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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.
111

Implementing augmented reality for visualisation of virtual buildings using Android / Implementing augmented reality for visualisation of virtual buildings using Android

Dąbrowski, Piotr Władysław January 2011 (has links)
The mobile phone devices are still developing and they are gaining more functionality and are able to deal with more advanced tasks. One of the technologies timidly trying to approach the mobile phone market is the augmented reality, which does no longer require external equipment to be formed in a programming application. There is a limited number of sources trying to describe the accuracy of augmented reality applications implemented on mobile devices. Within this study an application of augmented reality visualising virtual models of buildings was implemented on a mobile phone device in order to evaluate the rate of the device explication. Several tests were conducted to evaluate the application total accuracy. The implemented application was visualising virtual models of the real existing buildings displaying them in the same place the original buildings were. The final position was calculated by the application and the discrepancy of the view between the model and the real building was measured. The results were gathered revealing the application’s real accuracy. For the purposes of this study the functional application of augmented reality has been created. The application was implemented on the mobile phone. The results of the application formed the tables with final measurements of accuracy. Also several photographs were taken from the areas of the real existing buildings. Transferring the functionality of augmented reality from the external devices to mobile phones is possible with some harm to the application accuracy. Visualising building models is one of the possible extensions of the mobile phone market. The improvements in Global Positioning System would significantly improve the application´s general accuracy. / The augmented reality represents one of the most current approach in implementing the artificial reality. Primarily required large extensive head-mounted-displays now follows the trend of minimising the necessary equipment. The study shows how is it done that a single mobile phone can be used as a device creating a new reality and also answers what calculations are required by such a system setting the augmented environment. Also a problem of mobile phone’s augmented reality systems accuracy is developed in reference to the commonly proclaimed 2-metres inaccuracy of the GPS device. / (+48) 506 403 407 (PL)
112

Availability and Mobile Phone Interruptions

Murali-Venkatesh, Krishnan January 2008 (has links)
Mobile phones have become ubiquitous in many countries today. As the number of subscribers and geographical coverage continues to increase worldwide, mobile users can now be reached at nearly any place and at any time. Though the technology supports near perpetual connectivity, users are not available for mobile phone communication in such a straightforward way. As a result, users are often interrupted by mobile phones in the middle of activities. One reason that has been attributed to this problem is the callers lack of awareness about the callee’s current activity. Some context aware mobile technologies have been developed with an aim to help users coordinate mobile phone interruptions. However, these studies are mostly technology oriented and we are yet to understand the effectiveness of these designs. This is because there are few studies on interruption and availability in relation to mobile phone use. To examine the role of technology in coordinating mobile phone interruptions, we have conducted a diary study to investigate the factors that affect the disruptiveness of a mobile phone call, and the practices by which mobile users currently manage their availability. The results from our study show that the availability of a user is highly subjective, and that the interruption rating of a call is affected by factors such as location, activity, relationship with the caller as well as the history of interactions between them. We have also found that mobile phone users appropriate features of the device by way of silencing calls, dismissing calls or placing a ’missed call’, in order to manage their availability. The implications of our results for the design of technologies such as context aware telephony, that aim to coordinate mobile phone calls is discussed. / kvmurali32@gmail.com
113

Identifiering av designprinciper för migrering av spel till iPhone

Axelsson, Kristoffer, Bauer, Maciej January 2011 (has links)
Syftet med denna uppsats var att identifiera designprinciper vid migrering av stationära spel till Apples iPhone. Litteraturstudier, heuristisk utvärdering, enkätundersökning och djupintervjuer användes som metoder. Resultaten visade på att framför allt inmatningsmetoder, brist på feedback och skärmstorlek är problemområden i migrerade spel. Slutsatser inkluderar att spel aldrig bör migreras exakt som de stationära versionerna, nya inmatningsmetoder hos mobiltelefoner bör utnyttjas bättre och det bör övervägas om vissa spel överhuvudtaget bör migreras beroende på genre. / The purpose of this thesis was to identify design principles for use at migrations of stationary games to Apple’s iPhone. Literature studies, heuristic evaluation, survey and in-depth interviews were used as methods. The results showed that especially input methods, lack of feedback and screen size are problematic ares in migrated games. Conclusions include that games should never be migrated exactly like the stationary versions, new input methods in mobile phones should be utilized in a better way and it should be considered if some games are suitable to be migrated at all depending on genre.
114

