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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.
151

Enabling telemedicine with smartphones

Gokhale, Vaidehee Padgaonkar 24 February 2012 (has links)
As smartphone technology continues to mature, one of the many areas it can help enhance is telemedicine: the concept of using telecommunications to provide health information from a distance. A new medical condition or disease can require frequent visits to the doctor for simple biometric monitoring. These frequent visits are time-consuming and can be extremely inconvenient for the patient. This report describes how a smartphone can be the optimal platform to communicate critical biometric measurements to one's physician, reduce in-person hospital visits, and still allow for the patient to receive feedback from the doctor. A proof-of-concept infrastructure for enabling telemedicine is demonstrated by interfacing a glucose meter with an Android device that uploads that data to the Cloud to be viewed by the doctor. / text
152

Cross-display attention switching in mobile interaction with large displays

Rashid, Umar January 2012 (has links)
Mobile devices equipped with features (e.g., camera, network connectivity and media player) are increasingly being used for different tasks such as web browsing, document reading and photography. While the portability of mobile devices makes them desirable for pervasive access to information, their small screen real-estate often imposes restrictions on the amount of information that can be displayed and manipulated on them. On the other hand, large displays have become commonplace in many outdoor as well as indoor environments. While they provide an efficient way of presenting and disseminating information, they provide little support for digital interactivity or physical accessibility. Researchers argue that mobile phones provide an efficient and portable way of interacting with large displays, and the latter can overcome the limitations of the small screens of mobile devices by providing a larger presentation and interaction space. However, distributing user interface (UI) elements across a mobile device and a large display can cause switching of visual attention and that may affect task performance. This thesis specifically explores how the switching of visual attention across a handheld mobile device and a vertical large display can affect a single user's task performance during mobile interaction with large displays. It introduces a taxonomy based on the factors associated with the visual arrangement of Multi Display User Interfaces (MDUIs) that can influence visual attention switching during interaction with MDUIs. It presents an empirical analysis of the effects of different distributions of input and output across mobile and large displays on the user's task performance, subjective workload and preference in the multiple-widget selection task, and in visual search tasks with maps, texts and photos. Experimental results show that the selection of multiple widgets replicated on the mobile device as well as on the large display, versus those shown only on the large display, is faster despite the cost of initial attention switching in the former. On the other hand, a hybrid UI configuration where the visual output is distributed across the mobile and large displays is the worst, or equivalent to the worst, configuration in all the visual search tasks. A mobile device-controlled large display configuration performs best in the map search task and equal to best (i.e., tied with a mobile-only configuration) in text- and photo-search tasks.
153

Bring Your Own Device and Nurse Executives Decision Making: A Qualitative Description

Martinez, Karen 12 December 2014 (has links)
Bring Your Own Device (BYOD) phenomenon is important in the healthcare environment because this growing trend is totally changing the workplace landscape in healthcare organizations, such as British Columbia (BC). The organizations need to be proactive and aware of this trend to decide the best way to approach this phenomenon. Currently, there is little current research that exists in Canada in context to provide a distinct understanding of the complexities and difficulties unique to this phenomenon within the nursing practice. In order to develop an understanding of BYOD in healthcare workplace, a perspective was needed of those experiencing the phenomenon of interest. The premise of this research was to explore the BYOD phenomenon from the nursing perspective. This study focused on the experiences, views, and perceptions of nurse executives/managers about how they make decisions regarding use of personal handheld devices in the workplace. A qualitative description was undertaken and the collection of data involved telephone interviews in which participants were asked to reflect on their views and/or experiences regarding BYOD in the workplace. During the literature research process, the researcher discovered that there were similar research studies previously done in the early 2000s that found early healthcare organizational concerns with the use of personal digital assistant devices (PDA) in the clinical setting. In this study, four major themes emerged that provided an insights as to how nurse NEx/M make decisions regarding BYOD. The four major themes included: 1) management perspective, 2) opportunities, 3) disadvantages, and 4) solutions. The results of this study will aid in bringing greater awareness of BYOD to other executives and managers in nursing and should also provide information to the leaders throughout the healthcare organizations and health IT department. / Graduate
154

Ultra-mobile computing: adapting network protocol and algorithms for smartphones and tablets

