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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.
151

Mobil Portal bland hantverkare : En studie av implementering av en mobil applikationslösning bland hantverkare / Mobile Portal among craftsmen : A study of implementation of a mobile application solution among craftsmen

Sjöbom, Simon January 2012 (has links)
Ibyggbranschen i Sverige idag strävas det efter att fortsätta utvecklingen av eneffektivisering gällande miljö, kvalitet och styrning.Samhället och byggbranchen har utvecklats och digitaliserats enormt de senasteåren, dock har vissa mindre delområden avstannat och det är bland annatdigitala metoder för arbetsordrar och registrering bland hantverkare.  Studien som är gjord syftar därför till att undersöka ifall det går atteffektivisera och digitalisera metoder gällande arbetsordrar och registrering.Uppsatsen syftar till att undersöka ifall det går att effektivisera styrningen,miljöpåverkan, kvaliteten och ekonomiska delar bland byggföretag med hjälp aven mobil applikationslösning.I studien har jag valt att använda mig utav teori gällande miljö, kvalitet,styrning och finansiering där jag fördjupat mig i delar som är påverkningsbarmed hjälp av ett digitalt verktyg i form av en mobil applikation och dessfunktioner.För ett införande av applikationslösningen krävs det en invänjning och enmotivation ifrån hantverkarna eftersom att det innebär en stor förändringjämfört med den manuella metoden som använts under en längre tidsperiod. Detframgår att arbetsbelastningen för vissa delar i arbetet kan minska blandtjänstemännen vid  ett fullständigtinförande av den mobila portalen eftersom att vissa led försvinner när detgäller bland annat arbetsordrar och registrering. Jag kan konstatera att enförbättrad och förenklad version av applikationslösningen krävs för att få ettfullständigt införande bland hantverkarna. / In Sweden there is a continuing effort to develop a more effective construction industry with a focus on environment, quality and control.When compared to the industrial sector it has been acknowledged that the construction industry has lagged behind the current environmental and quality requirements and standards. The construction industry has been developed and digitalized tremendously over the last few years; however some small businesses have not been able to follow.A couple of examples of this are the digital methods for work orders and registrations among craftsmen.In this study I will look at the possibilities of digitalization and the methods to produce work orders and registrations more effectively.This thesis aims to examine if it is possible to improve the control, quality and economical aspects of construction companies by using a mobile phone application.I have chosen to use theory concerning environment, quality, control and financial where I have studied the aspects which are influenced by a digital device in form of a mobile application and its functions.There is opposing consensus among the officials who are affected by the mobile phone application.It appears that the workload can be reduce clearly and the possibility to improve the control using the application. I can state that the mobile application must be simplified to get a total usage among the craftsmen.
152

CScore – A Real Time Application for E-sports : PROVIDING LIVE UPDATES OF PROFESSIONAL MATCHES

Annergren, Björn, Ulug, Daniel January 2016 (has links)
The e-sport market is a growing one and as it grows monetary interests, willingness to exploit it grows with it. A part of the e-sport market that is not satisfied yet is the market of mobile applications catering to e-sport audiences. To tackle the problem this thesis explores the problems one might encounter whilst developing a soft real-time mobile application for an esport game. The applications name is CScore, an application that will present the score of ongoing e-sports matches. Methods used for data analysis of necessary information includes analytical induction and coding. As system development model a prototyping model was used with Scrum as its framework. This thesis results in the presentation of a prototype of CScore, with enough information about the application to develop the complete system. An overview of the planned CScore system is presented including, how to retrieve information about matches and current information of ongoing matches. The relationship model of the local database and the layout of the mobile application is also presented. / E-sport är en växande marknad och medans den växer har många investerares intressen för denna marknad ökat. En av dessa branscher är mobila applikationer för e-sport fans. Denna rapport visar detaljerat hur man förbereder sig för en ny marknad och hur man utvecklar en real-tids mobilapplikation för ett e-sport spel. Applikationen kallas CScore och är en applikation som presenterar poängen av pågående e-sport matcher. Metoderna använda för data analys av nödvändig information inkluderar analytisk induktion och “coding”. Som systemutvecklingsmodell användes en prototypbaserad modell med Scrum som ramverk. Projektet resulterar i att en prototyp av CScore presenteras, med tillräcklig information om hur denna applikation borde implementeras för att utveckla det fullvärdiga systemet. En översikt över CScore systemet är presenterat inklusive hur information om matcher skall hämtas samt hur information om pågående matcher skall hämtas. Relationsmodellen över databasen och layouten för mobilapplikationen presenteras också.
153

