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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.
21

Proposal of a Java Front-end for voice synthesizer based on MBROLA / Proposta de um Front-end em Java para sintetizador de voz baseado no MBROLA

NÃcolas de AraÃjo Moreira 02 September 2015 (has links)
CoordenaÃÃo de AperfeÃoamento de Pessoal de NÃvel Superior / It is estimated that, in Brazil, about 3.46% of population presents difficulty to see and 1.6% is blind. The lack of adequate inclusive tools imposes many restrictions on the life of these people, in other words, non-accessible hardware and software create a negative impact on academic, professional and personal life. In this context, the present thesis aims to develop a an accessible system for digital inclusion of blind users, since the existing systems present many disadvantages as low quality or cost that make impossible the daily use. The system is composed by a multiplatform Java front-end. In addition, the system is free to reach the maximum numbers of users as possible and to be modified and improved by the community. The developed solution was tested, presenting a medium intelligibility rate of 79% and naturalness classified as "reasonable" by a group of 20 users. In the end, the system proved to be feasible, filling an existing gap on Brazilian software marked, allowing greater inclusion of blind users to digital resources. / Estima-se que, no Brasil, cerca de 3,46% da populaÃÃo apresenta grande limitaÃÃo de visÃo e 1,6% seja totalmente incapaz de enxergar. A falta de meios de inclusÃo adequados impÃe uma sÃrie de restriÃÃes na vida destas pessoas, em outras palavras, ferramentas de hardware e software nÃo acessÃveis geram impacto negativo na vida acadÃmica, pessoal e profissional. Dentro desse contexto, a presente DissertaÃÃo tem por objetivo principal desenvolver um sistema para inclusÃo digital de deficientes visuais. O sistema à composto por um front-end multiplataforma para o sintetizador de voz MBROLA e um conjunto programas acessÃveis, que inclui editor de texto, cliente de chat, lente de aumento virtual, entre outros, desenvolvido em Java a fim gerar um software multiplataforma. AlÃm disso, o sistema à gratuito e livre para que possa atingir o maior nÃmero de usuÃrios possÃvel e ser modificado e aprimorado pela comunidade. A soluÃÃo desenvolvida foi testada em campo, apresentando Ãndice de inteligibilidade mÃdio de 79% e com naturalidade classificada como razoÃvel em um grupo de 20 usuÃrios. Por fim, o sistema se mostrou viÃvel, vindo a preencher uma lacuna existente no mercado brasileiro de softwares, permitindo maior inclusÃo dos deficientes visuais aos meios digitais.
22

Multiplatform Game Development Using the Unity Engine / Multiplatform Game Development Using the Unity Engine

Jašek, Roman January 2014 (has links)
Tato práce se zabývá možnostmi herního vývoje pro víceré platformy pomocí enginu Unity 3D. Rozebírá různé aspekty multiplatformního vývoje na počítačích i mobilních zařízeních. Důraz je kladen na analýzu tvorby her současně pro více platforem a problémy spojené s tímhle přístupem. Práce poskytuje možnosti řešení problémů, které vyvstanou při použití tohohle postupu, pomocí nástrojů, které poskytuje Unity 3D. Analýza se zabývá zejména na zvyšování výkonu her za použití metod dostupných na všech platformách vybraných pro testování. Tyhle vylepšení zahrnují způsoby jak snížit práci ve scéně a naopak zvýšit počet vykreslení za sekundu při zachování stejné vizuální kvality. Práce také nabízí pohled do minulosti tohoto odvětví a předpoklady o jeho příštím směrování.
23

Performance Evaluation of Kotlin Multiplatform Mobile and Native iOS Development in Swift / Prestandautvärdering av Kotlin Multiplatform Mobile och Native iOS-utveckling med Swift

