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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.
91

Is There an App for That? The Usage of Mobile Technology for the Purposes of Teaching Health Education in Grade 4 and 5.

Khan, Wahid 24 June 2014 (has links)
Is There an App for That? The Usage of Mobile Technology for the Purposes of Teaching Health Education in Grade 4 and 5. Wahid Khan. Master of Arts. Curriculum, Teaching and Learning. University of Toronto. Year of Convocation: 2014. The use of mobile devices in elementary schools has steadily increased in the last few years. These mobile devices harness many tools that can help teachers teach classroom material and help students become better students academically. The research question was “How can mobile devices be used to teach health education?” Research was conducted in a grade 4 and 5 classroom to see which mobile apps worked best among teachers and students in conveying health education. Anecdotal notes and daily journaling over a two-month period documented how the students enjoyed playing games and also how engaged they were when they subsequently used the devices for non-gaming purposes. It is still unknown how well these apps conveyed messages of health. How the mobile apps are being used in the classroom and the content inside the mobile apps largely dictates the messages they can convey to the students.
92

Multiplatformní mobilní aplikace databázového systému Matylda / Multi-platform mobile application of database system Matylda

Kunc, Ondřej January 2016 (has links)
System Matylda was created in order to provide a database and web interface which allows sorting, filtering and comparing of products from food and drugstore industry. The goal of this thesis is to create a user friendly mobile application for this system. The application will be available for all today's major mobile platforms. The final application uses main features of the existing web application and also takes advantage of capabilities of modern mobile devices such as maps and user location. Some of the main features are searching for detailed product information, browsing discount leaflets, comparing discounts, creating shopping lists, authentication and more. The application can be used as a smart assistant which helps with shopping for food and drugstore products and can also save both time and money. Powered by TCPDF (www.tcpdf.org)
93

iPad and its potential in education / iPad and its potential in education

Hloušek, Martin January 2010 (has links)
This master thesis focuses on the Apple's iPad in the educational institutions and provides reader with the compact overview about the device in this field. Firstly, it shows the strategy of the company in the Europe and the Czech Republic. Secondly, there are mentioned iPad competitors from the different perspectives and the comparison. Thirdly, iPad usage in the schools; if it is even suitable device for this field and how students and educators can benefit from it. This is followed by the survey among the high school and university students. The questionnaire was divided into the two groups -- non-iPad users and iPad users. And lastly the thesis shows various case studies from the different schools and how the iPad can be implemented into the curriculums. Also contains recommendations and the best practises from the different high schools and universities, which can be inspiring for the new iPad pilot projects.
94

Mobile Computer Music for Percussionists

Martin, Charles January 2012 (has links)
This thesis traces the development of a number of mobile computer music systems and their use in ensemble percussion performances. The research is motivated by the challenges of working with laptop based computer music systems in ensemble situations. The aims were to develop elegant, portable, and flexible computer music tools, to make these tools accessible to other percussionists, and to discover the opportunities that they enable in performance practice.These aims have been explored through three musical projects for percussion and Apple's iOS devices: Nordlig Vinter, a suite of duo compositions; and two collaborative works, 3p3p and Snow Music developed together with two other percussionists.Articulated from a performer's perspective, this artistic research examines a number of software frameworks for developing mobile computer music applications. The development, rehearsal process and performances of the musical projects have been documented with video and audio recordings.An ethnographic investigation of this data has given insight into the limitations and affordances of mobile computer music devices in a variety of performance contexts. All of the projects implemented elegant computer music setups and the limited visual interfaces of the mobile devices demanded simple but clear interface design. In Snow Music in particular, "percussive" interaction with the mobile devices along with an improvised performance practice contributed to a collaborative development cycle. This process revealed some of the limits of expression with the computer sounds used and led to a very successful series of performance outcomes. / <p>Validerat; 20120614 (anonymous)</p>
95

Webbaserad eller plattformsspecifik tidrapporteringsapplikation / Web based or platform specific time reporting application