Comparison of hamburger and bottom bar menu on mobile devices for three level navigation / Jämförelse av hamburgermeny och botten-fältmeny på mobila enheter för navigering med tre nivåer

Tsiodoulos, Dimitrios January 2016 (has links)
Mobile websites and application are used daily by millions of people as a way of communication and entertainment as well as a professional tool. Content rich apps with multiple levels of content hierarchy face challenges due to the limited space of the user interface. It is important that the application has excellent navigation features along with help and search capabilities [1], as navigation of the user interface is one vital aspect for such web and native apps offering to the user a way to explore its content, understand its structure and use the services that they offer. The efficient identification of the navigation pattern and its usability is a key element of the user experience. This paper compares two different mobile navigation patterns: One of the most common navigation patterns known as hamburger menu, and a bottom bar menu. In order to compare the two navigation patterns a usability evaluation, using a demo application that was developed for this purpose, was conducted. Twenty participants took part in the test were their performance along with their subjective feedback was collected. The analysis of the evaluation suggests that bottom bar menu is more efficient than hamburger menu in terms of total completion time. The qualitative feedback of the participants also suggests that their perceive bottom bar menu better than the hamburger menu one. In addition to their contribution for future research, the study results can help professionals choose what mobile navigation pattern to use as well as better know the benefits and drawbacks of their choice. / Mobila webbsidor och applikationer används dagligen av miljontals personer som ett sätt till att kommunicera och till att få samt ge underhållning och det är likaså ett professionellt verktyg. Innehållsrika applikationer med multipla nivåer av innehåll möter hierarkiskt utmaningar på grund utav användargränssnittets begränsade utrymme. Det är viktigt att applikationen har strålande navigationsfunktioner tillsammans med hjälp och sökningskapaciteter [1], då navigation av användargränssnitt är en vital aspekt för webb och integrerade applikationer som erbjuder användaren ett sätt till att utforska dess innehåll, förstå dess struktur och att använda tjänsterna som de erbjuder. Den effektiva identifieringen av navigationsmönstret och dess användbarhet är ett nyckelelement av användarupplevelsen. Denna skrift jämför två olika mobila navigationsmönster: Ett av de mest vanliga navigationsmönstrena känt som hamburgermeny, och en botten-fältmeny. I ordning till att jämföra dessa två  navigationsmönster, utfördes en användbarhetsutvärdering, med hjälp utav en demo-applikation som utvecklades för detta syfte. Tjugo deltagare deltog i testet där deras prestation tillsammans med deras subjektiva feedback samlades. Analysen av utvärderingen säger att botten-fältsmenyn är mer effektiv än hamburgermenyn gällande total slutförandetid. Deltagarnas kvalitativa feedback säger också att de uppfattar botten-fältmenyn som bättre än hamburgermenyn. I tillägg till deras insats för framtida efterforskning, kan studeringsresultaten hjälpa proffs att välja vilket mobilt navigationsmönster dom ska använda och det ger dem även kunskap om fördelarna och nackdelarna av deras val.
154