Skantz, Anna January 2023 (has links)
Today's mobile development resides in the two main operating systems Android and iOS. It is popular to develop mobile applications individually for each respective platform, referred to as native development. To reduce additional costs, cross-platform solutions have emerged that enable shared development for both platforms. Kotlin Multiplatform Mobile (KMM) is a relatively unexplored cross-platform tool developed by JetBrains. The purpose of this study is to evaluate the performance of iOS applications developed in KMM compared to native Swift. We compare the two approaches for developing iOS apps by compiling a benchmark suite and measuring the performance metrics execution time, memory consumption, and CPU usage. Our benchmark suite is a collection of 7 benchmarks consisting of high-level functionalities networking and database management, as well as low-level computational tasks from the Computer Language Benchmarks Game (CLBG) suite. For the studied benchmarks, the results indicate that KMM generally achieves faster execution times, as higher memory consumption and CPU usage. but with a trade-off overhead in higher memory consumption and CPU usage. We have found KMM to achieve up to 2,7 seconds faster execution time, consume up to 390MB more memory, and up to 30% more CPU than with native Swift. libraries achieve faster execution times, but with a trade-off overhead in increased memory consumption and CPU usage. Besides, our results highlight correlations between the garbage collection cycles of KMM with profiling patterns of memory consumption and CPU usage. the specific benchmark implementations analyzed, and the device used to benchmark them. studies are therefore needed to further generalize our conclusions. / Den nutida mobilutvecklingen domineras av de två huvudsakliga operativsystemen Android och iOS. Det är populärt att utveckla mobilapplikationer separat för varje plattform, så kallad native utveckling. För att minska kostnader relaterade till native utveckling har plattformsoberoende lösningar tillkommit, som istället möjliggör delad utveckling för båda plattformarna. Kotlin Multiplatform Mobile (KMM) är ett relativt outforskat plattformsoberoende verktyg utvecklat av JetBrains. Syftet med denna studie är att utvärdera prestandan hos iOS-applikationer utvecklade i KMM jämfört med native Swift. Vi jämför de två tillvägagångssätten för att utveckla iOS-appar genom att sammanställa en benchmark-svit och mäta prestandametrikerna exekveringstid, minnesanvändning och CPU-användning. Vår benchmark svit består av 7 benchmark-program som omfattar högnivåfunktionaliteter som nätverk- och databashantering, samt lågnivåfunktionaliteter med benchmark-algoritmer från Computer Language Benchmarks Game (CLBG)-sviten. För att exekvera benchmark-programmen och samla in prestandametriker har en applikation utvecklats och använts för att utföra våra experiment på en iOS-enhet. För de undersökta benchmark-programmen visar resultaten att KMM generellt uppnår snabbare exekveringstider, men med en kompromiss i form av ökad minnesanvändning och CPU-användning. Vi har observerat att KMM kan uppnå upp till 2,7 sekunder snabbare exekveringstid, förbruka upp till 390MB mer minne och upp till 30% mer CPU-användning jämfört med native Swift. Dessutom antyder våra resultat korrelationer mellan KMM Garbage Collection cykler och profileringsbeteendet i dess minnes- och CPU-användning.
24

Novas narrativas para multiplataformas: um estudo sobre jogos de realidade alternada

Correia, Gabriel Costa 18 December 2013 (has links)
Made available in DSpace on 2016-06-02T20:23:15Z (GMT). No. of bitstreams: 1 5832.pdf: 2261692 bytes, checksum: ede99af3ddeae2cf732575bcfea3aea3 (MD5) Previous issue date: 2013-12-18 / Financiadora de Estudos e Projetos / The main goal of this dissertation is to introduce the alternate reality game as a new narrative for multiplatform. By new narratives are understood the forms of storytelling arising from the current development of digital technology; and for multiplatform the variety of means by which the contents of these stories can travel. For this main objective is reached, two main hypotheses are formulated: 1) ARGs are stories for multiple platforms using code-breaking with playful and narrative functions; and 2) they are developed from an intense transtextuality guided by pop mythology that flourished during the twentieth century. Based on this starting point, this thesis will examine two ARGs, Uncertain Zone and Why So Serious?, in a way that it contributes to the hypothesis that Alternate Reality Games are a native narrative form of convergence culture founded on an extensive base of pop culture references. In the chapter dedicated to Uncertain Zone will be listed the various media used during the performance of the ARG, that together with interviews with the developers and testimonials from participants will weave a more descriptive overview of how alternate reality games are composed as multiplatform narratives. In addition, a brief discussion on the playful and narrative functions of the code-breaking in ARGs will be outlined. With Why So Serious? the analysis will focus on the intense transtextuality that alternate reality games establish to what will be called pop mythology in this dissertation and in the relationship between ARGs and market. Incidentally issues related to participatory culture will be raised throughout the text, but without further reflection, since, worth reiterating, the main goal of this thesis is the demonstration of a contemporary narrative form from some elements previously submitted, this form is the alternate reality game. / O principal objetivo da presente dissertação é apresentar o ARG (Alternate Reality Game) como uma nova narrativa para multiplataformas. Por nova narrativa, entendemse as formas de contar histórias decorrentes do desenvolvimento atual da tecnologia digital; e por multiplataforma os variados meios através dos quais os conteúdos dessas histórias podem trafegar. Para que esse objetivo principal seja atingido, duas hipóteses principais serão formuladas: 1) os ARGs são narrativas para múltiplas plataformas que utilizam a quebra de código com função lúdica e narrativa; e 2) são desenvolvidos a partir de uma intensa transtextualidade pautada pela mitologia pop que floresceu durante o século XX. Partindo desse ponto de partida, esta dissertação analisará dois ARGs, Zona Incerta e Why So Serious?, de modo a apresentar as características que corroboram a hipótese de que os Jogos de Realidade Alternada são uma forma narrativa nativa da cultura de convergência fundamentada sobre uma extensa base de referências à cultura pop. No capítulo dedicado ao Zona Incerta serão elencadas as diversas mídias utilizadas durante a realização do ARG, que em conjunto com entrevistas com os realizadores e depoimentos de participantes tecerão um panorama mais descritivo de como os Jogos de Realidade Alternada se compõem enquanto narrativas multiplataformas. Além disso, uma breve discussão sobre o caráter lúdico e narrativo da quebra de código nos ARGs será esboçada. Já com Why So Serious? as análises irão se focar na intensa transtextualidade que os Jogos de Realidade Alternada estabelecem com aquilo que nesta dissertação será chamada de mitologia pop e nas relações que os objetos mantêm com o mercado. Incidentalmente questões relacionadas à cultura participativa serão levantadas por todo o texto, porém sem um maior aprofundamento, uma vez que, vale reiterar, o objetivo principal desta dissertação será a demonstração de uma forma narrativa contemporânea a partir de alguns elementos previamente apresentados, essa forma são os Jogos de Realidade Alternada.
25

