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Разработка и развитие мобильного приложения управления здоровым образом жизни : магистерская диссертация / Design and development of a mobile application for healthy lifestyle managementХандрик, Ю. А., Khandrik, Yu. A. January 2024 (has links)
Цель исследования – опираясь на теоретические и практические основы разработки мобильных приложений, проанализировать современные методы разработки и рассмотреть их применимость к сфере digital-health. Объектом исследования выпускной квалификационной работы является мобильное приложение для управления здоровым образом жизни «IMPULSE», а предметом – методы и инструменты управления жизненным циклом мобильного приложения «IMPULSE». Научная новизна исследования состоит в рассмотрении и разработке уникальных процессов работы команды и функциональных возможностей приложения, а также современному и гибкому подходу к проектированию маркетинговой стратегии и элементов приложения. Практическая значимость исследования заключается в проектировании долгосрочного плана развития компании для дальнейшей презентации работы инвестору с целью привлечения средств на осуществление этапа разработки. / The aim of the research is to analyze modern development methods and consider their applicability to the digital-health sphere based on the theoretical and practical foundations of mobile application development. The object of the research is a mobile application for healthy lifestyle management "IMPULSE", and the subject is methods and tools of life cycle management of the mobile application "IMPULSE". The scientific novelty of the research consists in the consideration and development of unique team processes and functional capabilities of the application, as well as a modern and flexible approach to the design of marketing strategy and elements of the application. The practical significance of the study is to design a long-term plan for the development of the company for further presentation of the work to the investor in order to attract funds for the implementation of the development phase.
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不同設計元素之遊戲式英文單字學習APP在學習成效、情緒及注意力之影響研究 / Effects of Design Factors of Game-based English Vocabulary Learning APP on Learning Performance, Emotion, and Attention曹鼎, Cao, Ding Unknown Date (has links)
遊戲式學習已被證實能夠有效提升學習者的學習成效,而遊戲的愉悅度是否設計得越強烈,對學習成效越有幫助,是個值得探索的問題。此外,遊戲過程中,有哪些遊戲設計要素能夠影響學習成效,同時讓學習者在遊戲中亦能夠感到趣味性,進而達到學習目標,值得我們關切。再者,學習的專注力及情緒在學習型遊戲設計中,也是必須納入考量的面向。因此,本研究分別探討兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,對於學習者學習成效、專注力、放鬆度及單字記憶保留上的影響。
本研究以馬祖高中高三的36位學生為研究對象,根據英語字彙前測成績及性別將其隨機分派至兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,進行四週的英語字彙學習。結果顯示遊戲設計要素較低的組別的學習者,在英文單字學習成效、單字記憶保留上的成效均顯著優於遊戲設計要素較高組別學習者,同時放鬆度亦較高,而專注度不如遊戲設計要素較高的組別,且各依變項間彼此有顯著的正相關。此外,本研究亦進一步證實性別差異存在於不同遊戲設計要素的英語字彙學習APP中,在遊戲設計要素較低的英文單字學習APP中,發現女性學習者擁有顯著較優的英語字彙學習成效及記憶保留度。而本研究也發現「符合程度的挑戰性」為設計遊戲式英文單字學習APP時最需要重視的遊戲設計要素。
綜上所述,本研究證實相較於遊戲設計要素較高的高刺激性英文單字學習APP,遊戲設計要素較低的低刺激性英文單字遊戲APP對於學習成效、單字記憶保留上具有較正面的效應。此一結果顯示像英語字彙學習這樣的認知型學習,在遊戲設計上並不適合納入刺激性較高的遊戲設計要素。此外,對遊戲設計者來說,未來設計英文單字遊戲學習APP時,亦應將性別差異納入設計考量,同時儘可能在遊戲娛樂性及教育性中取得平衡。 / Game-based learning has been proved to effectively boost learners’ learning performance, while whether more enjoyment designed in the game brings better learning performance remains unknown. Besides, what game design factors will affect learning performance and simultaneously keep learners interested in the game is also worth investigating. Moreover, attention and emotion are two dimensions which should be taken into account when designing learning games. As a result, this study tries to assess the effects of using two different English vocabulary learning APPs with significantly different game design factors on learners’ performance, sustained attention, meditation, and vocabulary memory retention, respectively.
