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Mobile Apps and Indigenous Language Learning: New Developments in the Field of Indigenous Language RevitalizationBegay, Winoka Rose January 2013 (has links)
This study focuses on the theme of technology-based Indigenous language revitalization and maintenance efforts by looking at new developments in mobile technology and how they are used within Indigenous communities for language learning and teaching. I assessed four mobile apps through the use of an evaluation rubric, online user reviews, and developer consultations. The findings from the assessments were then used to determine what essential themes are important when developing an effective and successful language application model (Appendix C), with the intention of developing a user-friendly template for use by other Indigenous communities. Three essential elements were found to be common among the four language applications assessed: (1) successful integration of interactive and digital media that provides a purposeful learning environment for the user; (2) accuracy and testing of both media and the user-interface, and; (3) successful usability and functionality of the mobile platform.
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An Evaluation Framework for Cross-Platform Mobile Application Development ToolsDhillon, Sanjeet 20 December 2012 (has links)
The mobile application market is becoming increasingly fragmented with the availability of multiple mobile platforms that differ in development procedures. Developers are forced to choose to support only some platforms and specific devices due to limited development resources. To address these challenges, numerous tools have been created to aid developers in building cross-platform applications, however, there is no metric to evaluate the quality of these tools. This thesis introduces a framework for evaluating the features, performance and discuss development experience of existing and future cross-platform development tools. The framework is implemented by benchmarking several tools and the results identify a disparity in the features and performance. This research is carried out in collaboration with industrial partner Desire2Learn, through an NSERC Engage Grant. / NSERC, Desire2Learn
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Approaches for contextualization and large-scale testing of mobile applicationsWang, Jiechao 15 May 2013 (has links)
In this thesis, we focused on two problems in mobile application development: contextualization and large-scale testing. We identified the limitations of current contextualization and testing solutions. On one hand, advanced-remote-computing- based mobilization does not provide context awareness to the mobile applications it mobilized, so we presented contextify to provide context awareness to them without rewriting the applications or changing their source code. Evaluation results and user surveys showed that contextify-contextualized applications reduce users' time and effort to complete tasks. On the other hand, current mobile application testing solutions cannot conduct tests at the UI level and in a large-scale manner simultaneously, so we presented and implemented automated cloud computing (ACT) to achieve this goal. Evaluation results showed that ACT can support a large number of users and it is stable, cost-efficiency as well as time-efficiency.
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Mobiliųjų aplikacijų ir žaidimų verslo plėtros galimybės / Development opportunities for mobile applications and games on smartphonesOkmanas, Tomas 05 February 2013 (has links)
Šio magistrinio darbo tikslas – analizuojant literatūros šaltinius bei naudojant empirinius tyrimo metodus išanalizuoti ir įvertinti mobiliųjų aplikacijų ir žaidimų išmaniesiems įrenginiams plėtros galimybes Lietuvos rinkoje.
Literatūros šaltinių analizė atskleidė, jog mobilusis verslas gali būti apibūdinamas kaip mobiliųjų informacinių technologijų ir telekomunikacijų panaudojimas siekiant išlikti, gerinti ir plėtoti egzistuojančius verslo procesus ir ryšius arba vystyti naujus verslo segmentus. Programėlių rinkoje vyksta sparti plėtra ir augimas. Vyksta arši kova dėl išmaniųjų telefonų rinkos dalies tarp technologinių kompanijų. Palyginus su pasaulinėmis tendencijomis, Lietuva dar yra pačioje pradžioje, turi labai ribotą lietuviškų programėlių skaičių. Lietuvoje yra pakankamai IT specialistų, tik nedidelė jų dalis specializuojasi mokomųjų žaidimų ir stimuliatorių kūrime.
Buvo atliktas struktūrizuotas interviu apklausus šešis žinomų programinės įrangos gamintojų IT specialistus. Magistrinio darbo tyrimo pagrindą sudarė kiekybinis tyrimas, naudojant anketinę apklausą Internetu. Anketinio tyrimo metu buvo apklausta 113 respondentų iš Lietuvos. Šio tyrimo tikslas buvo apklausti gyventojus, išanalizuoti Lietuvos mobiliųjų aplikacijų ir žaidimų išmaniesiems telefonams vartotojų poreikius ir požiūrius į Lietuvoje sukurtų produktų plėtros galimybes Lietuvos ir pasaulio mobiliųjų aplikacijų rinkose. Tyrimo metu gauti rezultatai parodė, kokiais išmaniaisiais mobiliais įrenginiais ir... [toliau žr. visą tekstą] / The master goal – the analysis of literary sources and the use of empirical research methods to analyze and evaluate mobile applications and games for smart devices development opportunities in the Lithuanian market.
