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Interaktivní průvodce založený na rozšířené realitěVybíral, Dan January 2018 (has links)
This work focuses on latest technologies in the augmented reality field and their usage in combination with location based services. This combination enables the use of augmented reality in a virtual guide through an environment. The theoretical part introduces and compares various available technologies, that can be used for creation of such application. In the practical part, an example application is designed and implemented, along with an example scenario. The application is usable in a real-world environment and demonstrates the capabilities of chosen technologies. A possibility of the application's further development is discussed in the work's conclusion, along with it's various aspects, such as user experience, technical outcomes and it's possibility of release.
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Collares geolocalizadores para mascotas vinculados a una aplicación móvil / Pet locator necklace linked to a mobile applicationAguirre Pacheco, Catherine Fiorella, Aguero Solano, Jean Pooul, Felix Cabanillas, Eliana Brigitte, Landeo Salazar, Jimena Alexandra, Wong Mendoza, Anthony Juseb 01 July 2019 (has links)
En la actualidad existe la tendencia de humanizar a las mascotas, y cada año que pasa las personas destinan una mayor cantidad de sus ingresos hacia el cuidado de ellos, como en salud, belleza y moda. Sin embargo, a la par de este crecimiento, también se encuentran las pérdidas o robos de los animales. Tan solo en el Perú se pierden alrededor de 420,000 mascotas al año, de las cuales sólo el 18% regresan con sus dueños.
La idea de negocio que se está presentando consiste en un collar geolocalizador para mascotas que estará vinculado a una aplicación móvil a través de la cual se podrá saber las 24 horas del día la ubicación exacta de quien utilice el dispositivo. El nombre de la empresa es Geopet, que además contará con un geocerco con el que se podrá establecer un perímetro de dónde no puede salirse el aparato; y en caso lo traspasara, llegará automáticamente una alerta al celular del dueño indicando hacia qué dirección debe ir a buscarlo. Sin embargo, las funciones no sólo se centran en el localizador, sino en brindarles algo más a los usuarios, por lo que también cuenta con una red social en la que los dueños de mascotas podrán interactuar y subir información de sus perros o gatos. El principal motivo para la creación de Geopet es disminuir la pérdida de mascotas en la ciudad de Lima Metropolitana y mantener la seguridad de quienes hoy en día también forma parte fundamental de las familias. / Currently, there is a tendency to humanize pets, and each year people spend a greater amount of their income on caring for them, such as health, beauty and fashion. However, along with this growth, there are also losses or thefts of Animals. Only in Perú, around 420,000 pets per year are lost, of wich only 18% return with their owners.
The business idea that is being presented consists of a geolocalizer collar for pets that will be linked to a mobile application through wich you can know the extact location of who uses the device, the 24 hours a day. The name of the Company is Geopet, wich will also have a fence with wich a perimeter can be established from where the device can not leave; and in case it happens, an alert will automatically arrive at the owner`s cell indicating wich direction the animal is leaving. However, the functions not only focus on the locator, but to provide something more to users, so it also has a social network in wich pet owners can interact and upload information about their dogs or cats. The main reason for the creation of Geopet is to reduce the loss of pets in the city of Lima Metropolitana and maintain the safety of those who are now a day fundamental part of families. / Trabajo de investigación
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An Analysis in Patient Safety : Alternative Patient Identification using a Mobile Application / En analys inom patientsäkerhet : Alternativ patientidentifiering med en mobilapplikationCarrera Jeri, Patrick, Lind, Isabelle January 2020 (has links)
With a strong and continuous development in medical technology products, the need to connect the right data to the right person is increasing, a form of patient identification. When the identification is not working it could lead to catastrophic accidents like the wrong person being operated. The problem could be solved with a mobile application. After desktop research and interview a prototype was made that would work as a patient identifier. The prototype is made as a mobile application that uses the NFC technique to transfer data. After, among other things, interviews with staff from health care the conclusion was that only bigger errors within patient identification were documented. It was hard to know how many errors were made in total. Therefore, the solution to the problem could be a mobile application that reads ID bands. This could be one step in the patient identification chain to reduce even small errors. / Med en stark och kontinuerlig utveckling av medicintekniska produkter ökar behovet att koppla rätt data till rätt person, en form av patientidentifiering. När det inte blir rätt kan det leda till katastrofala olyckor som exempelvis att fel patient opereras. Detta skulle då kunna lösas med hjälp av en mobilapplikation. Efter skrivbordsundersökning och intervju framställdes en prototyp som ska fungera som patientidentifiering. Prototypen är gjord som en mobilapplikation som använder NFC-teknik för att överföra data. Efter bland annat intervjuer med anställda inom vården har slutsatsen dragits att enbart större felhandlingar kring felidentifiering har dokumenterats och att det har varit svårt att veta hur många felidentifieringar som totalt uppstår i vården. Därför skulle en lösning kunna vara en mobilapplikation som avläser ID-band vara ett steg i identifieringskedjan för att även minska små fel inom patientidentifiering.
