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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.
41

Proposta de aplicativo móvel para identificação de cédulas de real por pessoas com deficiência visual

Mombach, Jaline Gonçalves 07 May 2015 (has links)
Submitted by Cátia Araújo (catia.araujo@unipampa.edu.br) on 2017-01-24T13:09:07Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Proposta de aplicativo móvel para identificação de cédulas de real por pessoas com deficiência visual.pdf: 26957479 bytes, checksum: fbee16416d94008754e7d9c9e7919046 (MD5) / Approved for entry into archive by Cátia Araújo (catia.araujo@unipampa.edu.br) on 2017-01-24T13:13:05Z (GMT) No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Proposta de aplicativo móvel para identificação de cédulas de real por pessoas com deficiência visual.pdf: 26957479 bytes, checksum: fbee16416d94008754e7d9c9e7919046 (MD5) / Made available in DSpace on 2017-01-24T13:13:05Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Proposta de aplicativo móvel para identificação de cédulas de real por pessoas com deficiência visual.pdf: 26957479 bytes, checksum: fbee16416d94008754e7d9c9e7919046 (MD5) Previous issue date: 2015-05-07 / Pessoas com deficiência visual têm dificuldade em reconhecer as cédulas de Real. Estas cédulas possuem características diferentes (i.e marcações táteis e dimensões diferentes) que são insuficientes para identificação por pessoas cegas e com baixa visão. Esta pesquisa propõe a criação de um aplicativo móvel para ajudar pessoas com deficiência visual a identificar as notas de Real. A plataforma de desenvolvimento é Android porque apresenta recursos nativos de acessibilidade e é considerado o sistema operacional mais popular no mercado de smartphones. O método desenvolvido usa descritores para classificação das cédulas, o cálculo da distância mínima para a correspondência de pontos, análise de cor predominante na cédula e identificação do numeral presente nas cédulas da primeira família. A validação com usuários é realizada através da avaliação cooperativa e escala de Likert. Na comparação com outros aplicativos, o método proposto atinge alta confiabilidade em relação à identificação das notas. A taxa de sensitividade, especificidade e acurácia foram de 86%, 98% e 89%, respectivamente. / People with visual impairment have difficulty in recognizing the Brazilian Real banknotes. These banknotes have different characteristics (e.g. different tactile markings and dimensions) which are insufficient for identification by blind and low vision persons. This research proposes the creation of a mobile application to help the visually impaired people to identify the current Brazilian paper money. The development platform is Android because it has accessibility native features and is considered the most popular operating system in the smartphone market. The developed method uses descriptors for classification of banknotes, the calculation of the minimum distance to the correspondence points, the predominant color analysis on the banknotes and the numeral recognition which is present in the first family of Real. The validation with users is performed by cooperative assessment and Likert scale. In comparison with other applications, the proposed method achieves high reliability in relation to the identification of the banknotes. We report a sensitivity, specificity and accuracy rate of 86%, 98% and 89%, respectively.
42

Identifying Parental Perspectives on Healthy Eating and Mobile Application Usage

Patsimas, Tatiana, Schetzina, Karen E., Jaishankar, Gayatri Bala, Aboaziza, Ahmad 23 October 2015 (has links)
Purpose ReadNPlay for a Bright Future develops a variety of projects aimed at promoting healthy living in families with young children in Appalachian Tennessee. The purposes of this research are to collect parents’ and caregivers’ perspectives on healthy eating for the purpose of designing a new book in the ReadNPlay children's book series to be entitled A Farmers Market Adventure and to collect the preferences of parents and guardians related to website and mobile application (app) usage to help shape the development of a new ReadNPlay My Baby Book app. Methods Anonymous clipboard surveys were administered to attendees of regional community events during July of 2014. Survey items asked parents about healthy eating in the context of their families and the role of parenting websites and mobile apps in their families. The results from these surveys were summarized using Excel. A total of 100 surveys were collected. Results It was found that when parents were asked to identify barriers to healthy eating, the most common responses were picky eaters in the household (30%) followed by lack of time (22%). When asked to identify things that have helped parents to encourage healthy eating in their families, the three most common responses were good recipes (20%), good role models (16%), and farmers markets (16%). Twenty-eight percent of parents surveyed do not use websites or apps for parenting, while those who do use parenting websites or apps identified advice from experts (20%) and advice from other parents (18%) to be the two features most commonly desired in such a resource. When asked what they do not like about website and app usage, 20% of parents indicated that these tools are “too complicated.” However, when parents are told that our group of pediatricians was developing a free mobile application for families designed to help them keep track of their baby’s growth, development, and eating habits, 75% of parents said such an app would be very helpful to them (25% said a little helpful). Conclusion These results will inform a new ReadNPlay children's book themed around healthy eating behaviors, overcoming pickiness, and shopping with families at farmers markets and a new ReadNPlay mobile app for families to use in conjunction with infant-toddler well child visits.
43