Literary analysis revealed that the mobile business can be described as a mobile information and communication technologies usage in order to maintain, improve and develop the existing business processes and relationships or develop new business segments. Gadget market is undergoing rapid expansion and growth. Fierce battle for smartphone market share among technology companies. Compared with global trends, Lithuania is still at the very beginning, a very limited number of Lithuanian applets. Lithuania is enough IT professionals, only a small part of the specialized educational games and pacemaker development.
Structured interview was conducted interviews with six well-known software vendors IT professionals. The master's thesis research was based on a quantitative study using a questionnaire survey on the Internet. Questionnaire survey questioned 113 respondents from Lithuania. This study was designed to examine the population, to analyze the Lithuanian mobile apps and games for smartphones users' needs and attitudes in Lithuania created by the development of products for the Lithuanian and world markets for mobile applications. The study results showed what smart mobile devices and operating systems which is mainly used for respondents what kind of games... [to full text]
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Effects of Electronic Reminders for Promoting Exercise Motivation and Adherence in University StudentsHamilton, Ashlee 29 August 2014 (has links)
tLess than half of all adults meet the federal exercise recommendations (CDC, 2010) and college-aged adults may be more vulnerable to the consequences of physical inactivity with about two-thirds of college students leading sedentary lifestyles (Harvey-Berino, Pope, Gold, et al., 2012; Tully & Cupples, 2011). Mobile apps provide an efficient way to track physical activity and electronic prompts can enhance mobile apps by reminding individuals to participate. Therefore, the purpose of this study was to examine the effectiveness of a mobile app and electronic prompts sent via Twitter for promoting exercise motivation and adherence in sedentary university students. The hypotheses tested were: (a) a significantly greater percentage of participants in the treatment group would progress through the stages-of-change (SOC) from pre- to post-program compared to the control group, and (b) the treatment group would demonstrate significantly greater exercise adherence than the control group. Thirteen participants followed an 8-week running program on a mobile app. The control group (n = 8) followed the running program while the treatment group (n = 5) also received electronic prompts sent via Twitter to remind participants to exercise. The SOC modified four stage algorithm was used pre- and post-program to assess exercise motivation. Exercise adherence was measured by total number of completed workouts out of the 24 prescribed. A significantly greater number of participants in the control group progressed at least one stage from pre- to post-program compared to participants in the treatment group, χ2 = 6.9, p = 0.008. Additionally, participants in the control group reported a greater number of completed workouts (M = 12.5, SD = 7.6) compared to the participants in the treatment group (M = 3.6, SD = 4.0). These findings suggest that while the mobile app may be beneficial for promoting exercise motivation and adherence, the electronic prompts sent via Twitter appeared to have no effect. Further studies are needed to determine the most effective way to use Twitter to increase exercise motivation and adherence of sedentary university students.
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O uso de tecnologia de dispositivos móveis para desenvolvimento de protótipo de app para acessar informações dos objetos do Museu dos Ferroviários de Bauru /Torres, Claudines Taveira. January 2017 (has links)
Orientador: João Pedro Albino / Banca: Maria Cristina Gobbi / Banca: Kelton Augusto Pontara da Costa / Resumo: As inovações tecnológicas, a popularização exponencial da Internet aliado ao aumento no uso dos Smartphones e acesso à Web, vêm alterando a forma como vivemos e nos comunicamos, destacando-se a interatividade, redes sociais, celulares inteligentes, aplicativos móveis, Internet das Coisas, comunicação M2M, computação sobre as nuvens entre outros, aliado a isso a empolgação do mercado quanto a utilização do IoT é mencionada em 2015 pelo Ciclo Gardner Hype como a tecnologia no ápice da crista da onda para os próximos 5 a 10 anos. O presente trabalho teve como objetivo criar um facilitador para os visitantes do museu através de desenvolvimento de um protótipo App de dispositivo móvel utilizando tecnologia Beacons e QRCode para acesso as informações dos objetos do museu dos ferroviários. A importância desta pesquisa está alicerçada na estimação que representa a estrada de ferro no mundo e principalmente em nossa região. A necessidade de preservar a cultura e difundir a memória da história é encontrada no museu ferroviário de Bauru e neste cenário foi desenvolvido uma pesquisa e de um protótipo de App utilizando as tecnologias Android, sensores Beacons (IoT), QRCode, Internet, Bluetooh e dispositivos móveis (Smartphones, Tablet) para tornar mais atraente e interessante aos seus visitantes. A realização do protótipo de App e as tecnologias mencionadas acima trouxeram aos visitantes um novo cenário, unindo-se o mundo real e o virtual, melhorando substancialmente a sua experiência no ... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: Technological innovations, the Internet exponential popularization, the increase use of smartphones and the web access have changed the way we live and communicate, with special emphasis on interactivity, social networks, smart phones, mobile applications, Internet of things, M2M communication, cloud computing among others. The market expectation in relation to the use of IoT - Internet of Things is mentioned in 2015 by the Gardener Hype Cycle and the technology is on the crest of a wave for the next 5 to 10 years. The present work aimed to create a facilitator for museum visitors, developing a prototype of mobile device app using the beacons and the qrcode technology to access information about the railway museum objects. The importance of this research is based on the railway estimation around the world and mainly in our region. The need to preserve culture and spread the history memory is found in Bauru railway museum, and in this scenario a research and an app prototype were developed using android technologies, beacons sensors (IoT), qrcode, internet, bluetooh and Mobile devices (smartphones, tablet) to make the experience more attractive and interesting for the visitors. The app prototype and the technologies mentioned above have brought a new setting to visitors, joining the real and virtual worlds, substantially improving their museum experience and having visitors to go back to the museum in the future and bring other visitors. / Mestre