Laurell, David January 2012 (has links)
Denna rapport tar upp för och nackdelar med att göra en webbaserad mobilapplikationgentemot en plattformsspecifik applikation för ett tidrapporteringssystem. Tre prototyperutvecklades för det existerande tidrapporteringssystemet XLTime hos Nlight Solutions.Prototyperna gjordes mot Android, Iphone och webbläsaren för dessa två plattformar.Efter att prototyperna iterativt gått igenom olika funktioner från en givenkravspecifikation går rapporten sedan in på att utvärdera hur funktionaliteten skiljer sigmellan de webbaserade och de plattformsspecifika applikationerna. Här kunde man se attswipe-funktionalitet betedde sig konstigt för vissa webbläsare, och att implementationenav input-element av datumtyp skiljer sig i webbläsaren. Felsökning och uppdatering avapplikationer var dock mycket snabbare för den webbaserade prototypen.Efter att funktionaliteten utvärderats startades användartest med 6 olika användare. Defick utföra ett antal uppgifter på varje prototyp och här kunde man se att olika problemuppstod. T ex fick användarna också problem med swipe-funktionaliteten. Näranvändarna fick välja plattform tyckte de mest om den webbaserade applikationen,eftersom de tyckte den var mest tydlig och lättare att förstå. Detta p.g.a. att den användetext på knappar istället för ikoner som de inte förstod.I slutsatsen av rapporten tas det upp att det är möjligt att skapa webbaseradetidrapporteringsapplikationer om man undviker att använda mycket animationer och inteanvänder element som inte stöds av alla webbläsare. / Program: Systemarkitekturutbildningen
96

Mobilutveckling / Mobile development

Jeppsson, Andreas, Snygg, Johan January 2012 (has links)
Det finns flera olika tillvägagångssätt för att göra det möjligt att skapa program som kan exekveras på flera olika plattformar. Detta tillvägagångssätt för utveckling mot flera plattformar, kallas plattformsoberoende utveckling. En av teknikerna för plattformsoberoende utveckling, bygger på att de specifika plattformarna har tillgång till en virtuell maskin som programmet kompileras mot. Den virtuella maskinen översätter sedan koden till plattformens specifika maskinkod. Denna teknik används bland annat av plattformsoberoende språk som Java och .NET-familjen. Andra tekniker som exempelvis förprocessering (eng. Preprocessing), möjliggör plattformsoberoende genom att programmets källkod kompileras olika beroende på vilken plattform som programmet ska exekveras på.Studien hade för avseende att utreda problemen med plattformsoberoende utveckling mellan de mobila plattformarna Android, iOS och Windows Phone 7. Utredningen visade att det vid studiens utförande, inte fanns något ramverk eller annan teknik som till fullo hade stöd för att skapa ett högpresterande mobilspel för målplattformarna. Genom användandet av Mono for Android och XNA skapades ett plattformsoberoende spel för plattformarna med utvecklingsspråket C#. Plattformsoberoendet kunde uppnås tack vare Mono Runtime som är en implementation av Common Language Runtime för Android och iOS. Common Language Runtime är .NET’s plattformsoberoende teknik och är en virtuell maskin.Mobilspelet skapades för att påvisa att utveckling av plattformsoberoende funktionalitet för 2D- och 3D-grafik, användarinmatning och hantering av media, är möjligt. Spelprototypens funktionalitet togs fram genom att undersöka populära mobilspel, ute på marknaden idag. För plattformsoberoende grafik användes en spelmotor vid namn Axiom, för användarinmatningen samt hanteringen av media utvecklades egna lösningar. Med spelet visade studien att det är möjligt att skapa plattformsoberoende, högpresterande spel för plattformarna Android och Windows Phone 7. Att lösningen fungerar även för iOS bevisades bara teoretiskt då Axiom vid studiens tidpunkt inte hade fullt stöd för utveckling till plattformen. Teknikerna som lösningen utnyttjade var en virtuell maskin för varje plattform samt förprocessering som såg till att vissa delar av källkoden kompilerades specifikt för de olika plattformarna.Lösningen som studien presenterar är inte en fullskaligt plattformsoberoende lösning då källkoden innehåller vissa plattformsspecifika delar. Dock har lösningen visat att mycket av koden är plattformsoberoende mellan plattformarna. Det är främst implementationen av användarinmatningen och hanteringen av media som innehåller plattformsspecifik kod. Därför med dessa redan implementerade är det möjligt att nästan helt och hållet skapa ett plattformsoberoende, högpresterande spel för målplattformarna. / Program: Systemarkitekturutbildningen
97

