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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.
11

Developing a mobile application to assist people with Attention Deficit-Hyperactivity Disorder

la Fleur, Tobias, Karakitsos, Alexandros January 2023 (has links)
This thesis aims to to see if its possible to meet some of the complex needs of people with ADHD, in the form of aiding them with remembering to complete tasks and chores. Current studies have mainly focused on either assessing or treating ADHD rather than looking at aiding people already diagnosed. In order to evaluate if the needs can be met the participants of the paper are first interviewed to determine some of the needs. A mobile application was then developed based on the data collected from the interviews and later evaluated by the participants in a second round of interviews. The result of this paper showed that these complex needs can be met, in this paper the needs managed to be met with the use of mobile notifications that server as reminders and also by letting the participants prioritize the importance of the task. However the application did not fully suit all participants and had some shortcomings which could lead to further research that looks at trying to meet more of these needs, either by continued development of the application or by mapping out what the needs are.
12

Rapid development of mobile apps using App Inventor and AGCO API

Kepley, Spencer January 1900 (has links)
Master of Science / Department of Biological & Agricultural Engineering / Naiqian Zhang / Mobile apps are useful tools for many different purposes. In agriculture, apps can be used to check the weather and markets, control irrigation, and monitor machine activity among other uses. This research project is a collaboration between Kansas State University and AGCO and includes the development of two apps, using MIT Application Inventor and Google App Engine. Kansas State University was responsible for developing the apps user interface and functionality while AGCO provide the data needs for the apps through Google App Engine. The first app is called Crop Maturity App and measures Growing Degree Days from a crops planting date. The second app is called Combine Efficiency App and determines the performance of a combine harvesting based on its speed. AGCO provided the server support for these apps from a weather service and their own combines that are connected. This project demonstrates the possibility of an open-source development environment with AGCO machine data.
13

Kartor för blodbussarna i mobila enheter : Samla information från HTML-kod med Java

Gynther Zillén, Olle January 2014 (has links)
Examensarbetets mål är en färdig mobilapplikation som snabbast möjligast avgör avstånd och väg till blodbussar genom olika informationssamlare och som visar upp resultatet i Google Maps. Målet med själva applikationen är att den ska underlätta för användare att ge blod och därmed i förlängningen att den brist på blod som idag råder i Sverige minskar. Att samla information genom att välja och formatera information är ett väldigt smidigt sätt om man är säker på att hemsidan du samlar ifrån inte kommer förändras inom den närmaste framtiden. Möjligheterna för informationssamlande är helt beroende på hur sidan du hämtar informationen ifrån ser ut. Jag har använt Java och Android när jag hämtat information från Blodbussens hemsida. Undersökningen som har gjorts mellan olika informationssamlare hade även den ett mål i sig och det var att jämföra två bibliotek som väljs genom en förstudie för att senare göra själva html-informationssamlingen och så har jag använt en egen klass som använder några utav Android positionsmetoder för att komma från adress till koordinater. Mitt fokus har varit på jämförelsen mellan de olika html-informationssamlarna och jag har utvärderat det i rapporten under resultat. De aspekter jag har haft i åtanke är korrekthet och hastighet. Detta projekt resulterade i en "proof-of-concept"-applikation som visar var de olika bussarna befinner sig relativt till en individs position. Resultatet av förstudien kring de olika informationssamlarna har lett till ökad kunskap inom parsning och bland de två jag jämförde mer grundligt har jag fått större inblick i deras styrkor och svagheter. / The goal of this degree project is to give a complete Native Mobile application which determines the range and route to the bloodmobiles through different information collectors and show the result in Google Maps as fast as possible. The goal with the application is that it should make it easier to donate blood and in the long run terminate the shortage of blood that reign in Sweden. To get information through selecting and formatting information is a very flexible way of getting information if you are certain that the page won’t change anything in a near future. The possibilities of getting information are totally dependent on how the homepage is looking. I have used Java and Android when I have been gathering information from the Blood Bus homepage. The study of the different information collectors also had a goal in itself and that was to examine two libraries which are chosen by a pre-study for the html-information-collector and then I have made a class of my own to go from address to coordinates which are using a few of the location methods from Android. My main focus is on the comparison between the html-information-collector and I have evaluated that in the report under results. The main aspects I have had in mind for my evaluation are correctness and speed. This project resulted in a "proof-of-concept"-application that shows where the different buses are relative to your position. The result of the pre-study about the different information collectors has given me increased knowledge in parsing and insight of the up- and downsides of the two libraries that I compared more thorough.
14