A pilot study was conducted beforehand to examine whether the two considered English vocabulary game APPs differ significantly in game design factors including concentration, feedback, challenges match player skills, control, and immersion. In the formal study, thirty-six Grade 12 students from Matsu senior high school participated in this study. They were randomly divided into two experimental groups based on gender and pretest scores, separately using two English vocabulary game APPs with significantly different game design factors for English vocabulary learning. The study lasted for four weeks. Analytical results show that students using game with lower scores in game design factors generated significantly better vocabulary learning performance, memory retention and meditation level than those using game with higher scores in game design factors, while sustained attention level was lower. Also, they were significantly correlated to one another. Moreover, this study further confirms that gender differences existed among English vocabulary learning games with different game design factors. Girls were found to have significantly better English vocabulary learning performance and memory retention in the game APP with lower scores in game design factors. Furthermore, “challenge matches players’ skill” was found to be the most important game design factor when designing game-based English vocabulary learning APPs.
In conclusion, this study confirms that English vocabulary game APPs with lower exciting elements have more positive learning effects on learning performance, memory retention than those with higher scores in game design factors. The result indicates that when designing games, higher exciting game design factors are not suitable for cognitive learning, such as English vocabulary learning. Finally, this study provides suggestions for future game-design developers to take gender differences into consideration when designing English vocabulary learning game APPs, and meanwhile tries to strike the balance between educational purpose and entertainment of the game APPs.
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Enhancing small business through mobile apps: a case study from Lagos, NigeriaOwoseni, Adebowale Oluropo 02 1900 (has links)
This thesis draws on the framework of dynamic capability (DC) in an effort to make sense of how small and medium scale enterprises (SMEs) use mobile apps in Lagos, Nigeria. There exists significant knowledge regarding the application of the DC framework in large firms but its application in smaller organisations has scarcely been researched. The knowledge of how SMEs use mobile apps is important at this time because it could help these SMEs compete favourably, despite unpredictable environments.
Based on pragmatic philosophy and a mixed-methods research approach, the research was conducted in two phases. The first phase of the research used qualitative methods to identify the absorptive, adaptive and innovative capabilities of SMEs in Lagos with a view to discover the extent to which mobile apps are used as enablers and/or drivers of these capabilities. The findings from 20 SMEs identified 15 DC constructs whose impact on SMEs could be enhanced using appropriated mobile apps. The SMEs manifest adaptive capabilities, mainly through using appropriated mobile apps. The SMEs manifest adaptive capabilities, mainly through customer feedback and referrals, and demonstrate absorptive capabilities through the repackaging and repricing of their goods and/or service offerings. The innovative capabilities of SMEs became evident through the imitation and adaptation of offerings.
The second phase of this research surveyed 1 162 SMEs in Lagos in an effort to validate the identified constructs through quantitative methods. Descriptive statistics of survey responses affirm the use of mobile apps by SMEs and it also indicated the underutilisation of mobile apps as a DC enabler. Further analysis, using covariance-based structural equation modelling (SEM) techniques and confirmatory factor analysis (CFA), explored the fitness of a conceptual SME model. The model assembled seven latent variables namely: mobile app usage, adaptive capability, absorptive capability, innovative capability, opportunity sensing ability, opportunity shaping ability and opportunity seizing ability. Subsequently, 15 hypotheses aimed at understanding the relationships between the variables were developed. The findings from the quantitative analysis revealed that mobile app usage increases the adaptive, absorptive and innovative capabilities of SMEs. The results failed to establish a direct relationship between mobile app usage and opportunity sensing, shaping and seizing abilities. Furthermore, the use of the adaptive capability in taking advantage of opportunities could not be generalised in SMEs’ context.
