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Cria??o de aplicativo para dispositivos m?veis e sua utiliza??o como recurso did?tico em aulas de Geometria Anal?tica / Application creation for mobile and its use as a didactic rResource in Analytic Geometry classesOLIVEIRA, Jose Marcelo Velloso de 03 August 2016 (has links)
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Previous issue date: 2016-08-03 / There are several factors that hinder the work development of mathematics teachers in basic education. Among them is the inappropriate use of smartphones / tablets for students, among the academic activities. These mobile devices, for their variety of prices are available for everyone, and because of that they are present in almost all parts of the day. Smartphones / tablets today have thousands of applications for many different uses, no matter the operational system they use. On the other hand, in the educational field, these devices are not yet part of the classroom routine productively; on the opposite, are elements of distraction to the students. In an attempt to take advantage of this feature as a pedagogical tool for the teaching of math, taking advantage of the presence of the students equipments in classes, came the proposal to create and use an application called AGA, which runs on the Android operating system, for the use in classes that addressed primary topics of analytic geometry, such as marking points in the Cartesian point and distance between points on the plane. It is important to highlight that among the available operating systems, Android dominates the smartphone / tablet market. The building application for this research was developed through an integrated development environment MIT (Massachusetts Institute of Technology). It is a simple and interactive way to build applications for the Android operating system for mobile devices. The use of the application in mathematics lessons took place in a class of the third year of high school in a state school, located in Serop?dica City. For the assessment of the experiment, they were applied in the research group, tests before and after the activities, addressing the working content and motivation to study mathematics. Such tests allowed the analysis of the impact of the work developed in class and efficiency of the construction and use of the AGA. / Existem diversos fatores que dificultam o desenvolvimento do trabalho dos professores de matem?tica na educa??o b?sica. Dentre eles, est? o uso inapropriado dos smartphones/ tablets por discentes, em meio ?s atividades acad?micas. Estes aparelhos m?veis, por suas variedades de pre?os, est?o dispon?veis para todos os p?blicos, de modo que est?o presentes em quase todos os momentos do dia. Os smartphones/ tablets atuais disp?em de milhares de aplicativos para as mais diversas utiliza??es, independente do sistema operacional que utilizam. Por outro lado, no campo educacional, aparelhos como estes ainda n?o fazem parte da rotina de sala de aula de forma produtiva; ao contr?rio, s?o elementos de distra??o para os discentes. Em uma tentativa de aproveitar esse recurso como ferramenta pedag?gica para o ensino de matem?tica, aproveitando a presen?a dos equipamentos dos alunos nas aulas, surgiu a proposta de cria??o e de uso de um aplicativo, denominado AGA, o qual funciona no sistema operacional Android, para utiliza??o em aulas que abordassem t?picos preliminares de Geometria Anal?tica, tais como marca??o de pontos no plano cartesiano e dist?ncia entre pontos no plano. Vale destacar que, dentre os sistemas operacionais dispon?veis, o Android domina o mercado de smartphones/ tablets. A constru??o do aplicativo para esta pesquisa foi desenvolvida atrav?s de um ambiente de desenvolvimento integrado do MIT (Massachussetts Institute of Tecnology). Trata-se de uma forma simples e interativa de se construir aplicativos para dispositivos m?veis de sistema operacional Android. A utiliza??o do aplicativo em aulas de Matem?tica ocorreu em uma turma de terceiro ano do ensino m?dio de uma escola da rede estadual, localizada do munic?pio de Serop?dica. Para efeitos de avalia??o da experi?ncia, foram aplicados, na turma pesquisada, testes antes e depois das atividades, abordando o conte?do trabalhado e a motiva??o para estudar matem?tica. Tais testes permitiram as an?lises do impacto do trabalho desenvolvido na turma e da efic?cia da constru??o e utiliza??o do AGA.
