26 resultados para web platform
em Universidad Politécnica de Madrid
Resumo:
Carbon (C) and nitrogen (N) process-based models are important tools for estimating and reporting greenhouse gas emissions and changes in soil C stocks. There is a need for continuous evaluation, development and adaptation of these models to improve scientific understanding, national inventories and assessment of mitigation options across the world. To date, much of the information needed to describe different processes like transpiration, photosynthesis, plant growth and maintenance, above and below ground carbon dynamics, decomposition and nitrogen mineralization. In ecosystem models remains inaccessible to the wider community, being stored within model computer source code, or held internally by modelling teams. Here we describe the Global Research Alliance Modelling Platform (GRAMP), a web-based modelling platform to link researchers with appropriate datasets, models and training material. It will provide access to model source code and an interactive platform for researchers to form a consensus on existing methods, and to synthesize new ideas, which will help to advance progress in this area. The platform will eventually support a variety of models, but to trial the platform and test the architecture and functionality, it was piloted with variants of the DNDC model. The intention is to form a worldwide collaborative network (a virtual laboratory) via an interactive website with access to models and best practice guidelines; appropriate datasets for testing, calibrating and evaluating models; on-line tutorials and links to modelling and data provider research groups, and their associated publications. A graphical user interface has been designed to view the model development tree and access all of the above functions.
Resumo:
Systematic evaluation of Learning Objects is essential to make high quality Web-based education possible. For this reason, several educational repositories and e-Learning systems have developed their own evaluation models and tools. However, the differences of the context in which Learning Objects are produced and consumed suggest that no single evaluation model is sufficient for all scenarios. Besides, no much effort has been put in developing open tools to facilitate Learning Object evaluation and use the quality information for the benefit of end users. This paper presents LOEP, an open source web platform that aims to facilitate Learning Object evaluation in different scenarios and educational settings by supporting and integrating several evaluation models and quality metrics. The work exposed in this paper shows that LOEP is capable of providing Learning Object evaluation to e-Learning systems in an open, low cost, reliable and effective way. Possible scenarios where LOEP could be used to implement quality control policies and to enhance search engines are also described. Finally, we report the results of a survey conducted among reviewers that used LOEP, showing that they perceived LOEP as a powerful and easy to use tool for evaluating Learning Objects.
Resumo:
This paper presents a model that enables the integration of SCORM packages into web games. It is based on the fact that SCORM packages are prepared to be integrated into Learning Management Systems and to communicate with them. Hence in a similar way they can also be integrated into web games. The application of this model results in the linkage between the Learning Objects inside the package and specific actions or conditions in the game. The educational content will be shown to the players when they perform these actions or the conditions are met. For example, when they need a special weapon they will have to consume the Learning Object to get it. Based on this model we have developed an open source web platform which main aim is to facilitate teachers the creation of educational games. They can select existing SCORM packages or upload their own ones and then select a game template in which the Learning Objects will be integrated. The resulting educational game will be available online. Details about the model and the developed platform are explained in this paper. Also links to the platform and an example of a generated game will be provided.
Resumo:
Este trabajo trata cómo se pueden aplicar las técnicas de análisis de usabilidad al desarrollo de plataformas web. Actualmente es común que los servicios sean ofrecidos mediante plataformas web para un grupo muy heterogéneo de personas. Por otra parte, los análisis de usabilidad son una herramienta muy útil para conocer cómo interactúan las personas con los ordenadores y mejorar el diseño de las aplicaciones. Realizar un buen diseño permite mejorar la experiencia de usuario, factor fundamental para el éxito de cualquier producto que requiera interacción con el usuario. A continuación se describen las diferentes fases de los test de usabilidad y se detalla cómo han sido aplicadas durante el desarrollo del proyecto. Finalmente, se presentarán los resultados obtenidos durante la evaluación de la plataforma y el análisis de los mismos indicando cómo han afectado al diseño de la plataforma. ---ABSTRACT---This document discusses how to apply usability test techniques over web platform development. Nowadays, it is common that services are offered through web platforms for a large group of heterogeneous people. Moreover, usability tests are a very useful tool to understand human-computer interaction and improve the design of the applications. A good design can improve user experience, which is essential for the success of any product that requires user interaction. The following pages describes the different phases of usability testing and detail how these have been applied during the development of the project. Finally, the results obtained during the platform evaluation are presented and analysed, explaining how they have affected the design of the platform.
