• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 93
  • 33
  • 32
  • 22
  • 7
  • 6
  • 5
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 220
  • 220
  • 36
  • 36
  • 35
  • 34
  • 33
  • 29
  • 28
  • 27
  • 25
  • 23
  • 23
  • 22
  • 21
  • 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.
101

Αποτελεσματική σχεδίαση πληροφοριακών συστημάτων για λύσεις εφαρμογών φορητών συσκευών : μια μελέτη περίπτωσης

Βιέννας, Εμμανουήλ 20 April 2011 (has links)
Οι εφαρμογές παγκόσμιου ιστού προσφέρουν ολοένα και περισσότερες, με υψηλό βαθμό πολυπλοκότητας υπηρεσίες, σε σχέση με τους πρώτους ιστότοπους που χρησιμοποιούνταν απλά και μόνο για την προβολή πληροφοριών. Λόγω της ολοένα αυξανόμενης πολυπλοκότητας των εφαρμογών αυτών, ο σχεδιασμός, η ανάπτυξη κι η συντηρησιμότητα μιας εφαρμογής παγκόσμιου ιστού αποτελεί πλέον μια πολυσύνθετη διαδικασία την οποία καλείται να αντιμετωπίσει ο σχεδιαστής εφαρμογών παγκόσμιου ιστού. Η δουλειά του σχεδιαστή μπορεί να απλοποιηθεί με την επαναχρησιμοποίηση της εμπειρίας άλλων σχεδιαστών εφαρμογών παγκόσμιου ιστού. Η επαναχρησιμοποίηση της εμπειρίας αυτής γίνεται με χρήση σχεδιαστικών προτύπων που ορίζονται από πεπειραμένους σχεδιαστές. Αν κατά το σχεδιασμό μιας εφαρμογής χρησιμοποιηθεί κάποια μέθοδος μοντελοποίησης σε συνδυασμό με ένα σύνολο σχεδιαστικών προτύπων, η τελική εφαρμογή θα είναι πιο αποδοτική και ποιοτική. Την ίδια χρονική στιγμή η χρήση φορητών συσκευών (κινητά τηλέφωνα, pda) έχει αυξηθεί σε πολύ μεγάλο βαθμό και όλο και μεγαλύτερο είναι το ποσοστό των συσκευών που διαθέτει και σύνδεση δεδομένων με αποτέλεσμα να επιτυγχάνεται εύκολα η σύνδεση στο διαδίκτυο από την φορητή συσκευή. Το πρόβλημα που παρουσιάζεται είναι ότι σχεδόν το σύνολο από τις ιστοσελίδες έχουν δημιουργηθεί για να προβάλλονται σε πλοηγούς (browsers) σε προσωπικούς υπολογιστές που κατά κανόνα έχουν πολύ μεγαλύτερα μέσα προβολής (οθόνες) σε σχέση με τις φορητές συσκευές. Στα πλαίσια της παρούσας διπλωματικής εργασίας μελετούνται οι μέθοδοι μοντελοποίησης που έχουν προταθεί από την ερευνητική κοινότητα και τα σχεδιαστικά πρότυπα που έχουν οριστεί καθώς και οι τεχνικές αποτελεσματικής σχεδίασης εφαρμογών διαδικτύου για φορητές συσκευές (τεχνικές αντιστροφής μηχανίκευσης, μετασχηματισμός μοντέλου για προβολή σε φορητές συσκευές, αυτόματη παραγωγή εφαρμογής παγκοσμίου ιστού από το μοντέλο). / Web Applications provide many services and they are not used just to display content, as it was the case for the first web sites. Due to the growing complexity of these applications, the design, development and maintenance of web applications has become a complex process that the software architect has to face. The job of the software architect can be simplified by reusing the experience of others developers/ designers/ software architects. This reuse is achieved by means of design patterns that have been defined by experts. If, we make use of a modeling method in combination with design patterns when designing a web application, the final result will be more efficient and qualitative. At the same time the use of portable devices (mobile phones, pda) has grown enormously. The percentage of available devices with data connection available is increasing. As a result, it is easy to connect to Internet from a portable device. As part of this thesis, we study the modeling methods and the and design standards proposed by the research community. Moreover we study the methods for designing effectively information systems for the support of mobile applications (reverse engineering, transformation model for viewing on mobile devices, auto generate web applications based on model etc).
102