Elektronický nástroj pro správu inovativních studijních materiálů / Electronic Tool for Managing Innovative Study Materials

Hlipala, Ľuboš January 2020 (has links)
The aim of this diploma thesis is to create a mobile application that provides the users with structured, well-arranged and at the same time effective platform to share, present and practice the knowledge of various kinds. The work analyzes several existing applications and systems for education and sharing information and describes different approaches of mobile app development with the focus on multiplatformity. The main part of the work describes the gradual development of the application and documents the created format for the presentation and sharing of study materials, with the possibility of practical practice of the acquired knowledge. The result of this diploma thesis is a mobile application, which is available on the Google Play Store.
26

Governan?a da informa??o na constru??o de aplicativo de avalia??o da qualidade de vida e recursos naturais em comunidades tradicionais

Costa, Ricardo de Oliveira Brasil 02 September 2016 (has links)
Submitted by Jos? Henrique Henrique (jose.neves@ufvjm.edu.br) on 2017-08-08T18:37:56Z No. of bitstreams: 2 ricardo_oliveira_brasil_costa.pdf: 3946587 bytes, checksum: 024d0557009150d08ccbe342d1969e84 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Rodrigo Martins Cruz (rodrigo.cruz@ufvjm.edu.br) on 2017-08-14T17:06:15Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) ricardo_oliveira_brasil_costa.pdf: 3946587 bytes, checksum: 024d0557009150d08ccbe342d1969e84 (MD5) / Made available in DSpace on 2017-08-14T17:06:15Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) ricardo_oliveira_brasil_costa.pdf: 3946587 bytes, checksum: 024d0557009150d08ccbe342d1969e84 (MD5) Previous issue date: 2016 / Funda??o Diamantinense de Apoio ao Ensino, Pesquisa e Extens?o (FUNDAEPE) / Funda??o de Amparo ? Pesquisa do Estado de Minas Gerais (FAPEMIG) / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior (CAPES) / A cria??o de mecanismos de avalia??o de crit?rios ? essencial para o estabelecimento de pol?ticas e prioridades ajustadas ?s necessidades da popula??o. Esta pesquisa tem o prop?sito de criar um aplicativo permeado de governan?a da informa??o, para auxiliar na visualiza??o, planejamento e tomada de decis?es referentes ?s comunidades rurais tradicionais. Essa ferramenta denominada QualiVida considera as caracter?sticas de cada comunidade, englobadas em duas grandes ?reas: 1) avalia??o da comunidade: cultura, educa??o, economia, tradi??o e aspectos sociais; 2) recursos naturais existentes para realiza??o de melhorias habitacionais. Esse aplicativo possibilita que sejam avaliadas comunidades rurais tradicionais, para identifica??o das interven??es construtivas e melhoria das condi??es habitacionais e de peridomic?lio com enfoque no controle de doen?as e promo??o da sa?de. A ferramenta multicrit?rio desenvolvida ? validada com sua aplica??o em tr?s comunidades remanescentes quilombolas, Quartel do Indai?, Algodoeiro e Cov?o , localizadas no munic?pio de Diamantina (MG). O QualiVida permite, atrav?s de relat?rios, o mapeamento das interven??es priorit?rias naquelas localidades piores avaliadas, dando suporte ?s administra??es municipais e associa??es. / Disserta??o (Mestrado Profissional) ? Programa de P?s-Gradua??o em Sa?de, Sociedade e Ambiente, Universidade Federal dos Vales do Jequitinhonha e Mucuri, 2016. / The establishment of criteria for evaluation mechanisms is essential for establishing policies and priorities tailored to people's needs. The research aims to create an information governance permeate application to aid in visualization, planning and decision making with reference to traditional rural communities. This tool nominated Qualivida considers the characteristics of each community, encompassed in two major areas: 1) community assessment: culture, education, economy, tradition and social aspects; 2) Natural resources: existing for conducting housing improvements. This tool enables traditional rural communities are evaluated to identify the building project, and the improvement of housing conditions and peridomicile focused on disease control and health promotion. The developed multicriteria tool is validated with an application of the three remaining quilombo communities (Quartel do Indai?, Cotton and Cov?o), located in the city of Diamantina (MG). The Qualivida allows, through reports, the mapping of priority interventions in those evaluated worst locations, supporting municipal administrations and associations. / El establecimiento de criterios de mecanismos