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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.
51

Aplikace pro zobrazení modelu bezdrátové sítě / Application for display wireless network model

Žoldoš, Petr January 2011 (has links)
The first step of Master's thesis was to gain knowledge about technologies Adobe Flex SDK and Google Maps API. Knowledge was used to develop an application, which let users create, generate and modify graphical wireless network model. Position and characteristics of each single unit are monitored either in a map interface or in building plans. Dates are gathered from forms filled by current user, from external file or periodically from connected database system. Theoretical part enlightens technologies that were used. It describes program development and solutions, which were made, along with examples of the source code. Included are printscreens of graphical user interface as well as description of how does it all work.
52

Využití technologií google maps a GPS pro dopravní informace / Utilization of technology google maps and GPS for trafic information

Mahrík, Tomáš January 2011 (has links)
The aim of this master's thesis is design and implementation of traffic information system called Traffic Info. Its role is to provide actual traffic information (for example car accidents, traffic restrictions, reconstruction works on routes etc.) in the area of Slovak and Czech Republic. The system Traffic Info contains a web portal with database of traffic information and a client mobile application for Android platform. This solution provides access to actual traffic information in real time. The geolocation data from internal GPS module of mobile device is used to specify the exact relevant location of traffic information. The traffic information is visually presented on the google maps according to obtained GPS data. Informational value of the system is built by the users of this service, who actively take part in adding traffic information to the system through mobile application or alternatively using the web portal.
53

Mobilní systém pro podporu cestování / Mobile System for Travelling Support

Blatný, Petr January 2014 (has links)
This master's thesis describes process of design and development of a mobile system for travelling support. Application named TravelHelper is developed for Android operating system therefore is implemented in Java programing language. In thesis's text is described used platform and its primary construction blocks. Main function of application is a journeys' diary, which allows storing activities of a trips. Application also allows backing up and sharing journeys on a social networks. Other functions of the application are searching for interesting places nearby, manager of travel expenses, translator, currency converter, and a packing list.
54

Vzájemná notifikace inteligentního telefonu a serveru / Mutual Notification of Smart Phone and Server

Douděra, Martin January 2015 (has links)
This thesis deals with notification between smart phone and application server which controls intelligent home. It is focused on Android mobile platform and it is implemented for that platform. Notification service Google Cloud Messaging is used because it is not possible to directly address mobile phones from server. Based on actual position and user defined area the server is informed about moving to or from the area. The server can perform defined event automatically with these information. Implementation was tested in real system. Alpha and beta versions were regularly published.
55

Digital visualisering av skallgångskedjor : Google Maps som spårningsverktyg

Carlsson, Joel, Ejnarsson, Carl January 2020 (has links)
Varje år försvinner tusentals personer. År 2017 anmäldes 7100 personer som försvunna i Sverige. De allra flesta återfinns inom sex månader, men i genomsnitt 30 personer återfinns aldrig. Svensk polis deltar i sökningar efter minst 300 personer varje år. Polisen samarbetar i sina sökinsatser med försvarsmakten och andra organisationer som Missing People. Missing People som har över 60 000 personer anmälda som volontära sökare, hjälper till genom, bland annat, anordna skallgångskedjor. I detta examensarbete, undersöks verktyg och tekniker som skulle kunna komma till användning vid sökinsatser. Examensarbetet undersöker verktyg som finns tillgängliga i Google Maps API1 för att se hur det går att visualisera hur ett område är sökt och hur länge sedan det genomsöktes. Tre visualiseringstekniker från Google Maps API implementeras och testas för ändamålet. Teknikerna är Heatmaps, Polygons och Circles. Varje teknik implementeras och testas mot ett antal identifierade krav i en iteration. Kraven är framtagna genom att analysera frågeställningen mot de relaterade arbeten, webbplatser och artiklar som detta examensarbete byggt sin bakgrund på. Slutsatsen visar att Heatmaps från Google Maps API inte fyller den önskade funktionen. Om heatmaps ska användas kan ett annat kartverktyg än google maps behöva användas eftersom Google Maps Heatmaps-verktyg inte går att ställa så att de passar kraven som satts upp. Polygons misslyckas på ett av testerna, vilket kan gå att lösa med en algoritm för att förstora polygonen. Circles fungerar efter kraven och kan användas på önskvärt vis. Det krävs dock mer forskning för att vidareutveckla hur verktyget hade kunnat användas i ett skarpt läge.
56

Visualisering av miljödata i form av heatmaps : En jämförelsestudie mellan utritningsteknikerna Canvas och SVG baserat på utritningstiden / Visualization of environmental data in the form of heatmaps : A comparison study between the rendering technology Canvas and SVG based on the rendering time