FABU KIDS

Jhusey Luján, Maricielo Sofía, Rodríguez Pérez, Ximena Alejandra, Ruiz Rincon, José Eduardo, Torres Ramos, José Adrián, Valdivia Ojeda, Pierina Aracelli 07 July 2020 (has links)
El presente proyecto fue elaborado debido a que identificamos un problema grave en los estudiantes de primaria. Los resultados de la última Evaluación Censal de Estudiantes (ECE) llevada a cabo a fines del 2018 no fueron nada alentadores, ya que la mitad de niños de primaria no comprendía lo que leía. Fabu Kids es una plataforma web que promueve el hábito de lectura en niños y jóvenes a través de recursos didácticos, divertidos y personalizados para hacer del proceso de lectura una experiencia única. De esta manera, crear en ellos un gusto por la lectura a través de pruebas que no resulten tediosas o aburridas, sino que le ofrezcan un momento de diversión que a su vez les deje una lección. El canal que usaremos es un aplicativo móvil fácil de usar, este servicio incluirá niveles de dificultad de acuerdo con la edad de los niños y su avance las lecturas. Además, conforme van superando los niveles, la experiencia se convertirá de forma sutil de algo más cercano a un juego a una pequeña librería personal para el usuario, con cada vez menos dinámicas visuales pero una mayor calidad y profundidad en las lecturas que impulse en cierta medida la preferencia del usuario de los medios escritos sobre los audiovisuales. La principal fuente de ingreso será la suscripción del servicio Premium de Fabu Kids, que otorgará mayor contenido a los usuarios y vales en centros de entretenimiento. / This project was prepared because we identified a serious problem in elementary students. The results of the last Student Census Evaluation (ECE) carried out at the end of 2018 were not encouraging, since half of primary school children did not understand what they were reading. Fabu Kids is a web platform that promotes the reading habit in children and young people through educational, fun and personalized resources to make the reading process a unique experience. In this way, create in them a taste for reading through tests that are not tedious or boring, but offer them a moment of fun that in turn leaves them a lesson. The channel that we will use is an easy to use mobile application, this service will include levels of difficulty according to the age of the children and their reading progress. In addition, as levels are passed, the experience will subtly convert from something closer to a game to a small personal user library, with less and less visual dynamics but a greater quality and depth in the readings that drives a certain Measure the preference of the user of written media over audiovisual media. The main source of income will be the subscription to the Fabu Kids Premium service, which will grant more content to users and vouchers in entertainment centers. / Trabajo de investigación
155

Keep track of your development of professional competencies with a gamified mobile application

Axelsson, Adam, Bredberg, August, Jerndal, Petter, Norén, Erik January 2021 (has links)
The SkillMill project is an initiative co-funded by the Erasmus+ programme of the European Union. The primary goal is to provide students who study abroad a way to keep track of the existence and development of their professional competencies. These competencies include skills like interacting with colleagues, how you solve problems, and how you plan your work. These competencies are highly sought after by employers, and according to some employers, many candidates lack the necessary professional competencies they need to be effective in the working environment. We provide the SkillMill project with a mobile application in which the target group, students, can keep a journal about transformative experiences. The created mobile application serves as a foundation for the SkillMill project to build upon further to allow users to identify, understand and verbalize their professional competencies. A usability test was used to evaluate the design of the application, which showed that the design works well. / SkillMill-projektet är ett initiativ samfinansierat under Erasmus+ programmet inom den Europeiska unionen. Huvudmålet är att förse utbytesstudenter med ett sätt att bli medveten om och utveckla sina professionella kompetenser. Dessa kompetenser inkluderar din förmåga att interagera med kollegor, problemlösningsförmåga och planeringsförmåga. Dessa kompetenser är väldigt efterfrågade av arbetsgivare, och enligt vissa saknar många kandidater de professionalla kompetenser som krävs för att de ska vara effektiva på arbetsplatsen. Vi förser SkillMill-projektet med en mobilapplikation där målgruppen, studenter, kan föra dagbok om utmärkande händelser. Den skapade mobilapplikationen är en grund för SkillMill-projektet att bygga vidare på för att tillåta användare att identifiera, förstå och verbalisera deras professionalla kompetenser. För att testa mobilapplikationen gjordes användbarhetstester för att utvärdera applikationens design, resultaten var positiva.
156

A critical evaluation on SRK STORE APP by using the Heuristic Principles of Usability