COMUNICAÇÃO MERCADOLÓGICA E OS APLICATIVOS MÓVEIS MUITO ALÉM DE UMA RELAÇÃO INSTRUMENTAL – ESTUDO DE CASO DO SETOR DE TINTAS IMOBILIÁRIAS / MARKET COMMUNICATION AND MOBILE APPLICATIONS FAR BEYOND AN INSTRUMENTAL RELATIONSHIP - CASE STUDY OF THE ESTATE PAINT SECTOR

GUIDINI, PRISCILA 28 August 2017 (has links)
Submitted by Noeme Timbo (noeme.timbo@metodista.br) on 2018-03-20T18:46:33Z No. of bitstreams: 1 Priscila Guidini.pdf: 1928516 bytes, checksum: 463c3b77a112ead8f493c7b0046c541c (MD5) / Made available in DSpace on 2018-03-20T18:46:34Z (GMT). No. of bitstreams: 1 Priscila Guidini.pdf: 1928516 bytes, checksum: 463c3b77a112ead8f493c7b0046c541c (MD5) Previous issue date: 2017-08-28 / Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq / The digital revolution has provoked changes in social behaviors and market interactions. The communication with the market today is the dispersion of the attention of the consumers entertained with messages of the most diverse means. In this scenario of dissemination of communication a component converges the habits of consumers: the smartphone. By combining ubiquity and immediacy, smartphones add functionality to users' daily through mobile applications. The rapid and intense adoption of the applications has led the brands to see a new possibility of direct communication with. This investigation seeks to understand the communicational possibilities allowed by the applications. Methodologically, the work uses a qualitative and exploratory approach supported in principle in bibliographical and documentary research to understand the state of the art of technology and communication with the contemporary consumer and the use of mobile applications in order to communicate and relate. In the second moment, a multiple case study, comparative of Coral, Suvinil and Eucatex and its different communicational and strategic approaches. The sector was chosen because it represents a modal trend, in addition to reflecting the country's economy. The results point to the importance of communication objectives for application development and communicability to enhance the user experience / A revolução digital tem provocado mudanças nos comportamentos sociais e nas interações mercadológicas. A comunicação com o mercado vive a dispersão da atenção dos consumidores entretidos com mensagens dos mais diversos meios. Nesse cenário de disseminação da comunicação um componente converge os hábitos dos consumidores: o smartphone. Unindo ubiquidade e imediatismo, os smartphones agregam facilidades ao cotidiano dos usuários por meio dos aplicativos móveis. A rápida e intensa adoção dos aplicativos tem levado as marcas a enxergarem uma nova possibilidade de comunicação direta. Essa investigação busca o entendimento das possibilidades comunicacionais permitidas por meio dos aplicativos. Metodologicamente o trabalho se vale de abordagem qualitativa e exploratória a princípio apoiada na pesquisa bibliográfica e documental para compreensão do estado da arte da tecnologia e da comunicação com o consumidor contemporâneo e do uso de aplicativos móveis com objetivo de se comunicar e se relacionar. No segundo momento, é realizado um estudo de caso múltiplo, comparativo dos aplicativos da Coral, Suvinil e Eucatex e suas diferentes abordagens comunicacionais e estratégicas. O setor foi escolhido por representar uma tendência modal, além de refletir a economia do país. Os resultados mostram a importância dos objetivos de comunicação para o desenvolvimento de aplicativos e da comunicabilidade para valorizar a experiência do usuário
103

