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Proposta de refinamento de modelo de controle integrado da produção e qualidade com o uso de dispositivos móveisRocha, Gabriela Sitja January 2015 (has links)
Em muitas empresas construtoras existem dois sistemas de controle distintos da produção em canteiros de obra, um que é usado para monitorar a conclusão das atividades e outro relacionado às inspeções de qualidade. Estudos anteriores apontaram que esta divisão entre o controle da produção e o controle da qualidade é uma das causas principais de diversas categorias de perdas nos canteiros de obras, tais como making-do, trabalho em progresso, e retrabalho, contribuindo também para a ocorrência de tarefas informais na execução da obra, ou seja, atividades que não são formalmente planejadas ou controladas. Outra consequência desta falta de integração é a falta de confiabilidade de alguns indicadores de controle da produção, tais como avanço físico, e percentagem de pacotes concluídos (PPC). O presente trabalho tem como objetivo o refinamento de um modelo de controle integrado da produção e qualidade, proposto em trabalhos de pesquisa anteriores, que inclui o controle de pacotes formais e informais, e perdas por making-do, com o uso de dispositivos móveis. Este modelo está vinculado ao Sistema Last Planner de Controle da Produção. Foram realizados dois estudos empíricos, sendo que no primeiro foram propostas melhorias no modelo existente e foi desenvolvida um software para a implementação do mesmo, enquanto no segundo foi testada a utilidade e aplicabilidade do referido modelo. As principais contribuições do estudo para o controle da produção estão relacionadas à forma de avaliação dos pré-requisitos para o início de cada atividade, ao desenvolvimento de uma forma simplificada de monitoramento de pacotes informais e das perdas por making-do, e à flexibilidade permitida à inclusão de novos pacotes de trabalho específicos, que são necessários no Sistema Last Planner. / In many construction companies there are two separate production control systems in construction sites, one that is used to monitor the completion of activities, and another related to quality inspection. Previous studies pointed out that the separation between production control and quality control is a major cause of different categories of waste in construction sites, such as making-do, work in progress and rework, also contributing to the occurrence of informal tasks in project execution, i.e. activities that are not formally planned or controlled. Another consequence of this lack of integration is the lack of reliability of some production control measures, such as physical progress, and percentage of plans completed (PPC). The objective of this research work is to refine an integrated production and quality control model, proposed in previous studies, which includes the control of formal and informal tasks, and making-do waste, by using mobile computer devices. This model is linked to the Last Planner System of Production Control. Two empirical studies were carried out. In the first one some improvements were proposed in the existing model and a software tool was devised for the implementation of the model. In the second one the utility and applicability of the model was tested. The main contributions of this investigation for production control are related to the evaluation of prerequisites for starting each activity, the development of a simple way for monitoring informal tasks and making-do waste, and the flexibility for the inclusion of specific new work packages, which are needed for the Last Planner System.
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Projetando narrativas : diretrizes de projeto para histórias em quadrinhos digitais em dispositivos móveisKrening, Thiago da Silva January 2015 (has links)
As histórias em quadrinhos (HQs) são uma mídia (e uma arte) com mais de um século de vida e, no atual contexto de convergência midiática, autores e editoras tentam adaptá-las ao ambiente digital. Com a atual popularização dos dispositivos móveis (como smartphones e tablets), os quadrinhos encontram um suporte que permite sua digitalização mantendo características como a portabilidade e a facilidade de acesso. Este contexto possibilita também que outros recursos, como multimídia e interatividade, sejam agregados à linguagem tradicional das HQs. No entanto, poucos são os trabalhos que se propõem a abordar este fenômeno do ponto de vista do design. O presente trabalho busca compreender como o projeto de histórias em quadrinhos digitais para dispositivos móveis afeta a experiência do usuário. Para tanto, realiza-se uma pesquisa bibliográfica sobre narrativa, histórias em quadrinhos, convergência midiática, dispositivos móveis, hipermídia, interação, usabilidade e design para a experiência. A partir deste levantamento, o conhecimento apresentado é sistematizado, dando base a um estudo de caso, onde exemplos reais são analisados dentro dos critérios levantados. Por fim, o levantamento bibliográfico e as análises são confrontados, dando origem a uma lista de diretrizes de projeto, que são apresentadas tanto pontualmente quanto dentro de uma estrutura de metodologia de projeto. / Comic books (comics) are a media (and art) over a century old and, in the current context of media convergence, authors and editors try to adapt it to the digital environment. With the current popularity of mobile devices (smartphones and tablets), the comics find a support that allows it to become digital and still keep features like portability and ease of access. This context also allows other features such as multimedia and interactivity to be added to the traditional language of comics. However, few works address this phenomenon from a design point of view. This study aims to understand how the mobile devices digital comics project affects the user experience. The work presents a literature research on narrative, comic books, media convergence, mobile devices, hypermedia, interaction, usability and experience design. Based on this research, the knowledge is systematized, allowing a case study where real examples are analyzed within the raised criteria. Finally, the literature review and analysis are confronted, resulting on a list of design guidelines, which are displayed both on a list format and within a design methodology structure.
