953 resultados para Beacon Localizzazione Advertising Mobile Test


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I dispositivi mobili, dagli smartphone ai tablet, sono entrati a far parte della nostra quotidianità. Controllando l’infrastruttura delle comunicazioni, rispetto a qualsiasi altro settore, si ha un maggiore accesso a informazioni relative alla geo-localizzazione degli utenti e alle loro interazioni. Questa grande mole di informazioni può aiutare a costruire città intelligenti e sostenibili, che significa modernizzare ed innovare le infrastrutture, migliorare la qualità della vita e soddisfare le esigenze di cittadini, imprese e istituzioni. Vodafone offre soluzioni concrete nel campo dell’info-mobilità consentendo la trasformazione delle nostre città in Smart City. Obiettivo della tesi e del progetto Proactive è cercare di sviluppare strumenti che, a partire da dati provenienti dalla rete mobile Vodafone, consentano di ricavare e di rappresentare su cartografia dati indicanti la presenza dei cittadini in determinati punti d’interesse, il profilo di traffico di determinati segmenti viari e le matrici origine/destinazione. Per fare questo verranno prima raccolti e filtrati i dati della città di Milano e della regione Lombardia provenienti dalla rete mobile Vodafone per poi, in un secondo momento, sviluppare degli algoritmi e delle procedure in PL/SQL che siano in grado di ricevere questo tipo di dato, di analizzarlo ed elaborarlo restituendo i risultati prestabiliti. Questi risultati saranno poi rappresentati su cartografia grazie a QGis e grazie ad una Dashboard aziendale interna di Vodafone. Lo sviluppo delle procedure e la rappresentazione cartografica dei risultati verranno eseguite in ambiente di Test e se i risultati soddisferanno i requisiti di progetto verrà effettuato il porting in ambiente di produzione. Grazie a questo tipo di soluzioni, che forniscono dati in modalità anonima e aggregata in ottemperanza alle normative di privacy, le aziende di trasporto pubblico, ad esempio, potranno essere in grado di gestire il traffico in modo più efficiente.

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Questo elaborato studia e analizza il comportamento di tre algoritmi di base per quanto riguarda la localizzazione indoor e in particolare la tecnica del fingerprint. L'elaborato include l'analisi di come l'eterogeneita dei dispositivi possa influenzare gli algoritmi e la loro accuratezza nel produrre il risultato. Si include inoltre l'analisi dello stato dell'arte la progettazione e lo sviluppo di un'applicazione Android e di un web service. L'illustrazione dei test effettuati e le considerazioni finali concludono la tesi.

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This study investigates the effect of cell phones on economic development and growth by performing an econometric analysis using data from the International Telecommunications Union and the Penn World Table. It discusses the various ways cell phones can make markets more efficient and how the diffusion of information andknowledge plays into development. Several approaches (OLS, Fixed Effects, 2SLS) were used to test over 20 econometric models. Overall, the mobile cellular subscriptions rate was found to have a positive and significant impact on countries’ level of real per capitaGDP and GDP growth rate. Furthermore, the study provides policy implications for the use of technology to promote global growth.