Sanadhya, Shruti 12 January 2015 (has links)
Smartphones and tablets have been growing in popularity. These ultra mobile devices bring in new challenges for efficient network operations because of their mobility, resource constraints and richness of features. There is thus an increasing need to adapt network protocols to these devices and the traffic demands on wireless service providers. This dissertation focuses on identifying design limitations in existing network protocols when operating in ultra mobile environments and developing algorithmic solutions for the same. Our work comprises of three components. The first component identifies the shortcomings of TCP flow control algorithm when operating on resource constrained smartphones and tablets. We then propose an Adaptive Flow Control (AFC) algorithm for TCP that relies not just on the available buffer space but also on the application read-rate at the receiver. The second component of this work looks at network deduplication for mobile devices. With traditional network deduplication (dedup), the dedup source uses only the portion of the cache at the dedup destination that it is aware of. We argue in this work that in a mobile environment, the dedup destination (say the mobile) could have accumulated a much larger cache than what the current dedup source is aware of. In this context, we propose Asymmetric caching, a solution which allows the dedup destination to selectively feedback appropriate portions of its cache to the dedup source with the intent of improving the redundancy elimination efficiency. The third and final component focuses on leveraging network heterogeneity for prefetching on mobile devices. Our analysis of browser history of 24 iPhone users show that URLs do not repeat exactly. Users do show a lot of repetition in the domains they visit but not the particular URL. Additionally, mobile users access web content over diverse network technologies: WiFi and cellular (3G/4G). While data is unlimited over WiFi, users typically have monthly limits on data over the cellular network. In this context, we propose Precog, an action-based prefetching solution to reduce cellular data footprint on smartphones and tablets.
155

Deletion and digital memory : User study of mobile application “Delete by Haiku”

Motiejunaite, Indra January 2012 (has links)
This study aims to analyse the interconnection between human memory and digital media technology, and its relation to forgetting and deletion. The main focus area is related to short messages (SMS) as a form of digital memory and mobile application Delete by Haiku that assists the user in creating poetry out of stored messages. The reception analysis approach was chosen and individual in-depth interview method was combined with focus group interview. The collected data regarding human memory and media indicates similarities between theoretical claims and respondents’ views; memory could be perceived as a narrative, storytelling, fading away. Informants’ relation to memorabilia and their deleting practices are very dependent on the personal and professional characteristics. Besides, deleting practices could be related to organization of a physical space. Delete by Haiku app could be seen as an invitation to engage into playful process of creation through deletion, however mostly for the people attached to memorabilia.
156

Acquiring Multimodal Disaggregate Travel Behavior Data Using Smart Phones

Taghipour 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.
157

Mobile web resource tracking during a disaster or crisis situation /

Douangboupha, Phavanhna. January 2009 (has links)
Thesis (M.S.)--Rochester Institute of Technology, 2009. / Typescript. Includes bibliographical references (leaves 70-83).
158

Ανάπτυξη εφαρμογής σε περιβάλλον Google Android

Θεοδωρογιαννάκης, Παναγιώτης 17 September 2012 (has links)
Το περιεχόμενο της εργασίας είναι η διαδικασία ανάπτυξης της εφαρμογής "Patras' Taxi" για την πλατφόρμα συσκευών smartphone Google Android. Η εφαρμογή είναι μια ψηφιακή εκδοχή του κλασικού αναλογικού ταξιμέτρου που βρίσκεται εγκατεστημένο στα οχήματα ταξί και προορίζεται για χρήση στην πόλη της Πάτρας και την ευρύτερη περιοχή. / The content of the paper is the process of development of the "Patras' Taxi" application, for smartphone devices with Google Android. The application is a digital version of the classic analog taximeter that is installed in taxis and is destined for use in the city of Patras and the surrounding area.
159

The use of smartphones and social media as teaching tools for visual media students at Tshwane University of Technology.

Warchal, Angelica. January 2015 (has links)
M. Tech. Textile Design and Technology / Outside the classroom, students constantly interact with technologies such as smartphones, iPods the Internet and social networking sites this study has identified that these technologies can support learning both in and outside of the classroom. Through the use of a case study, 95 visual media students at Tshwane University of Technology (TUT) were approached. Three paper-based questions were administered to establish the following: What type of access do students have to different types of technologies outside of class? What number of students engage with social media for personal use? What types of educational technologies are lecturers currently using inside and outside their classrooms? This study found that visual media students at TUT are active social media users. They are enthusiastic towards efforts of integrating smartphones and social media as teaching tools for learning. Visual media students are competent at using digital editing, imaging and electronic presentation software, but lack the skills and knowledge to use online collaboration and journaling tools. Lastly, at TUT course related communication is still mainly face-to-face due to that fact that infrastructure upgrades such as in-class Wi-Fi networks are needed. IV 21st century education recognises that learning takes place in various settings (physical and virtual) and not just in the classroom. In a rapidly globalised society, smartphones and social media as teaching tools for visual media students at TUT may possibly offer an affordable and accessible medium to equip students to be able to make local and global connections.
160

Diretrizes para a construção de um aplicativo para smartphones com foco na geração de experiências em branding territorial

