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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.
1

Virtualized Functional Verification of Cross-Platform Software Applications

Antti, William January 2019 (has links)
With so many developers writing code, so many choose to become a developer every day, using tools to aid in the work process is needed. With all the testing being done for multiple different devices and sources there is a need to make it better and more efficient. In this thesis connecting the variety of different tools such as version control, project management, issue tracking and test systems is explored as a possible solution. A possible solution was implemented and then analyzed through a questionnaire that were answered by developers. For an example results as high as 75\% answering 5 if they liked the connection between the issue tracking system and the test results. 75\% also gave a 5 when asked about if they liked the way the test results were presented. The answers they gave about the implementation made it possible to conclude that it is possible to achieve a solution that can solve some of the presented problems. A better way to connect various tools to present and analyze the test results coming from multiple different sources.
2

Design and Implementation of NFC-based gym mobile app

Malmström, Mikael January 2015 (has links)
This report investigates the technical and economic viability of introducing a Near Field Communication (NFC) client system in a gym environment. The system aims to aid the customers with logging their workout, retrieving information regarding exercises as well as enhancing the attendance control for both staff and customers. To identify what information to be presented, the most important quality factors and what functionalities are most desired, an exploratory case study was conducted. The study showed that there is a discrepancy between the desire to log ones workout and actually doing it. Most people want to keep track of how they workout, but despite the wide variety of workout applications on the market, they choose not to use them. The main concern expressed was that the logging needs to be fast and easy, indicating that the existing apps do not fulfill the ease of use desired. The system presented in this report is coupled to the gym where NFC tags pair an exercise to its corresponding logger and information in the application. The ability for the gym to track its customers’ workout habits is a rare feature that provides several economic benefits such as targeted advertisement, better maintenance control and new customer services analyzing their workout. For the system to be effective the customers need to use the system and log their workout, therefore it needs to be supported by the major mobile platforms. To accommodate this a hybrid platform approach using PhoneGap was used. This approach allows for development in one language that translates into native embedded web applications. At the time of writing Apple’s latest models do include the hardware for NFC communication. However, it is not possible to develop a custom NFC application for iPhone yet. By adopting the hybrid approach there is no need to create a whole new app when they do release the rights to do so. In conclusion, the technical viability of the NFC based system comes with the tradeoffs of dealing with the lack of standards of a new technology and being early on the market with a new feature. This calls for some custom solutions, since each platform adopts their own way of NFC implementation, but is manageable. The economic aspects are tied to the use of the system where the ease of use is the key factor for the customers. The end user tests indicate that NFC provides that small advantage over traditional workout applications needed to make logging attractive.
3

Design of Multi-Platform Control Software for Telemetry Systems

Mahini, Farid 10 1900 (has links)
International Telemetering Conference Proceedings / October 28-31, 1996 / Town and Country Hotel and Convention Center, San Diego, California / This paper discusses the requirements and design of a multi-platform system software for control, status, calibration and testing of a telemetry system.
4

Multiplatformní prostředí pro vývoj mobilních her / Multi-platform environment for mobile-game development

Vacula, Ivan January 2011 (has links)
Title: Multi-platform environment for mobile-game development Author: Ivan Vacula Department: Department of Software Engineering Supervisor: RNDr. David Bednárek, Ph.D. Supervisor's e-mail address: bednarek@ksi.mff.cuni.cz Abstract: Smart mobile devices are getting more and more popular these days. But there comes a problem with their expansion as well. Mobile operating systems differ from each other, as do mobile devices themselves, so development across multiple platforms is not simple. Situation is even worse when it comes to games. These need to use limited resources of a mobile device as much as possible, taking into account quick response to user actions, graphical execution et cetera. The first goal of this thesis is to compare existing solutions for multi-platform mobile game development. The second goal is to design a new system. This system must ensure targeting of multiple platforms during mobile game development. Included in this thesis is implementation of the system on two vastly different operating systems as well as implementation of a demonstration game. Keywords: multi-platform, mobile, smartphone, game, development
5