Resumo:
La Ciencia Ciudadana nace del resultado de involucrar en las investigaciones científicas a todo tipo de personas, las cuales pueden participar en un determinado experimento analizando o recopilando datos. No hace falta que tengan una formación científica para poder participar, es decir cualquiera puede contribuir con su granito de arena. La ciencia ciudadana se ha convertido en un elemento a tener en cuenta a la hora de realizar tareas científicas que requieren mucha dedicación, o que simplemente por el volumen de trabajo que estas implican, resulta casi imposible que puedan ser realizadas por una sola persona o un pequeño grupo de trabajo. El proyecto GLORIA (GLObal Robotic-telescopes Intelligent Array) es la primera red de telescopios robóticos del mundo de acceso libre que permite a los usuarios participar en la investigación astronómica mediante la observación con telescopios robóticos, y/o analizando los datos que otros usuarios han adquirido con GLORIA, o desde otras bases de datos de libre acceso. Con el objetivo de contribuir a esta iniciativa se ha propuesto crear una plataforma web que pasará a formar parte del Proyecto GLORIA, en la que se puedan realizar experimentos astronómicos. Con el objetivo de fomentar la ciencia y el aprendizaje colaborativo se propone construir una aplicación web que se ejecute en la plataforma Facebook. Los experimentos los proporciona la red de telescopios del proyecto GLORIA mediante servicios web y están definidos mediante XML. La aplicación web recibe el XML con la descripción del experimento, lo interpreta y lo representa en la plataforma Facebook para que los usuarios potenciales puedan realizar los experimentos. Los resultados de los experimentos realizados se envían a una base de datos de libre acceso que será gestionada por el proyecto GLORIA, para su posterior análisis por parte de expertos. ---ABSTRACT---The citizen’s science is born out of the result of involving all type of people in scientific investigations, in which, they can participate in a determined experiment analyzing or compiling data. There is no need to have a scientific training in order to participate, but, anyone could contribute doing one’s bit. The citizen’s science has become an element to take into account when carrying out scientific tasks that require a lot dedication, or that, for the volume of work that these involve, are nearly impossible to be carried out by one person or a small working group. The GLORIA Project (Global Robotic-Telescopes Intelligent Array) is the first network of free access robotic telescopes in the world that permits the users to participate in the astronomic investigation by means of observation with robotic telescopes, and/or analyzing data from other users that have obtained through GLORIA, or from other free-access databases. With the aim of contributing to this initiative, a web platform has been created and will be part of the GLORIA Project, in which astronomic experiments can be carried out. With the objective of promoting science and collaborative apprenticeship, a web application carried out in the FACEBOOK platform is to be built. The experiments are founded by the telescopes network of the GLORIA project by means of web services and are defined through XML. The web application receives the XML with the description of the experiment, interprets it and represents it in the FACEBOOK platform in order for potential users may perform the experiments. The results of the experiments carried out are sent to a free-access database that will be managed by the GLORIA Project for its analysis on the part of experts.
