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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.
201

New and Emerging Mobile Apps Among Teens - Are Forensic Tools Keeping Up?

Kelsey Billups (8800973) 06 May 2020 (has links)
Mobile applications are an important but fast changing piece of the digital forensics’ world. For mobile forensics researchers and field analysts, it is hard to keep up with the pace of the ever-changing world of the newest and most popular applications teens are using. Mobile forensic tools are quickly becoming more and more supportive of new applications, but with how quickly apps are changing and new ones being released, it is still difficult for the tools to keep up. The research question for this project examines to what extent digital forensic tools support new and emerging applications seen recently in investigations involving teenagers? For this research, a survey was conducted asking digital forensic analysts, and others who investigate digital crimes, what applications they are coming across most frequently during investigations involving teens and whether those applications are being supported by forensic tools. The top three applications from the survey that were not supported by mobile forensic tools, Monkey, Houseparty, and Likee were populated onto a test device and then evaluated and analyzed to see what forensic artifacts were found in those applications. The mobile application artifacts were then compared on two different forensic tools to see which tool obtains the most forensic artifacts from the applications. Through the examination and analysis of the applications and data contained within the apps, it was determined that 61% of the populated forensic artifacts were recovered manually and only 45% were recovered by a forensic tool for the Monkey application. 100% of the populated forensic artifacts were recovered manually and only 29% were recovered by a forensic tool for the Houseparty application. 42% of the populated forensic artifacts were recovered manually and only 3% were recovered by a forensic tool for the Likee application. It was found that the extent of support from digital forensic tools for these types of applications depends greatly on how the application stores the artifacts, but the artifact extraction support was limited for all applications. This research benefits in helping researchers and analysts by understanding the data and artifacts contained within the applications, what forensic artifacts are recoverable, and where to find those important artifacts. This research can help in finding important evidence for future investigations.<br>
202

Appar eller ej inom Fleet Management-området : Organisatoriska och tekniska utmaningar vid apputveckling / Apps or no apps within the Fleet Management area : Organisational and technical challenges within app development

Ristov, Boris, Rahnel, Taavi January 2012 (has links)
En trend i den teknologiska utvecklingen på senare tid har varit att skapa en ökad rörlighet hos användaren. En bidragande faktor till detta är den snabba förbättringstakten hos de smartphones som i större utsträckning har funktionalitet som tidigare endast datorer hade. Detta har i sin tur förändrat de förväntningar slutanvändarna har på tjänsters tillgänglighet, vilket har lett till att produktiva mobila applikationer, appar, har funnit sin plats i vardagen. Denna studie är genomförd på Scanias Fleet Management-avdelning som erbjuder en webbaserad tjänst där åkerier kan administrera, övervaka och följa upp sina fordonsflottor. Syftet med studien var att undersöka om en förlängning av Scanias existerande webbtjänst till den mobila sfären är rätt steg att ta och vilka organisatoriska och tekniska utmaningar en ingång inom apputveckling ger upphov till. För att bemöta denna problematik har en omfattande kvalitativ undersökning genomförts där tre huvudgrupper av respondenter har intervjuats: jämförbara företag som har ställts inför liknande utmaningar, apputvecklingsföretag som har förståelse för appområdet samt Fleet Management-tjänstens existerande användare. Dessutom har en undersökning av potentiella tekniska utmaningar vid apputveckling gjorts genom framtagning av en prototyp i form av en app. Den genomförda undersökningen har, i kombination med studiens teoretiska referensram, lett till rekommendationer om hur man bör bemöta steget till de mobila enheterna. Denna studie visar på att det är lämpligt att anamma denna teknologiska trend då de positiva effekterna av en app väger upp kostnaderna. Apputveckling kräver ett tillvägagångssätt som skiljer sig från klassisk mjukvaruutveckling då slutanvändarens roll är mycket viktig under hela utvecklingsprocessen samt att en teknisk specialistkompetens behövs. En starkt iterativ utvecklingsprocess förutsätts och en proaktiv utvecklingsfilosofi krävs då tekniska förändringar inom smartphone-världen sker med stormsteg. / A recent trend in the technological evolution has been to increase the mobility of the end-user. A contributing factor is the fast rate of improvement in the smartphone area. This, in turn, has changed the expectations end-users have on the availability of services, which has allowed mobile applications, apps, to find their place in everyday life. This study has been conducted at Scania’s Fleet Management department that offers a web-based service where haulage contractors can administer, monitor and follow up on their vehicle fleets. The purpose of this study was to investigate if Scania’s existing web service should be extended into the mobile area, and if so, what organizational and technical challenges app development imposes. To address this problem, a qualitative investigation was carried out with three main groups of respondents: comparable companies that have faced similar challenges, app development companies and the current users of the Fleet Management service. Additionally, a prototype application was developed to investigate the potential technical challenges that may occur. Combined with a theoretical framework the conducted research has led to recommendations on how to best take the step into the field of mobile devices. This study shows that it is advisable to adopt the mobile technological trend since the positive effects of an app outweigh the potential costs. The technical changes within the field of smartphones occur at a rapid rate, which requires special technical skills. The development also requires iterative development methods where the end-user is included throughout the whole process.
203

