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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.
81

Developing an Engaging Local Community Application as a Tool for Promoting Social Integration

Seifi, Sara January 2015 (has links)
This thesis firstly presents the exploration of an engaging user interface and navigation design for local community mobile applications. Furthermore, it seeks for the best suitable tool for both rapid prototyping and production development. The research and content is structured based on design and creation research methodology which is a user-centric and iterative process. To evaluate the suggested interface design and the selected tool, an interactive prototype was developed in this thesis. The results argues that card-based user interface and navigation design has the potential to enhance user engagement. In addition, AngularJS as the selected tool is a suitable framework for rapid prototyping as well as production development.
82

Effective Fusion and Separation of Distribution, Fault-Tolerance, and Energy-Efficiency Concerns

Kwon, Young Woo 03 July 2014 (has links)
As software applications are becoming increasingly distributed and mobile, their design and implementation are characterized by distributed software architectures, possibility of faults, and the need for energy awareness. Thus, software developers should be able to simultaneously reason about and handle the concerns of distribution, fault-tolerance, and energy-efficiency. Being closely intertwined, these concerns can introduce significant complexity into the design and implementation of modern software. In other words, to develop reliable and energy-efficient applications, software developers must understand how distribution, fault-tolerance, and energy-efficiency interplay with each other and how to implement these concerns while keeping the complexity in check. This dissertation addresses five technical issues that stand on the way of engineering reliable and energy-efficient software: (1) how can developers select and parameterize middleware to achieve the requisite levels of performance, reliability, and energy-efficiency? (2) how can one streamline the process of implementing and reusing fault tolerance functionality in distributed applications? (3) can automated techniques be developed to help transition centralized applications to using cloud-based services efficiently and reliably? (4) how can one leverage cloud-based resources to improve the energy-efficiency of mobile applications? (5) how can middleware be adapted to improve the energy-efficiency of distributed mobile applications operated over heterogeneous mobile networks? To address these issues, this research studies the concerns of distribution, fault-tolerance, and energy-efficiency as well as their interaction. It also develops novel approaches, techniques, and tools that effectively fuse and separate these concerns as required by particular software development scenarios. The specific innovations include (1) a systematic assessment of the performance, conciseness, complexity, reliability, and energy consumption of middleware mechanisms for accessing remote functionality, (2) a declarative approach to hardening distributed applications with resiliency against partial failure, (3) cloud refactoring, a set of automated program transformations for transitioning to using cloud-based services efficiently and reliably, (4) a cloud offloading approach that improves the energy-efficiency of mobile applications without compromising their reliability, (5) a middleware mechanism that optimizes energy consumption by adapting execution patterns dynamically in response to fluctuations in network conditions. / Ph. D.
83

Analýza frameworků pro vývoj multiplatformních mobilních aplikací využívající HTML technologie / Analysis framework for developing cross-platform mobile applications using HTML technology.

Voldřich, Martin January 2014 (has links)
The aim of the master thesis is to assess frameworks that are used for development of multiplatform cell phone applications supported by HTML technology. The theoretical part is focused to current market analysis, mobile access issues and the issue of difficulties in specific cases of their application. Analysis is followed by choice of evaluation criteria for setting the most appropriate architecture. Selected evaluation criteria will be used as a tool for detecting of the optimal technology's possibility, which is the most appropriate possibility for development of basic cell phones applications. The practical part is focused to choosing of new evaluation criteria, which helps to create specific questionnaire research. The confirmation or refuse of the hypothesis set up the level of criteria's severity. Based on criteria there will be selected and analysed six of the most used hybrid frameworks. Two of the frameworks with the highest ratings will be tested by real basic cell phone application. The conclusion of the thesis will be follow up by tested frameworks. The frameworks will be described and measured by the author's development experiences.
84

Mobilní aplikace pro pojištěnce / Mobile applications for policyholders

Kováč, Ondřej January 2011 (has links)
Diploma thesis deals with mobile applications for policyholders in the segment of general insurance. Aims of thesis are to create an analysis of existing applications on market in the Czech Republic, reveal their shortcomings, design a new application and then create it and make it available for policyholders of all insurers. The first chapter of thesis contains definition of basic terms that are used later in text. Analysis of existing applications is the content of second chapter. It is based on examination of functions of existing applications and the reviews from users and experts. Design of the new application is described in chapter three and is included as a runnable HTML prototype on the attached disk. Description of implemented application is included in the next part of the third chapter and application itself is available for download from Google Play and can also be found on the attached disk. The main benefits of thesis are the analysis of mobile insurance applications market, the new application available for all policyholders, and some recommendations resulting from re-search for companies intending to produce their own application.
85

