915 resultados para Mobile application testing


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Recent empirical studies in the area of mobile application testing indicate the need for specific testing techniques and methods for mobile applications. This is due to mobile applications being significantly different than traditional web and desktop applications, particularly in terms of the physical constraints of mobile devices and the very different features of their operating systems. In this paper, we presented a multiple case-study involving four software development companies in the area of mobile and smartphones application. We aimed to identify testing techniques currently being applied by developers and challenges that they are facing. Our principle results are that many industrial teams seem to lack sufficient knowledge on how to test mobile applications, particularly in the areas of mobile application life-cycle conformance, context-awareness, and integration testing. We also found that there is no formal testing approach or methodology that can facilitate a development team to systematically test a critical mobile application.

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The importance of mobile application specific testing techniques and methods has been attracting much attention of software engineers over the past few years. This is due to the fact that mobile applications are different than traditional web and desktop applications, and more and more they are moving to being used in critical domains. Mobile applications require a different approach to application quality and dependability and require an effective testing approach to build high quality and more reliable software. We performed a systematic mapping study to categorize and to structure the research evidence that has been published in the area of mobile application testing techniques and challenges that they have reported. Seventy nine (79) empirical studies are mapped to a classification schema. Several research gaps are identified and specific key testing issues for practitioners are identified: there is a need for eliciting testing requirements early during development process; the need to conduct research in real-world development environments; specific testing techniques targeting application life-cycle conformance and mobile services testing; and comparative studies for security and usability testing.

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The term gamification describes the addition of game elements to non-game contexts as a means to motivate and engage users. This study investigates the design, delivery and pilot evaluation of a gamified, smartphone application built to introduce new students to the campus, services and people at university during their first few weeks. This paper describes changes to the application made after an initial field study was undertaken and provides an evaluation of the impact of the redesign. Survey responses were collected from thirteen students and usage data was captured from 105 students. Results indicate three levels of user engagement and suggest that there is value in adding game elements to the experience in this way. A number of issues are identified and discussed based on game challenges, input, and facilitating game elements in an event setting such as university orientation.

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The smart phones we carry with us are becoming ubiquitous with everyday life and the sensing capabilities of these devices allow us to provide context-aware services. In this paper, we discuss the development of UniNav, a context-aware mobile application that delivers personalised campus maps for universities. The application utilises university students’ details to provide information and services that are relevant and important to them. It helps students to navigate within the campus and become familiar with their university environment quickly. A study was undertaken to evaluate the acceptability and usefulness of the campus map, as well as the impact on a users’ navigation efficiency by utilising the personal and environmental contexts. The result indicates the integration of personal and environmental contexts on digital maps can improve its usefulness and navigation efficiency.

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Mobile devices and smartphones have become a significant communication channel for everyday life. The sensing capabilities of mobile devices are expanding rapidly, and sensors embedded in these devices are cheaper and more powerful than before. It is evident that mobile devices have become the most suitable candidates to sense contextual information without needing extra tools. However, current research shows only a limited number of sensors are being explored and investigated. As a result, it still needs to be clarified what forms of contextual information extracted from mo- bile sensors are useful. Therefore, this research investigates the context sensing using current mobile sensors, the study follows experimental methods and sensor data is evaluated and synthesised, in order to deduce the value of various sensors and combinations of sensor for the use in context-aware mobile applications. This study aims to develop a context fusion framework that will enhance the context-awareness on mobile applications, as well as exploring innovative techniques for context sensing on smartphone devices.

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Environmental degradation has become increasingly aggressive in recent years due to rapid urban development and other land use pressures. This chapter looks at BioCondition, a newly developed vegetation assessment framework by Queensland Department of Resource Management (DERM) and how mobile technology can assist beginners in conducting the survey. Even though BioCondition is designed to be simple, it is still fairly inaccessible to beginners due to its complex, time consuming, and repetitive nature. A Windows Phone mobile application, BioCondition Assessment Tool, was developed to provide on-site guidance to beginners and document the assessment process for future revision and comparison. The application was tested in an experiment at Samford Conservation Park with 12 students studying ecology in Queensland University of Technology.

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Smartphone technology provides free or inexpensive access to mental health and wellbeing resources. As a result the use of mobile applications for these purposes has increased significantly in recent years. Yet, there is currently no app quality assessment alternative to the popular ‘star’-ratings, which are often unreliable. This presentation describes the development of the Mobile Application Rating Scale (MARS) a new measure for classifying and rating the quality of mobile applications. A review of existing literature on app and web quality identified 25 published papers, conference proceedings, and online resources (published since 1999), which identified 372 explicit quality criteria. Qualitative analysis identified five broad categories of app quality rating criteria: engagement, functionality, aesthetics, information quality, and overall satisfaction, which were refined into the 23-item MARS. Independent ratings of 50 randomly selected mental health and wellbeing mobile apps indicated the MARS had excellent levels of internal consistency (α = 0.92) and inter-rater reliability (ICC = 0.85). The MARS provides practitioners and researchers with an easy-to-use, simple, objective and reliable tool for assessing mobile app quality. It also provides mHealth professionals with a checklist for the design and development of high quality apps.

