10 resultados para Mobile platforms

em Universidad Politécnica de Madrid


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Graphics Processing Units have become a booster for the microelectronics industry. However, due to intellectual property issues, there is a serious lack of information on implementation details of the hardware architecture that is behind GPUs. For instance, the way texture is handled and decompressed in a GPU to reduce bandwidth usage has never been dealt with in depth from a hardware point of view. This work addresses a comparative study on the hardware implementation of dierent texture decompression algorithms for both conventional (PCs and video game consoles) and mobile platforms. Circuit synthesis is performed targeting both a recongurable hardware platform and a 90nm standard cell library. Area-delay trade-os have been extensively analyzed, which allows us to compare the complexity of decompressors and thus determine suitability of algorithms for systems with limited hardware resources.

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En este proyecto se realiza un estudio sobre herramientas que facilitan la creacin y distribucin de aplicaciones en distintas plataformas mviles, con el fin de poder seleccionar la herramienta ms apropiada en funcin del proyecto a desarrollar. Previo al estudio de las herramientas para el desarrollo en plataformas mltiples se realiza un estudio de las herramientas y metodologas que facilitan los propietarios de los entornos IOS y Android. Este estudio previo permitir al lector conocer en ms detalle las particularidades de cada uno de estos dos entornos, as como las pautas y buenas prcticas a seguir en el desarrollo de aplicaciones para dispositivos mviles. Una vez finalizado el estudio, el lector sabr escoger una herramienta de desarrollo adaptada a cada proyecto en funcin de su objeto, los recursos disponibles y las habilidades de los miembros del equipo de desarrollo. Adicionalmente al estudio, y como ejemplo de aplicacin, en el proyecto se realiza un caso prctico de seleccin de herramienta y aplicacin de la herramienta seleccionada a un proyecto de desarrollo concreto. El caso prctico consiste en la creacin de un entorno que permite generar aplicaciones para la visualizacin de apuntes. Las aplicaciones permitirn ver contenidos de tipo multimedia como ficheros de texto, sonidos, imgenes, vdeos y enlaces a contenidos externos. Adems estas aplicaciones se generarn sin que el autor de las mismas tenga que modificar alguna de las lneas del cdigo. Para ello, se han definido una serie de ficheros de configuracin en los que el autor de la aplicacin deber indicar los contenidos a mostrar y su ubicacin. Se han seleccionado recursos de tipo cdigo abierto para el desarrollo del caso prctico, con el fin de evitar los costes asociados a las posibles licencias. El equipo de desarrollo del caso prctico estar formado nicamente por el autor de este proyecto de fin de grado, lo que hace del caso de estudio un desarrollo sencillo, de manera que su futuro mantenimiento y escalabilidad no deberan verse afectados por la necesidad de contar con equipos de desarrolladores con conocimientos especficos o complejos. ABSTRACT. This document contains a study of tools that ease the creation and the distribution of the applications through different mobile platforms. The objective o this document is to allow the selection of the most appropriate tool, depending on the development objectives. Previous to this study about the tools for developing on multiple platforms, a study of IOS and Android tools and their methodologies is included on this document. This previous analysis will allow the reader to know in more detail the peculiarities of each of these environments, together with theirs requirements and the best practices of the applications development for mobile devices. By the end of this document the reader would be able to choose the adequate development tool for a project depending of its objective, its available resources and the developers teams capabilities. Beside this study and as example of case study this final project includes a practical case of tool selection and its application to a specific development. The case study consists in the creation of an environment that allows generating applications to visualise notes. These applications will allow seeing contents of multimedia type such as: text files, sounds, images, videos, and links to external content. Furthermore these applications will be generated without their author having to modify any line of code, because a group of configuration files will be defined for such purpose. The author of the application only has to update this configuration with the content to show by the application and its location. The selected resources for the case study were of the type open source in order to avoid the cost associated to the potential licenses. The developers team for this case study has only one member, the author of this final project document and practical case developer. As a result the case study is a very simple development in a way that the future potential maintenance and scalability should not depend on the necessity of a highly qualified developers teams with a very specific knowledge on mobile platforms development.

