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Applikationsutveckling till mobiltelefoner med operativsystemet Android : Beräkning av komplexa skuldsituationerSjöberg, Alexander, Larsson, Emil January 2011 (has links)
Arbetet har gått ut på att ta fram en Androidapplikation vars funktion är att beräkna vilka transaktioner som är nödvändiga, minimerat till antalet, för att reda ut en komplex skuldsituation inom en grupp individer. Den här typen av situationer uppstår ofta i vardagliga sammanhang, exempelvis då en grupp vänner lagar middag tillsammans och olika personer lägger ut för olika kostnader som till exempel mat och dryck. Arbetet resulterade i applikationen SplitIt, en stilren och lättanvänd applikation som uppfyller uppsatta kravspecifikationer. Osäkerhet råder dock om algoritmen som räknar ut transaktionerna är optimerad i det avseendet att antalet transaktioner minimeras. En del åtgärder bör vidtas innan produkten lanseras på Android Market, till exempel har framtagning av ikoner åsidosatts med avsikten att lägga ned mer tid på övriga delar i användargränssnitt och algoritmframtagning. SplitIt har vuxit fram genom att liknande applikationer på Android Market har studerats samt genom att noga beakta användarvänlighet. Innan implementeringen av applikationen påbörjades, gjordes en studie där skisser på det tänkta användargränssnittet ritades upp och testpersoner fick möjlighet att navigera sig igenom applikationen. Studien klargjorde vilka delar i användargränssnittet som uppfattades som otydligaoch vilka som var tilltalande. / The goal of the project has been to develop an Android application whose function is to calculate the necessary transactions, minimized in number, to resolve a complex debt situation within a group of individuals. These types of situations frequently occur in everyday life, for example when a group of friends cook dinner together and different people pay for various expenses such as food and beverages. The work resulted in the application SplitIt, a stylish and easy-to-use application that meets the desired specifications. Uncertainties exist however, whether the algorithm thatcalculates the transactions is optimized regarding the minimum number oftransactions required. Some measures should be taken before the product is launched on the Android Market. The development of icons, for example, has been put to the side with the intention to spend more time on other parts of the user interface and algorithm development. Splitit has been developed by studying similar applications on the Android Market and by carefully considering usability. Before starting the implementation of the application, a user study was conducted in which sketches of the proposed user interface was designed and a test panel had the opportunity to navigate through the application. The study clarified unclear as well as appealing parts of the user interface.
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An investigation into how high quality, low risk, manufacturing systems can be developed within short development lead timesMarshall, Cameron Alexander January 1994 (has links)
No description available.
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FV-RAD : a practical framework for rapid application developmentFerreira, Luís Filipe Rocha Maia January 2009 (has links)
Estágio realizado na OPT-Optimização e Planeamento de Transportes, S.A / Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 2009
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En Modern Mobilapplikation, Från Idé Till Produkt / A Modern Mobile Application, From Idea to ProductJohnson, Niklas, Smogner, Peter January 2011 (has links)
Mobilapplikationer till de datorliknande mobiltelefonerna kallade Smartphones är i dagsläget en expanderande marknad. Att utveckla en bra mobilapplikation ställer dock höga krav på utvecklaren. I den här rapporten genomförs en litteraturstudie för att ta fram en Utvecklingsprocess för utveckling av en business-to-businessinriktad mobilapplikation. Syftet med Utvecklingsprocessen är att den ska kunna användas som ett hjälpmedel under utvecklandet. Processen riktar sig framförallt till studenter och företag som inte har någon erfarenhet av att utveckla business-to-businessinriktade mobilapplikationer. Denna process tillämpas sedan praktiskt genom att ta fram en idé till en applikation. Detta för att kunna utvärdera processen med avseende på fyra utvärderingskriterier: Användarvänlighet, Inblick i slutanvändarens behov och problem, fasernas nödvändighet och om den Uppfyller sina syften. Resultatet visar att Utvecklingsprocessen tar upp viktiga aspekter vid utveckling av en mobilapplikation. Det är dock viktigt att hela tiden följa upp arbetet och återkoppla till processen. Detta för att uppdatera och förbättra mobilapplikationen då utvecklaren med stor sannolikhet kommer hitta nya problem och bättre lösningar under utvecklingens gång. Rapporten rekommenderar slutligen att utvecklaren anpassar Utvecklingsprocessen efter sina egna förutsättningar för att uppnå bästa resultat.
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RAPIDLY SCALING DIGITAL TRANSFORMATIONS OF HEALTHCARE SYSTEMS / LEVERAGING CLOUD-BASED LOW-CODE DEVELOPMENT PLATFORMS WITH DEVSECOPS GUIDELINES TO RAPIDLY SCALE THE DIGITAL TRANSFORMATION OF HEALTHCARE SYSTEMSOlatunji, Ekene Titilope 06 1900 (has links)
The job of healthcare professionals in the healthcare sector has never been more critical than now due to the current unprecedented rate of long-term IT infrastructural changes and digital transformation. The 2019/2020 COVID-19 pandemic has been a major driver of these changes. Cultivating a culture of digital innovation and transformation is now at the forefront of the healthcare value-chain. There is an increased need to optimize the operations of the healthcare system, improve collaboration among Health Teams and deliver more agile and secure applications to support both clinical and administrative processes in healthcare institutions. These driving forces require a vision and strategy for digital transformation in the healthcare system, involving a closer look at modern DevSecOps best practices in the application development process. The fast-growing popularity of Cloud Computing has driven the consideration of Low-Code Development Platforms (LCDP), built securely in the cloud infrastructure, to support the transformation of the healthcare system.