Autonomous control of hydraulic mobile applications – a 21-ton excavator case study

Opperwall, Tim, Holter, Ben, Yardley, Simon 25 June 2020 (has links)
Automation of mobile construction and agricultural equipment has gained wide acceptance based on increases in productivity, safety, and precision; while also helping upskill operators. On construction equipment, after-market automation of earthmoving crawler dozers and graders has driven a conversion of machines to electro-hydraulic (EH) implement control and integration into digital worksites. Unlike the aforementioned machines, conversion of the excavator into a semi or fully autonomous machine presents significant challenges due to kinematics, variable loads, non-linear multi-function of implements, safety, and robustness. The present work demonstrates the retrofit of a pilot-operated 21-ton excavator and development of automated controls to address these challenges. The operator pilot joysticks and existing hydraulic system were retained, while adding capability for autonomous functionality with integrated hardware, controls, and kinematic solvers within a production viable environment. Autonomous features for path planning, multi-function actuator velocity control, EH controls, and safety were developed to prove the value of precise and low latency control hardware for EH excavator operation.
204

Investigating Experience of Mobile Application in Museum : The Case Study of the Nationalmuseum (Stockholm, Sweden)

Yin, Feiye January 2023 (has links)
In the context of New Museology and the breakthrough of smartphones, many museums tend to develop museum-related mobile applications to support the museum visit and facilitate the overall visitor experience. This qualitative case study explores how the context of museum visit frames the experience of usage of smartphone applications, and thus identifies the factors that influence the visitor’s experience of using museum-related smartphone applications. The mobile application of Nationalmuseum in Stockholm is selected as the bounded case for this study. Applying the four contexts for the museum visit as the theoretical framework, this study aims to answer the research questions about how the personal context, the sociocultural context, the physical context, and the digital context affect the visitor’s experience of using the application, and what factors can be identified in this process. As it is a case study with a qualitative perspective, the data is collected through multiple sources, including the interview data and the observation field notes as the primary sources, and some statistical data and visitor feedback survey offered by the museum as the secondary sources. But most of the analysis is based on the one-on-one interviews with twelve visitors. Using the four contexts for the museum visit as the framework, the study conducts the analysis of the data in accordance with the distinct aspects of the four contexts, and thus identifies the factors that affect the visitor’s experience of using the museum application in relation to the four contexts. The findings of this study indicate that the visitor’s experience of using the application is complicated, which can be affected by multiple factors in relation to the four contexts for the museum visit. The personal context and the sociocultural context are proved to be closely related to the visitor’s initial motivation for using museum-related applications. Meanwhile, it can be observed that the physical and the digital contexts affect how visitors perceive the content offered by museum-related mobile applications. Besides, previous research on visitor type of application users is examined by using the findings of this study and thus proved to lack comprehensive considerations. By further discussing how the four contexts interact with each other and influence the visitor, the study tries to further comprehend the visitor’s experience in the process of using museum-related mobile applications. The outcomes of this study bring some insights into the visitor experience of using museum-related mobile applications, and thus contribute some empirical evidence to future research in this field. The four contexts for the museum visit are proved to be applicable for exploring this topic from the perspective of the visitors, and thus can be regarded as a lens for understanding the visitor experience of usage of museum applications. Based on the outcomes of the study, the author makes some recommendations about the future development of the Nationalmuseum application.
205

Research on the Use of Smartphone Technologies in the Field of Interactive Fitness Apps : How can we learn more about a user’s physical condition? / Undersökning om användning av smartphone-teknik på området interaktiva fitnessappar : Hur kan vi lära oss mer om en användares fysiska kondition?