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Tourist recommendation systems have been growing over the last years, mainly because of the use of mobile devices to get user context. This work discuss some of the most relevant systems on the field and presents PSiS Mobile, which is a mobile recommendation and planning application designed to support a tourist during his vacations. It provides recommendations about points of interest to visit based on tourist preferences and on user and sight context. Also, it suggests a visit planning which can be dynamically adapted based on current user and sight context. This tool works like a journey dairy since it records the tourist moves and tasks to help him remember how the trip was like. To conclude, some field experiences will be presented.

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The Portuguese consumer foodservice industry is experiencing a boost in technology adoption, driven by significant changes in consumer behavior and business dynamics, due to mobile increasing penetration. Accordingly, the present work project consists on developing a business plan for meeting an identified opportunity in the technological foodservice landscape. Therefore, this report is divided into three sections, each of which addressing different objectives: (A) External Environment, providing key external insights that support the opportunity; (B) Strategy Formulation, establishing a strategic direction; and (C) Action Plan, determining an implementation plan for starting the business

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In the past decade there has been massive growth of data on the internet. Many people rely on XML based RSS feeds to receive updates from websites. In this paper, we propose a method for managing the RSS feeds from various news websites. A web service is developed to deliver filtered news items from RSS feeds to a mobile client. Each news item is indexed, subsequently, the indexes are used for filtering news items. Indexing is done in two steps. First, classical text categorization algorithms are used to assign a category to each news item, second, geoparsing is used to assign geolocation data to each news item. An android application is developed to access filtered news items by consuming the proposed web service. A prototype is implemented using Rapid miner 5.0 as the data mining tool and SVM as the classification algorithm. Geoparsing and geocoding web services, and Android API are used to implement location-based access to news items. Experimental results prove that the proposed approach is effective and saves a significant amount of information overload processing time.

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A project of interpretive and comparative re-photography, making use of the collection of Mark Strizic's images and the documents related to his career, held by the State Library, as a basis. Strizic died in 2012. It is now 50 years since his work began to illustrate the period of the 1960s when architecture of the Gold Rush era coexisted side-by-side with, and was being replaced by, curtain-glass high-rise office buildings. It is the position of the researchers that not sufficient attention has been given to Mark Strizic’s reaction to what he saw as a plague of ugliness pervading Australian city-scapes, developing a distinctive aesthetic that in turn made his work useful to commentators like Robin Boyd and David Saunders. Strizic operated from a unique perspective as a migrant with an architectural heritage from his father Zdenko, prominent architecture professor in Croatia, and visiting professor of architecture at Melbourne University in the 1960s. Precise re-photography alongside creative work will enable a comparison of Melbourne now with fifty years ago. The public will be able to participate in and contribute to the project via a crowd-funded custom-made app. Half a century has passed since Strizic made his photographs of Melbourne. In so many cases buildings have disappeared or altered, streetscapes have changed and the appearance of Melburnians have changed as have their habits of using the city. A selection of Strizic’s photographs of Melbourne locations can be rephotographed by the public using the methods devised by Mark Klett, assisted by the app software. This will provide a core of documentary imagery of benefit in framing and completing the rest of this project and to future research through comparisons over the time span. The app enables the location on a map of the site and orientation of photographs taken by Strizic. Photographs are downloaded onto users’ devices from the online SLV Strizic picture catalogue. They appear in the app as transparent templates so that users can line up their own re-photograph with accuracy. They will be able to upload their resultant images to a server and they will be available to the Library as an archive enabling direct comparison with the Strizic holdings. It is anticipated that involvement and participation of the public will elevate the profile of the project and publicise the SLV collections and encourage their increased usage and popularity.

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This paper presents an Advanced Traveler Information System (ATIS) developed on Android platform, which is open source and free. The developed application has as its main objective the free use of a Vehicle-to- Infrastructure (V2I) communication through the wireless network access points available in urban centers. In addition to providing the necessary information for an Intelligent Transportation System (ITS) to a central server, the application also receives the traffic data close to the vehicle. Once obtained this traffic information, the application displays them to the driver in a clear and efficient way, allowing the user to make decisions about his route in real time. The application was tested in a real environment and the results are presented in the article. In conclusion we present the benefits of this application. © 2012 IEEE.

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While the use of methyldibromo glutaronitrile (MDBGN) in leave-on products is clearly associated with high sensitization or elicitation risk, such a clear-cut relation could be questioned with regard to rinse-off products.

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The mobile user experience has been significantly altered with the arrival of mobile broadband widespread deployments, massive improvements in available smartphones, and a shift in user habits toward a more participative, communicative role. In this context, mobile application stores have revolutionized software and content delivery. These stores focus on the applications, building around them an ecosystem of developers and consumers. The store greatly lessens the barrier between these agents, providing significant benefits to both developers and consumers. In this article we analyze this phenomenon, describing its originating factors and fundamental characteristics. We also perform a more detailed study on the two most successful application stores, identifying different approaches to implementing the model.