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En los ltimos aos el nmero de dispositivos mviles y smartphones ha aumentado drsticamente, as como el nmero de aplicaciones destinadas a estos. Los desarrolladores siempre se han visto frenados en la creacin de estas aplicaciones debido a la complejidad que supone la diversidad de sistemas operativos (Android, iOS, Windows Phone, etc), que utilizan lenguajes de programacin diferentes, haciendo que, para poder desarrollar una aplicacin que funcione en estas plataformas, en verdad haya que implementar una aplicacin independiente para cada una de las plataformas. Para solucionar este problema han surgido frameworks, como Appcelerator Titanium, que permiten escribir una sola vez la aplicacin y compilarla para las diferentes plataformas mviles objetivo. Sin embargo, estos frameworks estn an en estado muy temprano de desarrollo, por lo que no resuelven toda la problemtica ni dan una respuesta completa a los desarrolladores. El objetivo de este Trabajo de Fin de Grado ha sido contribuir a la evolucin de estos frameworks mediante la creacin de un mdulo para Appcelerator Titanium que permita construir de manera gil aplicaciones multiplataforma que hagan uso de visualizadores de informacin geogrfica. Para ello se propone el desarrollo de un mdulo de mapa con soporte para capas WMS, rutas y polgonos en WKT, KML y GeoJSON. Se facilitar adems que estas aplicaciones puedan acceder a capacidades del hardware como la brjula y el GPS para realizar un seguimiento de la localizacin, a la vez que se hace uso de la aceleracin por el hardware subyacente para mejorar la velocidad y fluidez de la informacin visualizada en el mapa. A partir de este mdulo se ha creado una aplicacin que hace uso de todas sus caractersticas y posteriormente se ha migrado a la plataforma Wirecloud4Tablet como componente nativo que puede integrarse con otros componentes web (widgets) mediante tcnicas de mashup. Gracias a esto se ha podido fusionar por un lado todas las ventajas que ofrece Wirecloud para el rpido desarrollo de aplicaciones sin necesidad de tener conocimientos de programacin, junto con las ventajas que ofrecen las aplicaciones nativas en cuanto a rendimiento y caractersticas extras. Usando los resultados de este proyecto, se pueden crear de manera gil aplicaciones composicionales nativas multiplataforma que hagan uso de visualizacin de informacin geogrfica; es decir, se pueden crear aplicaciones en pocos minutos y sin conocimientos de programacin que pueden ejecutar diferentes componentes (como el mapa) de manera nativa en mltiples plataformas. Se facilita tambin la integracin de componentes nativos (como es el mapa desarrollado) con otros componentes web (widgets) en un mashup que puede visualizarse en dispositivos mviles mediante la plataforma Wirecloud. ---ABSTRACT---In recent years the number of mobile devices and smartphones has increased dramatically as well as the number of applications targeted at them. Developers always have been slowed in the creation of these applications due to the complexity caused by the diversity of operating systems (Android, iOS, Windows Phone, etc), each of them using different programming languages, so that, in order to develop an application that works on these platforms, the developer really has to implement a different application for each platform. To solve this problem frameworks such as Appcelerator Titanium have emerged, allowing developers to write the application once and to compile it for different target mobile platforms. However, these frameworks are still in very early stage of development, so they do not solve all the difficulties nor give a complete solution to the developers. The objective of this final year dissertation is to contribute to the evolution of these frameworks by creating a module for Appcelerator Titanium that permits to nimbly build multi-platform applications that make use of geographical information visualization. To this end, the development of a map module with support for WMS layers, paths, and polygons in WKT, KML, and GeoJSON is proposed. This module will also facilitate these applications to access hardware capabilities such as GPS and compass to track the location, while it makes use of the underlying hardware acceleration to improve the speed and fluidity of the information displayed on the map. Based on this module, it has been created an application that makes use of all its features and subsequently it has been migrated to the platform Wirecloud4Tablet as a native component that can be integrated with other web components (widgets) using mashup techniques. As a result, it has been fused on one side all the advantages Wirecloud provides for fast application development without the need of programming skills, along with the advantages of native apps, such as performance and extra features. Using the results of this project, compositional platform native applications that make use of geographical information visualization can be created in an agile way; ie, in a few minutes and without having programming skills, a developer could create applications that can run different components (like the map) natively on multiple platforms. It also facilitates the integration of native components (like the map) with other web components (widgets) in a mashup that can be displayed on mobile devices through the Wirecloud platform.