Influence of Augmented Reality on Purchase Intention : The IKEA Case

Raska, Krystof, Richter, Tobias January 2017 (has links)
Augmented reality (AR) allows the enrichment of the physical world by adding virtual computer-generated digital information in real time to it (Furht, 2014). This provides marketers with previously unimagined options for reaching out and engaging with customers. Having the power to put the (virtual) products in the hand of customers, creates interesting opportunities for the users to engage with a brand, service or product (Yaoyuneyong et al., 2016). Although the AR market is expected to grow exponentially by the year 2020 (Digi-Capital, 2016) and several companies already tried to expand their business with the technology, little is known about whether AR is able to enrich the customers’ shopping behaviour and thus yield favourable outcomes such as increased product knowledge, positive attitudes and higher purchase intentions. This thesis quantitatively addresses the research gap with an experimental method to determine the causal effect of the IKEA AR application on these customer dimensions in comparison to a product experience on the website. Generation Y has been chosen as an appropriate sample to experimentally discover effects on shopping behaviour. Finally, the shopping-oriented AR application is perceived as highly enjoyable and useful, and further evoked higher purchase intentions than its website counterpart. Moreover, the attitude towards the product was not found to be a main driver, but the engaging experience and the conveyed unique product knowledge itself.
86

Mobila applikationers effekt som stöd i egenvården för patienter med diabetes typ 1 : en litteraturstudie / Mobile applications effect on supporting self-care for patients with diabetes type 2 : a literature review

Mörk, Pauline, Wulli Malmér, Nathalie January 2021 (has links)
Bakgrund Diabetes typ 2 är en av världens vanligaste dödsorsaker och medför stora samhällskostnader. I västvärlden förutspås diabetes typ 2 att fortsätta öka. Diabetes typ 2 kan delvis härledas till livsstilsfaktorer och behandlingen går ut på att uppnå ett så normalt plasmaglukosvärde som möjligt genom egenvård. Sjuksköterskan har här en viktig handledande funktion. I takt med den ökade digitaliseringen har mobila applikationer som stöd för egenvården vid diabetes typ 2 blivit allt vanligare. Syfte Syftet var att undersöka effekterna av mobila applikationer som egenvårdsstöd hos personer med diabetes typ 2. Metod En icke-systematisk litteraturöversikt som innefattade 17 kvantitativa originalartiklar. Artiklarna är publicerade de senaste fem åren och har kvalitetsgranskats enligt Sophiahemmets högskolas bedömningsunderlag. Artikelsökningarna gjordes i CINAHL och PubMed. Resultat För att lättare analysera effekterna i de valda artiklarna skapades två teman och ett antal subteman. Det första temat var effekter på glukosvärden med subtema HbA1c och fasteglukos. Det andra temat var egenvårdsbeteenden med subtema motionsvanor, kostvanor, frekvens av egenmätning av blodsocker, fotvård, läkemedelsföljsamhet och rökvanor. Från detta kunde utläsas att användandet av mobila applikationer kan kopplas till lägre fasteglukos, lägre HbA1c, bättre egenvårdsbeteende främst i form av nyttigare kostintag, mer frekvent mätande av glukosvärden samt bättre följsamhet till läkemedelsanvändning. Slutsats Resultatet av litteraturstudien tyder på att mobila applikationer kan vara ett värdefullt stöd för att förbättra egenvården vid diabetes typ 2. Studien visade att deltagarna åt nyttigare, fick bättre följsamhet till läkemedelsanvändningen samt testade sitt blodsocker mer frekvent. Fasteglukosvärden och HbA1c förbättrades. Följsamheten för användning av dessa mobila applikationer ser dock ut att minska med tiden. Det är viktigt att sjuksköterskan har kunskap om dessa mobila applikationer, så att de kan ge patienterna det stöd de efterfrågar i användandet av applikationerna. / Background Type 2 diabetes is one of the most common causes of death in the world and leads to large social costs. In the western world type 2 diabetes is predicted to continue to increase. Type 2 diabetes can partly be explained by lifestyle factors and the treatment is to achieve a plasma glucose level as close to normal as possible throughout self-care. The nurse has an important guiding function. Along with the digitalization growth, mobile applications to support self-care in type 2 diabetes has become more common. Aim The aim was to investigate the effects of mobile applications as self-care support for people with type 2 diabetes. Method A non-systematic literature review that included 17 quantitative original articles. The articles have been published in the last five years and have been quality reviewed according to Sophiahemmet University's assessment data. The article searches were done in CINAHL and PubMed. Resultat To more easily analyze the effects in the selected articles, two themes and a number of sub-themes were created. The first theme was effects on glucose values with the subtheme HbA1c and fasting glucose. The second theme was self-care behaviors with sub-themes: exercise habits, dietary habits, frequency of self-measurement of blood sugar, foot care, drug compliance and smoking habits. From this it could be deduced that the use of mobile applications can explain a lower fasting glucose, lower HbA1c, better self-care behavior mainly in the form of healthier dietary intake, more frequent measurement of glucose values and better drug compliance. Conclusion The results of the literature study suggest that mobile applications can be a valuable support for improving self-care in type 2 diabetes. The study showed that the participants ate healthier, gained better adherence to drug use and tested their blood sugar more frequently. Both fasting glucose values and HbA1c improved. However, compliance with the use of these mobile applications appears to be declining over time. It is important that the nurse has knowledge of these mobile applications, so that they can give the patients the support that they require in the use of the applications.
87