Kolektivní systém nakládání s mobilnimi telefony a jeho dopady na životní prostředí / COLLECTION SCHEME OF MOBILE PHONES AND ITS IMPACT ON ENVIRONMENT

Švančarová, Markéta January 2016 (has links)
The issue of the increasing amount of e-waste is a phenomenon of the 21st century. The amount of EoL mobile phones is growing rapidly but only a small amount is recycled. The thesis examines the environmental impacts of the Remobil project concerning the collection of phones that go to recycle. The impacts of the project are evaluated by the LCA method. Life cycle assessment is an important method of assessing the product that is part of decision-making at the international, national and local level, within the government and private sectors. The method provides complex outputs that can be comparable to other results. Modelling the impacts of the Remobil project provided a number of results. The comparison of the collecting boxes showed that the least impact on the impact category was caused by polypropylene boxes while the stainless steel boxes caused the greatest impact. The biggest influence on impact categories within the project was caused by transport, which was quite excessive due to the pilot phase of the project. It is also important to note the higher level of effort required for the per- kilogram collection of small electrical and electronic equipment (EEE) waste, such as mobile phones, compared to the collection of large EEE waste, such as washing machines. The Remobil project and recycling of...
115

Leveraging Social Networking Services on Multipurpose Public Displays

Hosio, S. (Simo) 26 August 2014 (has links)
Abstract This thesis focuses on integrating multipurpose public displays with online social networking services. Modern public displays are capable of much more than the early digital billboards used for promoting brand awareness in urban areas. Currently, smaller, interactive displays are proliferating and starting to offer a variety of services for their users. A network of such displays is located in the northern City of Oulu, Finland, for example, where it is used by the general public. As such, it forms a realistic test bed for studying novel public display services in an authentic urban setting. This thesis examines how to leverage online social networking services in creating services for interactive public displays. A key difference to most related research is that the displays simultaneously offer multiple services to their users. The thesis first provides general purpose software components, which together allow creating services that take advantage of online social networking services. These include a distributed user interface framework, a login mechanism for displays that relies on the developed framework, and a social networking service API for public displays, relying on the login mechanism. Then, the thesis presents a number of prototype services that use the developed components. The services are discussed in the contexts of user generated content, public displays for enabling communication between users, and the role of smart phones in enabling these services. The key findings of this thesis illustrate how consuming and producing user generated content directly on public displays provide compelling use cases. Also, while leveraging online social networking services can be useful in supporting casual communication between users, the anonymity of public display users is likely to cause problems in official communications. Mobile phones are found as suitable for enabling the integration of social networking services and public displays by de-anonymizing the users. However, we are still far from a situation in which mobile phones are a natural part of the interface between humans and public displays, and more research and development towards this vision are needed. / Tiivistelmä Tämä väitöskirja keskittyy monikäyttöisten julkisten näyttöjen ja yhteisöpalvelujen yhdistämiseen. Uudenaikaiset julkiset näytöt kykenevät paljon muuhunkin kuin ensimmäiset suuret mainostaulut joilla mainostettiin suuria tavaramerkkejä. Pienemmät, interaktiiviset näytöt yleistyvät ja alkavat tarjoamaan uudenlaisia palveluita. Yksi verkko tällaisia näyttöjä sijaitsee Oulussa, Suomessa, missä se on yhteisön käytössä. Se muodostaa aidon ja totuudenmukaisen testialustan julkisten näyttöjen palveluille aidossa kaupunkiympäristössä. Tämä väitöskirja tutkii Internetin yhteisöpalveluiden käyttämistä interaktiivisten julkisten näyttöjen palveluiden luomisessa. Yksi työn tärkeimmistä eroista olemassaolevaan kirjallisuuten on se, että käytetyt näytöt tarjoavat yhtäaikaa useita palveluita. Väitöskirja esittelee ensin yleiskäyttöisiä ohjelmistokomponentteja, joiden avulla voidaan luoda näytöille palveluita, jotka käyttävät hyväkseen Internetin yhteisöpalveluita. Nämä ovat hajautettu käyttöliittymäratkaisu, sisäänkirjautumismekanismi, mikä rakentuu kehitetyn käyttöliittymäratkaisun varaan sekä yhteisöpalvelurajapinta, mikä taas rakentuu sisäänkirjautumismekanismin varaan. Seuraavaksi väitöskirja esittelee prototyyppipalveluita, mitkä rakentuvat mainittujen komponenttien varaan. Nämä palvelut analysoidaan eri viitekehyksissä: käyttäjien luoma sisältö, julkisten näyttöjen mahdollistama kommunikaatio eri käyttäjien välillä sekä älypuhelinten rooli näiden palveluiden luomisessa. Väitöskirjan löydökset havainnollistavat, kuinka käyttäjien luoma sisältö sekä sen tuottaminen suoraan julkisella näytöllä ovat mieleisiä käyttötapoja. Lisäksi, vaikka yhteisöpalvelujen hyödyntäminen julkisilla näytöillä voikin tukea arkipäiväistä kommunikaatiota käyttäjien välillä, käytön anonymiteetti voi kuitenkin aiheuttaa ongelmia virallisemmassa kommunikaatiossa. Matkapuhelimet todetaan sopiviksi yhteisöpalvelujen ja julkisten näyttöjen yhdistämisessä etenkin käyttäjien tunnistamistuen vuoksi. Olemme kuitenkin vielä kaukana tilanteesta, missä matkapuhelimet ovat osa luonnollista käyttöliittymää ihmisten ja julkisten näyttöjen välillä, ja lisää tutkimusta on tehtävä tämän vision suuntaan.
116