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En este proyecto se ha estudiado el abanico de posibilidades que las plataformas web y mviles ofrecen para aprender lenguajes de programacin compilados. A continuacin, se ha realizado el diseo y la implementacin de una plataforma para el aprendizaje de lenguajes de programacin desde dispositivos mviles, con posibilidad de compilacin remota desde la aplicacin desarrollada, analizando el proceso y las elecciones de desarrollo tomadas. As, se ha desarrollado una app mediante la plataforma de desarrollo Cordova, que puede ser distribuida para todas las plataformas mviles que esta soporta, incluyendo las ms populares: iOS y Android. Para la parte servidora se ha utilizado un servidor Apache (PHP) y el sistema NoSQL MongoDB para la base de datos. Para mayor facilidad en la gestin del contenido de la app, se ha desarrollado en paralelo un gestor web de la base de datos, el cual permite aadir, editar y eliminar contenido de la misma a travs de una interfaz agradable y funcional. ABSTRACT. In this project I have studied the range of possibilities that web and mobile platforms offer to learn compiled programming languages. Next, I have designed and implemented a platform for learning programming languages from mobile devices, giving the possibility of remote compilation within the developed application. In this terms, I have developed an app with the Cordova development platform, which can be distributed for all the mobile platforms Cordova supports, including the most popular ones: iOS and Android. For the server part, I have used an Apache (PHP) server and the NoSQL database system MongoDB. In order to offer a more usable system and a better database management, I have also developed a web manager for the database, from which database content can be added, edited and removed, through a clear and functional interface.

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Exploiting the full potential of telemedical systems means using platform based solutions: data are recovered from biomedical sensors, hospital information systems, care-givers, as well as patients themselves, and are processed and redistributed in an either centralized or, more probably, decentralized way. The integration of all these different devices, and interfaces, as well as the automated analysis and representation of all the pieces of information are current key challenges in telemedicine. Mobile phone technology has just begun to offer great opportunities of using this diverse information for guiding, warning, and educating patients, thus increasing their autonomy and adherence to their prescriptions. However, most of these existing mobile solutions are not based on platform systems and therefore represent limited, isolated applications. This article depicts how telemedical systems, based on integrated health data platforms, can maximize prescription adherence in chronic patients through mobile feedback. The application described here has been developed in an EU-funded R&D project called METABO, dedicated to patients with type 1 or type 2 Diabetes Mellitus

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Mobile games are a prime example of a successful mobile application and demonstrate the increasing range of platforms for the media and entertainment industries. Against this convergent background, this paper introduces the basic features of the mobile gaming market and its industrial ecosystem together with its main actors and activities. The focus of the paper lies in the challenges ahead for the evolution of mobile applications into a potentially dominant game platform and the possible disruptions along this road. The deep personal relationships between users and their mobile devices are considered to further explore the link between mobile games, players strategies and pending techno-economic developments. The paper concludes with a brief discussion of some policy options to assist with the development of this domain.