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Desenvolvimento de uma plataforma de vendas 1-click : implementação de códigos QR na AdclickCastro Samuel Fernando Veríssimo Leal de January 2012 (has links)
Trabalho realizado na Adclick, orientado pelo Engº Pedro Roque / Tese de mestrado integrado. Engenharia Industrial e Gestão. Faculdade de Engenharia. Universidade do Porto. 2012
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Multi Sensor System for Pedestrian Tracking and Activity Recognition in Indoor EnvironmentsMarron Monteserin, Juan Jose 03 March 2014 (has links)
The widespread use of mobile devices and the rise of Global Navigation Satellite Systems (GNSS) have allowed mobile tracking applications to become very popular and valuable in outdoor environments. However, tracking pedestrians in indoor environments with Global Positioning System (GPS)-based schemes is still very challenging given the lack of enough
signals to locate the user. Along with indoor tracking, the ability to recognize pedestrian behavior and activities can lead to considerable growth in location-based applications including
pervasive healthcare, leisure and guide services (such as, museum, airports, stores, etc.), and emergency services, among the most important ones.
This thesis presents a system for pedestrian tracking and activity recognition in indoor environments using exclusively common off-the-shelf sensors embedded in smartphones
(accelerometer, gyroscope, magnetometer and barometer). The proposed system combines the knowledge found in biomechanical patterns of the human body while accomplishing basic activities, such as walking or climbing stairs up and down, along with identifiable signatures that certain indoor locations (such as turns or elevators) introduce on sensing data.
The system was implemented and tested on Android-based mobile phones with a fixed phone position. The system provides accurate step detection and count with an error of 3% in flat
floor motion traces and 3.33% in stairs. The detection of user changes of direction and altitude are performed with 98.88% and 96.66% accuracy, respectively. In addition, the activity recognition module has an accuracy of 95%. The combination of modules leads to a total tracking error of 90.81% in common human motion indoor displacements.
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Publish on-the-go : en studie av mobilt socialt nätverkande hos early adoptersWiberg, Olivia, Ström, Frida January 2010 (has links)
<p>Detta arbete undersöker mobilt socialt nätverkande med smartphones som verktyg och har som syfte att belysa subjektiva värden i användandet hos en grupp så kallade ”early adopters”. Vi tittar närmare på hur samhället förändras i takt med att tekniken utvecklas, och ser till vilka konsekvenser och behov denna utveckling skapar. Vidare analyserar vi en grupp yrkesverksamma personer inom IT – och Mediabranschen, som ligger i framkant vad gäller teknikanpassning. Vi studerar hur de använder det sociala mediet Facebook i kombination med produkten iPhone, och analyserar det resultat vi får fram från intervjuer och observationer mot den teoretiska modellen Theory of Consumption Values. Denna modell används för att reda ut olika typer av upplevda värden hos vår nämnda intressegrupp, såsom; funktionella värden, sociala värden, emotionella värden, epistemiska värden samt situationsberoende värden. Genom att göra en resultatanalys kommer vi fram till att de främsta värden som vår intressegrupp ser med det kombinerade användandet av Facebook och iPhone handlar om tillgänglighet och information. Vi ser också hur det sociala nätverkandet är fokuserat på den personliga framtoningen, dvs. det personliga varumärkets betydelse för dessa människor, samt att kunskap om ny teknik och trender är mycket viktigt för dessa i deras arbete.</p> / <p>This thesis analyzes mobile social networking, with the use of smartphones. The purpose is to illustrate what subjective user values there are for the user type known as "early adopters". We look deeper into how society is changing due to how technology is advancing, and what consequences these changes bring us. Furthermore, we study a specific group of people, professionally engaged within the IT and Media business and therefore progressive in adopting new technologies. We study their use of the social network Facebook combined with Apple’s iPhone, and analyze the result of interview research and observations, using the theoretical model Theory of Consumption Values. This model is used to clarify different types of user-experienced values, such as functional values, social values, emotional values, epistemic values and conditional values. By analyzing the result, we find that the prime values among our participants concern availability and information. Distinguishing how social networking among our participants focuses on personal approach, the value of the personal trademark, and how knowledge and accessibility with new technologies and trends come to be extremely important within their profession.</p>
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Acquiring Multimodal Disaggregate Travel Behavior Data Using Smart PhonesTaghipour Dizaji, Roshanak 23 January 2013 (has links)
Despite the significant advances that have been made in traffic sensor technologies, there are only a few systems that provide measurements at the trip level and fewer yet that can do so for all travel modes. On the other hand, traditional methods of collecting individual travel behavior (i.e. manual or web-based travel diaries) are resource intensive and prone to a wide range of errors. Moreover, although dedicated GPS loggers provide the ability to collect detailed travel behavior data with less effort, their use still faces several challenges including the need to distribute and retrieve the logger; the potential need to have the survey participants upload data from the logger to a server; and the need for survey participants to carry another device with them on all their trips.
