936 resultados para Apple Store


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Este documento tiene por objeto servir de guía para el avance de la industria digital colombiana, mediante la implementación de una propuesta en el modelo de desarrollo de aplicaciones para medios digitales en Televisión -que ha sido tan exitosa en otros medios-, como complemento a la política pública de tecnología en el país, y a su vez, -en un objetivo que apenas inicia y del que este trabajo es un primer atisbo conceptual-, se empiece a discutir la idea de que el Derecho deba someterse a otras ciencias (La económica o la administrativa), con el fin de darle nivel de igualdad a ellas y mostrarlo como una herramienta de inicio para generar instituciones de las que las otras ciencias dependen, partiendo de la base institucional del Estado Social de Derecho.

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[ES]Los Indie games, o videojuegos independientes, son aplicaciones creadas por individuos o pequeños grupos sin apoyo financiero de distribuidores. A menudo se centran en la innovación, y se basan en la distribución digital. En los últimos años han visto un gran aumento principalmente debido a; nuevos métodos de distribución en línea (Steam Greenlight1, Xbox Live2, Playstation Store3, Android Market, Apple Store), nuevas formas de financiación como Kickstarter4 y potentes herramientas gratuitas para el desarrollo. Este proyecto se puede considerar como uno de los primeros pasos en el desarrollo de videojuegos independientes o Indie. Usando SDL como base se pretende diseñar y desarrollar dos prototipos de videojuego, el primero será un clon del conocido Tetris, aprovechando la poca complejidad de las mecánicas del juego para tener un primer contacto con las herramientas. El segundo, de mayor complejidad, se centrará en desarrollar las principales características de un juego tipo plataformas en 2D, del estilo Super Mario, Sonic o los anteriormente mencionados Super Meat Boy y Braid. La Simple DirectMedia Layer (SDL) es un conjunto de bibliotecas desarrolladas en el lenguaje de programación C, que proporcionan funciones básicas para realizar operaciones de dibujo en dos dimensiones, gestión de efectos de sonido y música, además de carga y gestión de imágenes. Fueron desarrolladas inicialmente por Sam Lantinga en 1998, en este proyecto se ha usado la versión 1.2.15 y se espera que este año se termine la versión 2.0, el uno de Junio de este año ha alcanzado el estado Release Candidate.

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In this paper, we present a revolutionary vision of 5G networks, in which SDN programs wireless network functions, and where Mobile Network Operators (MNO), Enterprises, and Over-The-Top (OTT) third parties are provided with NFV-ready Network Store. The proposed Network Store serves as a digital distribution platform of programmable Virtualized Network Functions (VNFs) that enable 5G application use-cases. Currently existing application stores, such as Apple's App Store for iOS applications, Google's Play Store for Android, or Ubuntu's Software Center, deliver applications to user specific software platforms. Our vision is to provide a digital marketplace, gathering 5G enabling Network Applications and Network Functions, written to run on top of commodity cloud infrastructures, connected to remote radio heads (RRH). The 5G Network Store will be the same to the cloud as the application store is currently to a software platform.

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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.

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The launch of the Apple iPad in January 2010 was one of the most anticipated and publicised launched of a new technological device in recent history. Positioning itself as between a smart phone and a PC, but with the attributes of both, Apple have sought to develop a new market niche with the iPad for tablet PC devices, and early signs are that market expectations are being met.. The iPad’s launch was potentially fortuitous for the newspaper industry worldwide, as it offered the potential to address its two recurring problems: the slow but inexorable decline of print media circulation, and the inability to satisfactorily monetise online readerships. As a result, the Apple iPad has benefited from an enormous amount of free publicity in newspapers, as they develop their own applications (apps) for the device. This paper reports on findings from work undertaken through Smart Services CRC into potential take-up and likely uses of the iPad, and their implications for the news media industry. It reports on focus group analysis undertaken in the mid-2010 using “customer job mapping” methodologies, that draw attention to current gaps in user behaviour in terms of available devices, in order to anticipate possibilities beyond the current “three screens” of PC, mobile phone and television.

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The launch of the Apple iPad in January 2010 was one of the most anticipated and publicised launched of a new technological device in recent history. Positioning itself as between a smart phone and a PC, but with the attributes of both, Apple have sought to develop a new market niche with the iPad for tablet PC devices, and early signs are that market expectations are being met.. The iPad’s launch was potentially fortuitous for the newspaper industry worldwide, as it offered the potential to address its two recurring problems: the slow but inexorable decline of print media circulation, and the inability to satisfactorily monetise online readerships. As a result, the Apple iPad has benefited from an enormous amount of free publicity in newspapers, as they develop their own applications (apps) for the device. This paper reports on findings from work undertaken through Smart Services CRC into potential take-up and likely uses of the iPad, and their implications for the news media industry. It reports on focus group analysis undertaken in the mid-2010 using “customer job mapping” methodologies, that draw attention to current gaps in user behaviour in terms of available devices, in order to anticipate possibilities beyond the current “three screens” of PC, mobile phone and television.

