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En mobil applikation för effektiviserad simutbildning : Ett uppdrag av simklubben SS04 / A Mobile Application for More Effective Swim Education : An Assignment by the Swim Club SS04Karlsson, Filip, Dawnbringer, Jeanie January 2020 (has links)
Syftet med detta kandidatexamensarbete var att skapa en mobil applikation för att öka möjligheten för simklubben SS04’s instruktörer att kunna hålla standardiserade och samstämmiga simlektioner. Den mobila applikationen var även tänkt att kunna bidra till att sprida kunskapen, om hur man kan lära sig simma, till allmänheten i stort. En version för Android och en version för iOs planerades att utvecklas, för att kunna nå ut till så många människor som möjligt. Den mobila applikationen har försetts med olika funktioner för att uppnå projektets mål. Applikationen kan visa övningar och tillhörande mål och beskriva dessa med text, bild och kortare filmsekvenser. Det finns en inloggningsfunktion som tillåter instruktörer att anpassa lektionsinnehåll i sina egna lektioner. Det finns en kalender som är tillgänglig för alla användare. Denna visar terminens inplanerade lektioner med information om plats, tid och instruktör, samt möjlighet att se lektionens innehåll. I skrivande stund existerar endast Android-versionen av applikationen. Denna version är i inte redo att publiceras i Google Store Play då mediamaterialet, som är tänkt att fylla applikationen, ännu inte har producerats. Samtliga funktioner, som efterfrågats av SS04, är tillgängliga. Framtida arbete som bör utföras är att skapa en version för iOs-enheter. Ytterligare utvärdering av nuvarande version bör utföras med eventuell vidareutveckling av existerande funktioner och/eller tillägg av nya funktioner, med syfte att öka applikationens användarvänlighet och fullständigt fylla simklubbens behov.
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iOS vs Android: Security of Inter-App CommunicationHolmberg, Albin January 2022 (has links)
Android and iOS are the world leading mobile operating systems in today’s growing market of handheld devices. Third-party applications are an important aspect of these systems but can also provide an attack-vector for exploiting other installed applications. Previous studies have shown that the Android inter- app communication (IAC) mechanism Intent can be used for causing harm to other apps. In contrast, research involving iOS app communication have been sparse because of the closed nature of the iOS ecosystem. One of the previous studies showed the possibility of using Android Intents for hijacking and forging payments between a company application providing payments via the Swedish payment application Swish and their App2App API. This study extends this previous work by creating an artifact that performs the same exploit on the iOS platform. iOS uses a URL-scheme for opening and sending data between applications. This mechanism is used for creating the communication between apps and finding out if payment information sent via the URL- scheme can be hijacked instead of arriving at the intended Swish application. The experiences drawn from the exploit were used in combination with the previous work to find differences between the IAC mechanisms. Finally, a literature study is presented with the latest mitigation techniques for IAC vulnerabilities.
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Designing Better Mobile Apps: An Experimental Evaluation of Apple’s and Google’s Design Guidelines : How analysing the Human Interface Guidelines for iOS and Material Design for Android better our understanding of the usability challenges app users face and what we can do to overcome key issues.Gülenman, Tom January 2022 (has links)
When developing mobile apps, multiple factors must be considered when choosing between native or cross-platform technologies. The latter offers deployment of one codebase to multiple operating systems, such as Android and iOS. However, we argue that common design techniques lack an understanding of specific needs that separate iOS and Android users. This work presents an experimental approach using UI prototypes and existing native iOS and Android mobile applications to identify issues in usability of the two systems. We conduct a large amount of usability tests involving 34 participants and find that our prototypes and apps that follow Apple’s Human Interface Guidelines are easier to use in terms of one primary usability metric, notably task time, with a statistically significant difference between iOS and Android testers in two out of four tests. On this basis we investigate what key UI elements and design patterns cause disruptions in otherwise smooth User Experiences. Alongside documenting those, we also list key elements that influence the usability on a more general level. We provide suggestions to app designers and developers on avoiding designs that are considered producing usability issues by at least one of the two groups of iOS and Android users and on design patterns to improve the User Experience.