The widespread adoption of smart phones provides an opportunity to acquire travel behavior data from individuals without the need for participants to record trips in a travel diary or to carry dedicated recording devices with them on their travels. The collected travel data can then be used by municipalities and regions for forecasting the travel demand or for analyzing the travel behavior of individuals. In the current research, a smart phone based travel behavior surveying system is designed, developed, and pilot tested. The custom software written for this study is capable of recording the travel characteristics of individuals over the course of any period of time (e.g. days or weeks) and across all travel modes. In this system, a custom application on the smart phone records the GPS data (using the onboard GPS unit) at a prescribed frequency and then automatically transmits the data to a dedicated server. In the server, the data are stored in a dedicated database to be then processed using trip characteristics inference algorithms.
The main challenge with the implemented system is the need to reduce the amount of energy consumed by the device to calculate and transmit the GPS fixes. In order to reduce the power consumption from the travel behavior data acquisition software, several techniques are proposed in the current study.
Finally, in order to evaluate the performance of the developed system, first the accuracy of the position information obtained from the data acquisition software is analyzed, and then the impact of the proposed methods for reducing the battery consumption is examined.
As a conclusion, the results of implemented system shows that collecting individual travel behavior data through the use of GPS enabled smart phones is technically feasible and would address most of the limitations associated with other survey techniques. According to the results, the accuracy of the GPS positions and speed collected through the implemented system is comparable to GPS loggers. Moreover, proposed battery reduction techniques are able to reduce the battery consumption rate from 13.3% per hour to 5.75% per hour (i.e. 57% reduction) when the trip maker is non-stationary and from 5.75% per hour to 1.41% per hour (i.e. 75.5% reduction) when the trip maker is stationary.
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An Empirical Analysis of Internet Use on Smartphones: Characterizing Visit Patterns and User DifferencesTossell, Chad 06 September 2012 (has links)
The original vision of ubiquitous computing was for computers to assist humans by providing subtle and fitting technologies in every environment. The iPhone and similar smartphones have provided continuous access to the internet to this end. In the current thesis, my goal was to characterize how the internet is used on smartphones to better understand what users do with technology away from the desktop. Naturalistic and longitudinal data were collected from iPhone users in the wild and analyzed to develop this understanding. Since there are two general ways to access the internet on smartphones—via native applications and a web browser—I describe usage patterns through each along with the influence of experience, the nature of the task and physical locations where smartphones were used on these patterns.
The results reveal differences between technologies (the PC and the smartphone), platforms (native applications and the mobile browser), and users in how the internet was accessed. Findings indicate that longitudinal use of web browsers decreased sharply with time in favor of native application use, web page revisitation through browsers occurred very infrequently (approximately 25% of URLs are revisited by each user), bookmarks were used sparingly to access web content, physical location visitation followed patterns similar to virtual visitation on the internet, and Zipf distributions characterize mobile internet use. The web browser was not as central to smartphone use compared to the PC, but afforded certain types of activities such as searching and ad hoc browsing. In addition, users systematically differed from each other in how they accessed the internet suggesting different ways to support a wider spectrum of smartphone users.