The research findings imply the existence of an untapped potential as far as the use of mobile apps by SMEs in Lagos is concerned. The findings suggest that SMEs in Lagos respond to opportunities by becoming innovative and they seldom exhibit innovation in order to create opportunities. Based on the heterogeneous nature of SMEs, it is difficult to suggest a clear-cut narrative as to how all SMEs should employ mobile apps to create and maximise opportunities. However, mobile apps could induce creativity when developed and applied to the contextual requirements of SMEs.
The outcome of this research reflects a multidisciplined research experience. The study contributed to IS through the creation of a model for investigating mobile app usage by organisations from a DC perspective. The conceptual model designed in this study could be adapted to investigate the way in which mobile app usage influences organisations in other contexts. The study contributed to the area of Information Systems by revealing the application of the DC framework to SMEs in contrast to the usual practice of researching DC with large organisations in mind. This research work suggests implicit ways of enhancing SMEs which could aid policy makers.
This study was limited in that it gathered data from SMEs in Lagos alone as Lagos represents the commercial centre of Nigeria. Considerations for future research include the comparison of DC of large and small organisations in Lagos to examine if similarities and/or contrasts exist. Furthermore, due to the evasive and heterogeneous nature of SMEs, it would be beneficial to delimit future research on SMEs along specific domains of interest. / Iqoqa
Lolu cwaningo lususelwa ohlakeni lokuthiwa ngamandla aphilayo (dynamic capability [DC]) emzameni wokuba umuntu aqonde ukuthi amabhizinisi amancane namaphakathi (ama-SME) awasebenzisa kanjani ama-apps ahanjiswayo eLagos, eNigeria. Lolu lwazi lubalulekile ngoba lungasiza la mabhizinisi ukuba ancintisane namanye ngokunempumelelo, noma izimo akuzo wona zingaqondakali kahle.
Ucwaningo lwenziwa ngezigaba ezimbili. Isigaba sokuqala sahlonza ama-DC ama-SMSE eLagos, ngenhloso yokuthola ukuthi ngabe ama-apps ahanjiswayo asetshenziswa kangakanani ukukhuthaza kanye/noma ukuqhubela phambili la mandla aphilayo. Okwatholakala kuma-SME angama-20 kwaba ukuhlonzwa kwezinhlelo zama-DC ithonya lazo kuma-SME elalingase liphakame ngokusebenzisa ama-apps ahanjiswayo afanele. Ama-SME afakazela ama-DC ikakhulu ngokushiwo ngamakhasimende nalabo abathintiwe, nokuba kubonakale ngokuba impahla ekhishwayo ipakishwe kabusha, ifakelwe intengo entsha, noma kube yimpahla engukulingisa eyokuqala noma ilungiswe ifane neyokuqala.
Ibanga lesibili lalolu cwaningo lwahlola ama-SME ayi-1 162 eLagos ukuzama ukuqinisekisa ngezinga lezinhlaka ezihlonziweyo. Izimpendulo ezavezwa ucwaningo zakwesekela ukusetshenziswa ngama-SME kwama-apps ahanjiswayo, zakhomba nokuthi awasetshenziswa ngokugcwele ama-apps ahanjiswayo njengokunika i-DC amandla. Okunye ukuhlaziya kwakhombiisa ukuthi ukusebenzisa ama-apps ahanjiswayo kwakungasiza ama-SME ngokwandisa amathuba awo. Nokho phela ukusebenzisa amathuba avelayo kwakungeke kwenzeke yonke indawo kuma-SME. Okuvezwa ucwaningo kukhombisa ukuthi kukhona ukusizakala okukhulu okungakafinyelelwa kukho mayelana nokusetshenziswa ngama-SME kwama-apps ahanjiswayo eLagos.