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Retention, Engagement, and Binge-Eating Outcomes: Evaluating Feasibility of the Binge-Eating Genetics Initiative StudyFlatt, Rachael E., Thornton, Laura M., Smith, Tosha, Mitchell, Hannah, Argue, Stuart, Baucom, Brian R., Deboeck, Pascal R., Adamo, Colin, Kilshaw, Robyn E., Shi, Qinxin, Tregarthen, Jenna, Butner, Jonathan E., Bulik, Cynthia M. 02 May 2022 (has links)
OBJECTIVE: Using preliminary data from the Binge-Eating Genetics Initiative (BEGIN), we evaluated the feasibility of delivering an eating disorder digital app, Recovery Record, through smartphone and wearable technology for individuals with binge-type eating disorders. METHODS: Participants (n = 170; 96% female) between 18 and 45 years old with lived experience of binge-eating disorder or bulimia nervosa and current binge-eating episodes were recruited through the Recovery Record app. They were randomized into a Watch (first-generation Apple Watch + iPhone) or iPhone group; they engaged with the app over 30 days and completed baseline and endpoint surveys. Retention, engagement, and associations between severity of illness and engagement were evaluated. RESULTS: Significantly more participants in the Watch group completed the study (p = .045); this group had greater engagement than the iPhone group (p's < .05; pseudo-R effect size = .01-.34). Overall, binge-eating episodes, reported for the previous 28 days, were significantly reduced from baseline (mean = 12.3) to endpoint (mean = 6.4): most participants in the Watch (60%) and iPhone (66%) groups reported reduced binge-eating episodes from baseline to endpoint. There were no significant group differences across measures of binge eating. In the Watch group, participants with fewer episodes of binge eating at baseline were more engaged (p's < .05; pseudo-R = .01-.02). Engagement did not significantly predict binge eating at endpoint nor change in binge-eating episodes from baseline to endpoint for both the Watch and iPhone groups. DISCUSSION: Using wearable technology alongside iPhones to deliver an eating disorder app may improve study completion and app engagement compared with using iPhones alone.
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Combining Digital Media and Unstructured, Outdoor Play in Order to Foster Healthy Child DevelopmentPeck, Amy Dwyer 24 April 2012 (has links)
No description available.
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Providing Telehealth Support for Parents of Autistic Children Using a Mobile AppDahiya-Singh, Angela Verma 20 July 2022 (has links)
Autism spectrum disorder (ASD) is a neurodevelopmental disorder that presents many challenges for parents and providers while impacting a child's developmental trajectory across several domains, including disruptive behaviors. Unfortunately, due to limited access and affordability of care, especially during the pandemic or other situations that require people to stay at home, in-person services are not always feasible. Rural or underserved communities may face additional barriers, such as geographic isolation and lack of ASD resources. Accessibility of ASD treatment may be expanded through telehealth supports, such as mobile applications. When implementing these supports for autistic children, decreasing child problem behaviors while improving parent stress, knowledge, and competence is crucial. The current study investigated the feasibility and preliminary efficacy of a behavior consultation mobile application, Treks, to improve telehealth support for 26 parents (male = 2) of autistic children (3-13 years). Participants were randomly assigned to a one-session telehealth consultation with 1) the enhancement of the Treks app over the course of one month (TH) or 2) with access to mobile resources comparable to Treks for one month (CC). They were then administered measures at baseline, pre-Treks, and post-Treks to assess changes in parenting stress, knowledge, competence, and child behaviors as well as feasibility metrics. Results indicated that the mobile app was received positively across groups, showing significant improvement in participants enrolled in the TH group from pre- to post-Treks on parenting and child outcomes, in addition to moderate to high satisfaction. Future directions should examine the use of mobile supports to supplement parent training consultations for caregivers of autistic children who present with a range of behavioral difficulties. / Doctor of Philosophy / Autism spectrum disorder (ASD) presents with many challenges for parents and providers. Unfortunately, due to limited access and affordability of care, especially during the pandemic or other situations that require people to stay at home, in-person services are not always feasible. Rural or underserved communities may face additional barriers, such as geographic isolation and lack of ASD resources. Accessibility of ASD treatment can include telehealth (e.g., mobile applications), and should focus on decreasing child problem behaviors while improving parent stress, knowledge, and competence. The current study investigated the feasibility and preliminary efficacy of a behavior consultation mobile application, known as Treks, to improve telehealth support for 26 parents of autistic children (3-13 years). Participants were randomly assigned to a one-session telehealth consultation with access to 1) Treks for one month (TH) or 2) mobile resources comparable to Treks for one month (CC). They were then administered measures at baseline, pre-Treks, and post-Treks to assess changes in parenting stress, knowledge, competence, and child behaviors as well as feasibility. Results indicated that the mobile app was received positively across groups, showing significant improvement in participants enrolled in the TH group from pre- to post-Treks on parenting and child outcomes, in addition to moderate to high satisfaction. Future research should examine the use of mobile apps to supplement parent training for caregivers of autistic children who present with a range of behavioral difficulties.