Rehab Tracker: Framework for Monitoring and Enhancing NMES Patient Compliance

Stevens, Timothy 01 January 2019 (has links)
We describe the development of a cyber-physical system (Rehab Tracker) for improving patient compliance with at-home physical rehabilitation using neuromuscular electrical stimulation (NMES) therapy. Rehab Tracker consists of three components: 1) hardware modifications to sense and store use data from an FDA-approved NMES therapy device and provide Bluetooth communication capability, 2) an iOS-based smartphone/tablet application to receive and transmit NMES use data and serve as a conduit for patient-provider interactions and 3) a back-end server platform to receive device use data, display compliance data for provider review and provide automated positive and remedial push notifications to patients to improve compliance. This system allows for near real-time compliance monitoring via a secure web portal and offers a novel conduit for patient-provider communication during at-home rehabilitation to improve compliance. The system was tested in patients (n=5) who suffered anterior cruciate ligament rupture and surgical repair to provide proof-of-principal evidence for system functionality and an initial assessment of system usability. The system functioned as designed, recording 89% of rehabilitation sessions. Thus, Rehab Tracker is a functionally correct system with the potential to be used as a tool for studying NMES and mobile communication methodologies at scale and improving compliance with at-home rehabilitation programs.
44

An Evaluation Framework for Cross-Platform Mobile Application Development Tools

Dhillon, Sanjeet 20 December 2012 (has links)
The mobile application market is becoming increasingly fragmented with the availability of multiple mobile platforms that differ in development procedures. Developers are forced to choose to support only some platforms and specific devices due to limited development resources. To address these challenges, numerous tools have been created to aid developers in building cross-platform applications, however, there is no metric to evaluate the quality of these tools. This thesis introduces a framework for evaluating the features, performance and discuss development experience of existing and future cross-platform development tools. The framework is implemented by benchmarking several tools and the results identify a disparity in the features and performance. This research is carried out in collaboration with industrial partner Desire2Learn, through an NSERC Engage Grant. / NSERC, Desire2Learn
45