Ucwaningo luphonsa itshe esivivaneni enkundleni yezinhlelo zokusebenza ngezolwazi ngokwembula ukusetshenziswa kohlaka lwe-DC kuma-SME uma kuqhathaniswa ngokuphambene nalokhu, okungukucwaninga okwejwayelekile nge-DC ezinhlanganweni ezinkulu. Lolu cwaningo luveza izindlela ezingekho obala zokuthuthukisa ama-SME, okungaba usizo kulabo ababhekene nokusungula imigomo yezwe. / School of Computing / Ph. D. (Information Systems)
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Konzeption und Entwicklung eines Konferenzführers für Großereignisse als mobile Applikation für die ICC 2013Hauck, Christian 25 April 2012 (has links)
Das Betriebssystem Android bietet, aufgrund der stetig steigenden Zahl der verfügbaren mobilen Geräte auf Basis dieses System und der ebenfalls stark steigenden Zahl der Nutzer solcher Geräte, eine sehr gute Grundlage zur Entwicklung diverser mobiler Anwendungen. Es kann dabei für jeden erdenklichen Bereich des alltäglichen Lebens, vor allem Freizeit, aber auch Arbeit, eine App auf Grundlage von Android entwickelt werden.
Im Bereich der mobilen Eventguides gibt es aktuell noch Entwicklungsbedarf bei den angebotenen mobilen Applikationen. So gibt es zahlreiche Anwendungen für Messen, Konferenzen oder Festivals, allerdings unterscheiden sich diese stark in ihren Funktionen und vor allem in der Darstellung von Karten und Plänen. Häufig werden solche Apps auf Grundlage eines Frameworks erstellt, welches es ermöglicht die App an verschiedene Veranstaltungen anzupassen.
Die vorliegende Arbeit beschreibt die Implementierung eines Konferenzführers für die Internationale Kartographische Konferenz 2013 in Dresden. Grundlage für die Implementierung ist dabei die Betrachtung von Orientierungsmethoden und Navigationsanwendungen für Fußgänger im In- und Outdoorbereich und auf Großveranstaltungen. Hierzu werden bereits vorhandene Apps aus dem Bereich Veranstaltungen untersucht. Neben den allgemeinen Funktionen wird ein Augenmerk auf die kartographischen Funktionen solcher Apps gelegt.
Im Rahmen der Arbeit wird ein Framework, auf Basis von Android, entwickelt, welches die Erstellung von mobilen Anwendungen für verschiedene Großereignisse ermöglicht. Dieses Framework wird speziell an die Internationale Kartographische Konferenz 2013 angepasst und liefert als Ergebnis eine App, die als digitaler Konferenzführer genutzt werden kann.:Aufgabenstellung III
Selbstständigkeitserklärung V
Kurzfassung VII
Abstract VIII
Inhaltsverzeichnis IX
Abbildungsverzeichnis XII
Tabellenverzeichnis XIII
Abkürzungsverzeichnis XIV
1 Einleitung 1
1.1 Motivation 1
1.2 Aufbau der Arbeit 3
1.3 Ziel der Arbeit 4
2 Großereignisse – Definition und Klassifizierung 7
2.1 Allgemein 7
2.2 Messe 10
2.3 Festival 11
2.4 Stadtfest 11
2.5 Konferenz 12
2.6 International Cartographic Conference 2013 – ICC 2013 12
3 Orientierung und Navigation als Fußgänger 15
3.1 Begriffsdefinitionen 15
3.1.1 Orientierung 15
3.1.2 Navigation 15
3.1.3 Fußgängernavigation 16
3.2 Outdoor 18
3.2.1 Analog 18
3.2.2 Digital 19
3.3 Indoor 24
3.3.1 Analog 24
3.3.2 Digital 28
3.4 In Computerspielen 41
3.5 Auf Großveranstaltungen 45
3.5.1 Analog 46
3.5.2 Digital 46
4 Apps für Großereignisse 49