Indiana Farmers' Level of Adoption and Perceptions of Mobile Applications as Agricultural Management Tools

Jaclyn Renae Leeuw (6635954) 14 May 2019 (has links)
<p>Farmers in the digital age require accurate, relevant farm-level data to make sound management decisions for their operations. Mobile applications, or apps, are emerging as a valuable management and decision-making tool for farm operators, but are still in their infancy as a technological innovation. Farmer adoption and use of mobile apps has received relatively little attention in the scholarly literature compared to more established farm management tools and communication media. The researcher examined Indiana farmers’ use and perceptions of mobile apps as tools for management and decision-making. A theoretical perspective was developed from the Diffusion of Innovation Theory and the Technology Acceptance Model to guide the investigation. Data on attitudes, behaviors, and demographic characteristics were collected through interviews with 55 Indiana farmers in late 2018 and early 2019. Quantitative interview items were analyzed through descriptive statistics while open-ended items were coded for emergent themes.</p> <p>Study participants reported a median age of 41 years and an average of 26 years farming. Nearly all study participants (98.2%) considered mobile applications useful to farm operations. A smaller but significant majority (76.4%) of participants rated mobile apps as easy to use. In terms of content, the most common use of apps among study participants was for general purpose utilities such as banking and messaging, followed by weather and agriculture-related apps such as Granular and FieldNet. Ease of use and content of application were among attributes considered most important by study participants when considering adoption of new apps. About three-fourths (76.4%) of the study participants indicated intentions to adopt additional mobile applications in the future. </p> <p>A series of items addressed study participants’ awareness of open source technology. About three-fourths (72%) indicated not previously having heard of the terminology. When asked to share their thoughts on the term open source, a large majority (84%) of participants provided vague or seemingly unrelated responses ranging from cloud-related, to the capability of apps to exchange information, to software being open to all users. </p> <p>As part of the analysis, the researcher categorized study participants into one of three adopter categories – early adopters, early majority, or late majority – based on the length of time participants reported using mobile apps, attitudes toward the technology, and intention to adopt apps in the future. Cross-tabulation analysis revealed that early adopters of mobile app technology did not differ significantly at the .05 level from later adopters in terms of age, years farming, or size of operation.</p> <p>Finally, an empirical test was conducted to assess utility of the Technology Acceptance Model for conceptualizing behavioral intent to adopt mobile agricultural applications. As expected from theory, correlational analysis revealed positive and moderately strong relationships (p < .05) between perceived usefulness and attitude toward mobile applications, and between perceived ease of use and attitude toward mobile applications. The relationship between attitude and behavioral intention to adopt additional mobile applications was statistically non-significant at the .05 level, contrary to theory. The importance of exploring alternative theoretical perspectives in future research is discussed.</p> <p>Results from this research contribute to the growing literature on how farmers assess and use mobile applications as farm management and decision-making tools. Findings have implications for application developers, as well as those involved in education and marketing of mobile agricultural applications. </p>
88

Arquitetura de aplicativos móveis com fluxo seguro de informação. / Architecture of mobile applications with information flow control.

