates allowed us to create our sales forecast, and therefore we can make our financial statements. This show a positive profitability in the next 3 years. Finally, unconventional sources were chosen to finance THANI. These will be explained in the following lines. / Trabajo de investigación
22

A Mobile App Design to Motivate Help-Seeking Behavior in University Students with Mental Illness

Chen, Tianran 28 June 2021 (has links)
No description available.
23

Appetite

Ronceros Barbieri, Renzo Antonio, Rodriguez Hilares, José Luis, Gamboa Asurza, Katherine Mirella, Villar Zarate , Angel Joel 16 February 2020 (has links)
El presente proyecto tiene como propósito fundamental ayudar a los restaurantes con clientes del nivel socio económico A y B para generarles mayores ingresos a través de la creación de una aplicación y asimismo busca ayudar a los comensales a realizar reservas de forma práctica y rápida. Debido a la problemática de los comensales al momento de acceder a mesas disponibles en los restaurantes de su preferencia, decidimos mitigar este problema con la creación de una aplicación que puede ser utilizada por los comensales para realizar reservas. Esta aplicación lleva el nombre de Appetite, gracias a ésta los comensales no tendrán que preocuparse por hacer largas colas o llegar a restaurantes que no tengan mesas disponibles ya que Appetite cuenta con la afiliación de los principales restaurantes de lima, generando de esta forma el servicio de reservas. Appetite estará disponible para los sistemas Android y IOS donde los comensales podrán descargar la aplicación y posteriormente registrar sus cuentas a través de la creación de un usuario que les permitirá acceder toda la información de los restaurantes afiliados y realizar su reserva en el de su preferencia. Appetite realizará un cobro de comisión al restaurante del 5% de lo consumido por cada reserva realizada. Para llevar a cabo este proyecto se requerirá una inversión total de S/ 172,297 soles, compuesta por un capital propio de los cuatros socios por S/ 86,149 soles y se financiará el otro 50% de la inversión total. / The purpose of this project is to help restaurants with diners of the socio-economic level A and B to generate higher income through the creation of an application that seeks to help diners make reservations quickly and practically. Due to the problem of diners to access available tables in the restaurants of their choice, we decided to mitigate this problem with the creation of an application that can be used by diners to make reservations. This application is called Appetite, thanks to this, diners will not have to worry about making long lines or arriving at restaurants that do not have tables available because Appetite has the affiliation of the main restaurants in Lima to generate the reservation service. Appetite will be available for Android and IOS systems where diners will be able to download the application and subsequently register their accounts through the creation of an user that allows them to access all the information of the affiliated restaurants and then make their reservation in their preference. Appetite made a commission charge to the restaurant of 5% of what is consumed for each reservation made. To carry out this project, a fixed investment of S/.172,297 composed for an own capital divided by the four partners for S/. 86,149 and we will finance 50% of the total investment. / Trabajo de investigación
24

[PETWALK] / [PETWALK]

Blanc Arias, Dan, Cruz Rojas, Nidia, Sánchez Huamán, Carolina, Ushiñahua Meza, Maria Fernanda, Zavala Huaytan, Kevin Omar 31 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.
25

Sonqo: Aplicación móvil para promover un estilo de vida saludable / Sonqo: Mobile application to promote a healthy lifestyle