Energy-Aware Development and Labeling for Mobile Applications

Wilke, Claas 14 April 2014 (has links) (PDF)
Today, mobile devices such as smart phones and tablets have become ubiquitous and are used everywhere. Millions of software applications can be purchased and installed on these devices, customizing them to personal interests and needs. However, the frequent use of mobile devices has let a new problem become omnipresent: their limited operation time, due to their limited energy capacities. Although energy consumption can be considered as being a hardware problem, the amount of energy required by today’s mobile devices highly depends on their current workloads, being highly influenced by the software running on them. Thus, although only hardware modules are consuming energy, operating systems, middleware services, and mobile applications highly influence the energy consumption of mobile devices, depending on how efficient they use and control hardware modules. Nevertheless, most of today’s mobile applications totally ignore their influence on the devices’ energy consumption, leading to energy wastes, shorter operation times, and thus, frustrated application users. A major reason for this energy-unawareness is the lack for appropriate tooling for the development of energy-aware mobile applications. As many mobile applications are today behaving energy-unaware and various mobile applications providing similar services exist, mobile application users aim to optimize their devices by installing applications being known as energy-saving or energy-aware; meaning that they consume less energy while providing the same services as their competitors. However, scarce information on the applications’ energy usage is available and, thus, users are forced to install and try many applications manually, before finding the applications fulfilling their personal functional, non-functional, and energy requirements. This thesis addresses the lack of tooling for the development of energy-aware mobile applications and the lack of comparability of mobile applications in terms of energy-awareness with the following two contributions: First, it proposes JouleUnit, an energy profiling and testing framework using unit-tests for the execution of application workloads while profiling their energy consumption in parallel. By extending a well-known testing concept and providing tooling integrated into the development environment Eclipse, JouleUnit requires a low learning curve for the integration into existing development and testing processes. Second, for the comparability of mobile applications in terms of energy efficiency, this thesis proposes an energy benchmarking and labeling service. Mobile applications belonging to the same usage domain are energy-profiled while executing a usage-domain specific benchmark in parallel. Thus, their energy consumption for specific use cases can be evaluated and compared afterwards. To abstract and summarize the profiling results, energy labels are derived that summarize the applications’ energy consumption over all evaluated use cases as a simple energy grade, ranging from A to G. Besides, users can decide how to weigh specific use cases for the computation of energy grades, as it is likely that different users use the same applications differently. The energy labeling service has been implemented for Android applications and evaluated for three different usage domains (being web browsers, email clients, and live wallpapers), showing that different mobile applications indeed differ in their energy consumption for the same services and, thus, their comparison is both possible and sensible. To the best of my knowledge, this is the first approach providing mobile application users comparable energy consumption information on mobile applications without installing and testing them on their own mobile devices.
46

Thermo-mechanical reliability of ultra-thin low-loss system-on-package substrates

Krishnan, Ganesh 19 November 2008 (has links)
Miniaturization and functionality have always governed advances in electronic system technology. To truly achieve the goal of a multi mega-functional system, advances must be made not just at the IC level, but at the system level too. This concept of tighter integration at the system level is called System-on-Package (SOP). While SOP has a wide range of applications, this work targets the mobile application space. The main driver in the mobile application space is package profile. Reduction in thickness is very critical for enabling next-generation ultra-high density mobile products. In order to pack more functionality into a smaller volume, it is absolutely imperative that package profiles are reduced. The NEMI roadmap projects that the package profile should be reduced to 200µm from the current 500µm by 2014. This work attempts to demonstrate the feasibility of ultra-thin substrates (<200µm) using a new advanced material system tailored for high-frequency mobile applications. The main barriers to adoption of thin substrates include processing challenges, concerns about via and through hole reliability and warpage. Each of these factors is studied and a full-fledged test vehicle built to demonstrate the reliability of thin substrates using the advanced low-loss RXP-4/RXP-1 material system. Finite element models are developed to provide an understanding of the factors that affect the reliability of these substrates. Finally, IC assembly is demonstrated on these substrates.
47

An architecture to support design of context-aware mobile applications / Αρχιτεκτονική υποστήριξης σχεδίασης φορητών εφαρμογών με επίγνωση του πλαισίου χρήσης