Low-Code Development Platforms are being considered by enterprises around the world to deliver rapid software development, continuous delivery, and continuous integration of their application systems. The William Osler Health System is recognized for its adoption of technological innovations for improved patient experience and satisfaction. Its innovations include the use of the Microsoft Cloud for Healthcare platforms; and Microsoft 365 and Power Platform services with embedded Low-Code technology to automate and optimize internal operational processes.
The aim of this master’s thesis is to demystify the concept of cloud-based Low-Code Application Development approaches to healthcare software development by using a case study of a healthcare application within the systems being built to support operational processes in the William Osler Health System. This study contrasts challenges of current internal tools and methods of operations, communication, and application development in the organization, with the potential benefits of using cloud-based Low-Code platforms to drive digital transformation. / Thesis / Master of Science (MSc)
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Design and Implementation of NFC-based gym mobile appMalmström, 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.
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Creating AlphaBoodle: A Children's Educational iOS ApplicationLipscomb, Skyler A 01 April 2013 (has links)
As smart devices become more prevalent, children have increasing access to them - and at younger ages than ever before. This presents the opportunity to harness this time they spend on the devices by creating educational applications that can both entertain and teach. Our goal was to create an application that would introduce young children to the alphabet and begin to teach them how to write letters. The result, AlphaBoodle, is an iOS application aimed at children ages two through four who have not yet begun to read. It was designed using general iOS application principles, educational research about how children use technology, and methods that teachers utilize to introduce children to the alphabet. The current version of AlphaBoodle is a proof-of- concept of the feasibility of such a project; testing has shown that it appears to be a worthwhile endeavor. In the future we hope to complete the application and release it to the public.
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INCA: An Infrastructure for Capture and Access Supporting the Generation, Preservation and Use of Memories from Everyday LifeTruong, Khai Nhut 13 July 2005 (has links)
Peoples daily lives and experiences often contain memories and information that they may want to recall again at a later time. Human memory, however, has its limitations and many times it alone may not be sufficient. People sometimes have difficulty recalling salient information and can forget important details over time. To complement what they can remember naturally, people must expend much time and manual effort to record desired content from their lives for future retrieval. Unfortunately, manual methods for capturing information are far from ideal.
Over the years, ubiquitous computing researchers have constructed devices and applications to support the automated capture of live experiences and access to those records. At Georgia Tech, we have also investigated the benefits of automated capture and access in over half a dozen projects since 1995. As we encountered challenges in developing these systems, we began to understand how the difficulty of building capture and access systems can prevent exploration of the hard issues intertwined with understanding how capture impacts our everyday lives. These challenges illustrate the need for support structures in building this class of ubiquitous computing systems.
This dissertation presents a set of abstractions for a conceptual framework and a focused design process that encourages designers to decompose the design of capture and access applications into a set of concerns that will be easier to develop and to manage. In addition, an implementation of the framework called the INCA Toolkit is discussed, along with a number of capture and access applications that have been built with it. These applications illustrate how the toolkit is used in practice and supports explorations of the capture and access design space.
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LinX Software Toolsuite for Mobile DevicesAndersson, Jakob, Myrgren, Dennis, Rahme, John January 2015 (has links)
The project has shown that it is possible to create applications for different mobile operating systems and linking the devices to the signal handler Data Engine . Using Qt as a framework and development environment allows doing this with only one code base, which can be made to work on different platforms. This creates great opportunity to save time and to reach a wider audience. The creation of a demonstrator application, a tutorial and a template for new projects has been the main goals for this project. These will serve as examples and guides for applications to come on how to deploy to mobile devices and connect to Data Engine using Wi-Fi. Though support for Windows Phone was not achieved, due to both development-wise difficulties and choices made during the project's course, the project was considered a success.
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Creating AlphaBoodle: A Children's Educational iOS ApplicationLipscomb, Skyler A 01 April 2013 (has links)
As smart devices become more prevalent, children have increasing access to them - and at younger ages than ever before. This presents the opportunity to harness this time they spend on the devices by creating educational applications that can both entertain and teach. Our goal was to create an application that would introduce young children to the alphabet and begin to teach them how to write letters. The result, AlphaBoodle, is an iOS application aimed at children ages two through four who have not yet begun to read. It was designed using general iOS application principles, educational research about how children use technology, and methods that teachers utilize to introduce children to the alphabet. The current version of AlphaBoodle is a proof-of- concept of the feasibility of such a project; testing has shown that it appears to be a worthwhile endeavor. In the future we hope to complete the application and release it to the public.
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