Peña Paredes, Mariella 01 June 2012 (has links)
El presente trabajo de investigación busca resolver una problemática a nivel mundial, la cual es el incremento del sobrepeso y la obesidad en la población, estas condiciones son causantes de enfermedades como diabetes, cáncer o cardiopatías y se relacionan con un estilo de vida inadecuado respecto a la alimentación y actividad física. Sonqo es una propuesta de aplicación móvil que reúne características y funciones que permite a sus usuarios incorporar hábitos adecuados de nutrición y entrenamiento físico en sus vidas, por medio de herramientas que los motivan a conseguir sus objetivos y lograr su bienestar. La estrategia comercial de Sonqo está basada en la diferenciación la cual se da al ofrecer un servicio que se basa en la personalización de funciones de acuerdo a los datos ingresados por el usuario. Además de ingresar al mercado con un precio competitivo buscando lograr un alto número de usuarios que puedan mejorar su estilo de vida. Sonqo planea lograr sus objetivos utilizando estrategias de marketing basadas en redes sociales y una estrategia organizacional innovadora de trabajo remoto que va a permitir contar con un equipo multidisciplinario. El análisis financiero para una inversión inicial de S/ 204,331 proyectado a cinco años muestra indicadores de rentabilidad como un valor neto actual (VAN) de S/ 1,026,107 y una tasa interna de retorno (TIR) de 67%, estos valores concluyen que a nivel económico el proyecto es viable y rentable. / In recent years overweight and obesity of the population have become a global problem; these conditions cause diseases such as diabetes, cancer, and heart illnesses. So, the new global trend is towards a healthy diet and lifestyle to avoid chronic health problems. In order to help to solve these global problems, in this research project, we propose Sonqo, a mobile application with many characteristics and functionalities, which enables users to incorporate appropriate habits and physical training into their daily life. For that, it uses some tools that motivate users to achieve their goals and physical well-being. The commercial strategy of Sonqo is based on the differentiation and innovation of the provided service. Our approach works in a personalized way customizing all functions according to the data provided by the users. Besides, it has the potential to enter the market with a competitive price in order to command a high number of customers who want to improve their lifestyle. Sonqo aims to achieve its objectives using modern marketing strategies based on social networks and an additional innovative organizational strategy for a remote work that allows the conformation of a multidisciplinary team. Finally, the economic viability is shown throughout a financial analysis. This analysis projects an initial investment of S/ 204,331 planned over five years, which shows profitability indicators of S/ 1,026,107 of Net Present Value (NPV) and 67% of the Internal Rate of Return on Investment (IRR). These values conclude that Sonqo is an economically viable and profitable project. / Trabajo de investigación
26

PrEP Awareness, Use, Intention to Use, and Information Source Among Geosocial Networking Application Users in Mexico in 2018–2019

Blair, Kevin J., Segura, Eddy R., Garner, Alex, Lai, Jianchao, Ritterbusch, Amy, Leon-Giraldo, Sebastian, Guilamo-Ramos, Vincent, Lake, Jordan E., Clark, Jesse, Holloway, Ian W. 01 January 2021 (has links)
El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado. / Pre-exposure prophylaxis (PrEP) has limited availability across Latin America, though access is increasing. We explored PrEP uptake in Mexico via an online survey completed by Spanish-speaking, Hornet geosocial networking application (GSN app) users without HIV (n = 2020). Most (81.3%) had heard of PrEP, 3.5% were current users, and 34.2% intended to take PrEP within six months. Current PrEP use was associated with PrEP eligibility (aOR 26.07 [95%CI 13.05–52.09], p < 0.001), recent STI testing (aOR 3.79 [95%CI 1.10–13.11], p = 0.035), and recent chemsex (aOR 3.02 [95%CI 1.02–8.93], p = 0.046). Recent STI testing was associated with hearing about PrEP from a doctor (aOR 3.26 [95%CI 1.98–5.36], p < 0.001), and those who lived in large cities were less likely to have learned about PrEP via Hornet (aOR 0.52 [95%CI 0.32–0.85], p = 0.009). Interventions to increase PrEP uptake in Mexico should build upon existing health networks and utilize GSN apps for PrEP information dissemination, particularly in less populated areas. / University of California / Revisión por pares
27

Milista.com

Bejarano Nicho, Thalia Genoveva, Marcos Mendoza, Dante, Pezo Mallcco, Ellen Daniela, Villanueva Enrique, Anays 14 July 2020 (has links)
El presente trabajo de investigación está basado en la necesidad que tienen las personas por adquirir materiales y útiles escolares para sus diversos trabajos. Se vio que las personas invertían mucho tiempo en ubicar tiendas que ofrecieran variedad de productos, que atiendan en un horario conveniente y que no esté muy lejos de sus hogares o lugares de estudios. Así mismo, debido a los recientes eventos en el país se ha restringido la libertad de movimiento y de comercialización. Es por ello que Milista.com plantea introducir al mercado un servicio de delivery a través de un aplicativo móvil (para Android y iOS) en el cual te permite cotizar los materiales universitarios y útiles escolares que requieren los estudiantes de la carrera de Arquitectura, Ingeniería, Diseño y Arte, además puedes obtenerlos en un plazo máximo de 3 horas. Por otro lado, la creciente demanda del servicio de delivery ha tenido un crecimiento en el mercado limeño debido al ingreso de las app Glovo y Rappi y es una oportunidad que se tiene a favor para garantizar nuestro posicionamiento en el mercado limeño. Tendremos presencia tanto en redes sociales, página web y en el aplicativo móvil para que el usuario se sienta cómodo y tenga toda la información necesaria en el momento que lo requiera. Además, nuestra propuesta de negocio buscara brindar la mejor experiencia en el servicio de delivery con una excelente atención personalizada y cumpliendo con todas las medidas de bioseguridad. / This research work is based on the need that people have to acquire materials and school supplies for their various jobs. People were found to spend a lot of time locating stores that offer a variety of products, serve at convenient hours, and are not too far from their homes or places of study. Likewise, due to recent events in the country, freedom of movement and commercialization has been restricted. That is why Milista.com plans to introduce a delivery service to the market through a mobile application (for Android and iOS) in which it allows you to quote the university materials and school supplies required by the students of the Architecture, Engineering, Design and Art courses, you can also get them within a maximum period of 3 hours. On the other hand, the growing demand for the delivery service has had growth in the Lima market due to the entry of the Glovo and Rappi apps and it is an opportunity in favor of guaranteeing our position in the Lima market. We will have a presence both on social networks, website and in the mobile application so that the user feels comfortable and has all the necessary information at the time they require it. In addition, our business proposal will seek to provide the best delivery service experience with excellent personalized attention and complying with all biosecurity measures. / Trabajo de investigación
28