En jämförelse mellan HTTP Long Polling och Websocket ur ett batteriperspektiv / A Comparision Between HTTP Long Polling and Websocket from a Battery Perspective

van Mansvelt, Julius, Johansson, Jonathan January 2018 (has links)
Mobile applications are having a bigger role in our society than ever before. Many of these applications is relying heavily on internet usage, and due to the fact that smartphones have a limited battery capacity it is crucial that these network consuming applications are energy efficient. The traditional usage for communicating with a server is by using the HTTP protocol and a request/response model, but this can be rather limited because the server cannot send out data without the client's request. There are several ways to solve this problem, one widely used method is HTTP-Long Polling. Another protocol that has grown in popularity during the last years is the Websocket protocol, which works in a slightly different manner. The Websocket protocol supports two-way communication, commonly referred to as duplex, by default. This means that both the server and the client can send data to each other simultaneously and without the other parts request. Websocket has been proven more effective in many areas in various benchmarks, but whether it is more energy efficient on mobile platforms remains unclear and will thus be the topic of this thesis. To compare these protocols a mobile application has been developed for iOS and Android. These applications examine the energy efficiency of the two protocols by receiving short messages in a frequent interval from a server application written in Node.js. To measure energy impact of these protocols XCode Energy Report were used for iOS and Android’s built in battery monitor for Android. The result shows that the Websocket protocol was the more energy efficient alternative, especially for iOS. The implementation for Android shown that the choice of protocol did not have too much of an impact the energy consumption. / I dagens samhälle används mobilapplikationer i en större utsträckning än aldrig förr. Många av dessa mobilapplikationer använder sig friskt av mobiltelefonens nätverk, och eftersom mobiltelefoner har en begränsad batterikapacitet är det extra viktigt att dessa nätverkskrävande mobilapplikationer är så energisnåla som möjligt. Traditionellt sett har nätverksprotokollet HTTP använts för att skicka och ta emot data, men detta kan bli problematiskt då servern är beroende av att klienten frågar om data innan den kan skickas ut. Detta innebär att servern själv inte kan initiera en kommunikation med klienten. För att lösa detta problem finns det olika sätt som har kommit fram under åren; HTTP-Long Polling är en av dem. Ett annat protokoll som har växt sig populärt de senaste åren är Websocket, som fungerar på ett annat sätt. Websockets har standardiserat stöd för tvåvägskommunikation, eller duplex, vilket innebär att servern och klienten kan skicka data till varandra samtidigt och oberoende av att den andra parten har frågat om den. Websocket har visat sig vara effektivare inom många områden, men hur dessa kan påverka energiförbrukning när de implementeras på mobiltelefoner står oklart, det är detta den här studien syftar till att undersöka. För att undersöka denna skillnad har två mobilapplikationer utvecklats, en till Android och en till iOS. Dessa mobilapplikationer undersöker de olika protokollens energieffektivitet genom att ta emot meddelanden frekvent från en server skriven i Node.js. För att mäta hur väl de olika protokollen presterade användes XCode Energy Report för iOS och Androids inbyggda batteriförbruknings-översikt. Resultaten som erhölls var att Websocket var det mest energieffektiva alternativet, denna skillnad var dock extra tydlig på implementationen för iOS. Implementationen för Android visade att valet av protokoll inte hade en allt för stor betydelse för mobilapplikationens energiförbrukning, det bibliotek som användes för Websocket var väldigt mycket mindre effektivt än det som testades på iOS.
104

Understanding the Determinants of Success in Mobile Apps Markets

January 2015 (has links)
abstract: Mobile applications (Apps) markets with App stores have introduced a new approach to define and sell software applications with access to a large body of heterogeneous consumer population. Several distinctive features of mobile App store markets including – (a) highly heterogeneous consumer preferences and values, (b) high consumer cognitive burden of searching a large selection of similar Apps, and (c) continuously updateable product features and price – present a unique opportunity for IS researchers to investigate theoretically motivated research questions in this area. The aim of this dissertation research is to investigate the key determinants of mobile Apps success in App store markets. The dissertation is organized into three distinct and related studies. First, using the key tenets of product portfolio management theory and theory of economies of scope, this study empirically investigates how sellers’ App portfolio strategies are associated with sales performance over time. Second, the sale performance impacts of App product cues, generated from App product descriptions and offered from market formats, are examined using the theories of market signaling and cue utilization. Third, the role of App updates in stimulating consumer demands in the presence of strong ranking effects is appraised. The findings of this dissertation work highlight the impacts of sellers’ App assortment, strategic product description formulation, and long-term App management with price/feature updates on success in App market. The dissertation studies make key contributions to the IS literature by highlighting three key managerially and theoretically important findings related to mobile Apps: (1) diversification across selling categories is a key driver of high survival probability in the top charts, (2) product cues strategically presented in the descriptions have complementary relationships with market cues in influencing App sales, and (3) continuous quality improvements have long-term effects on App success in the presence of strong ranking effects. / Dissertation/Thesis / Doctoral Dissertation Business Administration 2015
105