Resumo:
A lo largo de este documento se describe el trabajo llevado a cabo para el logro de todos objetivos de este Trabajo Fin de Grado, el cual tiene como objetivo principal la mejora de la herramienta de edición de las conexiones internas de un mashup proporcionada actualmente por la plataforma web WireCloud. WireCloud es una plataforma web centrada en la construcción visual de mashups de aplicaciones a partir de la interconexión de pequeñas aplicaciones web denominadas widgets. Los principales inconvenientes presentes en el actual editor de conexiones que incluye esta plataforma afectan principalmente a sus usuarios con poca experiencia en diseño web. Estos usuarios tienen dificultades a la hora de interpretar el esquema de conexiones de un mashup ajeno y también, de crear el esquema de conexiones de un mashup propio. La mejora realizada supone un cambio en la metáfora utilizada para la creación de las conexiones, que ahora se organiza en torno a unidades conceptuales denominadas comportamientos que representan subconjuntos cohesionados de conexiones con significado (representando por si mismos comportamientos relevantes del mashup). Con este cambio se logra solventar los inconvenientes que presenta el actual sistema, principalmente la necesidad de crear (y visualizar) simultáneamente todas las conexiones requeridas por el mashup, lo cual supone que: a) es difícil identificar con qué propósito se ha creado cada conexión y qué relación guardan unas conexiones con otras. b) existe un riesgo de olvidar alguna conexión, fundamentalmente por ser difícil la interpretación del propósito de cada conexión y por la imposibilidad de identificar y nombrar conjuntos de conexiones que tienen un propósito determinado. Antes de implementar el código fuente se realizó un estudio pormenorizado de las tecnologías que actualmente utiliza WireCloud, además de un estudio en profundidad de la situación del anterior editor y de las nuevas características y ventajas buscadas en este nuevo editor. Con este último propósito se definieron varios casos de estudio que ayudaron a concretar qué se ha de entender por un comportamiento en el diseño de las conexiones de un mashup y también, ayudaron a definir la mejor organización visual del nuevo editor en torno al concepto de comportamiento. El resto del trabajo consistió en la implementación del nuevo editor y en la elaboración de toda la documentación relacionada: principalmente el manual de uso del nuevo editor que estará disponible como parte de la documentación online de WireCloud.---ABSTRACT---This document describes the work carried out for the achievement of all targets of this Final Project, which has as its main objective the improvement of the edition tool of the mashup’s internal connections that is currently provided by WireCloud. WireCloud is a web platform focused on building visual of web mashups from the interconnection of web applications called web widgets. The main drawbacks present in the current web editor of connections, includes on this platform, mainly affect to users with little experience in web design. These users have difficulties for interpreting the wiring diagram of any web mashup and also, creating the wiring diagram of an own web mashup. The improvement made a change in the metaphor used for creating connections, now managing a conceptual units called behaviors that represent subsets of meaningful connections. This change overcomes the drawbacks of the current system, mainly the need to create and display simultaneously all connections required by the web mashup, which means that: a) Difficultly identify what purpose is created each connection and how they relate to each other connections. b) There is the risk of forgetting some connection, mainly for being difficult to interpret the purpose of each connection and the inability to identify and name sets of connections that have a specific purpose. Before deploying the source code, the study of the technologies currently used WireCloud was performed, plus the study of the situation of the previous editor and new features and advantages searched for this new editor was performed too. For the latter purpose was defined several case studies that helped to specify what understood by behavior in the design of the connections of a web mashup and also that helped to define the best visual organization of the new behavior-oriented wiring editor. The rest of the work involved in implementing the new wiring web editor and in the preparation of all documentation related: mainly user manual for using the new wiring web editor that will be available as part of the WireCloud online documentation.
Resumo:
The development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software development and in the final product or system. This article presents the study of the impact of these methods applied in the context of an e-Learning platform development. The results show that the impact has been strong from a developer's perspective. Developer team members considered that usability and User Experience evaluation allowed them mainly to identify design mistakes, improve the platform's usability and understand the end users and their needs in a better way. Interviews with potential users, clickmaps and scrollmaps were rated as the most useful methods. Finally, these methods were considered unanimously very useful in the context of the entire software development, only comparable to SCRUM meetings and overcoming the rest of involved factors.