AKULA, SAI PANKAJ January 2021 (has links)
This thesis aim is to do a critical evaluation on SRK STORE APP (Shopping app for android) by applying the heuristic principles of usability, to obtain the usability issues or problems for the respective mobile application. Another vital element of this thesis is to attain the necessary suggestions for the respective mobile application by accomplishing the principles of the heuristic evaluation required for the mobile application. On the other hand, the outcome should be demonstrated that the mobile application is user flexible by following the principles of heuristic. Background: To be aesthetic and attractive, the mobile application should be given an ideal user experience with usability. So we decided to focus on this utility field and while looking through the different articles, we came across one that talks about design principles and their concepts. The current thesis idea has been obtained by the literature survey we have done on the design principles of the heuristic evaluation and its concepts. This thesis is to attain the necessary suggestions and as well as the complemented solutions/recommendations for the specific mobile application by accomplishing the principles of the heuristic evaluation required for the mobile application. Objectives: The main objectives of this project are examining the design principles and identifying the usability issues or problems of the respective mobile application and anthologizing a list of necessary suggestions for enhancing the mobile application and providing absolute recommendations to the existing application. Methods: To compile a list of necessary suggestions and providing absolute recommendations for the mobile application, we have applied Jakob Neilson’s design principles. This specific method aids in determining the utility of design criteria and aids in the transformation of the interactive system by analyzing factors such as usability. Using this method, we will provide a concise detailed overview of the importance of design principles in an interaction. The key aim of employing design principles of usability is to ensure the performance and reliability of the effective interaction design, to provide meaningful user interaction assistance, and as well as to dispense an acceptable and optimal user experience. Results: The results here obtained are the usability issues of the respective mobile application i.e., SRK STORE APP, and the heuristic principles which are not satisfied by the specific mobile application. The severity level of the heuristic principles will have resulted and the list of necessary suggestions for enhancing the mobile application and providing absolute recommendations to the existing application. Conclusions: This study was conducted to evaluate the mobile application. Heuristic evaluation methodology was used to evaluate the system. Jakob Neilson’sdesign principles were used to depict the usability issues of the mobile application. The required suggestions and absolute recommendations/solutions are provided to the existing mobile application.
157

Thani U: Aplicación de salud y bienestar / Thani U: Health and wellness app

Altez Espejo, Alexis Bruno, Fung Nuñez, Marcos Alberto, Hau Vivanco, Alejandra Milagros, Miranda Castro, Bruno Alberto, Taco Carrasco, Sharay Marycarmen 03 December 2021 (has links)
La idea de este emprendimiento se desarrolló bajo la coyuntura actual en la que vivimos y para atender las nuevas necesidades que surgieron en el mercado del bienestar. Debido a las restricciones que fueron impuestas por el gobierno peruano, muchas personas dejaron de realizar sus actividades cotidianas. Con esto se evidenció un crecimiento del índice de sedentarismo en Perú. Por esta razón, Thani U ofrece una solución para mejorar el estilo de vida de las personas mediante el asesoramiento exclusivo y personalizado, todo al alcance de tu smartphone. Para determinar la factibilidad del proyecto, se realizaron experimentos los cuales se presentaron al público objetivo. Estos prototipos de la App servían para conocer sus opiniones y sugerencias, lo cual era importante para elaborar el prototipo final. Por otro lado, es de suma importancia desarrollar una gran variedad de planes y tener un seguimiento minucioso en las estrategias con el fin de incrementar la rentabilidad. Asimismo, hicimos uso de nuestros conocimientos en las áreas de marketing ,finanzas, recursos humanos y gestión empresarial. Finalmente, se presentan las conclusiones y recomendaciones. / The idea of ​​this venture was developed under the current situation we are linving and to meet the new needs that arose in the wellness market. Due to the restrictions that were imposed by the Peruvian government, many people stopped carrying out their daily activities. With this, a growth in the sedentary lifestyle index was evidenced in Peru. For this reason, Thani U offers a solution to improve people's lifestyles through exclusive and personalized advice, all at the fingertips of your smartphone. To determine the feasibility of the project, experiments were carried out which were presented to the target audience. These prototypes of the App were used to get their opinions and suggestions, which was important to develop the final prototype. On the other hand, it is of utmost importance to develop a wide variety of plans and to have a careful follow-up on the strategies in order to increase profitability. We also made use of our knowledge in the areas of marketing, finance, human resources, and business management. Finally, the conclusions and recommendations are presented. / Trabajo de investigación
158

Gamification mechanics against dropout: Towards improving the motivation and engagement of university students against dropout with gamification mechanics

