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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

Nástroje pro podporu vývoje nativních multiplatformních mobilních aplikací / Tools for support of cross-platform native mobile apps development

Bulvas, Vít January 2015 (has links)
This master thesiss goal is to map available tools for support of cross-platform native mobile app development. Main goal of thesis is to choose such tool and present it in form of app development. To accomplish this goal several criteria with different importance have to be defined. These criteria are used for choosing of most suitable tool. This thesis has two outputs. First one are criteria that can be used again or amended for some similar tool rating, like this one. Second output is cross-platform mobile app developed with Xamarin tool. Structure of this thesis copy secondary goals that support main goal: mobile OS are presented, name cross-platform native app is defined, define criteria, describe selected tools, rate them and demonstrate development of simple app on selected tool.
52

Identifying female mobile bully-victim characteristics in selected high schools in South Africa: towards an anti-bullying mobile application

Adeyeye, Oshin Oluyomi 22 December 2020 (has links)
Within the majority of learners' years in high school, bullying is one common experience that pervades those years of transitioning to adulthood. The bullying phenomenon has been studied over a few decades and we have basically come to understand that bullying is any situation where a perpetrator, over a period, continually behaves aggressively towards another individual who cannot defend themselves; here an imbalance of power is accentuated. This has been studied in recent years with the increasing reports of fatalities among high school learners who have resorted to suicide and self-harm as a solution. In the current digital age, the extent of bullying is faster and reaches further, and as such, more dynamics seem to be involved in the mix. The role of technology in improving the way we live and do things has also extended to the way crimes and injustice are being meted out in society. Youths and adolescents, particularly high school learners have been noted to have a phenomenal adoption of technology. They are also noted to increasingly acquire the most updated mobile technology devices and are therefore a fit sample for examining mobile bullying. In addition, more studies are finding out distinct classifications such as bully, victim and bully-victims, with the bully-victim studies just beginning to gain attention. As with the more familiar traditional bullying, fundamental psychological, social and economic factors largely predict the exhibiting of bully-victim characteristics. Some studies have found that the consequences are, however, more severe within the group but not without some inconsistencies in findings; hence the need to investigate and begin to proffer the right interventions or solutions. This current study set out to investigate characteristics of female mobile bully-victim behaviours amidst claims that they are a minority and so no special attention need be given to them. A pilot study, conducted by this researcher, examining the bully-victim subgroup from previous cyberbullying research studies (Kabiawu & Kyobe, 2016), found the group exists and is fast gaining more popularity in research. Further examination of literature found the discourse around age factor in prevalence, with gender variances, interventions, and country differences, among others. Many of the past studies on gender variance enquiries were conflicting, interventions were largely not technology-oriented, and studies were mostly from outside the continent of Africa. This stirred up the interest in studying female mobile bully-victims in South African high school students and the exploration of a general (i.e. non-gender-specific) technical intervention. The study followed a pragmatic philosophy and mixed method in collecting and analyzing the data. The study was carried out in Cape Town, South Africa; eight schools agreed to participate in the survey, and 2632 responses were collected from a range of schools (consisting both public and independent schools). Of these, 911 were females and 199 bully-victims, placing the group in a minority position. This maintained the keen interest in understanding the issues that face them rather than overlooking the subgroup as some studies would argue. Additionally, the study vii entailed the development of an IT artefact in the form of a mobile application, called “The BullsEye!” through a Design Science process. The aim of the artefact was to proffer a technical intervention and observe the usefulness of the artefact in dealing with general bullying as well as for addressing, mitigating and providing support for bullying. The study collected information quantitatively to explore the differences in age, school grade, type of school, family type, ethnicity and perceptions of interventions from students. This process was also used to recruit interested students in designing the mobile app intervention to address the secondary aspect of the research. The study predicted that at different ages and school grades, female mobile bullyvictim behaviours would be different. It also proposed that these behaviours exhibited by bully-victims would differ when the school type, ethnicity and family from which students come, are compared. When interventions by teachers, family and friends were compared, the study predicted that the female bully-victim behaviours exhibited would not be same, depending on the perception of the level of intervention the students received. These hypotheses were tested empirically using quantitative methods to check the analysis of the variance of the mean scores of the collected data. The results of the analysis of variance showed findings that resulted in some partial and some strong acceptance of the hypotheses. As expected, there were age and grade differences observed among the behaviours of the female bully-victims surveyed. The younger in age and grade these students were, the more of the behaviours were found to be exhibited by them. Students from conventional families with two parents were expected to exhibit fewer female bully-victim characteristics, but this was not necessarily the finding in the study and inconsistent with most previous studies. The prediction on ethnicity was also partially accepted due to mixed indications according to findings. Establishing the respondents' ethnicity showed a group of students who did not wish to reveal their ethnicity but were rife in bully-victim behaviour via phone calls, email and SMS's. This raised a question of whether their societal status affected their behaviour. The type of school was also found not to accurately predict female bully-victim behaviours in this study as expected or in accordance to majority of existing literature. There was, however, evidence of a distinct social media mechanism of bullying/victimization peculiar to an Independent school in relation to other schools. The prediction on interventions, while being partially supported, provided a useful insight into strengthening the need to appreciate and continually invest in the quality of interventions provided to address mobile bullying. Generally, the findings revealed that female mobile bully victims had significantly higher experience of being victims (i.e. had been bullied) than those who were not. This may be due to failings in the provision for reporting issues or the way reports are being handled, which is another useful insight into interventions. The artefact designed as an intervention in this study also showed high acceptance of the app. This can be attributed to the fact that the design process followed a methodology that is grounded in practice and in the body of knowledge. This was embellished by emerging methodologies of involving the intended users, though schoolchildren, in the evolution of the artefact design. The implication of these findings is that there may be current frameworks addressing female mobile bully-victim behaviour at school and family levels; however, focus of interventions should be on teaching the right culture with regards to mobile phone use. This gives credence to the second objective of this study, which was to design a digital intervention. The artefact was designed to empower victims and bystanders, the purpose of which seemed to have been achieved with a high rate of approval for the app. The knowledge gained from this phase, despite the limitations, points that visual appeal is important when designing for high school students. It also showed that students are interested in learning in an environment free of adult presence or supervision. However, many more strategies and principles can be applied to intervene from different perspectives to create a more wholistic solution. This knowledge is useful for future works that seek to include their input in design process. The understanding of these characteristic mechanisms is important in proffering relevant interventions as the distinct female bully-victim group is newly gaining attention. This is useful in theory development, especially feminist theories on violence as well as where and how to target interventions. This impacts practice in terms of knowledge of how female mobile bully-victims operate and how one can begin to empower them to protect themselves and reflect on their online and mobile phone behaviour. Therefore, for Information Systems practice, this study provides a worthwhile contribution, especially in answering questions such as, what information systems and interventions should be developed and how to maximize such systems for their intended learning purposes. From the lessons learned in this study, the research also contributes by proposing considerations for future and further research.
53