[en] MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS / [pt] JOGOS ELETRÔNICOS MULTI-PLATAFORMA: COMPREENDENDO AS PLATAFORMAS DE JOGO E SEUS JOGOS ATRAVÉS DE UMA ANÁLISE EM DESIGN

LEONARDO CARDARELLI LEITE 28 June 2006 (has links)
[pt] Game Design é o processo de criação de um jogo, que engloba a definição de seu funcionamento, a descrição dos elementos que o compõe, bem como a transmissão destas informações à equipe que irá desenvolve- lo. O presente trabalho aborda o estudo do Game Design de jogos eletrônicos multi-plataforma, analisando criticamente como esta classe de jogos está sendo projetada. Por ser uma mídia em estágio de amadurecimento, a formação acadêmica necessária aos profissionais que atuam na área de jogos eletrônicos ainda não está claramente definida, e sua linguagem e potencialidades estão longe de serem enxergadas em sua totalidade. O exorbitante retorno financeiro da indústria a tornou conservadora e esta tendência está ofuscando a criação de um conteúdo significativo e exploratório. Com o objetivo de identificar e justificar as decisões de Game Design recorrentes em jogos eletrônicos multi-plataforma, questiona-se quais são as características presentes nestes jogos que influenciam a maneira em que são percebidos e jogados quando em diferentes plataformas e situações de uso, e quais as qualidades destas situações que devem ser relevadas durante o processo de sua criação e desenvolvimento. A pesquisa analisa o Game Design de quatro títulos, comparando suas diferentes versões de acordo com seus usos em contextos público, privado e móvel, adotando uma abordagem que compreende as percepções de um jogador e também as de um designer. / [en] Game Design is the process of creating a game, which includes defining its functionality, describing its composing elements, as well as transmiting these informations to the development team. The current work approaches the study of the Game Design present on multi-platform electronic games, analysing how they´re being designed. Being a maturing medium, the academic profile needed for its professionals still isn´t clearly defined, and its language and potencials haven´t been fully explored. The industry´s exorbitant financial return has made it conservative, blinding the creation of meaningful content. With the objective of identifying and justifying the Game Design decisions recurrent on multi-platform electronic games, it is questioned what characteristics affect the way theses games are percepted and played when in different platforms and situations, and which qualities of these situations must be considered during the creative and development processes. The study analyses the Game Design of four titles, comparing their different versions according to their uses on public, private and mobile contexts, through a point-of-view that corresponds to both player and designer.
6

Multi-platform development of applications for mobile devices

Sjödin, Mattias January 2012 (has links)
This bachelor thesis has been performed at Combitech, a technology, development and management consultancy company. The purpose of the thesis is to investigate the possibilities for multi-platform development of applications for mobile devices, as well as actually developing a simpler application using multi-platform development. The application is supposed to have functionality for sending an expression of interest for work and thesis work at Combitech, and should be available both as a native application for the Android and iOS operating systems as well as in the form of a web application. The thesis begins with an investigation of the possibilities for multi-platform development of applications for mobile devices. It is concluded that there is a wide range of available development frameworks that target several mobile platforms. It is decided that an HTML/CSS/JavaScript-based framework is most suited for the application to be developed. Therefore four HTML/CSS/JavaScript-based multi-platform development frameworks targetting mobile devices are analyzed more closely, namely jQuery Mobile, PhoneGap, Sencha Touch and Appcelerator Titanium. jQuery Mobile and PhoneGap are chosen to develop the application, and the thesis describes the development work as well as the resulting application. It is concluded that HTML/CSS/JavaScript-based frameworks can provide a nice touch screen optimized user interface that is consistent across platforms with e.g. jQuery Mobile, as well as access to native features and the possibility to package a web application as a native application with e.g. PhoneGap. It is also concluded that jQuery Mobile and PhoneGap can be used to create a modular application that, with well defined interfaces, can be run both as a web application and packaged as a native application on different mobile operating systems with no or minor changes to the code.
7

Do academia and industry agree? : A study on how cross-platform research aligns with the concerns of developers