Camardella, Flavio January 2019 (has links)
In 2016, 30 million university students in the European Union obtained their tertiary degree, but over 3 million young scholars that were to university had left their studies, according to a Eurostat survey. The university student dropout is a serious issue because young people will not have enough professional qualifications and they will risk a major probability of unemployment, poverty, and social discrimination. At the base of this relevant phenomenon of early abandonment, there is a lack of motivation and engagement to continue the course of study. In the age of digitalization, the gamification can have an important role to advance the overall experience of education. The main aim of this thesis is to identify the gamification mechanics that can improve the enthusiasm and commitment of university learners. Across a research design method, using structured surveys and interviews, several gamification mechanics are identified and evaluated to explore which allow students to be more motivated and engaged. Students of Media Technology from Malmö University participated in the research process and found the gamification mechanics to be useful and effective for their learning experience.
159

Human Centered Approach for Reducing Household Food Waste by Tracking Fridge Inventory and the Use of Mobile Application

Laska, Marcel, Radenkovic, Marko January 2020 (has links)
Increasing amounts of food waste is becoming a problem in developed countries. This research project is about how to reduce food waste by tracking fridge inventory and the best-before date of fridge stored food by a smartphone application. Food waste occurs in several different ways. It can be found in the household, retail stores and in the catering and events sector. Food waste can also be classified as avoidable waste, possibly avoidable waste and unavoidable waste. This project focuses on the household sector and the use of a mobile application to track fridge inventory and best-before date. The purpose of the application is to try to reduce household food waste. There is previous research about reducing household food waste using mobile applications and they all take different approaches. This study focuses on building upon these previous approaches together with data gathered from our own questionnaire with Sweden as primary focus. The combined data results in our own mobile application solution that has been tested by users in Swedish households. The study’s research question is addressed by the use of the application during a period of one-week observation. Our data collection consists of the participants being interviewed at the end of the observation period. The interviews gathered information related to whether the users successfully reduced food wastage in their households.
160

Mobile Sensor Gateway

Forsberg, Linus, Falkenström, Maximilian January 2019 (has links)
Den här uppsatsen beskriver processen av att skapa en plattformsoberoende mobilapplikation för att koppla upp mobila enheter mot trådlösa sensorer med hjälp av Bluetooth Low Energy, samla in data från uppkopplade sensorer och ladda upp den insamlade datan till en molnlagringstjänst. Allt eftersom konsumenter och forskare använder fler sensorer och andra Bluetooth-enheter, [1] ökar behovet av simplare och standardiserade lösningar för att arbeta med dessa. En litteraturstudie har genomförts där information om närliggande forskning insamlats och viktig information om de nödvändiga mjukvarukomponenter som krävs har utvärderats. I kombination med litteraturstudien har en IT-artefakt utvecklats i form av en mobilapplikation som har testats utefter insamlade krav för att säkerställa applikationens funktionalitet. Syftet med det här arbetet är att tydliggöra och konkretisera en mjukvaruutvecklingsprocess som kan användas för att skapa en mobilapplikation av det här slaget, samt vilka potentiella svårigheter som finns i dagsläget med att utforma den här typen av applikationer. Resultaten visar att en del tillverkare inte följer standarden för Bluetooth-kommunikation, detta gör det svårt att skriva generaliserade metoder för att hämta data från sensorer av alla typer och från samtliga tillverkare. / This thesis describes the process of creating a platform-independent mobile application for connecting mobile devices to wireless sensors using Bluetooth Low Energy, collecting data from connected sensors and uploading the collected data to a cloud storage service. As consumers and researchers use more sensors and other Bluetooth-devices, [1] one could argue that there is a need for simpler and standardised solutions to working with these. A literature study has been conducted where information on related research has been collected and important information about the necessary software components has been evaluated. In combination with the literature study, an IT artefact has been developed in the form of a mobile application that has been tested according to collected requirements to ensure the application's functionality. The purpose of this work is to contribute with a clear scientific process over what is required to create a mobile application of this kind and what potential difficulties exist in present-day design of this type of applications. The results show that some manufacturers may not be following the standards for Bluetooth data communication, thus making it hard to write generalized methods for retrieving data from sensors of any type or manufacturer.

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