Feijó, Valéria Casaroto January 2014 (has links)
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Design e Expressão Gráfica, Florianópolis, 2014. / Made available in DSpace on 2015-02-05T20:30:14Z (GMT). No. of bitstreams: 1 329756.pdf: 7359448 bytes, checksum: 29cd4e8e29af98a3356d1d62baa73f07 (MD5) Previous issue date: 2014 / As marcas são elementos essenciais na sociedade e no cotidiano das pessoas. Uma marca pode ser sentida e vivenciada pelas pessoas, pois mais do que um sinal ou símbolo relacionado a um produto ou serviço é um conjunto de associações, lembranças que impactam os consumidores de maneira notável. Branding caracteriza-se como o conjunto de ações "autênticas" que, tomadas com conhecimento, competência e construídas de dentro para fora das corporações, levam as marcas além da sua natureza econômica, tornando-as parte da cultura e influenciando a vida das pessoas. Da mesma maneira que os produtos e serviços, os territórios e lugares competem entre si por investimentos, empresas, turistas, moradores. Quando se trata de atrair visitantes, empresas e investimentos, as pessoas que elegem um lugar para onde se deslocar estão inevitavelmente comprando a experiência daquela determinada marca. Na perspectiva da presente pesquisa, a gestão de marca é abordada a partir do conceito de branding territorial, que tem como principal característica o desenvolvimento de identidades representativas que estimulem as pessoas a se relacionarem com elas, a partir de estratégias e técnicas que buscam capacitar um lugar a desenvolver suas potencialidades. Assim, para desenvolver uma gestão de marca territorial que efetivamente conecte-se aos consumidores é preciso que a marca carregue consigo as características dos usuários que fazem parte dela e a ajudam a compor suas características mais vivas de autenticidade, ou seja, o "DNA" da marca. É nesse panorama que surgem os apps ou aplicativos móveis, cujo número de downloads cresce a cada dia nas App Stores. Os aplicativos móveis tornam-se ferramentas relevantes capazes de colaborar com as experiências de marca, no sentido que potencializam a interação consumidor-marca à medida que promovem o envolvimento deles com o conteúdo fornecido. Trata-se do estudo da construção de experiência de marca territorial em aplicativos para smartphones e tem como objetivo principal formular as diretrizes que contribuem para a construção de uma experiência de marca em dispositivos mobile. A pesquisa possui caráter sistêmico, primeiramente tratando-se de uma pesquisa exploratória, seguida de uma pesquisa bibliográfica, a fim de buscar as principais conceitos relacionados ao tema, como branding e branding territorial, a cultura do ciberespaço como "espaço territorial", experiência, design de experiência, aplicativos móveis, design de interface para apps. A partir do referencial pesquisado, foram analisados seis aplicativos de branding territorial das cidades de Londres, Barcelona, Amsterdam, Rio de Janeiro, Brasília e Balneário Camboriú. Com os resultados obtidos, e a partir da comparação com a revisão bibliográfica, foi possível propor uma classificação das experiências, identificar os principais aspectos e elementos de design que contribuem para a construção das experiências de marca e sugerir diretrizes para o desenvolvimento de aplicativos móveis com foco em branding, mais especificamente em branding territorial.<br> / Abstract : Brands are essential elements in society and people's life. A brand can be felt and lived by people and, more than a sign or symbol re-lated to a product or service, it is a set of associations, regards which impact consumers in a remarkable way. Branding is defined as a set of authentic actions which, taken with knowledge, competence and from inside to outside of organizations, makes brands more than its financial nature, becoming part of culture and influencing people's behaviors. As well as products and services, territories and places compete for investments, companies, tourists, dwellers. When it is about attracting visitors, companies and investments, people who choose a place to go are inevitable buying a brand experience. On this research, brand management is approached through the terri-torial branding concept, which has as main feature the development of representative identities to stimulate people getting a relation-ship with it through strategies and techniques to enable a place to develop its potential. Thus, to develop an effective territorial brand management, which is connected with consumers, it requires a brand that carries the characteristics of its users, composing the brand DNA. On this scenario, mobile applications arise with a grow-ing number of downloads in App Stores. Mobile applications became relevant tools capable to collaborate with brand experiences, ex-ploring the interaction between consumers and brands as promot-ers of content and engagement. This study addresses the development of a territorial brand experience through smartphone apps and its main goal is to identify guidelines for the development of a brand experience in a mobile device. First of all, the research has a systemic and exploratory approach followed by a literature review to find the more important concepts related to the subject, such as branding; territorial branding; cyberspace culture as terri-torial space; experience; experience design; mobile apps and design of apps interfaces. Based on the literature approached, six territorial branding apps were analyzed: London, Barcelona, Amsterdam, Rio de Janeiro, Brasília and Balneário Camboriú. From the found results and through a comparison with the literature review, it was possi-ble to propose an experience classification; to identify the main fea-tures and elements of design which contribute in the development of a brand experience; and to suggest guidelines for the develop-ment of mobile applications focused on branding, more specifically territorial branding.

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