Stoica, George Adrian 16 June 2011 (has links)
This thesis deals with the problem of interaction with context-aware mobile applications in digitally augmented physical spaces. The term "mobile application" is used as an umbrella term for any piece of software that can run on a mobile device in order to support a human task. “Context-aware” refers to the ability of such applications to use information about the environment or the user to adapt their behaviour accordingly. A "physical hyperlink" is a mechanism that associates a physical object or point in space with digital information/service(s). The term “digitally augmented physical space” refers here to a physical space where digital information relevant to points or artefacts can be accessed (e.g. by means of physical hyperlinks). In the last two decades mobile devices and applications have developed tremendously. With them, on one hand new ways appeared to support human tasks and on the other hand new research challenges emerged. A key factor is the continuous change of environment and context of use. This is very different to a classic desktop computer application, in which the external environment is hardly changing, as the user and the computer do not change location during interaction. In the world of mobile computing the environment and the context of use are changing, at a faster rate. One of the most widely spread mobile devices, the mobile phone, evolved into a powerful mobile computing device. These advanced devices are now ubiquitously spread and already billions of people carry and use them daily. New services and uses are emerging with every step of evolution of this technology. However these rapidly emerging and evolving technologies and services result in a generally heterogeneous environment that affects user experience. The advances in mobile technology permitted devices to be equipped with sensors and hardware that allow on one hand the acquisition of information from the environment and on the other hand interaction with objects like physical hyperlinks, that permit direct access to information related to physical artefacts. In the frame of this thesis a conceptual framework (MobiAct framework) and a service oriented architecture (MobiAct architecture) have been defined. The MobiAct framework deals with the interaction with context-aware mobile applications in a digitally augmented physical space. The MobiAct framework has as a goal to identify the main concepts that come into play while interacting with context-aware applications in digitally augmented physical spaces. MobiAct architecture is an innovative solution for delivering context-aware mobile services in digitally augmented physical spaces. The MobiAct architecture has MobiAct framework as the underlying base. The architecture aims at enabling a uniform and consistent user experience across spaces and contexts and at facilitating the design and development of context-aware mobile services by providing ready functionality for common tasks. Finally a set of software architectural patterns relevant to designing mobile context-aware applications have been identified. These patterns provide a set of building blocks to facilitate the design and development of similar systems. The road towards designing MobiAct conceptual architecture and framework for interacting with context-aware mobile applications included the development and evaluation of several prototypes mainly targeted at public and semi-public environments. These prototypes contributed in a great degree towards exploring and studying context-aware mobile applications and interaction with digitally augmented physical spaces using physical hyperlinks and subsequently defining the requirements for the architecture. To avoid binding the architecture to capabilities of a certain platform, the prototypes involved different devices and platforms. The prototypes and applications developed included educational games and a guide for a museum, an application to support users of a library and a shopping assistant aimed at a supermarket environment. The findings of these efforts contributed in the definition of the MobiAct architecture that has been evaluated through a software architecture analysis method based on scenarios and discussions involving representative stakeholders as well as an evaluation team / Αυτή η διατριβή πραγματεύεται το πρόβλημα της αλληλεπίδρασης μεταξύ χρηστών και εφαρμογών φορητών συσκευών με επίγνωση του πλαισίου, σε ψηφιακά επαυξημένους φυσικούς χώρους. Ο όρος "εφαρμογή φορητής συσκευής", ή “φορητή εφαρμογή”, χρησιμοποιείται ως όρος που περικλείει κάθε λογισμικό που μπορεί να εκτελεστεί σε μια φορητή συσκευή έτσι ώστε να υποστηρίξει μια ανθρώπινη εργασία (task). Ο όρος "πλαισιογνωστικός" αναφέρεται στη δυνατότητα τέτοιων εφαρμογών να χρησιμοποιήσουν πληροφορίες σχετικές με το άμεσο περιβάλλον ή με το χρήστη ώστε να προσαρμόσουν τη συμπεριφορά τους κατάλληλα. Ένας "φυσικός υπερσύνδεσμος" είναι ένας μηχανισμός που συσχετίζει ένα φυσικό αντικείμενο ή σημείο στο χώρο με ψηφιακή πληροφορία ή ψηφιακή υπηρεσία. Ο όρος "ψηφιακά επαυξημένος χώρος" αναφέρεται σε ένα φυσικό χώρο από όπου είναι προσβάσιμη ψηφιακή πληροφορία που σχετίζεται με σημεία ή αντικείμενα του χώρου (π.