Paiva, Oscar Zibordi de 17 May 2016 (has links)
A adoção de lojas de aplicativos e Open APIs por um número crescente de empresas, muitas nem mesmo atuantes no ramo de tecnologia, revela o interesse das mesmas em exteriorizar a concepção e desenvolvimento de software corporativo. Com isso, as empresas almejam multiplicar as funcionalidades disponíveis a seus clientes, utilizando uma fração do custo e do tempo que seriam tradicionalmente gastos para fazê-lo. Ao mesmo tempo, o acesso a dados e sistemas corporativos por softwares de desenvolvedores potencialmente desconhecidos suscita preocupações de segurança, tornando-se imperativo garantir a adequação desses softwares às políticas de segurança institucionais. Entretanto, carece-se de meios automáticos capazes de garantir a mencionada adequação nas plataformas móveis, seja nos seus ambientes de execução ou em seus kits de desenvolvimento de software. Este trabalho, utilizando de ideias recentes da área de Controle de Fluxo de Informação, propõe a arquitetura de um ambiente de execução para aplicativos móveis que garante por construção a adequação dos mesmos a determinadas políticas de confidencialidade e integridade de dados, mesmo na presença de código malicioso. A praticidade de tal arquitetura é validada através da implementação de um aplicativo exemplo. Tal implementação ilustra o funcionamento dos mecanismos de segurança propostos e a compatibilidade dos mesmos a um conjunto de funcionalidades adequado ao cenário de manipulação de dados corporativos. / The adoption of application stores and Open APIs by a growing number of companies, many of them not even related to the technology business, reveals their interest in externalizing the conception and development of corporate software. By doing so, these companies expect to multiply the number of functionalities available to their customers, spending a fraction of the traditionally required time and cost. On the other hand, access to corporate data and services by software developed by potentially unknown parties raises security concerns, making it imperative to ensure the adequacy of the mentioned software to the institutional security policies. Nevertheless, there is a lack of automatic tools capable of guaranteeing the mentioned adequacy in mobile platforms, either in their runtime environments or in their software development kits. This work, using recent ideas from the Information Flow Control area, proposes the architecture of a run-time environment for mobile applications that guarantees by construction their adequacy to some confidentiality and integrity policies, even in the presence of malicious code. The practicality of this architecture is validated by the implementation of an example application. This implementation illustrates the working of the proposed security mechanisms and their compatibility to a set of functionalities relevant to the scenario of corporate data manipulation.
89

Dental Training: desenvolvimento de um serious game para treinamento clínico em Odontologia, com ênfase à Odontopediatria / Dental Training: development of a serious game for clinical training in dentistry, with emphasis on pediatric dentistry