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Recursos de storytelling jornalístico em dispositivos móveis a revista Época para tabletLeão, Callenciane Ferreira January 2015 (has links)
Contar histórias faz parte da prática jornalística, e o storytelling digital possibilita a construção de histórias elaboradas para o ambiente digital. Esta dissertação tem por objetivo investigar como a revista Época – pioneira no uso do suporte digital no Brasil – conta histórias no tablet. Para isso, levam-se em consideração os contornos conceituais de revista nesse contexto, a partir de características do meio impresso e do meio digital, partindo de apontamentos de autores como Benetti (2013), Scalzo (2011) e Cunha (2011), e de tipologias de produto jornalístico em formato digital, conforme categorias citadas por Pellanda (2012), Souza (2013), Canavilhas (2014) e, sobretudo, Dourado (2013). Há, então, uma observação sobre as partes gerais de storytelling, de acordo com Pinto (2012), associadas ao uso de estruturas para revistas no tablet, conforme aponta Garcia (2012), e elementos digitais, segundo Silvia e Anzur (2011). Para alcançar o objetivo estabelecido, foi elaborada uma ficha de observação que baliza o estudo das sete edições publicadas no ano de 2014 que apresentam capa e matéria de capa com recursos dinâmicos e multimídia. Nos resultados obtidos, consta contribuição das partes, das estruturas e dos elementos de storytelling digital para o aprofundamento de temas, a contextualização de informações e a experiência com a história. / Storytelling is part of journalistic practice, and the digital storytelling enables the construction of stories prepared for the digital environment. This dissertation aims to investigate how the magazine Época - pioneered the use of digital media in Brazil - tells stories on the tablet. For this, it is taken into account the revised conceptual contours about magazine in this context, from characteristics of the print media and digital media, following authors like Benetti (2013), Scalzo (2011) and Cunha (2011), and of journalistic product types in digital format, as quoted categories by Pellanda (2012), Souza (2013), Canavilhas (2014) and, above all, Dourado (2013). Then, there is an observation about the general parts of storytelling, according to Pinto (2012), associated with the use of structures for magazines on the tablet, as shown by Garcia (2012), and digital elements, according to Silvia and Anzur (2011). To achieve the goal, it was established an observation sheet that has been made to the study of the seven editions published in 2014 presenting cover and cover story with dynamic and multimedia features. In the results, there is contribution of parts, structures and digital storytelling elements to deepen themes, the contextualization of information and experience with the story.