χ. μέσω φυσικών υπερσυνδέσμων). Τις τελευταίες δύο δεκαετίες οι φορητές συσκευές και εφαρμογές έχουν εξελιχθεί εντυπωσιακά. Μαζί τους εμφανίστηκαν νέοι τρόποι υποστήριξης ανθρώπινων εργασιών και παράλληλα παρουσιάστηκαν και νέα ερευνητικά προβλήματα. Ένας σημαντικός παράγοντας είναι η συνεχής αλλαγή του περιβάλλοντος στο οποίο γίνεται η χρήση και του πλαισίου επίγνωσης της χρήσης. Αυτό διαφέρει πολύ από τις κλασικές εφαρμογές υπολογιστών, όπου το εξωτερικό περιβάλλον αλλάζει ελάχιστα καθώς ο χρήστης και ο υπολογιστής δεν μεταβάλλουν τη θέση τους στη διάρκεια της αλληλεπίδρασης. Στον κόσμο των φορητών υπολογιστών το περιβάλλον και το πλαίσιο επίγνωσης αλλάζουν με γρηγορότερο ρυθμό. Μια από τις πιο ευρέως διαδεδομένες φορητές συσκευές, το κινητό τηλέφωνο, εξελίχθηκε σε μια ισχυρή φορητή υπολογιστική συσκευή. Αυτές οι εξελιγμένες συσκευές είναι σήμερα διάχυτες και δισεκατομμύρια ανθρώπων τις κουβαλούν και χρησιμοποιούν καθημερινά. Νέες υπηρεσίες και χρήσεις εμφανίζονται με κάθε βήμα εξέλιξης αυτής της τεχνολογίας. Ωστόσο αυτές οι ταχέως εμφανιζόμενες και εξελισσόμενες τεχνολογίες και υπηρεσίες καταλήγουν να δημιουργήσουν ένα γενικώς ετερογενές περιβάλλον, πράγμα το οποίο επηρεάζει την εμπειρία της χρήσης τους. Οι εξελίξεις στη φορητή τεχνολογία επέτρεψαν στις συσκευές αυτές να εξοπλισθούν με αισθητήρες και υλικό το οποίο επιτρέπει τη συλλογή πληροφοριών από το περιβάλλον και επίσης την αλληλεπίδραση με αντικείμενα όπως είναι οι φυσικοί υπερσύνδεσμοι, οι οποίοι επιτρέπουν την άμεση πρόσβαση σε πληροφορία που σχετίζεται με τα φυσικά αντικείμενα. Στο πλαίσιο αυτής της εργασίας ορίστηκε ένα εννοιολογικό πλαίσιο (πλαίσιο εργασίας MobiAct) και μια υπηρεσιοκεντρική αρχιτεκτονική (service oriented architecture) (αρχιτεκτονική MobiAct). Το πλαίσιο εργασίας MobiAct αφορά την αλληλεπίδραση με πλαισιογνωστικές φορητές εφαρμογές σε ψυφιακά επαυξημένους φυσικούς χώρους. Η αρχιτεκτονική MobiAct έχει ως στόχο τον εντοπισμό των βασικών σημείων της αλληλεπίδρασης με πλαισιογνωστικές εφαρμογές σε ψηφιακά επαυξημένους φυσικούς χώρους. Η αρχιτεκτονική MobiAct είναι μια πρωτοποριακή λύση για την παροχή πλαισιογνωστικών υπηρεσιών σε ψηφιακά επαυξημένους φυσικούς χώρους. Η βάση της αρχιτεκονικής MobiAct είναι το πλαίσιο εργασίας MobiAct. Η αρχιτεκτονική στοχεύει στην πραγμάτωση μιας ομοιόμορφης και συνεπούς εμπειρίας χρήστη διαμπάξ σε διάφορους φυσικούς χώρους και πλαίσια επίγνωσης και στη διευκόλυνση της ανάπτυξης πλαισιογνωστικών φορητών υπηρεσιών (μέσω της παροχής λειτουργικότητας για εργασίες που επαναλαμβάνονται συχνά). Τέλος έχει εντοπιστεί ένα σύνολο αρχιτεκτονικών προτύπων για το σχεδιασμό φορητών πλαισιογνωστικών εφαρμογών. Αυτά τα πρότυπα συγκροτούν μια ομάδα καλουπιών που διευκολύνουν το σχεδιασμό και την ανάπτυξη παρεμφερών συστημάτων. Η πορεία προς το σχεδιασμό του πλαισίου και της αρχιτεκτονικής MobiAct για την αλληλεπίδραση με φορητές πλαισιογνωστικές εφαρμογές συμπεριέλαβε το σχεδιασμό και την ανάπτυξη αρκετών πρωτοτύπων τα οποία στόχευαν κυρίως σε δημόσια ή ημι-δημόσια περιβάλλοντα. Αυτά τα πρωτότυπα συνέβαλαν σε μεγάλο βαθμό στην εξερεύνηση και στη μελέτη των πλαισιογνωστικών φορητών εφαρμογών και της αλληλεπίδρασης με ψηφιακά επαυξημένους φυσικούς χώρους μέσω φυσικών υπερσυνδέσμων και τελικά στον ορισμό των απαιτήσεων για την αρχιτεκτονική. Για την αποφυγή της υπερβολικής συσχέτισης της αρχιτεκτονικής με τις δυνατότητες μιας συγκεκριμένης πλατφόρμας, τα πρωτότυπα συμπεριέλαβαν διάφορες συσκευές και πλατφόρμες. Τα πρωτότυπα και οι εφαρμογές που αναπτύχθηκαν περιλαμβάνουν εκπαιδευτικές εφαρμογές και έναν πλοηγό για ένα μουσείο, μια εφαρμογή για την υποστήριξη των επισκεπτών μιας βιβλιοθήκης καθώς και έναν βοηθό αγορών σε περιβάλλον σούπερ μάρκετ. Τα ευρήματα αυτών των προσπαθειών συνέβαλλαν στον ορισμό της αρχιτεκτονικής MobiAct η οποία αξιολογήθηκε χρησιμοποιώντας μια μεθοδολογία ανάλυσης αρχιτεκτονικών λογισμικού που βασίζεται σε σενάρια και συζητήσεις με αντιπροσωπευτικούς συμμετόχους καθώς και με μια ομάδα αξιολόγησης.
48