Heim, Felix January 2022 (has links)
Interactive Ątness apps can motivate people to lead an active lifestyle. However, it is not yet fully understood how smartphone data collected during exercise is related to the user's actual physical condition. The aim of this work is to investigate in what way and how accurately fitness-related parameters can be estimated using a smartphone. To achieve this, three separate tests were conducted: The first test examined how acceleration data (external intensity) and % of heart rate reserve (internal intensity) correlate with each other during three different exercises (bodyweight squats, jumping jacks, and standing mountain climbers). Results (n=6) show that regardless of accelerometer position, there is a moderate to strong correlation between internal and external intensity for squats (r=0.656-0.789) and mountain climbers (r=0.592-0.782), and a weak to moderate correlation for jumping jacks (r=0.291-0.587). The second test determined how accurately heart rate can be estimated with a smartphone camera (contactless and contact-based). Heart rate was determined simultaneously with a heart rate monitor and a smartphone. The mean absolute error of the contact-based method (n=120) was 5.42 ± 1.44 beats per minute. The mean absolute error of the contactless method (n=30) was 3.60 ± 0.81. However, the contactless method did not provide reliable readings for heart rates above the resting level. The third test evaluated how accurately a VO2max test, in this case, the 3-minute step-in-place test, can be monitored with a smartphone. The results show that step count could be computed from a video recording with a mean absolute error of 2.69 ± 1.89 steps per minute. The knee height could be distinguished as high or low in 98% of cases (n=4). The results of this work can help developers create highly personalized and meaningful fitness apps. / Interaktiva fitnessappar kan motivera människor till att leva en aktiv livsstil. Det är dock ännu inte helt klarlagt hur smartphone-data som samlas in under träning är relaterad till användarens faktiska fysiska tillstånd. Syftet med det här arbetet är att undersöka på vilket sätt och hur exakt konditionsrelaterade parametrar kan mätas med hjälp av en smartphone. För att uppnå detta genomfördes tre separata test: Det första testet undersökte hur accelerationsdata (extern intensitet) och % av hjärtfrekvensreserven (intern intensitet) korrelerar med varandra under tre olika övningar (knäböj med kroppsvikt, jumping jacks och stående mountain climbers). Resultaten (n=6) visar att oavsett accelerometerposition finns det en måttlig till stark korrelation mellan intern och extern intensitet för knäböjningar (r=0,656-0,789) och mountain climbers (r=0,592-0,782), samt en svag till måttlig korrelation för jumping jacks (r=0,291-0,587). Det andra testet fastställde hur exakt hjärtfrekvensen kan mätas med en smartphone-kamera (kontaktlös och kontaktbaserad). Hjärtfrekvensen mättes samtidigt med en pulsmätare och en smartphone. Det genomsnittliga absoluta felet för den kontaktbaserade metoden (n=120) var 5,42 ± 1,44 slag per minut. Det genomsnittliga absoluta felet för den kontaktlösa metoden (n=30) var 3,60 ± 0,81. Den kontaktlösa metoden gav dock inte tillförlitliga avläsningar för hjärtfrekvens över vilonivån.  Det tredje testet utvärderade hur ett VO2max-test, i detta fall 3-minuters steg-på-plats-testet, kan övervakas med hjälp av en smartphone. Resultaten visar att stegantalet kunde beräknas från en videoinspelning med ett genomsnittligt absolut fel på 2,69 ± 1,89 steg per minut. Knähöjden kunde urskiljas som hög eller låg i 98 % av fallen (n=4). Resultaten av detta arbete kan hjälpa utvecklare att skapa mycket personliga och meningsfulla fitnessappar.
206

Využití webových platforem a mobilních aplikací ve výuce češtiny jako cizího jazyka / Web Platfroms and Mobile Applications in Teaching Czech for Foreigners

Komoňová, Monika January 2022 (has links)
This diploma thesis deals with the use of mobile applications and web platforms in teaching Czech as a foreign language. The practical output is a set of thirty activities that focus on language skills (listening, reading, speaking, writing), grammar and vocabulary. The theoretical part first focuses on defining the concept of e-learning. The pros and cons of e- learning are discussed with regard to its use in synchronous teaching. Subsequently, the paper describes the methodological procedure for the implementation of synchronous teaching, the specifics of working with language material and teaching management in the online environment. Last but not least, the descriptions of reference levels A1 and A2 for Czech as a foreign language (according to the CEFR) are recapitulated. The practical part of this paper centres on the method of selection of applications and platforms and the methodical procedure of creating individual activities, which are presented in the form of methodical sheets. All applications and platforms were subjected to pretesting. Therefore, a description of the pretesting course and an evaluation of feedback is also provided. An integral part of this work is also a technical manual which serves as a guide for working with individual applications and platforms.
207