Resumo:
Los sistemas de videoconferencia y colaboración en tiempo real para múltiples usuarios permiten a sus usuarios comunicarse por medio de vídeo, audio y datos. Históricamente estos han sido sistemas caros de obtener y de mantener. El paso de las décadas ha limado estos problemas acercado el mundo de comunicación en tiempo real a un grupo mucho más amplio, llegando a usarse en diversos ámbitos como la educación o la medicina. En este sentido, el último gran salto evolutivo al que hemos asistido ha sido la transición de este tipo de aplicaciones hacia la Web. Varias tecnologías han permitido este viaje hacia el navegador. Las Aplicaciones Ricas de Internet (RIAs), que permiten crear aplicaciones Web interactivas huyendo del clásico esquema de petición y respuesta y llevando funcionalidades propias de las aplicaciones nativas a la Web. Por otro lado, la computación en la nube o Cloud Computing, con su modelo de pago por uso de recursos virtualizados, ha llevado a la creación de servicios que se adaptan mejor a la demanda, han habilitado este viaje hacia el navegador. No obstante, como cada cambio, este salto presenta una serie de retos para los sistemas de videoconferencia establecidos. Esta tesis doctoral propone un conjunto de arquitecturas, mecanismos y algoritmos para adaptar los sistemas de multiconferencia al entorno Web, teniendo en cuenta que este es accedido desde dispositivos diferentes y mediante redes de acceso variadas. Para ello se comienza por el estudio de los requisitos que debe cumplir un sistema de videoconferencia en la Web. Como resultado se diseña, implementa y desarrolla un servicio de videoconferencia que permite la colaboración avanzada entre múltiples usuarios mediante vídeo, audio y compartición de escritorio. Posteriormente, se plantea un sistema de comunicación entre una aplicación nativa y Web, proponiendo técnicas de adaptación entre los dos entornos que permiten la conversación de manera transparente para los usuarios. Estos sistemas permiten facilitar la transición hacia tecnologías Web. Como siguiente paso, se identificaron los principales problemas que existen para la comunicación multiusuario en dispositivos de tamaño reducido (teléfonos inteligentes) utilizando redes de acceso heterogéneas. Se propone un mecanismo, combinación de transcodificación y algoritmos de adaptación de calidad para superar estas limitaciones y permitir a los usuarios de este tipo de dispositivos participar en igualdad de condiciones. La aparición de WebRTC como tecnología disruptiva en este entorno, permitiendo nuevas posibilidades de comunicación en navegadores, motiva la segunda iteración de esta tesis. Aquí se presenta un nuevo esquema de adaptación a la demanda para servidores de videoconferencia diseñado para las necesidades del entorno Web y para aprovechar las características de Cloud Computing. Finalmente, esta tesis repasa las conclusiones obtenidas como fruto del trabajo llevado a cabo, reflejando la evolución de la videoconferencia Web desde sus inicios hasta nuestros días. ABSTRACT Multiuser Videoconferencing and real-time collaboration systems allow users to communicate using video, audio and data streams. These systems have been historically expensive to obtain and maintain. Over the last few decades, technological breakthroughs have mitigated those costs and popularized real time video communication, allowing its use in environments such as education or health. The last big evolutionary leap forward has been the transition of these types of applications towards theWeb. Several technologies have allowed this journey to theWeb browser. Firstly, Rich Internet Applications (RIAs) enable the creation of dynamic Web pages that defy the classical request-response interaction and provide an experience similar to their native counterparts. On the other hand, Cloud Computing brings the leasing of virtualized hardware resources in a pay-peruse model and, with it, better scalability in resource-demanding services. However, as with every change, this evolution imposes a set of challenges on existing videoconferencing solutions. This dissertation proposes a set of architectures, mechanisms and algorithms that aim to adapt multi-conferencing systems to the Web platform, taking into account the variety of devices and access networks that come with it. To this end, this thesis starts with a study concerning the requirements that must be met by new Web videoconferencing systems. The result of this study is the design, development and implementation of a new videoconferencing services that provides advanced collaboration to its user by providing video and audio communication as well as desktop sharing. After this, a new communication system between Web and native applications is presented. This system proposes adaptation mechanisms to bridge the two worlds providing a seamless integration transparent to users who can now access the powerful native application via an easy Web interface. The next step is to identify the main challenges posed by multi-conferencing on small devices (smartphones) with heterogeneous access networks. This dissertation proposes a mechanism that combines transcoding and adaptive quality algorithms to overcome those limitations. A second iteration in this dissertation is motivated by WebRTC. WebRTC appears as a disrupting technology by enabling new real-time communication possibilities in browsers. A new mechanism for flexible videoconferencing server scalability is presented. This mechanism aims to address the strong scalability requirements in the Web environment by taking advantage of Cloud Computing. Finally, the dissertation discusses the results obtained throughout the study, capturing the evolution of Web videoconferencing systems.