Libérate del stress

Chávez Neyra, Jorge Daniel, Cotera Sánchez, Priscila Astrid, Giraldo Miranda, Ana Milagros, Ortega Arquiñego, Kelly Katerin, Quispe Chávez, Roxana 17 July 2021 (has links)
Para el desarrollo de este presente proyecto se realizaron investigaciones y entrevistas a profundidad, las entrevistas se hicieron a personas de 18 a 55 años y  se identificó que una de sus principales quejas al asistir de manera presencial a un centro de masajes son las largas colas y el tiempo de espera para atenderse, el tráfico vehicular para llegar al centro de masajes y el temor al contagio en lugares concurridos por la pandemia del COVID 19, también se identificó en  este último año, a consecuencia de la pandemia se incrementó el nivel de estrés en las personas. Por ello, se creó “Libérate del Stress”, un servicio a domicilio de masajes terapéuticos con la técnica de piedras temperadas y esencias aromáticas, que a través de una aplicación móvil permitirá al cliente reservar su cita a domicilio con masajistas certificadas. Lo que diferencia a esta empresa de la competencia, es el modelo de negocio ya que la atención es exclusivamente en casa. Finalmente, se puede mencionar de “Libérate del Stress” es un modelo de negocio rentable porque luego de realizar el análisis financiero se demostró que este proyecto es viable y generador de valor en el tiempo, los indicadores del VIR y el TIR resultaron positivos. / For the development of this present project, in-depth investigations and interviews were carried out, the interviews were carried out with people between 18 and 55 years old and it was identified that one of their main complaints when attending a massage center in person is the long lines and the waiting time to be treated, the vehicular traffic to get to the massage center and the fear of contagion in places crowded by the COVID 19 pandemic, was also identified in this last year, as a result of the pandemic the level of stress increased in people. For this reason, "Free yourself from Stress" was created, a home service of therapeutic massages with the technique of tempered stones and aromatic essences, which through a mobile application will allow the client to book their appointment at home with certified masseurs. What differentiates this company from the competition is the business model since the service is exclusively at home. Finally, it can be mentioned that "Free yourself from Stress" is a profitable business model because after conducting the financial analysis it was shown that this project is viable and generates value over time, the VIR and IRR indicators were positive. / Trabajo de investigación
54