Ανάπτυξη μεθόδων και εργαλείων μέτρησης ευχρηστίας συστημάτων που στηρίζονται σε φορητές συσκευές : η περίπτωση της ψηφιακής αντιστοίχισης

Δημητράκης, Ιωάννης 29 August 2011 (has links)
Στόχος της Διπλωματικής Εργασίας είναι ο σχεδιασμός και η ανάπτυξη ενός συστήματος για την αποθήκευση της φυσικής θέσης αντικειμένων μέσα σε ένα χώρο. Το σύστημα αποτελείται από μια εφαρμογή για σταθερό υπολογιστή και από μια κατάλληλη για φορητή συσκευή. / The goal of this thesis was to design and develop a system that stores in a database the location of physical objects inside a specific physical space. The system is comprised from a desktop and a mobile application.
49

Σχεδιασμός, υλοποίηση και αξιολόγηση χωροευαίσθητης εφαρμογής για κινητές συσκευές

Σαχπατζίδης, Γιώργος 10 March 2014 (has links)
Η παρούσα διπλωματική εργασία περιγράφει τη διαδικασία σχεδιασμού, υλοποίησης και αξιολόγησης του χωροευαίσθητου παιχνιδιού Benaki MuseumScrabble (BMS), το οποίο απευθύνεται σε επισκέπτες του μουσείου Μπενάκη. / This diploma thesis describes the design, implementation and evaluation of the location based game "Benaki MuseumScrabble", which was created for the Benaki museum visitors
50

MTCONTEXT: apoio à geração de casos de teste para aplicações móveis sensíveis ao contexto