Resumo:
Enhanced learning environments are arising with great success within the field of cognitive skills training in minimally invasive surgery (MIS) because they provides multiple benefits since they avoid time, spatial and cost constraints. TELMA [1,2] is a new technology enhanced learning platform that promotes collaborative and ubiquitous training of surgeons. This platform is based on four main modules: an authoring tool, a learning content and knowledge management system, an evaluation module and a professional network. TELMA has been designed and developed focused on the user; therefore it is necessary to carry out a user validation as final stage of the development. For this purpose, e-MIS validity [3] has been defined. This validation includes usability, contents and functionality validities both for the development and production stages of any e-Learning web platform. Using e-MIS validity, the e-Learning is fully validated since it includes subjective and objective metrics. The purpose of this study is to specify and apply a set of objective and subjective metrics using e-MIS validity to test usability, contents and functionality of TELMA environment within the development stage.
Resumo:
En esta memoria se muestra el desarrollo del proyecto realizado para la creación de un sistema implantado en espacios verdes de las ciudades. A partir del estudio previo del mercado en torno a las Smart Cities se plantea el desarrollo de un sistema que mejore la sostenibilidad, la eficiencia y la seguridad de sistemas de riego, de medidores de la calidad del aire o estaciones meteorológicas instalados en los espacios verdes y jardines de las ciudades. Sirve de demostrador de cómo mejorar la eficiencia del consumo de agua y energía, además de añadir la funcionalidad de monitorizar la información recibida por sensores instalados en estos espacios en tiempo real a través del sistema desarrollado. La finalidad de este proyecto es la de crear un demostrador que sirva de ejemplo e inspiración para proyectos futuros que se basen en las mismas herramientas que son ofrecidas por Telefónica. El demostrador consiste en el control, gestión y mantenimiento de estos espacios, de modo que se pueda realizar un control y un mantenimiento de los dispositivos y sensores instalados en cada localización y la monitorización de la información suministrada por dichos elementos gracias a la plataforma M2M mediante los simuladores de sensores que ofrece Telefónica para demostraciones. Desde la aplicación, y mediante tecnologías REST y WEB, se realiza la comunicación con los elementos ofrecidos por Telefónica. La información de los sensores almacenada se muestra mediante la creación de informes y gráficas, mostrando la información recibida de los distintos parámetros de medida posibles, como son consumo de agua, temperatura, humedad y medidas de calidad del aire entre otras disponibles. Además, hay un espacio disponible para localizar y gestionar los dispositivos de los que se disponga existiendo la posibilidad de creación de alertas y avisos en función de lo que requiera el usuario. La solución creada como demostrador tiene dos componentes realizados por el estudiante. El primer componente desarrollado consiste en una plataforma web mediante la cual se pueda gestionar en tiempo real los dispositivos instalados en estos espacios verdes, su localización, realizar informes y gráficas, mostrando la información recibida de los sensores y la gestión de reglas para controlar valores límites impuestos por el usuario. El segundo componente es un servicio REST al cual se accede desde la plataforma web creada en el anterior componente y realiza la comunicación con los servicios ofrecidos por Telefónica y la identificación del proveedor del servicio con Telefónica a través del uso de un certificado privado. Además, este componente lleva a cabo la gestión de usuarios, mediante la creación de un servicio de autenticación para limitar los recursos ofrecidos en el servicio REST a determinados usuarios. ABSTRACT. In this memorandum the development of the project carried out for the creation of an implanted into green spaces in cities system is shown. From the previous study of the market around the Smart Cities it arise development of a system to improve the sustainability, efficiency and safety of irrigation systems, meter air quality and green spaces installed weather stations and gardens of cities. It serves as a demonstrator of how to improve the efficiency of water and energy consumption, as well as adding functionality to monitor the information received by sensors installed in these spaces in real time through the system developed. The purpose of this project is to create a demonstrator to provide an example and an inspiration for future projects based on the same tools that are provided by Telefónica. The demonstrator consists of control, management and maintenance of these spaces, so that it can carry out checks and maintenance of devices and sensors installed at each location and monitoring of the information provided by these elements through the M2M platform sensor simulators offered by Telefónica. From the application, and using REST and Web technologies, communication with the items provided by Telefónica is performed. Information stored sensors is shown by creating reports and graphs showing information received from the different parameters as possible, such as water consumption, temperature, humidity and air quality measures among others available. Addition there is an available space to locate and manage devices which becomes available with the possibility of creating alerting and warnings based on what the user requires. The solution created as a demonstrator has two components made by the student. The first component consists of a developed web platform through which to manage real-time devices installed in these green spaces, displaying the information received from the sensors and management rules to control limit values by the user. The second component is a REST service which is accessible from the web platform created in the previous component and performs communication with the services provided by Telefónica and the identification of the service provider with Telefónica through the use of a private certificate. In addition, this component performs user management, by creating an authentication service to restrict the resources available on the REST service to certain users.