How to Market Mobile Apps as a Startup : A Case Study on Truecaller

Johansson Angesjö, Magnus, Füssel, Roland January 2013 (has links)
The mobile app market is continuously increasing and an increasingly number of actors aims to gain market shares in this business sector. At the same time the number of app stores with a significant influence on the market are few; with Google Play and Apple App Store as the major actors of the app store market. With few distributions channels, and many large companies with resources as competitors, it is crucial for initiated startups to find suitable marketing strategies in order to compete on the app market. This study focuses on startups which are in their earlier phase of existence and do not have an excess of resources. The case of Truecaller is of interest to mobile app startups in general because of its exceptional successfulness in a relative short amount of time. First a thorough research of secondary literature was performed to find marketing activities applicable to mobile app developers. These marketing activities were divided and applied by using the four P’s of marketing in order to achieve a perceivable framework which is possible to grasp. The marketing activities were reformed into open-ended questions which were conducted during the interviews on Truecaller’s Marketing Manager, and Release/Project Manager. The gathered marketing activities that were demonstrated to be successful by the case of Truecaller, which is the empirical example of a startup in this study, were structured into a marketing strategy framework. The central findings of this study were firstly that unpaid promotional marketing activities in form striving for customer reviews, social media integration and sharing functions implemented to the app should be done in order to increase the word of mouth spread. It is also emphasized to build good relationships with different opinion leaders and further on to send push notifications to remind users of the app. Paid promotional activities were found to be optional for startups in the context of this study. Secondly the central findings regarding the Product strategies were frequent updates of the app to remind users of its existence, strive for feedback, and try to build on network effects. Furthermore in addition to build a unique and functional app which enables a positive user experience, it is important to offer users instant support and to execute localizations strategies. Thirdly the findings of the Place category were the visibility aspects to choose an appealing app name and app description, have an attractive app icon and screenshots, and to choose effective keywords and categories. Moreover it is emphasized to ensure availability and compatibility by supporting several platforms. Lastly concerning Price it is important for startups to find their own customized strategy, but the case of Truecaller stressed the freemium pricing strategy.
208

Evaluating the Performance and Capabilities of Popular Android Mobile Application Testing Automation Frameworks in Agile/ DevOps Environment

Baktha, Kishore January 2020 (has links)
The number of mobile applications has increased tremendously over the last decade, thereby also having increased the importance of mobile application testing. Testing is a very crucial process in the development of a mobile application to ensure reliability and proper functionality. In an Agile/DevOps environment, test automation is an integral part in order to support the continuous integration and continuous delivery/deployment principle. There is a plethora of mobile application testing automation frameworks available in the market today. Android testing frameworks were chosen for this study because of the prevalence of Android applications in the market today. The focus of this study is the comparison of the most popular mobile application testing automation frameworks in terms of performance and capabilities in an Agile/DevOps environment. In order to achieve this, firstly, the three most popular mobile application testing automation frameworks to be used for the study were identified. Secondly, the Key Performance Indicators and capabilities to be used for comparison of the frameworks were identified. Then, test cases in a complex mobile application were designed for analysing the frameworks based on the criteria gathered. Finally, the test cases were integrated in a Continuous Integration/ Continuous Delivery pipeline to gather results and perform a more detailed comparison in an Agile/DevOps environment. From this study, Espresso turned out to be the best framework in terms of KPI analysed beating the other frameworks in all the KPIs, while Robotium was second best followed by Appium. But on the other hand, Appium was the best framework in terms of capabilities by having ability to execute the maximum number of capabilities analysed followed by Robotium while Espresso was the worst framework in this criteria. / Antalet mobilapplikationer har ökat enormt under det senaste decenniet och därmed har även vikten av mobilapplikationstest ökat. Testning är en mycket viktig process i utvecklingen av en mobilapplikation för att säkerställa tillförlitlighet och korrekt funktionalitet. I en Agile/DevOps miljö är testautomation en viktig del för att stödja principen av kontinuerlig integration och kontinuerlig leverans/driftsättning. Det finns en mängd ramverk för automatiserad testning av mobilapplikationer på marknaden idag. Testramverk för Android valdes för denna studie på grund av utbredningen av Android-applikationer på marknaden idag. Fokus för denna studie är jämförelsen av de mest populära automatiserade testramverk för mobilapplikationer med avseende på prestanda och lämplighet i en Agile/DevOps miljö. För att uppnå detta, identifierades först de tre mest populära automatiserade testramverk för mobilapplikationer som skulle användas för studien. Sedan identifierades de viktigaste resultatindikatorerna och kapaciteterna som skulle användas för att jämföra ramverken. Därefter designades testfall i en komplex mobilapplikation för att analysera ramverken baserat på de bestämda kriterierna. Slutligen integrerades testfallen i en pipeline för kontinuerlig integration /kontinuerlig leverans för att samla resultat och utföra en mer detaljerad jämförelse i en Agile/DevOps miljö. Från denna studie visade sig Espresso vara det bästa ramverket när det gäller KPI-analys, som slog de andra ramarna i alla KPI: er, medan Robotium var näst bäst följt av Appium. Men å andra sidan var Appium det bästa ramverket med avseende på kapacitet. Den hade förmågan att utföra det maximala antalet kapacitet som analyserades, följt av Robotium medan Espresso var det sämsta ramverket i dessa kriterier.
209

Development of Enhanced User Interaction and User Experience for Supporting Serious Role-Playing Games in a Healthcare Setting

Alow, Mark Lee January 2022 (has links)
No description available.
210

Use of Adaptive Mobile Applications to Improve Mindfulness

Boshoff, Wiehan 08 June 2018 (has links)
No description available.

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