APP DEVELOPMENT, DATA COLLECTION AND MACHINE LEARNING IN DETERMINING MEDICINE DOSAGE FOR PARKINSON'S DISEASE

Olsson, Daniel, Eriksson, Jonathan, Soltani, Sedigheh January 2022 (has links)
Parkinson’s disease is a neurodegenerative disorder that affects approximately 0.2% of the population having motor disabilities as its most prominent feature. A symptom of the disease is lowered dopamine levels which often is countered by oral intake of a medication called Levodopa. However, for the dopamine levels to be steady, a patient would need to regularly take the medication throughout the day. As the disease and the treatment progresses, the correct medicine prescription becomes more difficult. This project is the continuation of a previous project done by students at Uppsala University, in which a Machine Learning model with the help of Support Vector Machine could classify data collected from a handheld accelerometer as the user being either under or overdosed for Parkinson’s Disease. The goal of this project was to achieve a similar result by developing a mobile app. The mobile app was supposed to allow the user to follow a path displayed on the screen with their finger, meanwhile the app would collect touch data in the form of coordinates and timestamp these. The app development proved to be successful, and the collected data was sent to a database hosted on the Google cloud service Firebase for storage. From there, the data could be downloaded and imported to MATLAB where an SVM model was set up and trained. Once trained using data collected from healthy individuals as well as patients suffering from Parkinson’s disease, the SVM could accurately differentiate between Parkinson’s disease data and healthy data with a success rate of 91.7%.
15

Användarbehov för sannolikhetsberäknande appar för användning under en match i krigsspel

Hedenberg, Marcus, Berggren, Sverker January 2023 (has links)
I den här studien så utvecklades en app som kan räkna ut och visa sannolikhetsfördelningen av skada som enheter gör i Warhammer 40k. Syftet var att appen skulle fungera som ett hjälpmedel för spelare där den ger information som är viktig för många av valen man gör i spelet. Appen är designad för att kunna användas under en pågående match. Sedan evaluerades appen genom att utföra tester där Warhammer 40k spelare fick använda appen under en match där de sedan blev intervjuade om deras upplevelse. Resultaten i studien visade på att spelare visade intresse för appen men huruvida att använda appen under en match var önskvärd funktionalitet hade en blandad uppfattning. / In this study an app was developed that can calculate and show the damage distribution of units in Warhammer 40k. The app's purpose was to work as a tool for players that supplied them with information that is relevant for many of the decisions that are made during a match. The app is designed to also be usable during an ongoing match. The app was evaluated by having tests where players played a match with the app and they were then interviewed about their experience with the app after the conclusion of the match. The result showed that players had an interest in the app and its functionalities but that the use case of utilising it during a match had mixed reception.
16

Visualisering av vägdata i en AR-app

Nyqvist, Ida January 2020 (has links)
I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran.2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt.Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön. / The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too.In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects.The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
17

Using game design elements in a mobile sign language learning application to increase user enjoyment and performance / 在移动手语语言学习应用程序中使用游 戏设计元素以增加用户的乐趣和表现

Lundberg, Martin January 2018 (has links)
The use of and research on gamification has increased substantially since 2010. Most of the research on gamification has been done within education, specifically higher education. There is a dearth of research on gamification for children with disabilities. There has also been much research on the characteristiques of successful instructional and educational games. In this thesis, theory on both gamification and the characteristiques of successful instructional and educational games were used to design and implement several game design elements in a mobile sign language learning application to make it more enjoyable for the users. The game design elelemnts implemented were points, appropriate challenge, proximal goals, randomness and control. The target group of the application is children with disabilities making the thesis unique compared to any previous research. A rigorous gamification methodology was followed and a meeting with experts on children with special educational needs was held to get a good understanding of the target group. The development was done iteratively with two-week long iterations. After each iteration a presentation was held for the intern company and feedback was given. A school was willing to participate in an evaluation session and at the end of the thesis and the session was held with 22 children with learning disabilities. Both the original application and the application with the added gamification elements were evaluated and the results were compared. Results found that the children using the new version of the application had less throughput and found learning sign language to be more enjoyable and easier compared to the children using the original version of the application. The results are questionable, however, due to limitations of the evaluation. Some of the issues were that the ages of the children differed between the groups, the severity of the disabilities was not considered, and the participants only got to use one version of the application for fifteen minutes. / 自 2010 以来,游戏化技术的使用和研究大幅增加。在教育领域, 特别是高等教育领域, 有很多很多关于 游戏化的研究。关于成功教学和教育游戏的特征也有很多相关研究。然而目前对残疾儿童游戏化技术的 研究尚不多见。 本文运用游戏化理论和成功教学游戏和教育游戏的特点,设计并实现了移动手语学习应用中的几个游戏 设计元素,使移动手语学习应用更加有趣。实施的游戏设计要素有明确的目标、难度的选择、随机性、 点和层次。应用的目标群体是残疾儿童,使得本论文与以往研究有所不同。 我们遵循严格的游戏化方法,并与特殊儿童教育专家举行会议,以便更好地了解目标群体。用两星期的 时间进行迭代开发。每次迭代后,在实习生公司进行演示并得到反馈。 一所学校愿意参加评测,在论文结束时,22 名有学习障碍儿童参加了评测。对原有应用和添加游戏化元 素的应用进行评价,并对结果进行比较。结果发现,使用新版本应用程序的儿童比使用原始版本应用程 序的儿童的工作量较少,并且学习手语过程更愉快、更容易。然而由于评估的局限性, 可能会影响实验 结果, 例如各组儿童的年龄不同,残疾的严重程度没有考虑,并且参与者只能使用一个版本的应用程序 15 分钟。后续研究将评估这些因素的影响。
18