Resumo:
En el marco del proyecto europeo FI-WARE, en el CoNWet Lab (laboratorio de la ETSI Informáticos de la UPM) se ha implementado la plataforma Web Wstore que es una implementación de referencia del Store Generic Enabler perteneciente a dicho proyecto. El objetivo de FI-WARE es crear la plataforma núcleo del Internet del Futuro (IoF) con la intención de incrementar la competitividad global europea en el mundo de las TI. El proyecto introduce una infraestructura innovadora para la creación y distribución de servicios digitales en internet. WStore ofrece a los proveedores de servicios la plataforma donde publicar sus ofertas y desde la cual los clientes podrán acceder ellas. Estos proveedores ofrecen servicios Web, aplicaciones, widgets y data sets del mismo modo que Google ofrece aplicaciones en la tienda online Google Play o Apple en el App Store. WStore está implementada actualmente como una plataforma Web, por lo que una organización que desee ofrecer el servicio de la store necesita instalar el software en un servidor propio y disponer de un dominio para ofrecer sus productos. El objetivo de este trabajo es migrar WStore a un entorno de computación en la nube de manera que con una única instancia se ofrezca el servicio a las organizaciones que deseen disponer de su propia plataforma, de la cual tendrán total control como si se encontrase en su propia infraestructura. Para esto se implementa una versión de WStore que será desplegada en una infraestructura cloud y ofrecida como Software as a Service. La implementación incluye una serie de módulos de código que se podrán añadir opcionalmente en el proceso de instalación si se desea que la instancia instalada sea Multitenant. Además, en este trabajo se estudian y prueban las herramientas que ofrece MongoDB para desplegar la plataforma Wstore Multitenant en una infraestructura cloud. Estas herramientas son replica sets y sharding que permiten desplegar una base de datos escalable y de alta disponibilidad. ---ABSTRACT---In the context of the European project FI-WARE, the CoNWeT Lab (IT Lab from ETSIINF UPM university) has been implemented the web platform WStore. WStore is a reference implementation of the Generic Enabler Store from FI-WARE project. The FI-WARE goal is to create the core platform of the Future Internet (IoF) with the intention of enhancing Europe's global competitiveness in IT technologies. FI-WARE introduces an innovative infrastructure for the creation and distribution of digital services over the Internet. WStore offers to service providers a platform to publicate offerings and where customers can access them. The providers offer web services, applications, widgets and data sets in the same way that Google offers online applications on Google Play or Apple on App Store plataforms. WStore is currently implemented as a web platform, so if an organization wants to offer the store service, it need to install the software on it’s own serves and have a domain to offer their products. The objective of this paper is to migrate WStore to a cloud computing environment where a single instance of the WStore is offered as a web service to organizations who want their own store. Customers (tenants) of the WStore web service will have total control over the software and WStore administration. The implementation includes several code modules that can be optionally added in the installation process to build a Multitenant instance. In addition, this paper review the tools that MongoDB provide for scalability and high availability (replica sets and sharding) with the purpose of deploying multi-tenant WStore on a cloud infrastructure.