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Plataforma para coleta e visualização de dados agrícolas georreferenciados em ambiente web e mobile / Georeferenced data collect platform for agriculture on web and mobile environmentPergher, Alexandro Patrik 09 June 2015 (has links)
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Previous issue date: 2015-06-09 / Information Systems can improve workflow, speed and security of processes. In the academic area, although new discoveries are always researchers purposes, some processes are established and are not submitted to severe changes throughout time. The data collection follows a given standard, where the collection points and variables are defined then the procedure is executed, recording variable values on each sample. Tools which automate this process are not popular. In cases concerning data where the occurrence place is crucial, the available systems are scarcer. This information is characterized as georeferenced structures, with known coordinates, in some reference system. So, new technologies of information and communication applied in this study resulted in a software that share and present accordingly the field research data, in order to help the Topography and Geoprocessing Lab (GeoLab) researchers of Western Paraná State University, campus, Cascavel, in their agricultural activities. The research of Topography and Geoprocessing Lab has improved the agriculture on Western Paraná. In order to contribute for new progresses in this field, that has Brazilian GDP relevance, some interviews with researchers of GeoLab was done. Thus, aiming at contributing with more relevant breakthroughs for Brazilian GDP and for this area, interviews were conducted with researchers at the lab, examining documents and spreadsheets used for data collection, and a flexible data model was created to meet the numerical data, alphanumeric, temporal, spatial and logical storage. Thus, during the solution development, Java 8 platform, PostgreSQL 9.4 relational database, PostGIS 2.1 extension, and some UML artifacts for documentation were used as well as some UML artifacts for documentation. / Sistemas de informação podem auxiliar na melhoria do fluxo, velocidade e segurança de processos. No meio acadêmico, embora buscam-se sempre novas descobertas, alguns processos são estabelecidos e não sofrem severas mudanças durante o tempo. A coleta de dados para pesquisas segue determinado padrão, onde são estabelecidos os pontos de coleta, as variáveis, e procede-se a coleta com a anotação dos valores das variáveis em cada uma das amostras. Ferramentas que automatizam tal processo não são populares. Ainda, quando se tratam de dados onde o local de ocorrência é informação determinante, os sistemas disponíveis são mais escassos. Esse tipo de informação caracteriza-se por ser georreferenciada, com coordenadas conhecidas, em um sistema de referência. Portanto, as tecnologias de informação e comunicação usadas nesse estudo resultaram em um software que permite o compartilhamento e a apresentação dos dados das pesquisas de campo, com o intuito de auxiliar os pesquisadores do Laboratório de Geoprocessamento da Universidade Estadual do Oeste do Paraná, campus Cascavel no desempenho das atividades em coletas de dados agrícolas. As pesquisas do Laboratório de Topografia e Geoprocessamento auxiliam a evolução da agricultura na região Oeste do Paraná. Assim, com o intuito de contribuir com mais avanços relevantes para o PIB brasileiro e para essa área, foram realizadas entrevistas com os pesquisadores do laboratório, análise de documentos e planilhas utilizadas na coleta de dados, criação de um modelo de dados flexível que atenda ao armazenamento de dados numéricos, alfanuméricos, temporais, lógicos e espaciais. No desenvolvimento da aplicação, foram utilizados a linguagem de programação Java 8, o banco de dados relacional PostgreSQL 9.4 e sua extensão PostGIS 2.1 bem como alguns artefatos da UML para documentação
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Captura da interação para autoria e compartilhamento multimídia em dispositivos móveis / Captures the interaction for authoring and sharing multimedia on mobile devicesCunha, Bruna Carolina Rodrigues da 29 September 2014 (has links)
Dispositivos móveis do tipo smartphones e tablets possibilitam uma interação rica e intuitiva, abrindo novas possibilidades para usuários e desenvolvedores. Entre as características que os tornam populares estão a alta capacidade de processamento, a melhoria constante das alternativas de interação com usuários e a possibilidade de captura de imagens e vídeos, além da comodidade de acessar serviços e informações em dispositivos tão portáteis. Além disso, ao longo dos últimos anos tem-se observado uma cultura de geração de conteúdo por parte de usuários, ao mesmo tempo que dispositivos móveis se tornam populares reprodutores de mídias e adquirem um papel importante na produção de conteúdo multimídia. Da mesma forma que novas mídias podem ser capturadas é também possível enriquece-las com anotações. Anotações são comuns em documentos textuais e recentemente tornaram-se populares em imagens, sendo possível encontrar diversos aplicativos para anotação em dispositivos móveis. No entanto, aplicativos para anotação em vídeo em dispositivos móveis ainda são raros. Explorando esta oportunidade, o principal objetivo deste trabalho foi investigar alternativas de interação entre usuários e seus dispositivos móveis considerando o cenário de anotação em vídeos. Para investigar os problemas relacionados foi desenvolvido um aplicativo executável em tablets e smartphones com soluções singulares para o contexto proposto. Com foco na interação humano-computador foram realizadas três avaliações, sendo uma avaliação de usabilidade com usuários, uma avaliação heurística com especialistas e uma avaliação colaborativa com uma usuária da área de terapia ocupacional. Resultados de avaliações auxiliaram na definição de novos requisitos e na identificação de problemas que se aplicam não apenas ao contexto de anotações em vídeo, mas em aplicações para dispositivos móveis, de forma geral. Assim, as principais contribuições deste trabalho consistem em soluções relacionadas à autoria multimídia, à captura de interações para sistemas de anotação em vídeo em dispositivos móveis e à usabilidade para aplicativos. / Mobile devices like smartphones and tablets enable rich and intuitive interactions, which brings new possibilities for users and developers. The high processing power, the constant improvement of user interaction, the ability to capture pictures and videos and the convenient way of accessing information and services are among the features that make them so popular. Over the past years we have been observing a growing in user generated content. In this context, modern mobile devices not only became popular media players, but also play an important role on multimedia content production. Furthermore, it is possible both to create new media and to enrich them with annotations. Annotations are usual in textual documents and recently became popular in pictures. Although applications for annotations are widely available for mobile devices, applications for mobile video annotation are still rare. The main objective of this research was to investigate interaction alternatives between users and their mobile devices considering the video annotation scenario. To investigate related problems, we have developed an application for tablets and smartphones with unique solutions for the proposed topic. With focus on human-computer interaction we conducted three evaluations: a usability evaluation with users, a heuristic evaluation with computer specialists and a collaborative assessment with a specialist in occupational therapy in the role of a user. Evaluation results helped to define new requirements and to identify issues that are not only applied in the video annotation context, but also in mobile applications in general. Thus, the main contributions of this study are solutions related to multimedia authoring, capture of interactions for video annotation on mobile devices and usability of applications.