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Este Proyecto de Fin de Carrera presenta un prototipo de aplicacin mvil hbrida multi-plataforma para Android y iOS. Las aplicaciones mviles hbridas son una combinacin de aplicaciones web mviles y aplicaciones mviles nativas. Se desarrollan parcialmente con tecnologas web y pueden acceder a la capa nativa y sensores del telfono. Para el usuario se presentan como aplicaciones nativas, ya que se pueden descargar de las tiendas de aplicaciones y son instaladas en el dispositivo. El prototipo consiste en la migracin del mdulo de noticias financieras de las aplicaciones actuales para mviles de una compaa bancaria reimplementndolo como aplicacin hbrida utilizando uno de los entornos de desarrollo disponibles en el mercado para este propsito. El desarrollo de aplicaciones hbridas puede ahorrar tiempo y dinero cuando se pretende alcanzar ms de una plataforma mvil. El objetivo es la evaluacin de las ventajas e inconvenientes que ofrece el desarrollo de aplicaciones hbridas en trminos de reduccin de costes, tiempo de desarrollo y resultado final de la aplicacin. El proyecto consta de varias fases. Durante la primera fase se realiza un estudio sobre las aplicaciones hbridas que podemos encontrar hoy en da en el mercado utilizando los ejemplos de linkedIn, Facebook y Financial times. Se hace hincapi en las tecnologas utilizadas, uso de la red mvil y problemas encontrados. Posteriormente se realiza una comparacin de distintos entornos de desarrollo multi-plataforma para aplicaciones hbridas en trminos de la estrategia utilizada, plataformas soportadas, lenguajes de programacin, acceso a capacidades nativas de los dispositivos y licencias de uso. Esta primera fase da como resultado la eleccin del entorno de desarrollo ms adecuado a las exigencias del proyecto, que es PhoneGap, y continua con un anlisis ms detallado de dicho entorno en cuanto a su arquitectura, caractersticas y componentes. La siguiente fase comienza con un estudio de las aplicaciones actuales de la compaa para extraer el cdigo fuente necesario y adaptarlo a la arquitectura que tendr la aplicacin. Para la realizacin del prototipo se hace uso de la caracterstica que ofrece PhoneGap para acceder a la capa nativa del dispositivo, esto es, el uso de plugins. Se disea y desarrolla un plugin que permite acceder a la capa nativa para cada plataforma. Una vez desarrollado el prototipo para la plataforma Android, se migra y adapta para la plataforma iOS. Por ltimo se hace una evaluacin de los prototipos en cuanto a su facilidad y tiempo de desarrollo, rendimiento, funcionalidad y apariencia de la interfaz de usuario. ABSTRACT. This bachelor's thesis presents a prototype of a hybrid cross-platform mobile application for Android and iOS. Hybrid mobile applications are a combination of mobile web and mobile native applications. They are built partially with web technologies and they can also access native features and sensors of the device. For a user, they look like native applications as they are downloaded from the application stores and installed on the device. This prototype consists of the migration of the financial news module of current mobile applications from a financial bank reimplementing them as a hybrid application using one of the frameworks available in the market for that purpose. Development of applications on a hybrid way can help reducing costs and effort when targeting more than one platform. The target of the project is the evaluation of the advantages and disadvantages that hybrid development can offer in terms of reducing costs and efforts and the final result of the application. The project starts with an analysis of successfully released hybrid applications using the examples of linkedIn, Facebook and Financial Times, emphasizing the different used technologies, the transmitted network data and the encountered problems during the development. This analysis is followed by a comparison of most popular hybrid crossplatform development frameworks in terms of the different approaches, supported platforms, programming languages, access to native features and license. This first stage has the outcome of finding the development framework that best fits to the requirements of the project, that is PhoneGap, and continues with a deeper analysis of its architecture, features and components. Next stage analyzes current company's applications to extract the needed source code and adapt it to the architecture of the prototype. For the realization of the application, the feature that PhoneGap offers to access the native layer of the device is used. This feature is called plugin. A custom plugin is designed and developed to access the native layer of each targeted platform. Once the prototype is finished for Android, it is migrated and adapted to the iOS platform. As a final conclusion the prototypes are evaluated in terms of ease and time of development, performance, functionality and look and feel.

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Cross-platform development frameworks for mobile applications promise important advantages in cost cuttings and easy maintenance, posing as a very good option for organizations interested in the design of mobile applications for several platforms. Given that platform conventions are especially important for the User eXperience (UX) of mobile applications, the usage of framework where the same code defines the behavior of the app in different platforms could have negative impact in the UX. The objetive of this study is comparing the cross-platform and the native approach for being able to determine if the selected development approach has any impact on the users in terms of UX. To be able to set a base line under this subject, study on cross-platform frameworks was performed to select the most appropriate one from a UX point of view. In order to achieve the objectives of this work, two development teams have developed two versions of the same application; one using framework that generates Android and iOS versions automatically, and another team developing native versions of the same application. The alternative versions for each platform have been evaluated with 37 users with a combination of a laboratory usability test and a longitudinal study. The results show that differences are minimal in the Android version, but in iOS, even if a reasonable good UX can be obtained with the usage of this framework by an UX-conscious design team, a higher level of UX can be obtained directly developing in native code.

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Cross-platform development frameworks for mobile applications promise important advantages in cost cuttings and easy maintenance, posing as a very good option for organizations interested in the design of mobile applications for several platforms. Given that platform conventions are especially important for the User eXperience (UX) of mobile applications, the usage of a framework where the same code defines the behavior of the app in different platforms could have a negative impact in the UX. This paper describes a study where two independent teams have designed two different versions of a mobile application, one using a framework that generates Android and iOS versions automatically, and another team using native tools. The alternative versions for each platform have been evaluated with 37 users with a combination of a laboratory usability test and a longitudinal study. The results show that differences are minimal in the Android platform, but in iOS, even if a reasonably good UX can be obtained with the usage of this framework by an UX-conscious design team, a higher level of UX can be obtained directly developing with a native tool.