Resumo:
The engineering of solar power applications, such as photovoltaic energy (PV) or thermal solar energy requires the knowledge of the solar resource available for the solar energy system. This solar resource is generally obtained from datasets, and is either measured by ground-stations, through the use of pyranometers, or by satellites. The solar irradiation data are generally not free, and their cost can be high, in particular if high temporal resolution is required, such as hourly data. In this work, we present an alternative method to provide free hourly global solar tilted irradiation data for the whole European territory through a web platform. The method that we have developed generates solar irradiation data from a combination of clear-sky simulations and weather conditions data. The results are publicly available for free through Soweda, a Web interface. To our knowledge, this is the first time that hourly solar irradiation data are made available online, in real-time, and for free, to the public. The accuracy of these data is not suitable for applications that require high data accuracy, but can be very useful for other applications that only require a rough estimate of solar irradiation.
Resumo:
Este Proyecto de Fin de Carrera presenta un prototipo de aplicación móvil híbrida multi-plataforma para Android y iOS. Las aplicaciones móviles híbridas son una combinación de aplicaciones web móviles y aplicaciones móviles nativas. Se desarrollan parcialmente con tecnologías web y pueden acceder a la capa nativa y sensores del teléfono. 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 migración del módulo de noticias financieras de las aplicaciones actuales para móviles de una compañía bancaria reimplementándolo como aplicación híbrida utilizando uno de los entornos de desarrollo disponibles en el mercado para este propósito. El desarrollo de aplicaciones híbridas puede ahorrar tiempo y dinero cuando se pretende alcanzar más de una plataforma móvil. El objetivo es la evaluación de las ventajas e inconvenientes que ofrece el desarrollo de aplicaciones híbridas en términos de reducción de costes, tiempo de desarrollo y resultado final de la aplicación. El proyecto consta de varias fases. Durante la primera fase se realiza un estudio sobre las aplicaciones híbridas que podemos encontrar hoy en día en el mercado utilizando los ejemplos de linkedIn, Facebook y Financial times. Se hace hincapié en las tecnologías utilizadas, uso de la red móvil y problemas encontrados. Posteriormente se realiza una comparación de distintos entornos de desarrollo multi-plataforma para aplicaciones híbridas en términos de la estrategia utilizada, plataformas soportadas, lenguajes de programación, acceso a capacidades nativas de los dispositivos y licencias de uso. Esta primera fase da como resultado la elección del entorno de desarrollo más adecuado a las exigencias del proyecto, que es PhoneGap, y continua con un análisis más detallado de dicho entorno en cuanto a su arquitectura, características y componentes. La siguiente fase comienza con un estudio de las aplicaciones actuales de la compañía para extraer el código fuente necesario y adaptarlo a la arquitectura que tendrá la aplicación. Para la realización del prototipo se hace uso de la característica que ofrece PhoneGap para acceder a la capa nativa del dispositivo, esto es, el uso de plugins. Se diseña 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 último se hace una evaluación 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.
Resumo:
One of the main challenges facing next generation Cloud platform services is the need to simultaneously achieve ease of programming, consistency, and high scalability. Big Data applications have so far focused on batch processing. The next step for Big Data is to move to the online world. This shift will raise the requirements for transactional guarantees. CumuloNimbo is a new EC-funded project led by Universidad Politécnica de Madrid (UPM) that addresses these issues via a highly scalable multi-tier transactional platform as a service (PaaS) that bridges the gap between OLTP and Big Data applications.
Resumo:
Web-based education or „e-learning‟ has become a critical component in higher education for the last decade, replacing other distance learning methods, such as traditional computer training or correspondence learning. The number of university students who take on-line courses is continuously increasing all over the world. In Spain, nearly a 90% of the universities have an institutional e-learning platform and over 60% of the traditional on-site courses use this technology as a supplement to the traditional face-to-face classes. This new form of learning allows the disappearance of geographical barriers and enables students to schedule their own learning process, among some other advantages. On-line education is developed through specific software called „e-learning platform‟ or „virtual learning environment‟ (VLE). A considerable number of web-based tools to deliver distance courses are currently available. Open source software packages such as Moodle, Sakai, dotLRN or Dokeos are the most commonly used in the virtual campuses of Spanish universities. This paper analyzes the possibilities that virtual learning environments provide university teachers and learners and offers a technical comparison among some of the most popular e-learning learning platforms.