Návrh rozšíření portfolia firmy vývojem mobilních aplikací pro Apple iOS / The Proposal of Company Portfolio Extension by iOS App Development

Káhn, Ondřej January 2013 (has links)
Analysis of the Goldmax Laptops Ltd and its environment is based on theoretical knowledge of professional publications. The analytical part of the thesis also examines the global mobile app market and industry of iOS app developers in Czech Republic. The objective of the thesis is to describe and formulate documents necessary for implementing proposal to extend the company's portfolio by new service focused on the mobile app development for Apple iOS and related activities.
19

En jämförande studie i prestanda vid bildbehandling mellan React Native och Flutter / A comparative study in image processing performance between React Native and Flutter.

Lennartsson, Jonna, Bjurelid, Oscar January 2020 (has links)
Syfte Syftet med detta examensarbete var att undersöka potentiella prestandaskillnader mellan React Native och Flutter för att underlätta vid val av multiplattform-ramverk. Metod För att besvara examensarbetets frågeställningar utfördes en experimentell studie för att samla empirisk data. Resultat Studiens resultat påvisar att React Native presterar bättre än Flutter vid bildbehandling genom applicering av filter. Implikationer Detta examensarbete bidrar till att minska kunskapsluckan gällande jämförelser i prestanda mellan ramverken React Native och Flutter. Begränsningar Under den experimentella studien har en iOS enhet och en Android enhet använts. Studien begränsades till applicering av tre olika filter. Nyckelord Multiplattform, React Native, Flutter, bildbehandling, prestanda, mobil apputveckling. / Purpose The purpose of this student thesis was to investigate potential differences in performance between React Native and Flutter, this to make the decision easier when choosing a cross-platform framework. Method To answer the thesis questions an experimental study was conducted to collect empirical data. Findings The findings in this student thesis shows that during image processing with filters, React Native performs better than Flutter. Implications This student thesis contributes by shrinking the gap regarding comparisons in performance between the frameworks React Native and Flutter. Limitations The experimental study was conducted on one iOS device and one Android device. The thesis was limited to applying three different image filters. Keywords Cross-platform, React Native, Flutter, image processing, performance, mobile app development.
20

DYAMO Project Report : Report documenting the planning, development and final product of a mobile application developed for the company DYAMO

Holmbäck, Jonatan, Asp, Pontus January 2021 (has links)
DYAMO is a company who strive to empower students to succeed in their studies by setting them up with a mentor that the student can depend on for motivation and help. Furthermore, the students should be able to stay anonymous to the mentors. However, DYAMO does not yet have their own platform to work with. This report will serve as a rundown of how the app, specifically made for DYAMO, was developed. This will later be compared to the initial expectations set out before work on the app started. Finally, there will be some suggestions for what could be further developed in the app for the future. The app serves as a place where an adept (student) can communicate with their mentor by sending texts, files (including images and video) and receive reward-stickers. The responsibility of assigning and managing these conversations lies with the admins and moderators. A school management system is also in place, making it easier to manage and delegate responsibilities within said schools. The app mostly delivered on the final expectations, which exceeded the initial somewhat conservative expectations. The one thing not achieved being that notifications on some devices do not work with the app in the background. / DYAMO stravar efter att mojliggora for studenter att lyckas med sina studier genom att para ihop dem med en mentor som studenten kan lita p_a for motivation och hjalp. Studenten ska dessutom kunna forbli anonym gentemot mentorn, dock har inte DYAMO annu n_agon egen app att utfora detta med. Den har rapporten kommer att agera som en genomg_ang av hur appen, som var speci_kt gjord for DYAMO, blev utvecklad. Detta kommer senare att jamforas med de ursprungliga forvantningarna som sattes innan utvecklingen av appen p_aborjades. Slutligen, kommer det _nnas n_agra forslag p_a vad som skulle kunna vidare jobbas p_a om utvecklingen av appen skulle fortsatta. Appen fungerar s_a att en adept (student) kan kommunicera med en mentor genom att skicka text-meddelanden, _ler (inklusive bilder och videor) och ta emot beloningsklisterm arken. Ansvaret av att tilldela och hantera konversationer faller hos admins och moderatorer. Ett skolhanteringssystem _nns ocks_a p_a plats, for att underlatta hantering och delegering av ansvar inom skolorna. Appen levererade mestadels p_a de slutgiltiga forvantningarna, som i sin tur overskred de ursprungliga n_agot konservativa forvantningarna. Det enda som inte uppfylldes var att noti_kationerna p_a vissa enheter inte fungerar nar appen kors i bakgrunden.

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