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Det Mobila Spelandet : en kartläggning av vårt mobila spelande / Moblie Gaming : A survey of our mobile behaviorOlsson, Markus, Svensson, Magnus January 2012 (has links)
I detta examensarbete försökte vi med hjälp av två vetenskapliga metoder, en enkät och ett antal intevjuer, skapa oss en bild över svenskarnas användning av, och beteende kring, spel till smartphones och surfplattor. Med andra ord en undersökning över hur och varför folk spelar på sin mobila enhet. En analys av tidigare forskning inom detta ämne jämfördes med resultaten från våra undersökningar med förhoppningen på att kunna få ett tillfredställande resultat. Våra resultat pekar på ett antal faktorer som gör att man väljer att spela på sin mobila enhet. Exempel på dessa faktorer är enkelheten att sätta igång och spela samt avsluta när och var som helst, för avslappning, för att det är socialt eller som ett rent tidsfördriv. Att vara geografiskt obunden var den största och viktigaste unika aspekten vi hittade för mobilt spelande. Vart man än befinner sig så har man tillgång till snabb och lätt underhållning.
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QR-koden : ett nytt marknadsföringsverktyg med potentialKarlsson, Eric, Kristiansson, Oskar January 2012 (has links)
Titel: QR-koden – ett nytt marknadsföringsverktyg med potential Författare: Eric Karlsson och Oskar Kristiansson Handledare: Klaus Solberg Søilen Nivå: Kandidatuppsats, Marknadsföring (15 hp), VT 2012 Nyckelord: QR-koder, marknadsföringsverktyg, interaktion, incitament, strategi, Quick Response Codes, marknadsföring, print media, smartphones, annonsering, ROI Problemformulering: Hur bör företag använda sig av QR-koder i sina marknadsföringsaktiviteter? Syfte: Syftet med denna uppsats är att, med utgångspunkt i den teoretiska referensramen och en kvalitativ studie av fem svenska företag, kartlägga hur QR-koder bör användas i marknadsföringsaktiviteter. Vidare vill vi identifiera fördelar och nackdelar med QR-koder för att se vilka implikationer ett lyckat respektive misslyckat användande har för företagen. Teoretisk referensram: Här presenterar vi olika teorier för att förstå begreppen som ligger bakom samt hjälper till att definiera fenomenet QR-koder och användningen av dem i marknadsföring. Teorierna är även behjälpliga vid vår analys av den empiriska datan. Metodik: Vi har valt en deduktiv ansats till vår uppsats som innebär att vi tittat på tidigare nedskrivna teorier och information för att kunna ta ställning till hur vi ska ställa frågorna till de företag som vi vill intervjua i vår kvalitativa undersökning. Empirisk studie: I empirin presenteras svaren på de djupintervjuer som utförts med våra fem fallföretag. Slutsats: Vår slutsats är att QR-koder bör användas på tydligt, informativt och lockande sätt utefter en tydlig strategi, och att de gå kan gynna ett företag ur ett marknadsföringssyfte genom att de vid ett kvalitativt användande kan nå och engagera fler konsumenter och därigenom öka sin omsättning och varumärkeskännedom. Används QR-koder däremot på fel sätt kan varumärket ta skada istället för att gynnas. / Title: The QR code – a new marketing tool with potential Author: Eric Karlsson and Oskar Kristiansson Supervisor: Klaus Solberg Søilen Level: Bachelor thesis, Marketing (15 credits), Spring semester 2012 Keywords: QR codes, marketing tools, interaction, incentives, strategy, Quick Response Codes, marketing, print media, smartphones, advertising, ROI Problem: How should companies use QR codes in their marketing activities? Purpose: The purpose of this thesis is to, based on the theoretical framework and a qualitative study of five Swedish companies, identify how QR codes should be used in marketing activities. Furthermore, we strive to identify the advantages and disadvantages of QR codes to see what implications a successful as well as an unsuccessful use have for businesses. Theoretical framework: Here we present different theories for understanding the concepts that underlie and help to define the phenomenon QR codes and the use of them in marketing. The theoretical framework also help us to analyze our empirical data. Method: We have chosen a deductive approach to our thesis where we have studied previous research and information to be able to decide how to formulate the questions to the companies that we want to interview in our qualitative study. Empirical study: The empirical data is presented from interviews conducted with our five case companies. Conclusion: Our conclusion is that QR codes should be used in clear, informative and attractive way based on a clear strategy, and that they can favor companies from a marketing perspective, since a qualitative usage could reach and engage more consumers, and thus increase their sales and the brand awareness. However, the brand can be damaged instead of improved if QR codes are used in the wrong way.