Falck, Fanny January 2023 (has links)
Det samlas in olika typer av data hela tiden, komplex data är svårt för människor att tolka och förstå i dess råa form. För att göra det lättare för människor använder man olika datavisualiseringsverktyg som gör det lättare att sammanfatta data. Det finns många olika typer av visualiseringar som till exempel diagram, tabeller, bilder och kartor såsom en Heatmap. En heatmap används för att visa geospatial data, då den använder koordinater kombinerat med en karta som visar aktiviteterna genom olika färger. Ett problem som uppstår när komplex data används är att utritningstiden brukar vara långsam, detta leder till att användarupplevelsen försämras. I detta arbete ska två tekniker jämföras för att ta reda på vilken teknik som kan visualisera miljödata i form av heatmap på snabbaste tid med kartlagret Google Maps, med data som kommer ifrån ICES Oceanographic databas som klassificeras som miljödata. Tekniken som ska jämföras är Canvas som representeras av JavaScript biblioteket Heatmap.js och SVG som representeras av JavaScript biblioteket D3.js För att utföra denna studie användes ett tekniskt experiment som vald vetenskaplig metod. Resultatet av studien blev att Heatmap.js presterade bättre än vad D3.js gjorde.
57

Open Innovation Strategy: Open platform-based digital mapping; as tools for value creation and value capture : Case study of OpenStreetMap and Google Maps

William, Jeffry Leonardo, Wijaya, Mochamad Rifky January 2017 (has links)
Open innovation has been rising in popularity as an alternative to traditional model for organizations to enhance innovation in their products or services. In the past, the innovation processes was time-consuming and costly. It has now become significantly efficient and effective, supported by the advancement of today’s IT such as Internet, Cloud Computing and Big Data. Open innovation has changed the aspect of the innovation source; from closed internal R&D to fully utilization of consumers’ collaboration. Decision to shift towards open innovation strategy has been lying on several areas including motivation, financial direction, and preference of the innovation strategies and business models that fitting the organizational core strategy. This research studied the relation of these areas and its effect; it determined the way IT-organization creates and captures value that were done by opening its product platform. This thesis was conducted to analyze the open innovation approach in an open digital navigation platform, featuring two platforms as case study: Google Maps and OpenStreetMap. The investigation emphasized the utilizing of the open innovation strategy to build its platform where crowdsourcing and open source software as objects highlighted in the research. The data was collected from secondary sources. Research findings suggested that crowdsourcing and open source software strategy are the main strategies of open innovation implemented in IT digital mapping platform to create and capture value. While these strategies have been practiced in both platforms, circumstances (motivation, financial direction, and business strategy) that hovering around the internal aspect of organizations affected the application of those strategies. The implementation results are differ according to preferred business model. The result of this research suggested that a non-profit based organization tends to utilize open innovation to improve the value of their product through consumer collaboration, while a profit based organization adopts open innovation to generate additional pool of revenue through customers’ feedback and input data. The open innovation leads to creation of a new business model as the foundation of innovation.
58

Designing UI for non-professional level creation regarding location-specific mobile games

Skogh, Petter January 2022 (has links)
The release of the location-based game Pokemon Go saw the creators breaking world records for most revenue grossed by a mobile game within its first month. With location-based games and services such as Pokemon Go becoming mainstream, new opportunities in the market have been opened. But as location-based services become more popular there is a need for research and development of UX-design to keep up. Regarding location-based services there are multiple important questions in the field. For example, how are map interactions made intuitive and how are elements that interact with the map designed for the best user experience? Questions such as these will be explored in this thesis. This thesis is done in collaboration with the company Exenze which develops a location-based mobile game called Oknytt - Jakten på amuletten (Oknytt - The hunt for the amulet). The game is tailored to specific outdoor areas of the company's clients' choosing, such as campsites, parks or playgrounds. As of the writing of this thesis, the way of creating a level for Oknytt was very complex and took a lot of time. Exenze wanted an easier way to create levels, in which clients could make make their own levels; hence, the aim of this study was to create a user interface in which a non-professional user could create their own fun, engaging, and safe level for Oknytt. The method of this thesis consisted of development and testing of a low fidelity prototype, a mid fidelity prototype and a high fidelity prototype. The resulting high fidelity prototype divided the complex task of creating a level on a specific location into four dependable sub-tasks; finding a place, marking the game zone, marking areas that were unsafe for children, and managing collectibles. These sub-tasks were made into steps in a Wizard with one added step for filling billing information. The prototype was generally well received by users. Most of the problems in the interface had to do with the marking of game zones as well as marking areas that were unsafe for children.
59

