• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 5
  • 5
  • 3
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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

Studio-Based Learning (SBL) en Secundaria a través de la programación con APP Inventor: un estudio de caso

García-Jiménez, Sergio 28 September 2016 (has links)
No description available.
2

Iot-based Saline Volume Monitoring and Alert System

Dinesh, Kotti, Velpula, Narendra January 2023 (has links)
This project presents a comprehensive study on the design and implementationof an Internet of Things (IoT)-based system for monitoring and alerting salinevolumes in healthcare environments.Background: In healthcare settings, the accurate monitoring of saline volumesin Intravenous (IV) drip systems is crucial for ensuring patient safety and effectivetreatment. Traditional monitoring methods are labour-intensive and prone to human error. The IoT offers promising solutions for automating and enhancing themonitoring process.Objectives: This thesis aims to develop an IoT-based saline volume monitoring and alert system using NodeMCU, a load sensor, an amplifier, the ThingSpeakcloud platform, and the Massachusets Insitute of Technology (MIT) App Inventor.The system is designed to improve the accuracy and efficiency of saline volumemonitoring while reducing the burden on healthcare professionals.Methods: The proposal system employs a Node MicroController Unit (NodeMCU)microcontroller for data processing and communication, a load sensor for monitoring the saline volume, and a buzzer alarm and amplifier for alerting healthcareprofessionals when the saline volume reaches a critical threshold. The system connects to the ThingSpeak cloud platform for data storage and analysis, facilitatingremote monitoring and control through a custom mobile application developedusing MIT App Inventor.Results: The implementation and testing of the system showed accurate and reliable monitoring of saline volumes in real-time, with efficient alerting mechanisms.The user-friendly mobile application enabled healthcare professionals to monitormultiple IV drip systems simultaneously, receiving timely alerts when interventionwas required.Conclusions: The IoT-based saline volume monitoring and alert system demonstrates the potential to improve patient safety and healthcare efficiency. Furtherresearch and development can explore the integration of additional sensors, the refinement of the alert system, and the assessment of the system’s impact on clinicaloutcomes..
3

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.
4

Game Design Patterns for Designing Stealth Computer Games

Hu, Mengchen January 2014 (has links)
Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game design pattern.Then we created a questionnaire to collect opinions from designers that have experience in stealth game area. Based on such data, we designed and created a prototype of application. Unlike other websites or books, the application shown game design pattern for a single type of game(stealth game). From the application designers can check stealth game design patterns based on design document. The application can introduce stealth game design patterns to designers, and show how to use them in stealth game design.
5

Plataforma de suporte ?s ferramentas de aprendizagem para o ensino de l?gica de programa??o na educa??o b?sica

Oliveira J?nior, Evandro Jos? de January 2017 (has links)
Data de aprova??o ausente. / Submitted by Jos? Henrique Henrique (jose.neves@ufvjm.edu.br) on 2017-06-23T18:47:20Z No. of bitstreams: 2 evandro_jose_oliveira_junior.pdf: 1667432 bytes, checksum: b50071bbf0dbf5cc73187ae78aa09820 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Rodrigo Martins Cruz (rodrigo.cruz@ufvjm.edu.br) on 2017-06-26T17:34:17Z (GMT) No. of bitstreams: 2 evandro_jose_oliveira_junior.pdf: 1667432 bytes, checksum: b50071bbf0dbf5cc73187ae78aa09820 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2017-06-26T17:34:17Z (GMT). No. of bitstreams: 2 evandro_jose_oliveira_junior.pdf: 1667432 bytes, checksum: b50071bbf0dbf5cc73187ae78aa09820 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017 / Alguns pa?ses s?o refer?ncia no ensino de computac?o em escolas de ensino b?sico. Isso se deu pelo fato de n?o ensinarem somente ferramentas b?sicas contidas nos computadores, mas tamb?m os fundamentos da Ci?ncia da Computac?o e como eles podem ser aplicados no dia-a-dia. No Brasil praticamente n?o h? ensino de computac?o nas escolas. Com o objetivo de estimular a inserc?o da computac?o na educac?o b?sica do Brasil, este trabalho apresenta v?rias ferramentas de ensino e aprendizagem de programac?o. Discute como essas ferramentas podem ajudar os alunos a desenvolverem caracter?sticas e conhecimentos desej?veis, tanto para a pr?pria computac?o quanto na sua interdisciplinaridade. ? realizada uma an?lise sobre as caracter?sticas de duas dessas ferramentas: Blockly e App Inventor. Al?m disso, s?o apresentados exemplos de uso. Mostra tamb?m uma reflex?o sobre a import?ncia de trabalhar e desenvolver o pensamento cr?tico e o racioc?nio l?gico dos alunos atrav?s da l?gica de programac?o inserida nas escolas. Foi proposto nesta dissertac?o o desenvolvimento de uma plataforma que re?na as principais ferramentas e oriente os alunos e professores sobre como us?-las. Este trabalho busca contribuir para escola, alunos e professores, apresentando ferramentas de ensino que interajam com crian?as e adolescentes, de forma a proporcionar divers?o e estimular a curiosidade. / Disserta??o (Mestrado Profissional) ? Programa de P?s-Gradua??o em Educa??o, Universidade Federal dos Vales do Jequitinhonha e Mucuri, 2017. / Some countries are a reference in computer science education in elementary schools. This is due by the fact they are not teaching only basic computers tools, but also computer science fundaments and how they can be applied in their daily life. In Brazil, there is practically no computer science education in schools. With the aim of motivate the insertion of computing science in Brazil?s basic education, this work presents several teaching and learning tools for computer programming. It discusses how these tools can help students to develop characteristics and knowledge desirable, for their own programing skills and also in their interdisciplinary. An analysis is performed on the characteristics of two tools: Blockly and App Inventor. In addition, their usage examples are provided. It also shows a reflection on the importance of developing the student critical and logical thinking using programming logics inserted in schools. It was proposed in this dissertation the development of a platform that brings together the main tools and guides students and teachers on how to use them. This work aims to contribute to school, students and teachers, presenting teaching tools which interacts with children and teenagers, in order to provide fun and stimulate curiosity.

Page generated in 0.3441 seconds