Kupní rozhodovací proces na trhu mobilních telefonů / Buying decision process in the market of mobile phones

Szelesová, Anita January 2016 (has links)
The goal of the master's thesis is to analyse the buying decision process in the market of mobile phones and determine the phases of the buying decision process focusing on individuals in the Czech and Slovak markets. In the theoretical part the thesis focuses on different views on the buying decision process and presenting the factors that affect the process of decision making. In the practical part the greatest attention is dedicated to the research of the consumer buying decision process in the market of mobile phones based on data from MML - TGI and a questionnaire survey. The analysis realized on the basis of Microsoft Excel tables and charts. In the conclusion of the thesis the obtained results are summarized with focus on the phases of the buying decision process and its factors in the market of mobile phones and marketing suggestions.
117

Community, Crowdsourcing, and Commerce: WhatsApp Groups for Agriculture in Kenya

David, Cailean 02 December 2020 (has links)
WhatsApp’s growing presence in the developing world has led to a grassroots movement of messaging groups designed to serve relevant needs for small scale farmers in Kenya. These groups provide the means for as many as 256 members to ask questions, share experiences and solutions, gain access to information, and access markets for their products. This research project examines the use of these WhatsApp groups for agriculture in Kenya. The project seeks to understand the existing barriers to participation, and the use, benefits, and shortcomings of these groups for their members. Research findings indicated that farmers’ overall access to smart phones is a substantial barrier to their participation in groups for agriculture, and these barriers are expectedly more difficult for the poorest and most vulnerable (in which intersectional poverty creates additional barriers). However, while each group can vary significantly, members report that WhatsApp groups as a whole overwhelmingly benefit their livelihoods and practice. Systemic and societal change occurs when the experiences and successes of one individual are shared with a larger group – leading to rapid and shared prosperity. As each individual learns a new skill, technique, or input, the group must also learn and benefit from that knowledge. WhatsApp provides the means and the platform for this type of information exchange to occur at scale, and with individuals who would otherwise be unlikely to communicate. This research project examines the emerging use of grassroots WhatsApp groups as a potential example of this positive and inclusive approach to extension and development in agricultural communities.
118