Reis, Rodrigo dos Anjos Cruz 14 March 2016 (has links)
Submitted by bruna ortiz (brunaortiz.f@gmail.com) on 2016-07-18T13:35:01Z No. of bitstreams: 1 Dissertacao-Rodrigo dos Anjos C. Reis.pdf: 2208200 bytes, checksum: f7aa5497dd6ebb439dea02d6e500808f (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2016-07-28T13:51:31Z (GMT) No. of bitstreams: 1 Dissertacao-Rodrigo dos Anjos C. Reis.pdf: 2208200 bytes, checksum: f7aa5497dd6ebb439dea02d6e500808f (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2016-07-28T13:57:04Z (GMT) No. of bitstreams: 1 Dissertacao-Rodrigo dos Anjos C. Reis.pdf: 2208200 bytes, checksum: f7aa5497dd6ebb439dea02d6e500808f (MD5) / Made available in DSpace on 2016-07-28T13:57:04Z (GMT). No. of bitstreams: 1 Dissertacao-Rodrigo dos Anjos C. Reis.pdf: 2208200 bytes, checksum: f7aa5497dd6ebb439dea02d6e500808f (MD5) Previous issue date: 2016-03-14 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Mobile computing is currently everywhere. Applications running on mobile devices (e.g. smartphones and tablets) are becoming increasingly popular and they represent a revolution in the information technology sector. The exponential growth of this market and the criticality of the developed systems impose greater attention to reliability aspects of these applications. Mobile applications are not free of defects, and new software engineering approaches are needed to test them. In addition to the considerable increase in the use of mobile devices in recent years, allowing users to perform more tasks in a mobile environment, technological advances in mobile devices and communication networks, has made it possible the context awareness, characteristic of ubiquitous computing. One of the ways to evaluate the quality of these applications is through testing. This paper proposes the definition of a testing technique to support the generation of test cases for Context Aware mobile applications in order to decrease the amount of test cases generated for this type of application, decrease the generation time of these test cases increase the contexts coverage achieved with these test cases and facilitate the management of the tests generated by a tool support. The results obtained in controlled experiment conducted with two scenarios of context aware mobile applications provided evidence regarding the feasibility of this work. MTContext approach contributed to the generation of test cases with significant statistical difference when compared to Ad Hoc approach concerned with the higher contexts coverage during test cases generation. However, the results of this experiment showed limitations and possible upgrades to MTContext approach that will be addressed in future work. / A computação móvel está atualmente em todos os lugares. Aplicações executando em dispositivos móveis (ex: smartphones e tablets) estão se tornando cada vez mais populares e elas representam uma revolução no setor de tecnologia da informação. O exponencial crescimento deste mercado e da criticidade dos sistemas desenvolvidos impõem uma maior atenção a aspectos de confiabilidade destas aplicações. As aplicações móveis não são livres de defeitos, e novas abordagens de engenharia de software são necessárias para testar as aplicações. Além do aumento considerável da utilidade de dispositivos móveis nos últimos anos, permitindo aos usuários executar mais tarefas em um contexto móvel, os avanços tecnológicos nas áreas de dispositivos móveis e redes de comunicação tem tornado possível a sensibilidade ao contexto, característica da computação ubíqua. Umas das formas de avaliar a qualidade dessas aplicações é por meio de testes. Este trabalho propõe a definição de uma técnica de teste para apoiar a geração de casos de teste para aplicações móveis sensíveis ao contexto visando diminuir a quantidade de casos de testes gerados para este tipo de aplicação, diminuir o tempo de geração desses casos de teste, aumentar a cobertura de contextos alcançados com esses casos de teste e facilitar o gerenciamento dos testes gerados por meio de um apoio ferramental. Os resultados obtidos no experimento controlado realizado com dois cenários de aplicações móveis sensíveis ao contexto forneceram indícios de viabilidade deste trabalho visto que a abordagem MTContext contribuiu para a geração de casos de teste com diferença estatisticamente significante em relação a abordagem de comparação Ad Hoc no que se diz respeito a maior cobertura de contextos. Porém, os resultados deste experimento evidenciaram limitações e possíveis evoluções para abordagem MTContext que serão tratados em trabalhos futuros.

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