Diseño interactivo como medio de prevención a la sarcopenia en personas de la tercera edad del Centro del adulto mayor de Chorrillos / Interactive design as a means of prevention of sarcopenia in elderly people of the Elderly Center of Chorrillos

Corales Gutierrez, Kevin Bryan 03 July 2019 (has links)
La presente investigación pretende abordar el diseño interactivo como medio de prevención a la sarcopenia, entendida como la pérdida de masa y potencia muscular en personas de la tercera edad. En la actualidad, se ha observado un bajo índice de actividad física en personas de 65 a 80 años. Según un artículo médico de la Universidad Peruana Cayetano Heredia, el porcentaje de adultos mayores con sobrepeso u obesidad en el Perú es de 21,4% y 11,9%, respectivamente (Penny, 2017). El desgaste en la capacidad de los órganos sensoriales son indicios considerables del avance en la adultez mayor. Una de las principales patologías que afecta al adulto mayor, es la disminución de músculo esquelético, el cual es causante de caídas, distensiones, distrofia muscular y enfermedades musculares. Estos factores generan la limitación funcional, pérdida de autonomía e incluso la muerte en el adulto mayor. Igualmente, la presente investigación busca brindar un aporte sólido al rol que desempeña el diseño interactivo en relación a la sarcopenia con el objetivo de prevenir o atenuar dicha patología. En paralelo a esta problemática, existen aplicaciones móviles interactivas enfocadas al diagnóstico de enfermedades primarias, mantener la mente activa y en general, preservar la salud del adulto mayor. Así pues, tras entender la relación de los factores claves en esta investigación, las conclusiones de este proyecto y la investigación del trabajo de campo que analizó a la población objeto de estudio, se propone desarrollar una aplicación móvil llamada Activos. Una solución planteada para promover la actividad física en el adulto mayor y atenuar la sarcopenia. En conclusión, las personas de la tercera edad que utilizaron el aplicativo móvil que se les presentó, argumentaron que es necesario ya que pueden realizar las rutinas de actividad física desde la comodidad de su hogar hasta en el parque. De este modo se beneficiarán, cuidarán su salud y además podrán acceder a posibles descuentos para sus consultas. / The present research aims to address interactive design as a means of prevention of sarcopenia, understood as the loss of muscle mass and power in the elderly. Currently, a low level of physical activity has been observed in people aged 65 to 80 years. According to a medical article from the Universidad Peruana Cayetano Heredia, the percentage of older adults who are overweight or obese in Peru is 21.4% and 11.9%, respectively (Penny, 2017). The wear on the capacity of the sensory organs are considerable indications of the advance in adulthood. One of the main pathologies that affects the elderly is the reduction of skeletal muscle, which is responsible for falls, strains, muscular dystrophy and muscle diseases. These factors generate functional limitation, loss of autonomy and even death in the elderly. Likewise, this research seeks to provide a solid contribution to the role played by interactive design in relation to sarcopenia with the aim of preventing or attenuating this pathology. In parallel to this problem, there are interactive mobile applications focused on the diagnosis of primary diseases, keeping the mind active and, in general, preserving the health of the elderly. Thus, after understanding the relationship of the key factors in this research, the conclusions of this project and the fieldwork research that analyzed the population under study, it is proposed to develop a mobile application called Assets. A solution proposed to promote physical activity in the elderly and attenuate sarcopenia. In conclusion, the elderly people who used the mobile application presented to them, argued that it is necessary since they can perform physical activity routines from the comfort of their home to the park. In this way they will benefit, take care of their health and also have access to possible discounts for their consultations. / Trabajo de investigación
29