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Parental Perception of Mobile Device Usage in Children and Social CompetencyTopper, Christin 01 January 2017 (has links)
Parents in the 21st century are concerned with the ubiquity of mobile devices and their effects on the progression of social development. A review of the literature indicated that although digital interaction has become more prominent, limited empirical data existed on whether children who spend more time interacting in the digital realm would develop the necessary competency to handle social situations in real-life settings. Using social constructivist theory and the Schramm model of communication as the theoretical foundations, the present study examined the relationship between mobile device usage and the level of social competency in young children as perceived by their parents, in relation to parental monitoring. A total of 401 parents of children age 5 to 12 years who have their own personal mobile devices completed the online questionnaires. Pearson correlation and linear regression showed that parental report of children's social competency was positively correlated to parental perception of mobile device usage and parental monitoring. Parental monitoring was also found to be a statistically significant moderator of the relationship between parental perception of mobile device usage and parental report of children's social competency. Positive social change of this study may include alleviating the misconception that digital interaction impeded social development, promoting parental role in raising socially competent children in the digital age, and advocating for a more collaborative parental monitoring strategy.
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Combined map personalisation algorithm for delivering preferred spatial features in a map to everyday mobile device usersBookwala, Avinash Turab January 2009 (has links)
In this thesis, we present an innovative and novel approach to personalise maps/geo-spatial services for mobile users. With the proposed map personalisation approach, only relevant data will be extracted from detailed maps/geo-spatial services on the fly, based on a user’s current location, preferences and requirements. This would result in dramatic improvements in the legibility of maps on mobile device screens, as well as significant reductions in the amount of data being transmitted; which, in turn, would reduce the download time and cost of transferring the required geo-spatial data across mobile networks. Furthermore, the proposed map personalisation approach has been implemented into a working system, based on a four-tier client server architecture, wherein fully detailed maps/services are stored on the server, and upon a user’s request personalised maps/services, extracted from the fully detailed maps/services based on the user’s current location, preferences, are sent to the user’s mobile device through mobile networks. By using open and standard system development tools, our system is open to everyday mobile devices rather than smart phones and Personal Digital Assistants (PDA) only, as is prevalent in most current map personalisation systems. The proposed map personalisation approach combines content-based information filtering and collaborative information filtering techniques into an algorithmic solution, wherein content-based information filtering is used for regular users having a user profile stored on the system, and collaborative information filtering is used for new/occasional users having no user profile stored on the system. Maps/geo-spatial services are personalised for regular users by analysing the user’s spatial feature preferences automatically collected and stored in their user profile from previous usages, whereas, map personalisation for new/occasional users is achieved through analysing the spatial feature preferences of like-minded users in the system in order to make an inference for the target user. Furthermore, with the use of association rule mining, an advanced inference technique, the spatial features retrieved for new/occasional users through collaborative filtering can be attained. The selection of spatial features through association rule mining is achieved by finding interesting and similar patterns in the spatial features most commonly retrieved by different user groups, based on their past transactions or usage sessions with the system.