Master Pet

Castillo Altamirano, Maria Socorro, Gutiérrez Carbonel, César Augusto, Mallqui Sanchez, Adriel, Rosas Rivera, Guillermo, Virhuez Camino, Mirko Antonio 17 May 2021 (has links)
Master Pet es una aplicación móvil en la cual podrás acceder a un marketplace de productos y servicios dirigidos para mascotas. Las mismas podrán ser registradas en la aplicación para que por medio de la creación de su perfil se lleve un mejor control de sus necesidades. En la aplicación los clientes podrán realizar compras de diversos tipos de productos para sus mascotas tales como alimentos, juguetes, artículos especializados, entre otros. Asimismo, podrán realizar reservas de servicios veterinarios, contactar paseadores de perros, inscribir en escuelas de adiestramiento, entre muchos otros servicios. La aplicación ubicará al cliente por medio de GPS y le sugerirá los pet shops y veterinarias según sea requerido que se encuentren más cerca de su ubicación. Master Pet ha identificado dos tipos de clientes. El primero de ellos es el cliente final que es dueño de una mascota que se encuentre en Lima moderna. El segundo tipo de cliente de Master Pet son las tiendas de mascotas y veterinarias dentro de Lima moderna. Estos negocios funcionarán como proveedores del marketplace dentro del cual podrán comunicar y vender sus productos y servicios. Muchos establecimientos de este sector no cuentan con presencia digital y por ello Master Pet busca ser un socio estratégico en su ingreso al mercado digital. Se cuenta con un equipo de profesionales calificado para poner en marcha el proyecto y además, se han realizado los análisis correspondientes para validar el modelo de negocio y su rentabilidad en el tiempo. / Master Pet is a mobile application in which you can access a marketplace of products and services for pets. Pets can be registered in the application so that by creating their profile you can better control pets needs. In the application, customers can make purchases of various types of products for their pets such as food, toys, specialized items, among others. Likewise, they will be able to make reservations for veterinary services, contact dog walkers, enroll in training schools, among many other services. The application will locate the clients by GPS and will suggest the pet shops and veterinarians as required that are closest to their location. Master Pet has identified two types of customers. The first of them is the end customer who owns a pet that is in modern Lima. The second type of client of Master Pet are the pet and veterinary stores within modern Lima. These businesses will function as providers of the marketplace within which they can communicate and sell their products and services. Many establishments in this sector do not have a digital presence and therefore Master Pet seeks to be a strategic partner when entering the digital market. There is a team of qualified professionals to start the project and the corresponding analyzes have also been carried out to validate the business model and its profitability over time. / Trabajo de investigación
55

Proyecto de investigación para la implementación de una red social para gamers: N-COUNTER / Social network for gamers: N- COUNTER