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Studenter och begränsad skärmtid : Uppbrutet lås bryter inte mobilvanor / Students and limited screen time : Broken locks does not break habitsLundqvist, Jesper, Carlberg, Lovisa January 2019 (has links)
Syftet med denna rapport är att undersöka effektiviteten av de inbyggda verktygen för att minska skärmtid i Apples iOS för studenter. Frågeställningen vi har undersökt är “Hur förändras studenters mobilvanor genom att låta Apples Skärmtid låsa appar?”. Vi har genomfört en undersökning där våra deltagare har fått sätta egna begränsningar på sin totala appanvändning under en vecka. Därefter har vi samlat in data med enkäter och intervjuer kring deras appanvändning. Resultatet har visat på att många studenter vill minska sin skärmtid, speciellt inom sociala medier, men verktygen vi undersökt är inte effektiva nog för att ändra dessa vanor. Många av deltagarna låste upp sina appar trots att de ville minska sin skärmtid. Deltagarna menade på att det finns bra och dålig skärmtid, där produktivitet och kommunikation är bra och sociala medier är dåligt. Därför ville många av deltagarna hellre bara begränsa sociala medier istället för att begränsa all skärmtid. / The purpose of this report is to examine the effectiveness of the built-in tool for reducing screen time in Apple’s iOS on students. The problem statement we’ve looked at is “How are students phone habits affected by letting Apple’s Screen Time lock apps?”. We have carried out an experiment where participants set limits to their own total screen time during one week. Afterwards, we have collected data with surveys and interviews examining their app usage. The results show that many students want to lower their screen time, especially within social media, however, the tools we looked at are not effective to change these habits. Many of the participants unlocked their apps despite wanting to decrease their screen time. Many participants expressed that there is good and bad screen time, where productivity and communication is good, and social media is bad. Therefore, many participants said they would rather only limit social media instead of limiting all their screen time.
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Living with Emerging Contaminants: Proteomics of 4-Nonylphenol Exposed Arrow Goby (Clevelandia ios)Johnson, Sarah Emily 01 December 2011 (has links) (PDF)
Alkylphenol ethoxylates (APEs) are widely used in industrial and household products as surfactants. APEs degrade into more toxic ethoxylates, such as 4-nonylphenol (NP), which has been shown to be an endocrine disruptor and enhance the growth of tumor cells. Nonylphenol is wider spread in Pacific estuaries than originally thought. Organisms in Morro Bay, California contain some of the highest concentrations of NP reported, while containing few other contaminants. As a benthic mud-dwelling fish, the arrow goby (Clevelandia ios) may be exposed to high levels of NP due to high contaminant sequestration rates in anaerobic mud. While ecotoxicology suggests that nonylphenol is in high concentration within C. ios tissues along with tissue level biological abnormalities, the molecular effects of nonylphenol on these fish have yet to be investigated. Utilizing proteomic techniques including two-dimensional gel electrophoresis and subsequent identification via MALDI-TOF/TOF mass spectrometry, there is evidence for change in expression of proteins involved in energy metabolism, biotransformation, regulation and cellular structure.
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Performance analysis: CNN model on smartphones versus on cloud : With focus on accuracy and execution timeKlas, Stegmayr, Edwin, Johansson January 2023 (has links)
In the modern digital landscape, mobile devices serve as crucial data generators.Their usage spans from simple communication to various applications such as userbehavior analysis and intelligent applications. However, privacy concerns associatedwith data collection are persistent. Deep learning technologies, specifically Convo-lutional Neural Networks, have been increasingly integrated into mobile applicationsas a promising solution. In this study, we evaluated the performance of a CNN im-plemented on iOS smartphones using the CIFAR-10 data set, comparing the model’saccuracy and execution time before and after conversion for on-device deployment.The overarching objective was not to design the most accurate model but to inves-tigate the feasibility of deploying machine learning models on-device while retain-ing their accuracy. The results revealed that both on-cloud and on-device modelsyielded high accuracy (93.3% and 93.25%, respectively). However, a significantdifference was observed in the total execution time, with the on-device model re-quiring a considerably longer duration (45.64 seconds) than the cloud-based model(4.55 seconds). This study provides insights into the performance of deep learningmodels on iOS smartphones, aiding in understanding their practical applications andlimitations.
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INVESTIGATING ONLINE BANKING ACTIVITIES IN THE US: DIGITAL FORENSICS ANALYSIS ON ANDROID, IOS AND WINDOWS 11Praveen Medikonda (14228348) 08 December 2022 (has links)
<p> Browsers are used as a medium to perform various activities on the Internet and mobile applications are used on mobile devices. They let users connect to the Internet and access different services such as sending emails, watching videos, using banking services, etc. The increase in the usage of the Internet, personal computers, and mobile phones led financial institutions to democratize their services and provide omnipresent and cost-effective services to their customers, in turn attracting a large customer base. Many of these financial institu?tions store and manage sensitive user information such as account numbers and usernames, passwords, Social Security Numbers (SSNs), etc. Due to the nature of the sensitive infor?mation that these institutions manage, it makes a perfect bait for attackers to exploit and perform cyber attacks. Most of the forensic and security research observed in the bank?ing ecosystem focused on foreign financial institutions and mobile banking applications for Android. However, no forensic research has been conducted on the mobile and browser ap?plications of US financial institutions. In this research, I performed a forensic analysis on both browser and mobile applications (both Android and iOS) of US financial institutions. I conducted a forensic investigation on the JP Morgan Chase (Chase), Purdue Federal Credit Union (PFCU), Discover, and CapitalOne banks. This research found what information these banking applications store locally and where they store them to assist digital forensic investigators in investigations. </p>
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A Mobile Interface for Real-Time EEG MonitoringBhalchandra, Anish 15 June 2017 (has links)
No description available.