Adaptative modeling of urban dynamics with mobile phone database / Modélisation adaptative de la dynamique urbaine avec une base de données de téléphonie mobile

Faisal Behadili, Suhad 29 November 2016 (has links)
Dans cette étude, on s’intéresse à l’étude de la mobilité urbaine à partir de traces de données de téléphonie mobile qui ont été fournies par l’opérateur Orange. Les données fournies concernent la région de la ville de Rouen, durant un événement éphémère qui est l’Armada de 2008. Dans une première étude, on gère une masse importante de données pour extraire des caractéristiques permettant de qualifier des usages de la ville lors d’évènements éphémères, en fonctions des jours d’activités ou de repos des individus. Des visualisations sont données et permettent de comprendre les mobilités engendrées de manière spécifique ou non par l’événement. Dans une seconde partie, on s’intéresse à la reconstitution de trajectoires avec des approches agrégées inspirées des techniques de physique statistique afin de dégager des comportements en fonction des périodes d’activités et d’un découpage spatial en grandes zones urbaines. On tente ainsi de dégager des lois en observant des distributions en loi de puissance caractéristiques de la complexité des systèmes étudiés. / In this study, we are interested in the study of urban mobility from traces of mobile data that were provided by the operator Orange. The data provided relate to the region of the city of Rouen, during an ephemeral event that is the Armada of 2008. In a first study, a large amount of data is managed to extract characteristics allowing to qualify the uses of the city during ephemeral events, depending on the days of activity of the individuals. Visualizations are given and make it possible to understand the mobilities generated in a specific way during the event. In the second part, we study the reconstruction of trajectories with aggregated approaches inspired by statistical physics techniques in order to reveal behaviors according to periods of activity and a spatial division in large urban areas. In order to obtain the general mobility law by observing distributions in power law characteristic for the studied complex system.
119

How do your customers trust you from their mobile phone? : A company's perspective to an extended understanding of the mobile technological factors needed to affect customers' trust on mobile applications or websites.

Genovese, Therese, Lu, Sandra, Sundkvist, Lovisa January 2020 (has links)
The purpose of this research is to provide companies with how they can affect customer’s trust through tools found within the three technological factors on mobile applications or websites. A research gap was discovered by the researchers due to the lack of in-depth exploration regarding this topic and took the opportunity to do research within this field. This research undertook a qualitative research approach with a deductive nature, this was done by using a theoretical sample technique with theories on what factors affect customers' trust on mobile applications and websites. When collecting information for this research, 14 unstructured in-depth interviews were conducted online. With the help of the interviews the researchers could gather rich in-depth information to explore the research question. The main theoretical findings of this research are the three personas, Branded Betty, Aesthetical Alexia and Recommended Rob. Each persona is representative of a customer and they are each stimulated by the technological tools differently to trust a mobile application or website.
120

Establishing Mobile Financial Services in Ethiopia

Kanagwa, James R. 01 January 2016 (has links)
Mobile phone service is increasing among low income populations; however, with over 1 billion mobile service users worldwide, many people still lack banking services. Banks do not reach out to the poor because of the high operational costs involved. Scholars and industry practitioners have indicated that mobile phones could be an alternative channel for delivering financial services to the less advantaged and unbanked, without requiring a traditional bank with a branch network. The purpose of this bounded case study was to explore the strategies bank managers used to implement the new mobile banking service to the Ethiopian community. The new product development theory served as the conceptual framework for this study. Twenty experienced bank managers were interviewed from the leading private bank in Ethiopia. Data were segmented and categorized. After member checking and triangulation, data were sorted into 4 themes: development, testing, commercialization of new products or services, and an organizational commitment to adopt new technologies and innovative processes. The findings may contribute to the body of knowledge regarding strategies bank managers can use for implementing and introducing new products in order to contribute to the prosperity of individuals, businesses, and communities.

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