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The launch of the Apple iPad on January 2010 has seen considerable interest from the newspaper and publishing industry in developing content and business models for the tablet PC device that can address the limits of both the print and online news and information media products. It is early days in the iPad’s evolution, and we wait to see what competitor devices will emerge in the near future. It is apparent, however, that it has become a significant “niche” product, with considerable potential for mass market expansion over the next few years, possibly at the expense of netbook sales. The scope for the iPad and tablet PCs to become a “fourth screen” for users, alongside the TV, PC and mobile phone, is in early stages of evolution. The study used five criteria to assess iPad apps: • Content: timeliness; archive; personalisation; content depth; advertisements; the use of multimedia; and the extent to which the content was in sync with the provider brand. • Useability: degree of static content; ability to control multimedia; file size; page clutter; resolution; signposts; and customisation. • Interactivity: hyperlinks; ability to contribute content or provide feedback to news items; depth of multimedia; search function; ability to use plug-ins and linking; ability to highlight, rate and/or save items; functions that may facilitate a community of users. • Transactions capabilities: ecommerce functionality; purchase and download process; user privacy and transaction security. • Openness: degree of linking to outside sources; reader contribution processes; anonymity measures; and application code ownership.

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The antecedents of channel power (e.g. El-Ansary and Stern, 1972) and the impact of channel structure ( e.g. Anderson and Narus,1984) on channel dynamics have long been important topics within the channel literature. In addition to the theoretical and methodological contributions, research in these areas has helped channel managers to understand how power is generated and used in coordinating distribution strategies in different contexts. The study presented in this paper builds upon these previous literatures, which are first briefly reviewed below.

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It is argued, there is a paucity of research with regard to male and female consumer behaviour in the context of supermarket shopping in Australia. The purpose of this paper is to identify the differences between male and female shoppers rating the importance of store characteristics within an Australian Supermarket retail environment. A survey gathered data from two hundred and eighty male and female grocery shoppers, across four major Brisbane supermarkets. A simple-random-sample, collection methodology was employed to collect data. Significant statistical differences between male and female grocery shoppers were evident on all ten store characteristics constructs. Significant gender differences featured on twenty-eight of thirty scale items tested. Female grocery shoppers considered supermarket store characteristics more important than male shoppers. This study has implications for sociology, gender studies and consumer behaviour disciplines. It also has commercial implications for food retail management and consumer marketing activities that can positively influence consumer participation levels, increased store revenues and profitability.

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The Fleet Store is a project that was created to research the impact of enterprise and authentic learning models, in increasing the viability and improved career potential of fashion business, design and creative industry (fashion major) students. Reflective Thinking techniques were employed to gain valuable insights into the quality of the experience, the networking and the motivational and experiential learning for all students. The lecturer acted as the Managing Director and curator of the entire event while maintaining pedagogy to support the experience. Research focussed on the ways in which student learning outcomes have been improved by creating product a professional and economically viable pop up fashion outlet in an inner city, high profile shopping precinct. The first QUT double degree fashion business students were supervised and guided to be responsible for creating and maintaining a profitable fashion outlet in collaboration with their lecturer Kay McMahon, Wintergarden Management, Brisbane Marketing, Creative Enterprise Australia and QUT Fashion. Reflective thinking and further research into career outcomes (that are acknowledged as being supported by the experience) are currently being undertaken.

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Family grocery shopping is the accepted domain of women; however, modern social and demographic movements challenge traditional gender roles with in the family structure. Men now engage in grocery shopping more freely and frequently, yet the essence of male shopping behaviour and beliefs present an opportunity for examination. This research identifies specific store characteristics, investigates the perceived importance of those characteristics and explores gender, age and income differences that may exist. A random sample collection methodology involving 280 male and female grocery shoppers was selected. Results indicated significant statistical differences between genders based on perceptions of importance of most store characteristics. Overall, male grocery shoppers considered supermarket store characteristics less important than female shoppers. Income did not affect shoppers’ level of associated importance; however respondents’ age, education and occupation influenced perceptions of price, promotions and cleanliness.

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In this chapter I position the iPhone as a “moment” in the history of cultural technologies. Drawing predominantly on advertising materials and public conversations about other "moments" in the history of personal computing and focusing on Apple’s role in this history, I argue that the design philosophy, marketing, and business models behind the iPhone (and now the iPad) have decisively reframed the values of usability that underpin software and interface design in the consumer technology industry, marking a distinctive shift in the history and contested futures of digital culture.

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The gathering of people in everyday life is intertwined with travelling to negotiated locations. As a result, mobile phones are often used to rearrange meetings when one or more participants are late or cannot make it on time. Our research is based on the hypothesis that the provision of location data can enhance the experience of people who are meeting each other in different locations. Disposable Maps allows users to select contacts from their phone’s address book who then receive up-to-date location data. The utilisation of peer-to-peer notifications and the application of unique URLs for location storage and presentation enable location sharing whilst ensuring users’ location privacy. In contrast to other location sharing services like Google Latitude, Disposable Maps enables ad hoc location sharing to actively selected location receivers for a fixed period of time in a specific given situation.