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Evaluating Readability on Mobile DevicesÖquist, Gustav January 2006 (has links)
<p>The thesis presents findings from five readability studies performed on mobile devices. The dynamic Rapid Serial Visual Presentation (RSVP) format has been enhanced with regard to linguistic adaptation and segmentation as well as eye movement modeling. The novel formats have been evaluated against other common presentation formats including Paging, Scrolling, and Leading in latin-square balanced repeated-measurement studies with 12-16 subjects. Apart from monitoring Reading speed, Comprehension, and Task load (NASA-TLX), Eye movement tracking has been used to learn more about how the text presentation affects reading.</p><p>The Page format generally offered best readability. Reading on a mobile phone decreased reading speed by 10% compared to reading on a Personal Digital Assistant (PDA), an interesting finding given that the display area of the mobile phone was 50% smaller. Scrolling, the most commonly used presentation format on mobile devices today, proved inferior to both Paging and RSVP. Leading, the most widely known dynamic format, caused very unnatural eye movements for reading. This seems to have increased task load, but not affected reading speed to a similar extent. The RSVP format displaying one word at time was found to reduce eye movements significantly, but contrary to common claims, this resulted in decreased reading speed and increased task load. In the last study, Predictive Text Presentation (PTP) was introduced. The format is based on RSVP and combines linguistic chunking and adaptation with eye movement modeling to achieve a reading experience that can rival traditional text presentation.</p><p>It is explained why readability on mobile devices is important, how it may be evaluated in an efficient and yet reliable manner, and PTP is pinpointed as the format with greatest potential for improvement. The methodology used in the evaluations and the shortcomings of the studies are discussed. Finally, a hyper-graeco-latin-square experimental design is proposed for future evaluations.</p>
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Evaluating Readability on Mobile DevicesÖquist, Gustav January 2006 (has links)
The thesis presents findings from five readability studies performed on mobile devices. The dynamic Rapid Serial Visual Presentation (RSVP) format has been enhanced with regard to linguistic adaptation and segmentation as well as eye movement modeling. The novel formats have been evaluated against other common presentation formats including Paging, Scrolling, and Leading in latin-square balanced repeated-measurement studies with 12-16 subjects. Apart from monitoring Reading speed, Comprehension, and Task load (NASA-TLX), Eye movement tracking has been used to learn more about how the text presentation affects reading. The Page format generally offered best readability. Reading on a mobile phone decreased reading speed by 10% compared to reading on a Personal Digital Assistant (PDA), an interesting finding given that the display area of the mobile phone was 50% smaller. Scrolling, the most commonly used presentation format on mobile devices today, proved inferior to both Paging and RSVP. Leading, the most widely known dynamic format, caused very unnatural eye movements for reading. This seems to have increased task load, but not affected reading speed to a similar extent. The RSVP format displaying one word at time was found to reduce eye movements significantly, but contrary to common claims, this resulted in decreased reading speed and increased task load. In the last study, Predictive Text Presentation (PTP) was introduced. The format is based on RSVP and combines linguistic chunking and adaptation with eye movement modeling to achieve a reading experience that can rival traditional text presentation. It is explained why readability on mobile devices is important, how it may be evaluated in an efficient and yet reliable manner, and PTP is pinpointed as the format with greatest potential for improvement. The methodology used in the evaluations and the shortcomings of the studies are discussed. Finally, a hyper-graeco-latin-square experimental design is proposed for future evaluations.
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RSS-based WLAN Indoor Positioning and Tracking System Using Compressive Sensing and Its Implementation on Mobile DevicesAu, Anthea Wain Sy 14 December 2010 (has links)
As the demand of indoor Location-Based Services (LBSs) increases, there is a growing interest in developing an accurate indoor positioning and tracking system on mobile devices. The core location determination problem can be reformulated as a sparse natured problem and thus can be solved by applying the Compressive Sensing (CS) theory. This thesis proposes a compact received signal strength (RSS) based real-time indoor positioning and tracking systems using CS theory that can be implemented on personal digital assistants (PDAs) and smartphones, which are both limited in processing power and memory compared to laptops. The proposed tracking system, together with a simple navigation module is implemented on Windows Mobile-operated smart devices and their performance in different experimental sites are evaluated. Experimental results show that the proposed system is a lightweight real-time algorithm that performs better than other traditional fingerprinting methods in terms of accuracy under constraints of limited processing and memory resources.
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