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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.
31

Förbättra läkemedelsföljsamhet med hjälp av positionering.

Ekfeldt, Karl, Hemlin, Kristoffer January 2018 (has links)
Rapporten handlar om icke följsamhet i samband med medicinering och de stora problem som medföljer om en patient inte följer sin medicinska rådgivning. Icke följsamhet är ett stort problem i dag, både för samhället och individen. För samhället är det mycket kostsamt att hantera alla felmedicineringar och för individen kan det handla om liv eller död. Syftet med detta arbetet är att utveckla en IT-artefakt med ändamålet att förbättra följsamheten för patienter som dagligen tar medicin. Detta med hjälp av en mobilapplikation som använder Bluetooth för positionering av medicinen. IT-artefakten ska fungerar som ett stöd och hjälpmedel genom att underlätta för en patient i samband med medicinering. Denna forskning använder sig av Design Science Research Methodology (DSRM). Medverkande företag i detta arbete har varit konsultföretaget Knowit Luleå. Arbetet resulterade i en IT-artefakt, samt sex stycken designprinciper, samtliga utifrån problemet icke följsamhet i syfte att bidra till förbättrad följsamhet. / The thesis deals with non-adherence in connection with medication and the major problems that arise if a patient does not follow the medical advice. Non-adherence is a major problem today, both for society and for the individual. For society is is very costly to handle all medication errors and for the individual it can be about life or death. The purpose of this thesis is to develop an IT artifact with the purpose of improving adherence for patients taking medication daily. This is done by using a mobile application that uses Bluetooth for positioning the medicine. The artifact will serve as a support and aid by facilitating a patient that is taking medication. This research uses Design Science Research Methodology (DSRM). Contributing company in this work have been Knowit Luleå. The work resulted in an IT artifact, as well as six design principles, all based on the problem of non-adherence in order to contribute to improved adherence.
32

Cross-platform Mobile Development and Internet of Things : Developing a cross-platform mobile application using web technologies to interact with smart things

Anton, Andersson, Runbert, Johan January 2015 (has links)
Today more and more objects in our daily lives are getting connected to the Internet. This phenomenon is called the Internet of Things and is a way for physical things such as cars, buildings or even bus stations to get access and communicate with other objects using the Internet. The problem is that for every Internet of Things device, an application is often needed in order to communicate with these devices. Developing mobile applications in a separate programming language for each operating system can be an expensive and time consuming task. In this thesis, we implement and evaluate a cross-platform mobile solution for users to interact with smart things using the advantages of web technologies. To compare previous findings in this area, two literature reviews has been performed to find out which is the state of the art on cross-platform mobile development frameworks and smart-things technologies used for interacting with physical objects. The result is a mobile application developed using PhoneGap and jQuery Mobile that interacts with iBeacons, where students inside a university building can get directions and schedules for different rooms. The application received good results from a couple of usability studies, and performed well when measuring its performance. The outcome shows that web technologies that exist today are a viable solution to native mobile applications in terms of interacting with smart things such as tagging technologies.
33

Composants multiplateformes pour la prise en compte de l'hétérogénéité des terminaux mobiles / Cross-platform components to manage the heterogenity of mobile devices