Cruz Henriquez, Italo Fernando, Espinal Padilla, Enrique Augusto, Pachao Pachao, Stephani Sara, Suarez Valencia, Gianella Alessandra, Rojas Valdez, Ricardo 04 July 2021 (has links)
En la actualidad, conforme la tecnología ha ido avanzando, muchas personas han encontrado diferentes formas para relajarse y desestresarse. Sumado esto a la situación actual que estamos viviendo, la pandemia Covid-19, ha hecho que las personas cambien su rutina de vida para quedarse más en casa buscando así formas de distraer su mente. Por los que muchos, han optado por jugar videojuegos, sin embargo, muchos no suelen disfrutar de este entretenimiento debido a la discriminación y a los insultos que se perciben durante las partidas. En base a esa necesidad, decidimos crear una aplicación que permita conectar a los usuarios gamers de manera que puedan implementar un lenguaje adecuado y respetuoso, donde puedan jugar con otras personas que compartan intereses en común y que el único objetivo sea divertirse y pasarla bien. En el presente trabajo, determinaremos la viabilidad de nuestro proyecto para lo cual desarrollaremos una serie de validaciones en las cuales incluiremos encuestas, entrevistas a expertos y usuarios que se encuentren dentro de nuestro público objetivo. Además, utilizaremos flujogramas para el proceso de cada actividad a desarrollar en nuestra aplicación a fin de ofrecer un servicio óptimo al usuario. Por otro lado, realizaremos experimentos de concierge donde promocionaremos por redes sociales nuestro servicio a fin de poder validar las intenciones de suscripción del servicio premium. También, se procederá a desarrollar el plan de marketing internacional que permitirá evaluar los objetivos, acciones y costos relacionados a las promociones de nuestro servicio por redes sociales. Finalmente, realizaremos el plan financiero para evaluar los ingresos y gastos de nuestro modelo de negocio. / Today, as technology has advanced, many people have found different ways to relax and de-stress. Besides, the Covid-19 pandemic has made people change their life routine to stay more at home looking for ways to distract their mind. Therefore, many have opted to play video games, however, they do not usually enjoy this entertainment due to discrimination and insults that are perceived during the games. Based on this need, we decided to create an application to connect gamers in a safe way, in which respectful language is implemented. In that sense, they can play with other people who share common interests and the only goal is to have fun and have a good time. In this work, we will determine the feasibility of our project for which we will develop a series of validations, which will include surveys, interviews with experts and users who are within our target audience. In addition, we will use flowcharts for the process of each activity to be developed in our application in order to offer an optimal service to the user. On the other hand, we will perform concierge experiments where we will promote our service through social networks in order to validate the subscription intentions of the premium service. Also, we will proceed to develop the international marketing plan that will allow us to evaluate the objectives, actions and costs related to the promotions of our service through social networks. Finally, we will develop the financial plan to evaluate the income and expenses of our business model. / Trabajo de investigación
56