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Mobile Applications Evolution / Mobile Applications EvolutionTimsina, Achyuta, Prajapati, Shree Dimna January 2013 (has links)
Due to improved computing power, connectivity and interaction capability of mobile devices, their popularity and general acceptance in mass population has increased in recent years. Mobile applications are software systems running on mobile hand-held devices such as smart phones and tablets. Due to obvious differences in mobile applications, the evolution studies on them is of high importance. The primary objective is to study and compare the mobile applications evolution with the Lehman's laws of software evolution. Next is to identify and report how the software development team size influences mobile applications evolution. The study is conducted on 9 different open source mobile applications among which 5 were developed by single core developer and 4 were developed by multiple core developers. The selected projects' code repository is cloned into local copy and a number of tools are used on those repositories for extraction of relevant metrics from the artifacts. The Lehman laws are tested graphically, analytically and in some cases statistically. Six of the Lehman's laws are tested for validation in sample mobile applications. Among the six laws, I-Continuing Change is found supportive, III-Self Regulation and VI-Continuing Growth are found partial supportive in mobile applications. The II-Increasing complexity and V-Conservation of Familiarity are inconclusive. The IV-Conservation of Organizational Stability is not supportive in our sample mobile applications. Moreover, mobile applications are developed by a single or a few developers. Small team mobile projects have less time between releases compared to large team projects. The growth pattern of mobile applications is different than that predicted by Lehman laws.
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Dynamic updates of mobile apps using JavaScriptSpetz-Nyström, Simon January 2015 (has links)
Updates are a natural part of the life cycle of an application. The traditional way of updating an application by stopping it, replacing it with the new version and restarting it is lacking in many ways. There have been previous research in the field of dynamic software updates (DSU) that attempt to salvage this problem by updating the app while running. Most of the previous research have focused on static languages like C and Java, research with dynamic languages have been lacking. This thesis takes advantage of the dynamic features of JavaScript in order to allow for dynamic updates of applications for mobile devices. The solution is implemented and used to answer questions about how correctness can be ensured and what state transfer needs to be manually written by a programmer. The conclusion is that most failures that occur as the result of an update and is in need of a manually written state transfer can be put into one of three categories. To verify correctness of an update tests for these types of failures should be performed.
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AirSniffer: A Smartphone-Based Sensor Module for Personal Micro-Climate MonitoringSmith, Jeffrey Paul 05 1900 (has links)
Environmental factors can have a significant impact on an individual's health and well-being, and a primary characteristic of environments is air quality. Air sensing equipment is available to the public, but it is often expensive,stationary, or unusable for persons without technical expertise. The goal of this project is to develop an inexpensive and portable sensor module for public use. The system is capable of measuring temperature in Celsius and Fahrenheit, heat index, relative humidity, and carbon dioxide concentration. The sensor module, referred to as the "sniffer," consists of a printed circuit board that interconnects a carbon dioxide sensor, a temperature/humidity sensor, an Arduino microcontroller, and a Bluetooth module. The sniffer is small enough to be worn as a pendant or a belt attachment, and it is rugged enough to consistently collect and transmit data to a user's smartphone throughout their workday. The accompanying smartphone app uses Bluetooth and GPS hardware to collect data and affix samples with a time stamp and GPS coordinates. The accumulated sensor data is saved to a file on the user's phone, which is then examined on a standard computer.
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Rozšířená realita: Historické verze budovy / Augmented Reality: Historical Versions of a BuildingMedvec, Juraj January 2019 (has links)
This thesis is focused on Augementied reality in mobile applications. The aim of the thesis is to create mobile application that provides its users with the view of the past of selected buildings. At the beginning of the thesis, the reader is presented with various methods and technologies for working with augmented reality. Based on the theorie obtained in first chapters, a mobile application was designed and implemented. The final mobile application allows its users to view historical buildings.
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