Tingström, Conrad, Zidan, Omar January 2021 (has links)
The number of available mobile applications (or apps) as well as the usage of these are rapidly increasing. With this increase there naturally also follows an increased competitiveness in the app market, with developers needing to produce apps of high perceived quality in order to get return users and also needing to make their apps available to multiple different platforms and devices. With substantial platform and device fragmentation, this is often a difficult and costly task. While traditionally an app basically had to be build from scratch for each platform it needed to support, in later years alternative development techniques for what is called cross-platform development have emerged and seen a rapid increase in usage. Contrary to native development, cross-platform development aims to enable development of a single codebase that can then run on all platforms. The idea is that this would save development time and thereby cost. Academic literature was found to often evaluate and compare performance differences between apps developed with cross-platform frameworks and their natively developed counterparts. Typically, these studies reported several reoccurring drawbacks with cross-platform development, compared to native development. However, research within the field was found to be lacking in regard to developers’ experience in general, and specifically whether this focus on comparing performance and listing pros and cons was representative of the concerns of industry developers. This study aimed to begin filling this gap, byinvestigating the extent to which these developers were relating any drawbacks to cross-platform development as well as which these were. Also, the study sought to answer how big a part this awareness of drawbacks played in the decision when developers chose to develop natively instead of cross-platform. With this, the goal of the study was ultimately to discussthe state of cross-platform research and whether it focused on aspects that were relevant to the industry. Data in this study was gathered in two ways: (1) a literature study, aiming to get an image of the current state of cross-platform research and (2) a web survey, in which app developers were invited through various groups in Facebook and Reddit. Ultimately, the results indicated that industry developers were to a large extent relating the same drawbacks to cross-platform development as were found to be frequently reported by academia. Further, all of the survey participants that related drawbacks to cross-platform development and ever chose to develop natively instead of cross-platform, did so to a very large degree because of those drawbacks. There were limitations to both the planning and the execution of the methods that were used, primarily in the gathering of data but also the analysis of this. However, it was still deemed possible to conclude that the results of the study indicated that research regarding cross-platform development could reasonably keep its current focus moving forward, as this appeared to be of high relevance to the industry.
8

Evaluation of The Software Development Process for A Multi-Platform Solution in Flutter

Andersson, Dennis, Axelsson, Axel January 2021 (has links)
Throughout the years of software development, the number of frameworks and software technologies have rapidly increased. This not only increases the difficulties of choosing the right software, but also makes it harder to find developers in a specific area. To create a multi-platform solution, a company would usually need competence in different areas such as frontend, backend, and mobile development. Such a solution requires an investment of a lot of time and resources. An alternative to developing a multi-platform solution opposed to the conventional way is with the software development kit created by Google called Flutter. The purpose of this bachelor thesis is to investigate the software development process when creating multi-platform solutions in Flutter. The study will point out eventual differences with the software development process between Flutter and conventional development. To achieve this, the study collected secondary research and conducted interviews with two developers who both worked with Flutter. In addition to this a Portfolio application was built during an experiment phase with a daily diary as the data collection process to validate the experiences given from the interview and secondary research. The results point towards some general benefits of using Flutter when creating multi-platform solutions. These benefits are only applicable when creating a product that shares the same user interface and have no OS specific features that requires need for deep integration into the targets device system.
9

A Transformation-based Approach to Building Multi-Platform User Interfaces Using a Task Model and the User Interface Markup Language

Ali, Mir Farooq 25 May 2005 (has links)
The widespread emergence of computing devices that go beyond the capabilities of traditional desktop computers has created a challenge for user interface (UI) developers who face the problem of a lack of a unified development process for building these UIs. This dissertation research focuses on creating a simplified development process for building UIs for multiple platforms. As part of this, the necessary building blocks (and their relationships) that can be used in a process to develop multi-platform UIs (MPUIs) are identified and specified. A task model, which is an abstract representation of the tasks that users perform with a system, is used as a high-level platform-independent specification for representing UIs for multiple platforms. The task model is supplemented with additional navigation attributes and containment operators for each target platform to facilitate the UI development process. This contribution is based on the insight that an uncontaminated task model, in conjunction with additional operators, allows different styles of UIs to be derived for different platforms. This development process is evaluated by functional comparison with a few other multi-platform development processes, based on a set of criteria. In particular, a detailed comparison of this approach is performed with the approach used in the TERESA development environment. The process is also evaluated by demonstrating how the new features of this approach allow different styles of UIs to be built not only for a single platform, but also for different platforms. The two underlying notations that are used in this work include the Concurrent Task Tree (CTT) modeling notation for the task model and an intermediate language for UIs, the User Interface Markup Language (UIML). This research associates a new vocabulary with the UIML language to facilitate a multi-step transformation-based MPUI development process. / Ph. D.
10