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Application development in Xamarin - a comparison with native applicationFejza, Egzon, Kacaniku, Ylli January 2016 (has links)
I denna studie kommer vi att undersöka det populära ramverket Xamarin. Xamarin är ett cross-platform ramverk som använder programmeringsspråket C# för att utveckla samma applikation för iOS, Android och Windows Phone. Studiens huvudsyfte är att genomföra en inledande explorativ studie där vi försöker att identifiera ett antal särskiljande aspekter mellan native- och Xamarin utveckling och dess slutprodukter.För att göra denna jämförelse har vi utvecklat tre applikationer: en native android applikation, en Windows Phone applikation i Xamarin, och en Android app-likation i Xamarin. Med hjälp av en litteraturstudie och utvecklingen av de ovan-nämnda applikationerna har de särskiljande aspekter observerats och identifieras.Resultatet av vår studie visar att native Android applikationen tar upp mindre plats i telefonen jämfört med Xamarin Android applikationen, medan Xamarin Win-dows Phone applikationen tar 1/6 mindre utrymme i telefonen jämfört med Xamarin Android applikationen. Ytterligare tester visar också att Xamarin Android appli-kationen tar längre tid att starta jämfört med native Android och Xamarin Winows Phone applikationen. / In this study, we will examine the popular framework Xamarin. Xamarin is a cross-platform framework that uses the C# programming language to develop the same application for iOS, Android and Windows Phone. The study's main purpose is to conduct an initial exploratory study in which we try to identify a number of distin-guishing aspects between native- and Xamarin development and its products. In order to make this comparison we developed three applications: one native android application, one Windows Phone application in Xamarin, and one Android application in Xamarin. With the help of a literature study and the development of the aforementioned applications, the distinctive aspects have been observed and identified.The result of our study shows that the native android application takes up less space in the phone compared to the Xamarin android application, whereas the Xamarin Windows Phone app takes 1/6 less space in the phone compared to the Xamarin android application. Further tests also show that the Xamarin android ap¬p-lication takes longer time to start-up than with the native Android and Xamarin Winows Phone applications.
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Functions Fun: An iPad Educational Game for Teaching Mathematical Functions and GraphsLiu, Xuan 18 June 2019 (has links)
Teaching and learning mathematical functions and graphs pose significant challenges for teachers and students. Students often have difficulty in understanding a functional relationship between two quantities such as distance and time, temperature and precipitation, and gas price and number of gallons. Teaching students to have quantitative thinking about functions can help them understand the rate of change for complicated functions and later succeed in learning Calculus. Traditional educational methods such as static graph images and some learning tools usually have some limitations. Teaching students the dynamic changes of quantities within the static picture has serious difficulties. Compared to the learning tools, the game-based learning increases interest when students are learning complicated functions. This thesis presents a game-based learning application called Functions Fun, which runs on iPad tablet computers. The game is created to teach / learn the following functions: Linear, Quadratic, Exponential, Logarithmic, Trigonometric, and Polynomial with degrees over four. Each function is covered under a game level. The game setting is a jungle environment. Each game level has its own scene, challenging the player to take an action while teaching a function and its graphical representation. Functions Fun enables students to play and learn functions and graphs in a more effective and entertaining manner. / Master of Science / Teaching functions and graphs plays an important role in mathematics education. Teachers and researchers emphasize the need for students to form the quantitative thinking habits when they are learning different function graphs. This thesis presents Functions Fun, an iPad educational game that aims to help secondary students to understand function graphs by varying two quantities x and y such as distance and time, temperature and precipitation, and gas price and number of gallons. Adventure game is chosen as the game genre and six real-life models related to the following six functions are created: Linear, Quadratic, Exponential, Logarithmic, Trigonometric, and Polynomial with degrees over four. Each function is covered under a game level. The game setting is a jungle environment. Players are rewarded for their accomplishments. Through game effects and animations, students can have a better understanding of how the value changes of variables x and y influence the shape of graphs.
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