Montilha, Alexandre Alberto Pascotto 22 January 2018 (has links)
Os jogos eletrônicos constituem uma ponte natural entre os usuários e a informação, e possibilitam um equilíbrio entre o desafio e o envolvimento do jogador durante a interação. Os serious games, por sua vez, representam uma categoria distinta de jogos eletrônicos que explora a expertise da indústria de jogos com objetivo de imprimir atratividade às simulações, sem deixar de lado a consolidação de conceitos e/ou desenvolvimento de habilidades psicomotoras. Na atualidade, a busca por aplicações instrucionais tem-se expandido em diversos setores, sobretudo na área de saúde. Além disso, o treinamento prévio dos profissionais de saúde é de grande importância à segurança dos pacientes. Os serious games, em razão de oferecerem a possibilidade de experimentação segura, permitem ao estudante de Graduação ou profissional da área, inserido no papel de jogador, testar ações e tomar decisões em situações que exporiam o paciente ao risco em um caso clínico real, sem implicações. Nesse sentido, o objetivo deste estudo foi o desenvolvimento de um serious game educativo, para dispositivos móveis, com caráter de simulação e treinamento, voltado ao estudante de Odontologia (e a outros profissionais da área), com atenção às técnicas e particularidades do atendimento clínico odontopediátrico. A onipresença dos dispositivos móveis e a sua interface de usuário intuitiva também motivaram o desenvolvimento do aplicativo Dental Training e o seu direcionamento à simulação do atendimento e no treinamento clínico, uma vez tablets e smartphones adaptam-se facilmente a qualquer ambiente de aprendizado. Em decorrência deste estudo, pode-se constatar que as atividades de treinamento e simulação suportadas por novas tecnologias podem ser mais do que meros coadjuvantes no processo de formação, beneficiando, assim, tanto pacientes como profissionais. Os serious games podem ser aplicados, de fato, para aprimorar o desenvolvimento cognitivo, especialmente a capacidade de descobrir, explorar, aprimorar o raciocínio lógico, solucionar problemas, e de desenvolver habilidades como concentração, curiosidade, estimulando a autoconfiança no processo. Desta forma, com a inserção deste serious game em um modelo tradicional de ensino de Graduação, será possível flexibilizar o quociente da relação presencial-digital paulatinamente, por meio de maior ênfase na aprendizagem das tecnologias digitais, e robustecer a atuação dos estudantes nas atividades práticas do curso. / Electronic games represent a natural bridge between users and information, in a proper balance between challenge and player involvement during interaction. Serious games, in turn, represent a distinct category of electronic games that exploit the gaming industry\'s expertise in order to bring attractiveness to simulations, without neglecting the development of psychomotor skills. Nowadays, the research for instructional applications has expanded in several sectors, especially in the health area. In addition, previous training of health professionals is of great importance to patient safety. Serious games, by virtue of offering the possibility of safe experimentation, allow either undergraduate student or professionals, inserted in the role of player, to test actions and take the proper decisions in situations that would expose the patient to risk in real life, without any implications. Therefore, this study was aimed to create and develop an educational serious game, for mobile devices, with a simulation and training character, aimed at the student of Dentistry (and other professionals as well), with attention to the techniques and particularities of pediatric dentistry care. The omnipresence of mobile devices and the fluid user interface have also motivated the development of the application Dental Training by focusing in simulation and clinical training as tablets and smartphones adapt easily to any learning environment. As a result of this study, it should be noted that the training and simulation activities supported by new technologies could be more than mere adjuncts in the training process, thus benefiting both patients and professionals. Serious games can be used to enhance cognitive development, especially the ability to discover, explore, improve logical reasoning, solve problems, and develop skills such as concentration, curiosity and self-confidence. In this fashion, with the inclusion of this serious game in a traditional model of undergraduate education, it will be possible to increase the \"face-to-face relationship\" quotient gradually, by means of a greater emphasis on learning digital technologies, and to strengthen students\' performance in practical course activities.
90

#Keywords: não encontrou e agora?!

Nunes, Manuela Prey Pereira 24 March 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-05-08T11:32:08Z No. of bitstreams: 1 Manuela Prey Pereira Nunes.pdf: 4323622 bytes, checksum: 0cf141f061efd98119e9401d8ed34e99 (MD5) / Made available in DSpace on 2017-05-08T11:32:09Z (GMT). No. of bitstreams: 1 Manuela Prey Pereira Nunes.pdf: 4323622 bytes, checksum: 0cf141f061efd98119e9401d8ed34e99 (MD5) Previous issue date: 2017-03-24 / The purpose of this research is to do evolutionary analysis through a timeline about internet evolution and to understand how this technology gained strength over the years and transformed the society. We develop knowledge on the subject of qualitative research. This technological revolution made possible the dissemination of information. Internet evolved to be ubiquitous in modern life. This converging set of technologies, computing (hardware and software) and telecommunications developed different platforms. The recent migration from desktops and notebooks to smartphones has transformed habits of a whole society through the app’s / O objetivo dessa pesquisa é fazer análise evolutiva através de uma linha do tempo sobre a evolução da Internet e entender como chegamos ao universo informacional de hoje. Desenvolvemos conhecimento suficiente sobre o funcionamento das ferramentas de busca e o comportamento do usuário, através de uma pesquisa qualitativa. Levando em conta os objetivos foi feito, um estudo de caso. Esta revolução tecnológica possibilitou a difusão da informação e a medida que a internet evoluiu para ser onipresente da vida moderna, as transformações psicológicas, econômicas e sociais associadas à chamada revolução das tecnologias de informação e comunicação trouxeram um crescimento de uma série de transformações no comportamento dos seres humanos. Este conjunto convergente de tecnologias, computação (software e hardware) e telecomunicações evoluem para diferentes plataformas e a recente migração dos desktops e notebooks para os smartphones vem transformando hábitos de toda uma sociedade através dos aplicativos

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