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'ParkinVT', A Concept Mobile Application for Improved Parking at Virginia TechLiang, Jingyi 20 June 2017 (has links)
Parking continually becomes an issue in the modern society. Not only appears in the large cities like New York or Chicago, on-campus parking also a big problem annoys students in lots of universities. With of smartphone development, many mobile applications are designed for solving the parking issues. This final thesis study is a concept multiplatform mobile application called 'ParkinVT', which designs for improved parking in Virginia Tech. This study covers all standard procedures of application design. First, the study of 'ParkinVT' started with the research of the background, equipment, and current parking regulations of Virginia Tech. Second, reviews of two existing parking mobile applications were carried out. Third, based on the materials and knowledge collected in the previous two steps, a working flow chart and wireframe of the UI of 'ParkinVT' were designed. Then, for ensuring the function settings of 'ParkinVT', a usability testing was conducted with the paper-based wireframe work. Three usability test processes in this study were entrance survey, usability testing with video recordings, and evaluation through exit survey. After the usability testing and analysis were finished, the design of 'ParkinVT' reached its final design step, which included logo design, graphic design, and UI design. In terms of the limitations of this study, future directions were also considered at the end of the design of 'ParkinVT'. / Master of Fine Arts
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The State of Progressive Web Applications : an investigation of the experiences and opinions of developers in the industry / Progressiva Webbapplikationers Status : en undersökning av erfarenheter och åsikter från utvecklare i branschenElfström, Adam January 2021 (has links)
Mobile applications can be developed using a variety of different techniques and technologies. One of the most recent of these techniques is the Progressive Web Application (PWA), a cross-platform solution that is built exclusively using common web technologies. The technique has great potential to become a major competitor to native applications but is currently held back by a few rather significant limitations. This project was initiated because of a significant lack of academic research on the topic of PWA, and a perceived poor level of knowledge in the industry about the technique. The goal of the project was to determine if PWA deserved broader utilization or if the current low level of adoption was justified. During the project, two surveys were conducted. The first survey asked mobile application developers from companies in different countries about things such as their knowledge of, experience with, and opinions of PWA. The second survey asked similar questions but was instead answered by lecturers in higher education in Sweden only. The results of this project show that the average level of knowledge of PWAis very low and that developers’ opinions of the technique are quite negative. The limitations of PWA were found to be few but crippling to its potential to achieve widespread adoption.
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User controlled environmentPinninti, Ashish January 1900 (has links)
Master of Science / Department of Computing and Information Sciences / Mitchell L. Neilsen / The mobile world is rapidly changing: Smartphones have gone from portable messaging and email devices to streaming-video machines that surf the Web at blazing speed. Now-a-days a smartphone can provide computing capabilities, wireless communication capabilities, run software and perform other tasks just like any traditional computer. These amazing features of a smartphone and Open Source Android market helped in the development of this project. The purpose of this project is to develop an Android application for controlling various elements of user environment.
User Controlled Environment is an Android application for home. The environment consists of smart lights, an Android mobile devices for playing music and a display. The application sends the user’s preferred settings to the environment and the respective settings are applied. The preferences are displayed on the screen. The user will be able to view and adjust a variety of environmental preferences. The preferences include the light’s color, light intensity, and the music. When the user exits the application the environment goes to a default state. The users can set preferences which include moods, seven colors of light, three levels of light intensity and songs that the users can select.
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將行動裝置運用在咖啡廳營運之商業計畫 / “Mobile Application: Caffeinated” Business Plan盧春麗, Siriyontakan, Thidarat Unknown Date (has links)
This is the business plan proposed by Caffeinated Co., Ltd., founded in Thailand by family Siriyontakan. The aim of this business plan is to elaborate on the idea of how to build up a business model around the passion of the co-founder, Miss Thidarat Siriyontakan, which are mobile application and coffee drinking.
Although the coffee industry in Thailand is not as big as in the United States or Japan, but the trend is going stronger each day. Consumers do not only consider coffee as energy sources to keep them awake, but they start to enjoy more of its rich flavor and the experience that comes with coffee drinking. This group of people is willing to pay higher to have better or unique experience. Hence, we can see more and more coffee houses starting up around the city competing against each other or trying to survive against big chains like Starbuck’s coffee shop.
The revenue margin of running a coffee shop is not as high as before as the competition is the market is getting higher, so our company is looking for an alternative business model to make profitable income in this industry.
As more and more consumers are moving towards the online platform to receive services or purchase products, there are many opportunities still available to tap on. That is the reason why our company is looking forward to create a service platform that brings convenience to consumers through their mobile phones and connect the local businesses with those consumers. We will develop a mobile application to help promoting local coffee houses to those coffee drinkers all around Bangkok and eventually around the country.
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