Utilizing ACT Daily as a Self-Guided Mobile App Intervention for Depression and Anxiety in a College Counseling Center

Haeger, Jack A. 01 May 2016 (has links)
College counseling centers (CCCs) have experienced funding and staffing setbacks in recent years, resulting in higher caseloads, counselor burnout, and bloated waitlists. Mobile Health (mHealth) interventions may offer a cost-effective and innovative solution. The authors developed ACT Daily, a prototype mHealth app based in Acceptance and Commitment Therapy (ACT). This study examined the feasibility and possible efficacy of ACT Daily as a brief intervention for individuals placed on CCC waitlists. A sample of 11 depressed/anxious clients waitlisted at a local CCC enrolled in the study, which followed a pre-post, open trial design. Participants received a brief online training that covered the basics of ACT and introduced the app’s functions and features. For the following 2 weeks, participants were asked to use ACT Daily every day. Results displayed high acceptability, usability, and satisfaction ratings across users. Significant improvements were observed on most ACT process measures, including overall psychological inflexibility. Findings from app usage and self-report measures supported ACT Daily’s ability to promote skill use in the moment. Analyses of in-app data indicated that ACT Daily’s skills were potentially effective in the moment and increased in strength over time. Furthermore, ACT Daily appeared to serve as a helpful pre-therapy tool due to significant reductions in depression and anxiety symptoms, as well as improvements in emotional self-awareness. Finally, the online training appeared to equip users with a sufficient comprehension of core ACT components and app training. While this pilot study suffered from a low sample size, this pattern of results encourages the application and dissemination of ACT mHealth apps as an added support for waitlisted CCC clients suffering from depression or anxiety. Moreover, it appears that ACT Daily may have enabled users to acquire, strengthen, and potentially generalize useful ACT skills. It is theorized that the app facilitated in-the-moment learning of skills that could then be applied directly to real-world contexts. Future research is advised to target larger, more diverse samples, implement a randomized controlled trial design, add objective behavioral and physiological measures, incorporate all six ACT processes, and integrate client feedback into future iterations of ACT Daily.
30

A Corpus-driven Approach toward Teaching Vocabulary and Reading to English Language Learners in U.S.-based K-12 Context through a Mobile App

Ehsanzadehsorati, Seyedjafar 08 November 2018 (has links)
In order to decrease teachers’ decisions of which vocabulary the focus of the instruction should be upon, a recent line of research argues that pedagogically-prepared word lists may offer the most efficient order of learning vocabulary with an optimized context for instruction in each of four K-12 content areas (math, science, social studies, and language arts) through providing English Language Learners (ELLs) with the most frequent words in each area. Educators and school experts have acknowledged the need for developing new materials, including computerized enhanced texts and effective strategies aimed at improving ELLs’ mastery of academic and STEM-related lexicon. Not all words in a language are equal in their role in comprehending the language and expressing ideas or thoughts. For this study, I used a corpus-driven approach which is operationalized by applying a text analysis method. For the purpose of this research study, I made two corpora, Teacher’s U.S. Corpus (TUSC) and Science and Math Academic Corpus for Kids (SMACK) with a focus on word lemma rather than inflectional and derivational variants of word families. To create the corpora, I collected and analyzed a total of 122 textbooks used commonly in the states of Florida and California. Recruiting, scanning and converting of textbooks had been carried out over a period of more than two years from October 2014 to March 2017. In total, this school corpus contains 10,519,639 running words and 16,344 lemmas saved in 16,315 word document pages. From the corpora, I developed six word lists, namely three frequency-based word lists (high-, mid-, and low-frequency), academic and STEM-related word lists, and essential word list (EWL). I then applied the word lists as the database and developed a mobile app, Vocabulary in Reading Study – VIRS, (available on App Store, Android and Google Play) alongside a website (www.myvirs.com). Also, I developed a new K-12 dictionary which targets the vocabulary needs of ELLs in K-12 context. This is a frequency-based dictionary which categorizes words into three groups of high, medium and low frequency words as well as two separate sections for academic and STEM words. The dictionary has 16,500 lemmas with derivational and inflectional forms.

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