Designriktlinjer för förstärkt verklighet i kontextkänsliga mobilapplikationer / Design Guidelines for augmented reality in context-aware mobile applications

Karponi, Vasiliki January 2017 (has links)
Förstärkt verklighet eller Augmented Reality (AR) är idag en av de viktigaste riktningarna inom informationsteknologiområdet (IT). AR-tekniken har redan använts inom områden såsom underhållning, konstruktion, medicinsk behandling, utbildning och är tillgänglig i flera olika enheter som till exempel mobiltelefoner, surfplattor, etcetera. Under de senaste åren har allt snabbare framsteg gjorts inom mobilapplikationer som erbjuder AR-upplevelser, men det finns fortfarande ett behov av en djupare förståelse för hur en bättre användarupplevelse eller User Experience (UX) kan designas i dessa Augmented Reality Mobile Applications (ARMA). Detta examensarbete fokuserar på de aspekter av interaktionen som måste beaktas när ett grafiskt användargränssnitt baserat på ARMA utformas i syfte att göra applikationerna kontextkänsliga. Det betyder att hjälpa användaren få relevant information som passar situationen eller den kontext denne befinner sig in när hen använder sin mobiltelefon och därmed erbjuda hen bättre användarupplevelser. Studien omfattar en heuristisk utvärdering och ett användbarhetstest av mobilapplikationen Layar som bland annat känner igen olika Points of Interest (POI) och som ger direkt digital kontextuell information om dem. Baserat på resultatet av den heuristiska utvärderingen och användbarhetstestet i kombination med tidigare forskning inom området, har åtta stycken designriktlinjer tagits fram. Jag hoppas att dessa riktlinjer kan fungera som ett stöd vid utformningen av gränssnittet på kontextkänsliga ARMA och i förlängningen förbättra användarupplevelsen.
106