Design editorial e revistas multiplataforma : uma avaliação de publicações nacionais (2015)

Costa, Kleiton Semensatto da January 2016 (has links)
A pesquisa identifica a presença multiplataforma de 13 revistas nacionais e avalia de que for-ma os elementos e recursos de design editorial se articulam na construção da identidade edito-rial dos títulos nas diferentes plataformas de publicação. A investigação é de cunho explorató-rio, de abordagem qualitativa, e adota como procedimentos metodológicos a revisão biblio-gráfica, a pesquisa documental e a análise dos elementos de design. Mapeia-se as edições em circulação no dia 20 de novembro de 2015 (impressa, tablet, desktop site e mobile site) de Veja, Caras, Época, IstoÉ, Tititi, Contigo!, Superinteressante, Quatro Rodas, AnaMaria, Mi-nha Novela, Viva! Mais, Claudia e Recreio, selecionadas dentre as 15 mais lidas do ranking do Mídia Dados Brasil 2015. Com base nos dados levantados, na segunda etapa analisa-se em profundidade Veja, Superinteressante e Claudia, títulos com presença multiplataforma signi-ficativa (forte). De modo geral, observa-se uma presença bastante inconsistente dos 13 títulos nas diferentes plataformas. Naqueles analisados em profundidade, tem-se uma relação muito estreita entre as edições impressa e para iPad, tanto em termos de identidade visual quanto no que diz respeito às características do meio revista (periodicidade, segmentação, relação com o leitor); os sites desktop e mobile, mesmo com maior apropriação de recursos ciberjornalísti-cos, apresentaram a subutilização de elementos do projeto gráfico no reforço da identidade, bem como dinâmicas de publicação próprias da web, desvinculadas das especificidades que caracterizam as revistas. A pesquisa aponta que, apesar da presença multiplataforma – em maior ou menor grau – dos 13 títulos, a experiência associada a cada um deles ainda está sig-nificativamente ligada à sua respectiva edição impressa. / The research identifies the multi-platform presence of 13 brazilian magazines and evaluates how the elements and features of editorial design are employed in the construction of editorial identity of these titles in the various publishing platforms. The research is exploratory, with a qualitative approach, and adopts as methodological procedures a literature review, a docu-mentary research and an analysis of the design elements. At first, it sorts the multi-platform presence of Veja, Caras, Época, IstoÉ, Tititi, Contigo!, Superinteressante, Quatro Rodas, AnaMaria, Minha Novela, Viva! Mais, Claudia e Recreio magazines, in four publishing plat-forms (print, tablet, desktop site and mobile site), considering the current issues on the No-vember 20th, 2015. Those magazines were selected among the top 15 most read in the Mídia Dados Brasil 2015 report. Based on the collected data, the second stage consists in an in-depth analysis of Veja, Superinteressante and Claudia magazines, publications with significant (strong) multi-platform presence. By and large, the study finds out an inconsistent presence of the 13 magazines in the different platforms. The in-depth analysis points out a very close rela-tionship between printed and iPad editions, both in terms of visual identity and magazine characteristics (periodicity, segmentation an relationship with the reader). Desktop and mobile sites show a better integration of the cyberjournalistic features, but underutilize the graphic project elements in strengthening the identity; they present web publishing dynamics, discon-nected from magazine-style specificities. The research shows that, despite the multiplatform presence – to a greater or lesser extent – of the 13 titles, the experience associated with each one of them is still significantly linked to their respective printed edition.

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