Kodkvällar hos Knowit : En Headless CMS och React applikation

Ejelöv, Jessica January 2023 (has links)
The purpose of the project is to create a website where Knowit Experience can present and invite people to their coding events. The work has been carried out by a larger team including project managers, UX designers, supervisors, and an Agile approach has been used. A Headless CMS called Hygraph has been used to create a structure that editors can easily use, and this CMS includes a GraphQL API that the website consumes. The website is created in React with TypeScript to create a secure typed application styled with Sass. The website handles registrations for newsletters and different event lists from users and displays the content of the editors. Several different user flows on the website have been automated using Pipedream to make it easier for editors, including automatic confirmation emails sent to those who register, and editors can easily send emails to specific mailing lists. Structure is also created in the CMS to allow editors to create dynamic forms to collect opinions and information from visitors at an event. The website has been developed with accessibility in mind and has been tested on different browsers and devices. The website is continuously tested for accessibility and correctly validated code throughout the work. The work results in a fully functional website with all intended features. / Projektets syfte är att skapa en webbplats där Knowit Experience kan presentera och bjuda in till deras event Kodkvällar. Arbetet har utförts i ett större team med projektledare, UX-designers samt handledare och arbetssättet har vart Agilt. Ett Headless CMS, Hygraph, har använts för att skapa en struktur som redaktörer enkelt kan använda och med detta CMS ingår ett GraphQL API som webbplatsen konsumerar. Webbplatsen skapas i React med TypeScript för att skapa en säker typad applikation som stylas med Sass. Webbplatsen hanterar anmälningar till nyhetsbrev och olika eventlistor från användare samt visar redaktörernas innehåll. Med Pipedream har flera olika användarflöden på webbplatsen automatiserats för att underlätta för redaktörerna. Bland annat skickas bekräftelsemail automatiskt till de som anmäler sig samt att redaktörer enkelt kan skicka ut mail till specifika maillistor. Struktur skapas även i CMSet för att redaktörer ska kunna skapa dynamiska formulär för att inhämta åsikter och information från besökarna på ett event. Webbplatsen har utvecklats med tillgänglighet i åtanke och den har testats i olika webbläsare samt på olika enheter. Webbplatsen testas kontinuerligt för tillgänglighet samt korrekt validerande kod genom hela arbetet. Arbetet resulterar i en fullt fungerande webbplats med alla tänkta funktioner.
60

Μελέτη και ανάπτυξη διαδικτυακών εφαρμογών παιχνιδιών κοινωνικών χώρων

Παπαδοπούλου, Δήμητρα 10 March 2014 (has links)
Στα πλαίσια αυτής της διπλωματικής εργασίας μελετούνται οι ιστότοποι κοινωνικής δικτύωσης, καθώς και οι εφαρμογές παιχνιδιών μέσα σε αυτούς με σκοπό την ανάπτυξη μιας εκπαιδευτικής εφαρμογής μέσα σε έναν από αυτούς, το Facebook. Έχοντας εξετάσει αρκετούς χώρους κοινωνικής δικτύωσης και αφού καταλήξαμε να κάνουμε χρήση του Facebook σαν πλατφόρμα ανάπτυξης της εφαρμογής μας, προχωρήσαμε στην ανάπτυξη του παιχνιδιού, αφού πρώτα διατυπώσαμε την ιδέα του. Ποιο είναι το παιχνίδι; Το Back to School είναι ένα ατομικό, διαδραστικό παιχνίδι ερωτήσεων κυρίως γεωγραφικού, αλλά και εν μέρει ιστορικού περιεχομένου. Πιο συγκεκριμένα, ο παίκτης καλείται να εντοπίσει πάνω στο χάρτη (Google Maps) κάποια χώρα, πρωτεύουσα, ή τον τόπο γέννησης κάποιας ιστορικής προσωπικότητας, ανάλογα με την κατηγορία και αντίστοιχα το ένα από τα τρία επίπεδα δυσκολίας που θα επιλέξει, πραγματοποιώντας ένα διαδραστικό τεστ γεωγραφίας. Ο χρόνος που έχει στη διάθεσή του για κάθε παιχνίδι είναι 3 λεπτά, ενώ για κάθε σωστή απάντηση λαμβάνει 100 πόντους. Επιπλέον του δίνονται 3 ζωές (lives) προτού χάσει, ανεξαρτήτως του χρόνου που του απομένει, καθώς και ένας αριθμός βοηθειών (hints) για παράλειψη ερωτήσεων που δε γνωρίζει. Έχοντας αποσαφηνίσει το περιεχόμενο του παιχνιδιού και γνωρίζοντας το που θα αναπτυχθεί, μελετήσαμε το απαραίτητο υλικό για την ανάπτυξη της εφαρμογής στον κοινωνικό χώρο του Facebook, προκειμένου να μπορέσουμε να ενσωματώσουμε το παιχνίδι μέσα σε αυτόν, αξιοποιώντας κατάλληλα και τις δυνατότητες που προσφέρονται στους κοινωνικούς χώρους. Η εφαρμογή είναι διαθέσιμη προς χρήση στον παρακάτω ιστότοπο: apps.facebook.com/backtoschooool / Within this thesis, we study the social networking sites and game applications within these,in order to develop an educational application within one of these, Facebook. Having examined several social networking sites and ended up to use Facebook as a platform for our application development, we proceeded with the development of the game after we first formulated its idea. What's the game? Back to School is a single player, interactive quiz with mainly geographical, but also partially historical content. Specifically, the player is asked to locate on the map (Google Maps) a country whether a capital or the birthplace of a historical personality, depending on the category and on the one of the three corresponding levels of difficulty that he will choose, in order to take an interactive geography test. The time available for each game is 3 minutes, and for each correct answer receives 100 points. In addition he is given lives before losing, regardless of the time remaining as well as a number of hints in order to skip questions that he doesn’t know. Having clarified the content of the game and knowing where it would be developed, we studied the necessary material for the development of the application in the social space of Facebook, so that we can incorporate the game into it, while making appropriate use of the possibilities offered by social sites. The application is available for use on the following site: apps.facebook.com/backtoschooool

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