Modelagem e análise de desempenho e consumo de energia em aplicações móveis

MENDONÇA NETO, Júlio Rodrigues de 03 August 2015 (has links)
Submitted by Haroudo Xavier Filho (haroudo.xavierfo@ufpe.br) on 2016-03-11T15:42:40Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) jrmn_dissertacao_v.final_biblioteca.pdf: 4430943 bytes, checksum: 6417f221e28ed4c7dfe23d929b24fe60 (MD5) / Made available in DSpace on 2016-03-11T15:42:40Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) jrmn_dissertacao_v.final_biblioteca.pdf: 4430943 bytes, checksum: 6417f221e28ed4c7dfe23d929b24fe60 (MD5) Previous issue date: 2015-08-03 / FACEPE / É notável a propagação de dispositivos móveis inteligentes em todo o mundo. Em 2016, espera-se que o número de smartphones supere os 2 bilhões. A entrada desses aparelhos no mercado têm mudado o estilo de vida das pessoas, oferecendo soluções com mais facilidade e praticidade, como por exemplo, a realização de transações bancárias. A variedade e facilidade de acesso aos serviços oferecidos pelos mesmos têm ajudado nesta mudança. Além disso, o número de aplicativos nos marketplaces para satisfazer as mais diferentes necessidades dos usuários tem aumentado bastante. Por estes motivos, as aplicações móveis têm ganhado cada vez mais destaque na indústria de Tecnologia da Informação e Comunicação (TIC). Contudo, apesar da evolução da computação móvel na última década, a tecnologia das baterias desses dispositivos não evoluíram na mesma velocidade. Sendo, portanto, o curto tempo de vida das baterias uma das maiores preocupações entre fabricantes de hardware e software para dispositivos móveis. É comum o uso de modelos analíticos para analisar o comportamento dos sistemas. Modelos formais como cadeias de Markov e redes de Petri são bastante utilizadas com esse propósito. Estes tipos de modelos tem fundamentação matemática sólida, e portanto, são eficientes para realização de análises quantitativas e verificação de propriedades dos sistemas representados. Entretanto, sua construção requer conhecimento especializado por parte dos projetistas de sistemas. Por outro lado, modelos semiformais, como System Modelling Language (SysML) e Unified Model Language (UML), possuem uma notação mais flexível e são bastante difundidos no mercado. Contudo, esses modelos semiformais, por não possuírem uma fundamentação formal rígida, não oferecem suporte para o desenvolvimento de técnicas para análises numéricas e verificações de propriedades. Dessa forma, torna-se interessante a combinação do uso de modelos formais e modelos semiformais. Nesse contexto, este trabalho propõe uma abordagem para avaliação de métricas de desempenho, consumo de energia e disponibilidade de aplicações móveis utilizando modelos estocásticos. Para facilitar a construção destes modelos, a abordagem proposta adota a criação de regras de mapeamento, para obtenção de Redes de Petri stocásticas e Determinísticas (DSPNs) a partir de diagramas da SysML. Desta forma, projetistas que possuem pouco conhecimento em modelagem estocástica podem realizar análises relacionadas ao desempenho e consumo de energia de aplicações móveis de forma rápida e menos custosa que o desenvolvimento de protótipos, ainda na fase de planejamento do projeto. Por fim, são apresentados estudos de casos que demonstram a aplicabilidade da abordagem. / It is remarkable smart mobile devices spread around the world. In 2016, it is expected that the number of smartphones exceeds 2 billion. These devices entrace on the market have changed the people lifestyle, offering solutions with more ease and practicality, for example, conducting banking transactions. The variety and easy access to services offered by them have helped this change. Also, the number of applications in the marketplaces to meet the many different users needs has greatly increased. For these reasons, mobile applications have gained more prominence in the Information and Communication Technology (ICT) industry. However, despite the mobile computing progress in the last decade, the battery technology of these devices have not evolved at the same speed. It is, therefore, the short lifetime of batteries a major concern between hardware and software manufacturers to mobile devices. Analytical models are usually used to analyze the systems behavior. Formal models as Markov chains and Petri nets are widely used for this purpose. These types of models have a solid mathematical basis, and therefore, are effective in carrying out quantitative analyzes and verification systems properties. Nevertheless, their construction requires specialized knowledge by the system designers. Moreover, semiformal models, such as System Modelling Language (SysML) and Unified Model Language (UML) have a more flexible notation and are fairly widespread in the market. Meanwhile, these semi-formal models, for not having a rigid formal basis, do not support techniques for numerical analysis and property checks. Therefore, it becomes interesting to use the combination of formal and semi-formal models. In this context, this work proposes an approach to evaluation performance, power consumption and availability metrics of mobile applications using stochastic models. In order to facilitate construction of such models, the proposed approach adopts the creation of mapping rules for obtaining Stochastic Petri Nets and deterministic (DSPNs) from SysML diagrams. In this way, designers who have little knowledge in stochastic modeling can perform analyzes related to the performance and power consumption in mobile applications quickly and less costly to develop prototypes, still in the project planning phase. Finally, case studies are presented to demonstrate the approach applicability.
107

O uso da aprendizagem móvel e técnicas de gamificação como suporte ao ensino de matrizes

