124 resultados para iBeacons iOS app mobile proximity marketing geolocation indoor
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L'objectiu fonamental d'aquest treball és implementar un sistema de base de dades per donar resposta a la necessitat dels desenvolupadors d'aplicacions mòbils a nivell mundial per unificar i millorar l'experiència dels seus usuaris a l'hora de descarregar les seves aplicacions.
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This paper describes a systematic research about free software solutions and techniques for art imagery computer recognition problem.
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The aim of this study is to develop a model measuring the performance of cities' marketing efforts. The model and the benchmarking methodology presented can be used by local authorities to position their marketing efforts and achievements against other (competing) cities and to identify best practices that can assist place marketers in learning how to be more efficient obtaining desired place marketing results, e.g., improved city brand image, with the available resources/budgets. The major implication for practitioners is that place marketing should be managed as a process, taking into account both the resource flows and the outputs, as well as the efficiency of this process.
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Floor cleaning is a typical robot application. There are several mobile robots aviable in the market for domestic applications most of them with random path-planning algorithms. In this paper we study the cleaning coverage performances of a random path-planning mobile robot and propose an optimized control algorithm, some methods to estimate the are of the room, the evolution of the cleaning and the time needed for complete coverage.
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Desenvolupament d'un sistema consistent en un software per la recopilació de dades GPS per a Windows Mobile, un servidor de comunicacions, un server web i una plana web de consulta de les posicions en temps real de les PDA's.
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Treball final de carrera que desenvolupa una aplicació per sistemes iOS que consisteix en un joc multijugador per torns ambientat en el joc d'Othello.
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Anàlisi, disseny i implementació d'un MDM (Mobile Device Management).
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Aquest treball analitza la tecnologia del Smartphone i les implicacions d’aquests dins d’Espanya en relació al màrqueting i a l’antropologia, principalment. El Smartphone s’ha convertit en un utensili que va més enllà d’un simple telèfon, convertint-se en agenda, ràdio, televisió i bastants aplicacions més. El grau de penetració d’aquest s’ha incrementat exponencial-ment, especialment en menors d’edat, i això, està modificant la nostra forma d’actuar i mantenir relacions, i per tant les opcions de màrqueting disponibles a través del mateix, presents i futures.
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Desarrollo de una aplicación para móviles iOS de catalogación y cuidado de plantas de interior.
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Copy2Cloud, que es como he denominado en un principio mi aplicación, básicamente realizará varias copias de elementos indispensables de nuestro dispositivo móvil en un servicio de ficheros tipo nube. Como bien sabemos el espacio físico de los dispositivos es cada vez más limitado, las aplicaciones y datos cada vez ocupan más, y esto nos lleva a tener descontrol sobre el almacenaje y veracidad de éstos, es decir, tenemos tal cantidad de fotos y videos personales en nuestros terminales que en caso de desastre la mayoría de las personas sin conocimientos técnicos darían por perdida toda esa acumulación de nuestros recuerdos, de parte de nuestras vidas.
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QDius2 és una aplicació pensada per a persones amb discapacitat visual. Consisteix en realitzar una descripció verbalitzada de l’estat d’un electrodomèstic utilitzant un dispositiu mòbil amb sistema operatiu Android. L’aplicació guiarà verbalment l’usuari perquè pugui enfocar el panell de control de l’electrodomèstic amb la càmera. Es processarà la imatge obtinguda per extreure la seva informació, ja sigui en el mateix mòbil o al núvol, segons les preferències de l’usuari, i es llegirà la informació resultant. Aquest projecte està dividit en vuit memòries, una per a cada integrant del grup.
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Lector de comics para plataforma iOS para dispositivos iPad.
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One of the most relevant difficulties faced by first-year undergraduate students is to settle into the educational environment of universities. This paper presents a case study that proposes a computer-assisted collaborative experience designed to help students in their transition from high school to university. This is done by facilitating their first contact with the campus and its services, the university community, methodologies and activities. The experience combines individual and collaborative activities, conducted in and out of the classroom, structured following the Jigsaw Collaborative Learning Flow Pattern. A specific environment including portable technologies with network and computer applications has been developed to support and facilitate the orchestration of a flow of learning activities into a single integrated learning setting. The result is a Computer-Supported Collaborative Blended Learning scenario, which has been evaluated with first-year university students of the degrees of Software and Audiovisual Engineering within the subject Introduction to Information and Communications Technologies. The findings reveal that the scenario improves significantly students’ interest in their studies and their understanding about the campus and services provided. The environment is also an innovative approach to successfully support the heterogeneous activities conducted by both teachers and students during the scenario. This paper introduces the goals and context of the case study, describes how the technology was employed to conduct the learning scenario, the evaluation methods and the main results of the experience.
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In the past, sensors networks in cities have been limited to fixed sensors, embedded in particular locations, under centralised control. Today, new applications can leverage wireless devices and use them as sensors to create aggregated information. In this paper, we show that the emerging patterns unveiled through the analysis of large sets of aggregated digital footprints can provide novel insights into how people experience the city and into some of the drivers behind these emerging patterns. We particularly explore the capacity to quantify the evolution of the attractiveness of urban space with a case study of in the area of the New York City Waterfalls, a public art project of four man-made waterfalls rising from the New York Harbor. Methods to study the impact of an event of this nature are traditionally based on the collection of static information such as surveys and ticket-based people counts, which allow to generate estimates about visitors’ presence in specific areas over time. In contrast, our contribution makes use of the dynamic data that visitors generate, such as the density and distribution of aggregate phone calls and photos taken in different areas of interest and over time. Our analysis provides novel ways to quantify the impact of a public event on the distribution of visitors and on the evolution of the attractiveness of the points of interest in proximity. This information has potential uses for local authorities, researchers, as well as service providers such as mobile network operators.
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A new multimodal biometric database designed and acquired within the framework of the European BioSecure Network of Excellence is presented. It is comprised of more than 600 individuals acquired simultaneously in three scenarios: 1) over the Internet, 2) in an office environment with desktop PC, and 3) in indoor/outdoor environments with mobile portable hardware. The three scenarios include a common part of audio/video data. Also, signature and fingerprint data have been acquired both with desktop PC and mobile portable hardware. Additionally, hand and iris data were acquired in the second scenario using desktop PC. Acquisition has been conducted by 11 European institutions. Additional features of the BioSecure Multimodal Database (BMDB) are: two acquisitionsessions, several sensors in certain modalities, balanced gender and age distributions, multimodal realistic scenarios with simple and quick tasks per modality, cross-European diversity, availability of demographic data, and compatibility with other multimodal databases. The novel acquisition conditions of the BMDB allow us to perform new challenging research and evaluation of eithermonomodal or multimodal biometric systems, as in the recent BioSecure Multimodal Evaluation campaign. A description of this campaign including baseline results of individual modalities from the new database is also given. The database is expected to beavailable for research purposes through the BioSecure Association during 2008.