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La forma de consumir contenidos en Internet ha cambiado durante los ltimos aos. Inicialmente se empleaban webs estticas y con contenidos pobres visualmente. Con la evolucin de las redes de comunicacin, esta tendencia ha variado. A da de hoy, deseamos pginas agradables, accesibles y que nos presenten temas variados. Todo esto ha cambiado la forma de crear pginas web y en todos los casos se persigue el objetivo de atraer a los usuarios. El gran auge de los smartphones y las aplicaciones mviles que invaden el mercado actual han revolucionado el mundo del estudio de los idiomas permitiendo compatibilizar los recursos punteros con el aprendizaje tradicional. La popularidad de los dispositivos mviles y de las aplicaciones ha sido el principal motivo de la realizacin de este proyecto. En l se realizar un anlisis de las diferentes tecnologas existentes y se elegir la mejor opcin que se ajuste a nuestras necesidades para poder desarrollar un sistema que implemente el enfoque llamado Mobile Assisted Language Learning (MALL) que supone una aproximacin innovadora al aprendizaje de idiomas con la ayuda de un dispositivo mvil. En este documento se va a ofrecer una panormica general acerca del desarrollo de aplicaciones para dispositivos mviles en el entorno del e-learning. Se estudiarn caractersticas tcnicas de diferentes plataformas seleccionando la mejor opcin para la implementacin de un sistema que proporcione los contenidos bsicos para el aprendizaje de un idioma, en este caso del ingls, de forma intuitiva y divertida. Dicho sistema permitir al usuario mejorar su nivel de ingls mediante una interfaz web de forma dinmica y cercana empleando los recursos que ofrecen los dispositivos mviles y haciendo uso del diseo adaptativo. Este proyecto est pensado para los usuarios que dispongan de poco tiempo libre para realizar un curso de forma presencial o, mejor an, para reforzar o repasar contenidos ya aprendidos por otros medios ms tradicionales o no. La aplicacin ofrece la posibilidad de que se haga uso del sistema de forma fcil y sencilla desde cualquier dispositivo mvil del que se disponga como es un smartphone, tablet o un ordenador personal, compitiendo con otros usuarios o contra uno mismo y mejorando as el nivel de partida a travs de las actividades propuestas. Durante el proyecto se han comparado diversas soluciones, la mayora de cdigo abierto y de libre distribucin que permiten desplegar servicios de almacenamiento accesibles mediante Internet. Se concluir con un caso prctico analizando los requisitos tcnicos y llevando a cabo las fases de anlisis, diseo, creacin de la base de datos, implementacin y pruebas dentro del ciclo de vida del software. Finalmente, se migrar la aplicacin con toda la informacin a un servidor en la nube. ABSTRACT. The way of consuming content on the Internet has changed over the past years. Initially, static websites were used with poor visual contents. Nevertheless, with the evolution of communication networks this trend has changed. Nowadays, we expect pleasant, accessible and varied topic pages and such expectations have changed the way to create web pages generally aiming at appealing and therefore, attracting users. The great boom of smartphones and mobile applications in the current market, have revolutionized the world of language learning as they make it possible to combine computing with traditional learning resources. The popularity of mobile devices and applications has been the main reason for the development of this project. Here, the different existing technologies will be examined and we will try to select the best option that adapts to our needs in order to develop a system that implements Mobile Assisted Language Learning (MALL) that in broad terms implies an approach to language learning with the help of a mobile device. This report provides an overview of the development of applications for mobile devices in the e-learning environment. We will study the technical characteristics of different platforms and we will select the best option for the implementation of a system that provide the basic content for learning a language, in this case English, by means of an intuitive and fun method. This system will allow the user to improve their level of English with a web interface in a dynamic and close way employing the resources offered by mobile devices using the adaptive design. This project is intended for users who do not have enough free time to make a classroom course or to review contents from more traditional courses as it offers the possibility to make use of the system quickly and easily from any mobile device available such as a smartphone, a tablet or a personal computer, competing with other users or against oneself and thus improving their departing level through different activities. During the project, different solutions have been compared. Most of them, open source and free distribution that allow to deploy storage services accessible via the Internet. It will conclude with a case study analyzing the technical requirements and conducting phases of analysis, design and creation of a database, implementation and testing in the software lifecycle. Finally, the application will be migrated with all the information to a server in the cloud.