Jorge Luiz Cremontti Filho 11 August 2016 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A melhoria na qualidade do ensino matemático resulta de diversos fatores como: qualificação dos professores, busca de novos modelos pedagógicos e inclusão da tecnologia aos processos de aprendizagem. Existe um grande distanciamento entre a tecnologia e a sala de aula, principalmente quando se fala em ensino público, e é nessa problemática que este trabalho busca contribuir com soluções alternativas. Aproveitando a enorme demanda dos aparelhos móveis e a forte influência que esses dispositivos detém sobre os jovens, buscou-se fundamentar o trabalho realizando pesquisas sobre os aspectos pedagógicos da aprendizagem móvel e, em virtude do fascínio exercido pelos jogos digitais, foram estudadas as técnicas de gamificação. Nesse contexto, foi desenvolvido um aplicativo tipo perguntas e respostas (QUIZ), de acordo com os preceitos da aprendizagem móvel e utilizando os recursos motivacionais da gamificação. Como tópico matemático, foi utilizado matrizes e determinantes devido a contemporaneidade do assunto e sua diversidade de aplicações. Com a finalidade de validar os objetivos, foi realizado um experimento com alunos do Ensino Médio do Colégio de Aplicação da Universidade Federal de Roraima, onde após a utilização do aplicativo foi distribuído um questionário a alunos e professores. E, com a tabulação dos resultados, foi realizada uma breve avaliação de alguns aspectos deste trabalho. / The improvement in the quality of mathematics teaching is the result of several factors such as the qualification of teachers, the search for new pedagogical models and the inclusion of technology to learning processes.There is a large gap between the technology and the classroom, especially when it comes in public education, and it is this problem that this work seeks to contribute to alternative solutions. Taking advantage of the huge demand of mobile phones and the strong influence that this device has on young people, we seek to support our application conducting research on the pedagogical aspects of mobile learning and, because of the fascination exerted by digital games, we studied the techniques of gamification. In this context, it was developed an application questions and answers (QUIZ), according to the precepts of mobile learning and using the motivational resources of gamification. As mathematical topic was used matrices and determinants due to this matter be current and its range of applications. For the purpose to validate the goals was carried out an experiment with high school students of the College Application of the Federal University of Roraima, where after using the application has distributed a questionnaire to students and teachers. And with the tabulation of results, there was a brief review of some aspects of this work.
108

En studie av mobilplattformen Android : med implementering av musikigenkännings- och lokaliseringstjänster / A study in the Android mobile platform : with implementations of music recognition and localization services

Larsson, Hampus, Fleischhacker, Martin January 2010 (has links)
Mobilmarknaden idag består av ett antal aktörer, Nokia är störst, med Samsung, Motorola, LG, Sony Ericsson och HTC bakom sig. Nokias telefoner bygger på operativsystemet Symbian som idag är det största operativsystemet på marknaden för smartphones. Open Handset Alliance har utvecklat ett eget operativsystem för främst mobiltelefoner, kallat Android, som är bygger på Linuxkärnan. Android är framtaget som ett gratisalternativ till de dyra konkurrerande operativsystemen. Examensarbetets syfte är att studera utvecklingsmiljön till Android och se vilka kunskaper som krävs för att effektivt kunna utveckla applikationer. I detta ingår även att identifiera vilka möjliga problem som kan uppstå under utveckling, samt dokumentera vilka utvecklingsverktyg som finns tillgängliga.   Målet har varit att utreda hur applikationer utvecklas effektivt, det innebär att ta reda på svaren till vad som krävs av utvecklare för att kunna utveckla applikationer, vilka utvecklingsverktyg som finns, samt vilka problem som kan identifieras under utveckling. Studien valdes att genomföras med en kartläggning, för på djupet beskriva operativsystemet och hur dess delar samspelar med varandra.   I studien undersöktes hur plattformen är uppbyggd och vilka fundamentala delar som en applikation består av, samt vilka verktyg som används för att utveckla applikationer. I studien ingick även att utveckla två stycken testapplikationer, en musikigenkänningstjänst och en lokaliseringstjänst. Förutom erfarenhet av utveckling i språket Java krävs förståelse för hur plattformen fungerar och är uppbyggd. Förståelse för plattformen man utvecklar för är alltid viktigt, men Android skiljer sig markant från klassiska plattformar. En utvecklare bör därmed ha specifik förståelse för hur plattformen fungerar, hur applikationer är uppbyggda och hur de körs. Vidare lider Android även av att vara ett ungt operativsystem med bristfällig dokumentation och buggar som kan medföra problem under utveckling av applikationer. Som utvecklare för Android är man förvisad till att använda Eclipse som verktyg, något som fungerar smidigt då de flesta utvecklare i Java är bekanta med Eclipse. Till Eclipse finns även ett debugverktyg som man som utvecklare har stor nytta av. Den viktigaste lärdomen att ha när man utvecklar för Android är som nämnts ovan, att Android skiljer sig markant från klassiska plattformar och på vilket sätt måste ses som grundläggande kunskap för en utvecklare.
109