Perchat, Joachim 08 January 2015 (has links)
Ces travaux de thèse visent à diminuer le coût de développement des applications mobilespour smartphones Android, iOS, etc. Les applications mobiles sont de plus en plus complexes. Auparavant, une application mobile se contentait d’afficher des données provenant du web. Maintenant, en plus de cela, elles communiquent avec le monde extérieur. Par exemple, certaines applications communiquent avec des montres, avec des écrans de télévision etc. D’autres permettent le scan de codes barres ou encore l’interaction avec des objets réels à travers la réalité augmentée. Les serveurs peuvent envoyer des notifications aux applications, etc. Une application mobile est devenue un logiciel à part entière. Cependant, pour toucher un maximum d’utilisateurs de smartphones, les applications mobiles doivent être conçues, implémentées et déployées sur tous les smartphones possibles. Avec la multiplication des configurations matérielles différentes ainsi que la multiplication des systèmes d’exploitation mobiles, cette tâche devient de plus en plus ardue. En effet, une application mobile doit souvent être réalisée une fois pour chaque plate-forme cible (Android, iOS, Windows Phone 8, etc.). Le temps et le coût de réalisation d’applications mobiles est donc multiplié par le nombre de plates-formes ciblées. Dans ces travaux, nous proposons de combiner le développement natif avec la programmation par composants. Pour ce faire, nous introduisons la notion de composants multiplateformes. Ce sont des composants qui peuvent être exécutés sur plusieurs plates-formes mobiles. Pour la représentation des composants, nous avons introduit la notion d’interface indépendante à n’importe quelle plate-forme mobile. Ainsi, l’intégration et l’assemblage se font d’une façon unique, que l’on soit dans un environnement de développement Android, iOS ou autre. Pour ce faire, nous avons spécifié un nouveau langage de programmation basé sur les annotations. Cette approche a été validée à travers le développement d’une application mobile pour Android et iOS avec notre solution. L’application implémentée a été réalisée en concordance avec les problématiques que rencontrent les entreprises de développement mobile et plus particulièrement Keyneosoft. Ensuite, nous avons comparé ces versions de l’application avec les versions développées nativement. Nous avons montré qu’avec notre solution nous diminuons le temps de développement d’au moins 30% sans aucune limitation pour les développeurs d’applications (même expérience utilisateur, même performance). Nous avons aussi comparé notre solution avec des produits disponibles sur le marché Phonegap, Titanium mobile et Xamarin. Nous en avons conclu que notre solutiton offrait le plus de possibilités sans aucune limitation. / In this thesis, we aim to decrease the development cost of applications for smartphones running Android, iOS, etc. Mobile applications are more and more complex. A few year ago, a mobile application was only design to display web content. Today, in addition, they are connected with the external world. For example, some applications are connected with watches, TVs, etc. Mobile applications became real softwares. However, in order to be visible by all smartphones users, mobile applications are designed, developed and deployed on every kind of smartphone. With the increase of the multiplicity of hardware configurations and the diversity of mobile operating systems, this task is becoming more and more laborious. Indeed, a mobile application is often implemented one time for each target platform (Android, iOS, Windows Phone 8, etc.). Therefore, the time and the cost for a mobile application implementation is multiplied by the number of target platforms. In this thesis, we propose to combine native development with the advantages of component-based software engineering. To do that, we have introduced the concept of multiplatform components. Those components are capable to be executed on any mobile platform. In order to describe components, we have introduced interfaces that are independent of any mobile platform. Thus, component integration and assembly are common on Android, iOS and others systems. To achieve that, we have specified a new programming language based on Annotations. We have validated this approach with the implementation of a real mobile application for Android and iOS. We have compared this application with the same application developed natively. Results show that with our solution, developers implement a multiplatform application 30% faster than native development. Moreover, our solution does not show any limitation for developers (same user experience, same performances). Finally, we have compared our solution with real products available on the software market: Phonegap, Titanium mobile and Xamarin. This comparison illustrates that our solution provides the best features and does not limit developers possibilities.
34

Secure Bitcoin Wallet

Guler, Sevil January 2015 (has links)
Virtual currencies and mobile banking are technology advancements that are receiving increased attention in the global community because of their accessibility, convenience and speed. However, this popularity comes with growing security concerns, like increasing frequency of identity theft, leading to bigger problems which put user anonymity at risk. One possible solution for these problems is using cryptography to enhance security of Bitcoin or other decentralised digital currency systems and to decrease frequency of attacks on either communication channels or system storage. This report outlines various methods and solutions targeting these issues and aims to understand their effectiveness. It also describes Secure Bitcoin Wallet, standard Bitcoin transactions client, enhanced with various security features and services.
35

Electronic Flight Bag / Electronic Flight Bag

Kúšik, Lukáš January 2021 (has links)
Cieľom tejto diplomovej práce je vytvoriť Electronic Flight Bag (EFB) aplikáciu pre mobilné telefóny s operačným systémom Android. Pre splnenie tejto úlohy bola preskúmaná aktuálna legislatíva ohľadom EFB aplikácií spolu s najmodernejšími EFB aplikáciami dostupnými na aplikačnom trhu. Na základe týchto informácií je navrhnutá a implementovaná EFB aplikácia určená pre pilotov všeobecného letectva. Výsledný produkt obsahuje funkcie pre plánovanie letu, vlastnú leteckú mapu, pilotný denník, katalóg letísk s dátami z celého sveta a ďalšie. Podpora offline zaručuje funkčnosť v reálnych podmienkach letu. Konečný produkt sa taktiež snaží inovovať nad existujúcimi EFB aplikáciami zahrnutím funkcionalít, akými sú napríklad automatické kontrolné zoznamy a náhľad v rozšírenej realite.
36

Comparing User Interface Design Implementation between Cross-Platform and Native Mobile Applications : FlutterFlow versus Jetpack Compose / Jämförelse av Implementering av Användargränssnitt mellan Cross-Platform och Native Mobila Applikationer : FlutterFlow kontra Jetpack Compose