4.1 Mobile Applikation 49
4.2 Vorteile mobiler Apps für Großereignisse 49
4.3 Smartphones 50
4.4 Betriebssysteme für Smartphones 50
4.5 Mobile Event 54
4.6 Vergleich vorhandener Apps für Großereignissse 55
4.6.1 Entwickler von Apps für Großereignisse 56
4.6.2 Vergleich ausgewählter Apps 57
4.7 Wichtige Funktionen einer App für Großereignisse 65
4.7.1 Ergebnisse aus dem Vergleich 65
4.7.2 Evaluationsergebnisse 69
4.7.3 Zusammenfassung der Untersuchung 73
5 Konzeption einer App für Großereignisse 75
5.1 Funktionen der App 76
5.2 Gestaltung der App – Design Guidelines Android 80
5.3 Bedienung 83
5.4 Datenübertragung 84
5.5 Datengrundlage/Datenanforderung 85
5.6 Adaptionsmöglichkeiten 90
5.7 Grafische Darstellung des Konzeptes 92
5.8 Framework 93
6 Praxisbeispiel ICC 2013 Conference Guide 95
6.1 Grundlagen 95
6.1.1 Entwicklungsumgebung – Systemvoraussetzungen 96
6.1.2 Struktur eines Android-Projektes 97
6.2 Implementierung der App 98
6.2.1 Startmenü 99
6.2.2 Datenübertragung 102
6.2.3 XML-Verarbeitung und Datenbank 106
6.2.4 Listenansicht und Detailansicht 109
6.2.5 Kartenansicht und Routing 114
6.2.6 Erstellung einer APK-Datei und Veröffentlichung einer App 122
6.3 Dokumentation 122
6.4 Test 123
6.5 Hinweise zur Anpassung der App an ein anderes Großereignis 126
6.6 Aktueller Stand der App 129
6.7 Probleme während der Erstellung 130
7 Fazit 133
8 Ausblick 135
Quellenverzeichnis XVII
Literaturquellen XVII
Internetquellen XXIII
Google play Seiten der getesteten Apps XXXII
Anhang XXXV
A Fragebögen XXXV
A.1 Fragebogen „Umfrage zur Erstellung einer App für Großveranstaltungen“ XXXV
A.2 Fragebogen „Evaluation zur App ICC 2013 Conference Guide für Android“ XXXIX
B XML-Strukturen LI
B.1 Struktur scientific_program.xml LI
B.2 Struktur social_program.xml LII
B.3 Struktur speaker.xml LIII
B.4 Struktur news.xml LIII
B.5 Struktur exhibitor.xml LIV
B.6 Struktur poi.xml LV
C Screenshots LVII
D Klassendiagramm (schematisch) LXI
E CD LXIII / The Android operating system offers, due to the increasing number of available mobile devices based on this system and also the rapidly increasing number of users of such devices, a very good basis for the development of various mobile applications. It can be relevant to every conceivable area of everyday life, especially leisure, but also work to develop an app based on Android.
It currently still requires development of the offered mobile applications in the area of mobile event guides. There are numerous applications for trade shows, conferences and festivals, but they differ greatly in their functions and, above all in the presentation of maps and plans. Often, such apps are created based on a framework that allows the app to adapt to different events.
The present paper describes the implementation of a conference guide for the International Cartographic Conference 2013 in Dresden. Basis for the implementation is the consideration of methods of orientation and navigation applications at indoor and outdoor areas for pedestrians and on major events. To this end, existing applications from the category large events will be studied. Besides the general features a focus is placed on the cartographic features of such apps.