Feelbear, la mascota virtual nexo entre los padres e hijos

Castro Salazar, Ernesto Gilder, Espinoza Peña, Javier Abraham Alberto, Felix Moreno, Eva Carolina, García Godos Rivero, Lizbeth Nelly, Remotti Becerra, Erick Enrique 07 June 2021 (has links)
Debido a la pandemia, la población a nivel internacional fue prácticamente aislada del exterior. Desde las escuelas, trabajos y la mayoría de los negocios tuvieron que optar por la modalidad remota. Cada grupo enfrentó sus propias dificultades para apartarse a un mundo donde depende del uso de dispositivos tecnológicos, las limitaciones y los cuidados que debían tomarse. Asimismo, enfrentaron los variados sentimientos que se producían al ver las noticias, conllevando que algunos desarrollaran estados psicológicos no muy saludables. Como hecho de mención, a muchos padres se les agregó la tarea de encargarse de la educación de los menores del hogar; tratando de dedicar horas a enseñarles y luego se quedaban sin tiempo que podría ser dedicado para la interacción y juegos. Por ello, se ha propuesto iniciar un plan de negocios; que considera todo lo anterior y desarrolla una aplicación que busca ayudar a los padres y menores, desde el apoyo en la relación familiar hasta ofrecer asesorías profesionales, denominado FEELBEAR. Se debe resaltar que la aplicación da la opción de elegir peluches virtuales personalizados con audios de los familiares, lo cual busca que el menor se sienta más a gusto con su uso. El objetivo del proyecto es que los padres interactúen más con los menores y se tenga un apoyo psicológico profesional para sobrellevar el estrés acumulado obtenido por la pandemia. En un plazo de 3 años se tiene un VAN acumulado de 664, 507 soles incluyendo la inversión realizada y los gastos necesarios para su eficiente funcionamiento. / Due to the pandemic, the international population was practically isolated. From schools to jobs and most businesses had to close and opt for the remote mode. Each group faced its own difficulties by separating into a world where it depends on the use of technological devices, the limitations and the care that had to be taken. Likewise, face the various feelings that were produced when watching the news, leading to some developing unhealthy psychological states. As a fact of mention, many parents were assigned the task of taking care of the education of the minors in the home; trying to spend hours teaching them and then ran out of time that could be dedicated to interaction and games. Therefore, it has been proposed to start a business plan; that considers all the above and develops an application that seeks to help parents and children in the home, from supporting the family relationship to offering professional advice, called FEELBEAR. It should be noted that the application gives the option of choosing personalized virtual plush toys with family members' audios, which seeks to make the child feel more comfortable with their use. The objective of the project is that parents interact more with minors and have professional psychological support to cope with the accumulated stress obtained by the pandemic. In a period of 3 years, there is an accumulated NPV of 664,507 soles including the investment made and the necessary expenses for its efficient operation. / Trabajo de investigación
57

Modelo de negocio para el desarrollo de la Aplicación Móvil “Nutri-Vía” / Business model for the development of the Mobile App “Nutri-Vía”

Álvarez Velásquez, Betty Briset, Elias De La Jara, Alejandro Ricardo, Mendoza Villacrés, Sheyla, Pinto Flores, Maria Pia Ximena, Zavala Salazar, Juan Augusto 30 June 2021 (has links)
El presente trabajo desarrolla un negocio rentable, viable e innovador, el cual consiste en el brindar un servicio de nutrición de manera online, conectado a nutricionistas con pacientes. Esta idea se generó por la necesidad de mejorar hábitos alimenticios en personas que no cuentan con tiempo suficiente para acudir a un consultorio. Así mismo, en la actualidad, existe una tendencia por la alimentación saludable junto con el deseo de mantener o mejorar los hábitos alimenticios. Con ello se observa que cada vez son más los consumidores que buscan estar informados sobre dietas y consejos nutricionales en diversos medios digitales. Es así como nace la idea del proyecto Nutri-Vía, una aplicación móvil que permite conectar a nutricionistas y pacientes para acceder a asesorías nutricionales personalizadas desde cualquier lugar, permitiéndoles así el ahorro de tiempo y dinero. El proyecto está dirigido a hombres y mujeres entre los 18 y 40 años de los niveles socioeconómicos A, B y C. El presente trabajo de investigación tiene como finalidad demostrar la viabilidad económica de esta idea de negocio que vincula el bienestar nutricional con la tecnología. Esta propuesta tiene como objetivo ayudar a las personas a mejorar sus hábitos alimenticios, aspecto físico, calidad de vida y salud, conectándolos con un profesional de manera online. Para el desarrollo del proyecto se realizó una investigación cuantitativa y cualitativa, la cual nos permitió obtener la información necesaria y utilizarla como herramienta fundamental en el análisis de viabilidad de nuestro proyecto. / The following paper develops a profitable, viable and innovative business, which consists of providing a nutrition service online, connected to nutritionists with patients. This idea was generated by the need to improve eating habits in people who do not have enough time to go to a doctor's office. Likewise, at present, there is a trend for healthy eating along with the desire to maintain or improve eating habits. With this, it is observed that more and more consumers are seeking to be informed about diets and nutritional advice in various digital media. This is how the idea of ​​the Nutri-Vía project was born, a mobile application that allows nutritionists and patients to be connected to access personalized nutritional advice from anywhere, thus allowing them to save time and money. The project is aimed at men and women between the ages of 18 and 40 from socioeconomic levels A, B and C. The purpose of this research work is to demonstrate the economic viability of this business idea that links nutritional well-being with technology. This proposal aims to help people improve their eating habits, physical appearance, quality of life and health, connecting them with a professional online. For the development of the project, a quantitative and qualitative investigation was carried out, which allowed us to obtain the necessary information and use it as a fundamental tool in the feasibility analysis of our project. / Trabajo de investigación
58