Designing a decision tree for cross-device communication technology aimed at iOS and android developers

Chioino, Jamil, Contreras, Ivan, Barrientos, Alfredo, Vives, Luis 09 April 2018 (has links)
El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado. / This analysis proposes a decision tree for selecting cross-device communication technologies for iOS and Android mobile devices. This tree accelerates the selection of cross-device technologies by taking into account known use cases of interaction. Five different communication technologies were tested (Real-time Multiplayer, Nearby Messages, PeerJS, iBeacon and Eddystone) by means of 13 proof of concept applications distributed between both operating systems (Android-iOS, iOS-iOS, Android-Android) and the design of 20 architecture diagrams of three types: sequence (connection to services and message sending), deployment and component. The decision tree was validated by mobile development experts resulting in a maximum reduction of up to 30 days of technology selection research. The effectiveness of the tree as a tool is 60%, its usefulness 80% and its ease of comprehension 90%, according to the results obtained from the experts. / Revisión por pares
98

Client/Server Data Synchronization in iOS Development

Tumanov, Dmitry 01 November 2014 (has links)
Electronic gadgets such as touchpads and smartphones are becoming more popular in business and everyday life. The main advantage of mobile devices over personal computers is their portability. Cellular data plans allow Internet access without having permanent access point. There is a number of web-based applications available for gadgets. The primary goal of these apps is to provide their services through constant Internet access. However, it may affect the operation of both devices and applications. The objective of this thesis is to find a better way of client/server data synchronization in iOS development that can reduce the negative consequences of constant Internet access such as Internet traffic consumption, reduced battery life and cover area limitation of cellular services. As the result of the conducted research, the "FollowQTM" application was developed. Despite the fact, that the application is synchronized with web server, it does not require constant Internet access to operate.
99

ORGANIZE EVENTS MOBILE APPLICATION

Gudimetla, Thakshak Mani Chandra Reddy 01 December 2018 (has links)
In a big organization there are many events organized every day. To know about the events, we typically need to check an events page, rely on flyers or on distributed pamphlets or through word of mouth. To register for an event a user now a days typically does this online which involves inputting user details. At the event, the user either signs a sheet of paper or enters credentials in a web page loaded on a tablet or other electronic device. Typically, this is a time-consuming process with many redundancies like entering user details every time the user wants to register for a new event and re-entering the details at the event. This project designs a system that eliminates these redundancies and improves event management.
100

Understanding collaboration in inter-organisational information systems: Implications for supply chain management

Pang, Vincent Ying Kiun, Information Systems, Technology & Management, Australian School of Business, UNSW January 2008 (has links)
This thesis seeks to explore how management can work together to adopt an Inter-organisational Information System (IOIS) for Supply Chain Management (SCM) at different levels of collaboration sophistication. 20 common issues associated with collaboration and adoption of IOIS for SCM, were identified from the current literature. Two theoretical frameworks were developed. First, an IOIS for SCM Adoption Framework was constructed to understand the IOIS for SCM adoption process. Secondly, an Inter-organisational Collaboration Framework was constructed and used as a lens to examine and understand the process of inter-organisational collaboration. Five underlying theories, namely agency, needs and motivation, resource dependency, cultural and negotiated order, were drawn on to develop an understanding of collaboration in this latter framework. The study of collaboration for IOIS adoption is exploratory. Eight organisations were approached from three industries and sixteen interviews were carried out with managers who are involved in the supply chain activities. Data was primarily collected using an interview instrument based on literature, and documentary and archival evidence. Interviews were transcribed and cross-case analysis was conducted on the data. Three of the four levels of collaboration sophistication were supported. At the highest level of collaboration, namely cooperation sophistication, the organisations that were studied have growth motivations, same interests and common business objectives, and prepare to develop strategy and finance projects while reengineering their business processes and redesigning their supply chains collectively. Collaboration is not limited to one dimension but multi-dimensional. An organisation collaborates with its partners in one project but that at the same time, they may not want to collaborate on a different project due to differences in business objectives. When there is a disagreement between parties, negotiation is an important process to help resolve their differences. The process of collaboration was summarised into three perspectives: industry, intra-organisational and inter-organisational. These perspectives can assist practitioners who need to understand how to address the process of collaboration in the adoption of IOISs for SCM with their partners.

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