Jonsson Sjödin, Adrian, Lundqvist, Alexander January 2023 (has links)
Smartphones have become indispensable in modern life, largely due to the vast array of apps that aim to simplify and enrich our daily experiences. Given the vast number of apps available, it's crucial to have a unique and user-friendly UI to stand out from the crowd. This thesis explores the processes of mobile application UI development, contrasting the traditional declarative programming approach with the Android toolkit Jetpack Compose and the use of a web based low-code tool, FlutterFlow, for cross-platform applications. The goal is to provide valuable insights for those seeking to develop competitive, modern UI. This is achieved by examining the advantages and disadvantages of each approach, focusing on their ability to create non-standard custom components, the scalability of the apps developed, and potential differences in UI responsiveness, animation smoothness, and overall fluidity. To address these questions, a case study was conducted where an application was developed using both approaches. In addition, a qualitative user survey was conducted to assess whether users could discern any difference between the two applications. The findings suggest that while users did not perceive a significant difference, Jetpack Compose outperformed in terms of app scalability and the creation of non-standard custom components. On the other hand, FlutterFlow proved advantageous in implementing standard functionalities and animations, as well as offering a considerably faster development time when only standard components were required. / Smartphones har blivit oumbärliga i det moderna livet, till stor del på grund av det stora utbudet av appar som syftar till att förenkla och berika våra dagliga upplevelser. Med tanke på det stora antalet tillgängliga appar är det avgörande att ha ett unikt och användarvänligt gränssnitt för att sticka ut från mängden. Syftet med denna avhandling är att jämföra processen vid utveckling av användargränssnitt för mobila applikationer, specifikt genom att kontrastera det traditionella tillvägagångssättet med deklarativ programmering med Jetpack Compose och användningen av ett lågkodverktyg, FlutterFlow, för cross-platform applikationer. Avsikten är att erbjuda värdefulla insikter för intressenter som strävar efter att utveckla moderna och konkurrenskraftiga applikationer. Detta mål uppnås genom att förtydliga fördelarna och nackdelarna med vardera tillvägagångssätt, särskilt när det gäller deras flexibilitet i att skapa icke-standard komponenter, skalbarheten hos de utvecklade applikationerna, och potentiella skillnader i responsivitet, smidighet och fluiditet mellan applikationen. För att besvara dessa frågor genomfördes en fallstudie där en applikation utvecklades med båda tillvägagångssätten. Dessutom genomfördes en kvalitativ användarundersökning för att bedöma om användarna kunde upptäcka skillnader mellan de två applikationerna. Resultaten tyder på att medan användarna inte uppfattade någon märkbar skillnad, visade Jetpack Compose vara överlägsen när det gäller applikationens skalbarhet och skapandet av icke-standard komponenter. Däremot uppvisade FlutterFlow en fördel i implementeringen av standard funktionaliteter och animationer, samt erbjuder betydligt snabbare utvecklingstid när applikationen endast kräver standardkomponenter.
37

Acceptance and adoption of mobile development technologies for accessibility in a public sector : A software practitioner's perspective

Falk Lundgren, Mikael January 2023 (has links)
With rapid technology growth and a rising disabled and aging population, mobile appaccessibility is vital. Stricter accessibility laws, especially in the public sector, highlight thisemphasis. However, despite this, the body of research focusing on software practitioners’perspectives, especially concerning cross-platform development, is lacking. In this qualitativecase study, six software practitioners at the Swedish Social Insurance Agency(Försäkringskassan) were interviewed about their experience during a migration betweenmobile development technologies, with a focus on enhancing mobile application accessibility.It explores their attitude to cross-platform development, their challenges with NativeScript, across-platform framework, and preferences for native technology. To further understand theiracceptance of native technology and their rejection of cross-platform technology in thiscontext, an extension of the Technology Acceptance Model (TAM2) was used. Respondents emphasized the legal and ethical obligations for accessibility in the publicsector, with evolving standards necessitating the selection of the most appropriate technologyfor the task. Prioritizing accessibility early on in public sector app development helps avoidadditional expenses later on. It's also possible that private sector apps may be required to shifttowards greater inclusivity in the future. The team successfully addressed previous accessibility issues using native technology, whichinfluenced the organization to migrate. Moreover, respondents believed that nativetechnology enhances professional image, especially as the industry favors it over unknowncross-platform frameworks. They perceived that cross-platform frameworks might lackthorough documentation and community support, making it more difficult to manage andimplement accessibility. Additionally, respondents are alarmed by the uncertain nature ofcross-platform technology, which can result in outdated frameworks and unworkablecodebases. It's crucial to consider the duration of the project, its accessibility needs, and theavailable support for implementing accessibility when deciding on mobile developmenttechnologies. These findings are valuable for various stakeholders, such as consultants,researchers and policy-makers.
38

Práce s historickými mapami na mobilním zařízení / Interaction with Old Maps on Mobile Devices

Urban, Martin January 2014 (has links)
The goal of this thesis is to experiment with the latest web technologies and to design new process for mobile application creation. It is possible to create multiplatform applications which are almost unrecognizable from native applications by proposed procedures.  It is focused on performance and native behaviour of the user interface in this thesis. Described practices are demonstrated on application designed for work with historical maps, which is able to show maps from historical archives whole over world real-time. Rapid acceleration has been showed on the demonstrative application compared to standard process of creation of web applications.
39

Scalable Multimedia Learning: From local eLectures to global Opencast

Ketterl, Markus 27 March 2014 (has links)
Universities want to go where the learners are to share their rich scientific and intellectual knowledge beyond the walls of the academy and to expand the boundaries of the classroom. This desire has become a critical need, as the worldwide economy adjusts to globalization and the need for advanced education and training becomes ever more critical. Unfortunately, the work of creating, processing, distributing and using quality multimedia learning content is expensive and technically challenging. The work combines research results, lessons learned and usage findings in the presentation of a fully open source based scalable lecture capture solution, that is useful in the heterogenous computing landscape of today’s universities and learning institutes. Especially implemented user facing applications and components are being addressed, which enable lecturers, faculty and students to record, analyze and subsequently re-use the recorded multimedia learning material in multiple and attractive ways across devices and distribution platforms.

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