Návrh rozšíření portfolia firmy vývojem mobilních aplikací pro Apple iOS / The Proposal of Company Portfolio Extension by iOS App Development

Káhn, Ondřej January 2013 (has links)
Analysis of the Goldmax Laptops Ltd and its environment is based on theoretical knowledge of professional publications. The analytical part of the thesis also examines the global mobile app market and industry of iOS app developers in Czech Republic. The objective of the thesis is to describe and formulate documents necessary for implementing proposal to extend the company's portfolio by new service focused on the mobile app development for Apple iOS and related activities.
59

Mobilní aplikace: kde pracovat mimo kancelář / A Mobile Application: „Working Outside the Office“

Buchtová, Yveta Unknown Date (has links)
Map app Flow is here to ease the process of finding appropriate places for remote working - mostly through shared experience of other users.
60

Ojo al antojo

Andia Gonzales, Juan José Francisco, Araujo Osco, Magally Elizabeth, Choque Condori, Nataly Gaby, Meneses Laura, Brigitte Lesly, Rocano Jiménez, Manet Solvy 07 December 2020 (has links)
Debido a la crisis sanitaria a causa de la pandemia del COVID-19, el Estado optó por detener toda la actividad de los restaurantes afectando significativamente al sector, lo que generó el cierre del 50% de las empresas (Grupo Verona, 2020). Este hecho ha generado el aumento de sus costos por las medidas de protección sanitaria, además que la situación económica actual que atraviesan por sus bajas ventas no les permite implementar nuevas soluciones tecnológicas para incrementar su demanda, ya que tampoco cuentan con mucho capital para invertir en proyectos tecnológicos. Por ello, creamos “Ojo al antojo” una aplicación móvil que funcionará como un intermediario entre los restaurantes y consumidores para ubicar los platillos que deseen para el desayuno, almuerzo y cena, y con opción de delivery dirigido a los consumidores de Lima Metropolitana. Incluso podrán hacer reservas de mesa desde la misma aplicación móvil dirigido a las personas que no tienen tiempo para esperar que alguna mesa se desocupe, además valoran el ahorro de tiempo, la variedad de platos de las tres regiones naturales del país y la comida especializada (vegano, vegetariano u otros). Además, en el mercado existen muy pocas aplicaciones móviles que permitan conectar a los restaurantes Mypes que buscan mostrar su oferta gastronómica, entre ofertas de comidas únicas, exóticas y especiales. Finalmente, se analizaron los indicadores de rentabilidad y se demostró que el negocio es viable y muy rentable, con proyecciones para expandirse a nivel nacional e internacional. / Due to the health crisis caused by the COVID-19 pandemic, the State chose to stop all restaurant activity, significantly affecting the sector, which led to the closure of 50% of the companies (Grupo Verona, 2020). This fact has generated an increase in their costs due to health protection measures, in addition to the fact that the current economic situation that they are going through due to their low sales does not allow them to implement new technological solutions to increase their demand, since they do not have much capital to invest in technological projects. For this reason, we created “Ojo al antojo” a mobile application that will function as an intermediary between restaurants and consumers to locate the dishes they want for breakfast, lunch and dinner, and with a delivery option aimed at consumers in Metropolitan Lima. They can even make table reservations from the same mobile application aimed at people who do not have time to wait for a table to be vacated, they also value time savings, the variety of dishes from the three natural regions of the country and specialized food (vegan, vegetarian or others). In addition, there are very few mobile applications in the market that allow connecting Mypes restaurants that seek to show their gastronomic offer, among unique, exotic and special food offers. Finally, the profitability indicators were analyzed and it was shown that the business is viable and very profitable, with projections to expand nationally and internationally. / Trabajo de investigación

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