A framework, based on Android, which allows the creation of mobile applications for various large events, will be created as part of the work. This framework is adapted to the International Cartographic Conference 2013 and delivers as a result an application that can be used as a digital conference guide.:Aufgabenstellung III
Selbstständigkeitserklärung V
Kurzfassung VII
Abstract VIII
Inhaltsverzeichnis IX
Abbildungsverzeichnis XII
Tabellenverzeichnis XIII
Abkürzungsverzeichnis XIV
1 Einleitung 1
1.1 Motivation 1
1.2 Aufbau der Arbeit 3
1.3 Ziel der Arbeit 4
2 Großereignisse – Definition und Klassifizierung 7
2.1 Allgemein 7
2.2 Messe 10
2.3 Festival 11
2.4 Stadtfest 11
2.5 Konferenz 12
2.6 International Cartographic Conference 2013 – ICC 2013 12
3 Orientierung und Navigation als Fußgänger 15
3.1 Begriffsdefinitionen 15
3.1.1 Orientierung 15
3.1.2 Navigation 15
3.1.3 Fußgängernavigation 16
3.2 Outdoor 18
3.2.1 Analog 18
3.2.2 Digital 19
3.3 Indoor 24
3.3.1 Analog 24
3.3.2 Digital 28
3.4 In Computerspielen 41
3.5 Auf Großveranstaltungen 45
3.5.1 Analog 46
3.5.2 Digital 46
4 Apps für Großereignisse 49
4.1 Mobile Applikation 49
4.2 Vorteile mobiler Apps für Großereignisse 49
4.3 Smartphones 50
4.4 Betriebssysteme für Smartphones 50
4.5 Mobile Event 54
4.6 Vergleich vorhandener Apps für Großereignissse 55
4.6.1 Entwickler von Apps für Großereignisse 56
4.6.2 Vergleich ausgewählter Apps 57
4.7 Wichtige Funktionen einer App für Großereignisse 65
4.7.1 Ergebnisse aus dem Vergleich 65
4.7.2 Evaluationsergebnisse 69
4.7.3 Zusammenfassung der Untersuchung 73
5 Konzeption einer App für Großereignisse 75
5.1 Funktionen der App 76
5.2 Gestaltung der App – Design Guidelines Android 80
5.3 Bedienung 83
5.4 Datenübertragung 84
5.5 Datengrundlage/Datenanforderung 85
5.6 Adaptionsmöglichkeiten 90
5.7 Grafische Darstellung des Konzeptes 92
5.8 Framework 93
6 Praxisbeispiel ICC 2013 Conference Guide 95
6.1 Grundlagen 95
6.1.1 Entwicklungsumgebung – Systemvoraussetzungen 96
6.1.2 Struktur eines Android-Projektes 97
6.2 Implementierung der App 98
6.2.1 Startmenü 99
6.2.2 Datenübertragung 102
6.2.3 XML-Verarbeitung und Datenbank 106
6.2.4 Listenansicht und Detailansicht 109
6.2.5 Kartenansicht und Routing 114
6.2.6 Erstellung einer APK-Datei und Veröffentlichung einer App 122
6.3 Dokumentation 122
6.4 Test 123
6.5 Hinweise zur Anpassung der App an ein anderes Großereignis 126
6.6 Aktueller Stand der App 129
6.7 Probleme während der Erstellung 130
7 Fazit 133
8 Ausblick 135
Quellenverzeichnis XVII
Literaturquellen XVII
Internetquellen XXIII
Google play Seiten der getesteten Apps XXXII
Anhang XXXV
A Fragebögen XXXV
A.1 Fragebogen „Umfrage zur Erstellung einer App für Großveranstaltungen“ XXXV
A.2 Fragebogen „Evaluation zur App ICC 2013 Conference Guide für Android“ XXXIX
B XML-Strukturen LI
B.1 Struktur scientific_program.xml LI
B.2 Struktur social_program.xml LII
B.3 Struktur speaker.xml LIII
B.4 Struktur news.xml LIII
B.5 Struktur exhibitor.xml LIV
B.6 Struktur poi.xml LV
C Screenshots LVII
D Klassendiagramm (schematisch) LXI
E CD LXIII
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