de evaluaci?n es esencial para el establecimiento de pol?ticas y prioridades adaptadas a las necesidades de las personas. La investigaci?n tiene como objetivo crear una solicitud de informaci?n de gobierno permeado para ayudar en la visualizaci?n, planificaci?n y toma de decisiones con referencia a las comunidades rurales tradicionales. Esta herramienta nominado QualiVida considera las caracter?sticas de cada comunidad, englobado en dos ?reas principales: 1) evaluaci?n de la comunidad: la cultura, la educaci?n, la econom?a, la tradici?n y los aspectos sociales; 2) Los recursos naturales: existente para la realizaci?n de mejoras en las viviendas. Esta herramienta permite que se eval?an las comunidades rurales tradicionales para identificar el proyecto de construcci?n, y la mejora de las condiciones de vivienda y peridomicilio centran en el control de enfermedades y promoci?n de la salud. La herramienta multicriterio desarrollado se valida con una aplicaci?n de las tres comunidades remanentes de quilombos (Quartel do Indai?, Algodoeiro y Cov?o), con sede en la ciudad de Diamantina (MG). El QualiVida permite, a trav?s de informes, el mapeo de las intervenciones prioritarias que el ?rea peor evaluada, el apoyo a las administraciones y asociaciones municipales. / L'establiment de criteris de mecanismes d'avaluaci? ?s essencial per a l'establiment de pol?tiques i prioritats adaptades a les necessitats de les persones. La investigaci? t? com a objectiu crear una sol?licitud d'informaci? de govern permeat per ajudar a la visualitzaci?, planificaci? i presa de decisions amb refer?ncia a les comunitats rurals tradicionals. Aquesta eina nominat QualiVida considera les caracter?stiques de cada comunitat, englobat en dues ?rees principals: 1) avaluaci? de la comunitat: la cultura, l'educaci?, l'economia, la tradici? i els aspectes socials; 2) Els recursos naturals: existent per a la realitzaci? de millores en els habitatges. Aquesta eina permet que s'avaluen les comunitats rurals tradicionals per identificar el projecte de construcci?, i la millora de les condicions d'habitatge i peridomicilio centren en el control de malalties i promoci? de la salut. L'eina multicriteri desenvolupat es valida amb una aplicaci? de les tres comunitats romanents de quilombos (Quartel do Indai?, Algodoeiro i Cov?o), amb seu a la ciutat de Diamantina (MG). El QualiVida permet, a trav?s d'informes, el mapeig de les intervencions priorit?ries que l'?rea pitjor avaluada, el suport a les administracions i associacions municipals.
27

Grafický výukový systém / Graphical Educational System

Hotař, Roman January 2010 (has links)
The purpose of this thesis is the proposal of the issue of education software for learning algorithms. Work approach to the problem, both from a theoretical point of view, of education and learning to new things, so and more important from a practical point of view for introduction to the process algorithmization. It also discusses the problem of learning algorithms in Czech schools and describes the resulting program, which was created along with this thesis. Contribution of this thesis is the summary of the requirements for the software and implementing software of this type, where is possible to demonstrate the problems and requirements of the draft programs of this kind. This thesis also describes the reactions of teachers to created application.
28

Multiplatformní přístup k databázovým aplikacím / Multiplatform Access for Databases Applications

Hromádková, Pavla January 2008 (has links)
This thesis deals with possibilities of accessing database systems from different devices. It contains analysis, concept and description of the following information system implementation with draft model Model-View-Controller. Concept of the system is made in UML language. The PHP programming language and MySQL relational database server were used during the progression of the system. User interface was implemented by HTML and WML technologies. Final look of the application was achieved by using CSS web technology. Technical report describes multilayer architecture and its advantages in the creation of the information system. It deals with MVC draft model, which is useful in the cases, where´s the need of the separation of the application look, its communication with database and application logic. The work oncemore describes analysis, concept and implementation of multiplatform application for the Drak travel agency. Systém could be currently accessed by handy or web browser. The application is easily extensible for the use in another platform.

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