DESENVOLVIMENTO DE BASE TECNOLÓGICA: Gestão e Georreferenciamento da Cadeia Produtiva da Erva-mate no Estado do Rio Grande do Sul / TECHNOLOGICAL DEVELOPMENT BASE: Management and georeferencing of the Productive Chain of Yerba Mate in Rio Grande do Sul.

Pires, Fábio Soares 29 August 2016 (has links)
This study aimed to develop three computer systems, modeled to look for information that describes the current context of the production chain of Yerba Mate in the state of Rio Grande do Sul. Meetings were held with members of ervateiro sector to prospect all the information that pervade agricultural activities involved. So with this data, it was possible to organize the structure of the proposed systems to make the collection of data regarding the properties, superior trees, nurseries, ervateiras and factories. As a result they have developed the C7-Ilex, the GeoMate_RS and a web system. Both with the registering functions georeferenced data and viewing possibility on maps. But the GeoMate_RS will be responsible for assisting in information management through reporting, graphics and images. This proposal was presented at the Second Production Chain Sustainability State Congress of Yerba Mate, which occurred along the TURISMATE 2015. Due to the impact, on June 16, 2016 was signed SEAPI 154_2016 ordinance that officiated the Electronic Operating System for Register Ervateiro in the state of Rio Grande do Sul. Thus, it is expected that these systems specifically used to generate information, help the IBRAMATE in making strategic actions and policies for the development of the productive chain, and also contribute to a reduction many challenges faced on the economic environment in which it is the country. / Este trabalho objetivou desenvolver três sistemas informatizados, modelados para buscar informações que descrevam o contexto atual da cadeia produtiva da Erva-mate no estado do Rio Grande do Sul. Foram realizadas reuniões com integrantes do setor ervateiro para prospectar todas as informações que permeiam as atividades agrícolas envolvidas. Assim, com estes dados, foi possível organizar a estrutura dos sistemas propostos para realizar a coleta de dados referentes a propriedades, árvores superiores, viveiros, ervateiras e fábricas. Como resultado foram desenvolvidos o C7-Ilex, o GeoMate_RS e um sistema web. Ambos com as funções de cadastrar dados georreferenciados e a possibilidade de visualização em mapas. Porém, o GeoMate_RS será o responsável por auxiliar na gestão das informações por meio de geração de relatórios, gráficos e imagens. Esta proposta foi apresentada no II Congresso Estadual de Sustentabilidade da Cadeia Produtiva da Erva-mate, que ocorreu junto a TURISMATE 2015. Devido a repercussão, no dia 16 de junho de 2016 foi assinada a portaria SEAPI 154_2016 que oficializou o Sistema Operacional Eletrônico para o Cadastro Ervateiro no Estado do Rio Grande do Sul. Assim, espera-se que estes sistemas, utilizados especificamente para gerar informações, ajudem o IBRAMATE na tomada de ações estratégicas e políticas para o desenvolvimento da cadeia produtiva, e que também, contribuam para reduzir os diversos desafios enfrentados diante do cenário econômico em que se encontra o país.
110

Analýza využití webových a mobilních aplikací při týmové práci na projektech / Analysis of using web and mobile applications in teamwork on projects.

Jordanidis, Jakub January 2013 (has links)
The aim of this thesis is the analysis of using web and mobile applications in team work within projects. Thesis is divided into the two main parts. Firstly, the theoretical part provides basic information and facts about work at a team, communication and team work on common projects. Theoretical part also includes a definition and development of web and mobile applications from past until now. Secondly, the practical part includes analysis by the survey. The survey was conducted using two different methods - questionnaire survey method and structured interviews. The questionnaire was focused on the usage of basic applications for communication, cooperation and coordination within work teams. The structured interviews was focused more on benefits for employees

Page generated in 0.3287 seconds