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Designing for diverse users - a case study on touchscreen smartphone customizationHaberman, Vicki 03 April 2012 (has links)
The touchscreen smartphone platform is inherently flexible, giving it the potential to meet the needs and desires of individuals diverse in age and ability. Despite universal design research efforts providing industry with guidance to address this opportunity, current designs fall short. The disconnect stems from differing priorities in design and development and opposing approaches to defining and grouping the user population. The research presented in this dissertation aims to remove these issues from the process of discovering touchscreen smartphone design opportunities. It focuses on users' prior and desired customizations rather than ability- or market-factors. Data were collected on participants' devices' out-of-the-box, current and desired device states along with related stories about their actual and desired device modifications. Template and image analyses identified patterns in the data, which also revealed an underlying structure for organizing and presenting participants' needs and desires associated with smartphone touchscreen customizations. The needs and desires suggest opportunities for industry to shift towards universal design. The structure offers an approach to addressing the gaps between the ability-centered and market-driven approaches to the design of consumer technology.
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Improving quality of experience for mobile video streamingYusuf, Lateef 08 June 2015 (has links)
Thanks to their increasing sophistication and popularity, mobile devices, in the form of smartphones and tablets, have become the fastest growing contributors to Internet traffic. Indeed, smartphones are projected to account for 50% of global Internet traffic by 2017, with the share of mobile video increasing to about 40% of total Internet traffic. As users embrace Internet streaming of video, several studies have found that a small decrease in video quality leads to a substantial increase in viewer abandonment and disengagement rates. To handle the explosive growth in video traffic, Adaptive HTTP streaming, which exploits the prevalence of commodity web servers and content distribution networks, has emerged as the key technology for delivering video to end users. Although a number of systems have been proposed for HTTP video streaming in traditional environments and for fixed clients, existing platforms for video streaming on mobile devices are still in their infancy and do not address the additional challenges often experienced by mobile clients: high fluctuations in network conditions, heterogeneous networking interfaces, multiple form-factors, and limited battery life.
In this dissertation, we propose a number of solutions for improving the Quality of Experience of HTTP video streaming on mobile devices. We begin by evaluating the performance of several existing video quality adaptation schemes when deployed on mobile platforms. Through experiments with smartphones in wide-area environments, we assemble several key findings. First, we show that the high fluctuations in network throughput on cellular and Wi-Fi networks impose significant challenges for efficiently architecting the video adaptation scheme. Second, we find significant differences between the performance of the current state-of-the-art schemes in controlled experimental settings and their performance in mobile settings on key quality metrics such as inefficiency, instability, rebuffering ratio, and startup latency. We also find noticeable differences in the behavior of the schemes under Wi-Fi and cellular network access, with most of the schemes performing worse when the network access is cellular. Given these observations, we hypothesize on the possible causes of these inefficiencies. We also identify the best practices of existing schemes and key insights from experimental results that can serve as foundations for addressing many of the limitations.
Armed with these measurement-driven insights, we propose a novel video quality adaptation scheme, called MASS, which is more robust to the vagaries of the wireless networking conditions. We implement and evaluate our solution on commodity Android smartphones, and demonstrate significant performance gains over existing schemes. To further improve the streaming experience, we introduce an extension to HTTP video streaming that leverages the synergy between social network participation and video streaming to optimize end-user Quality of Experience. Our system, called SDASH, integrates and applies well-known concepts such as cooperative caching, prefetching, and P2P streaming for reducing bitrate fluctuations and optimizing the viewing experience. Finally, we develop a general infrastructure for constructing temporally and spatially localized P2P communities of mobile devices sharing similar interests. The platform enables on-demand cooperation among mobile clients based on device context and client preferences. We use a concrete implementation of the mobile P2P infrastructure for evaluating the performance of SDASH.
This dissertation addresses the challenges facing Adaptive HTTP Streaming under mobile networking conditions. Through experimentation with commodity mobile devices, we show that the proposed techniques for bitrate adaptation and cooperative streaming can significantly improve the video viewing experience.
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