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Numerous studies have shown that animals have a sense of quantity and can distinguish between relative amounts. The concepts of relative numerousness, estimation, and subitizing are well established in species as diverse as chimpanzees and salamanders. Mobile animals have practical use for an understanding of number in common situations such as predation, mating, and competition. However, the ability to identify discrete quantities has only been firmly established in humans. The purpose of this study was to test for such “absolute numerousness” judgments in three lion-tailed macaques (Macaca silenus), a non-human primate. The three macaques tested had previously been trained on a computerized matchto- sample (MTS) task using geometric shapes. In this study, they were introduced to a MTS task containing a numerical cue, which required the monkeys to match stimuli containing either one or two items for rewards. If monkeys were successful at the initial matching task, they were tested with stimuli in which the position of the items and then the surface area of the items was controlled. If the monkeys could match successfully without using these non-numerical cues, they would demonstrate the capability to make absolute numerousness judgments. None of the monkeys matched successfully using the numerical cue, so no evidence of absolute numerosity was found. Each macaque progressed through the experiment in an individualized manner, attempting a variety of strategies to obtain rewards. These included side preferences and an alternating-side strategy that were unrelated to the numerical cues in the stimuli. When it became clear that the monkeys were not matching based on a stimulus-based cue, they were tested again on matching geometric shapes. All three macaques stopped using their alternate strategies and were able to match shapes successfully, demonstrating that they were still capable of completing the matching task. The data suggest that the monkeys could not transfer this ability to the numerical stimuli. This indicates that the macaques lack a sense of exact quantity, or that they could not recognize the numerical cues in the stimuli as being relevant to the task.

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Purpose. To evaluate the effectiveness of a culturally sensitive educational intervention that used an African American lay survivor of breast cancer to increase knowledge of breast cancer, decrease cancer fatalism, and increase participation in mobile mammography screening among African American women. ^ Design. Experimental pretest/posttest design. ^ Setting. Two predominantly African American churches in a large southwestern metropolitan city. ^ Sample. Participants included 93 African American women, 40 years of age and older. Participants were randomly assigned to an intervention group (n = 48) or a control group (n = 45). ^ Methods. Pretest and post-test measures included the Breast Cancer Knowledge Test and the Powe Fatalism Inventory. In addition, demographic and breast screening practices were collected by questionnaire. The intervention group received a breast cancer educational testimonial from an African American lay survivor of breast cancer, who answered questions and addressed concerns, while stressing the importance of taking responsibility for one's own health and spreading disease prevention messages throughout the African American community. The control group viewed the American Cancer Society “Keep In Touch” video prepared specifically for African American women. Participants in both groups were given culturally sensitive educational materials designed to increase knowledge about breast cancer, and were instructed on breast self-examination by an African American registered nurse, using ethnically appropriate breast models. In addition, after the post-test, all eligible participants were given an opportunity to have a free mammogram via a mobile mammography unit parked at the church. ^ Findings. Participants in the intervention group had a significant increase (p = .03) in knowledge of breast cancer and a significant decrease (p = .000) in fatalism scores compared to those individuals in the control group. The intervention group had a 61% participation rate in screening, while the control group had a 39% participation rate in screening. However, the difference was not statistically significant at the .05 level (p = .07). ^ Conclusions. Results demonstrate that culturally sensitive breast cancer education is successful in increasing knowledge and decreasing cancer fatalism. While there was a trend toward behavior change in the intervention group, more research needs to be done in this area. ^

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Equipped with state-of-the-art smartphones and mobile devices, today's highly interconnected urban population is increasingly dependent on these gadgets to organize and plan their daily lives. These applications often rely on current (or preferred) locations of individual users or a group of users to provide the desired service, which jeopardizes their privacy; users do not necessarily want to reveal their current (or preferred) locations to the service provider or to other, possibly untrusted, users. In this paper, we propose privacy-preserving algorithms for determining an optimal meeting location for a group of users. We perform a thorough privacy evaluation by formally quantifying privacy-loss of the proposed approaches. In order to study the performance of our algorithms in a real deployment, we implement and test their execution efficiency on Nokia smartphones. By means of a targeted user-study, we attempt to get an insight into the privacy-awareness of users in location-based services and the usability of the proposed solutions.

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The increasing adoption of smartphones by the society has created a new area of research in recommender systems. This new domain is based on using location and context-awareness to provide personalization. This paper describes a model to generate context-aware recommendations for mobile recommender systems using banking data in order to recommend places where the bank customers have previously spent their money. In this work we have used real data provided by a well know Spanish bank. The mobile prototype deployed in the bank Labs environment was evaluated in a survey among 100 users with good results regarding usefulness and effectiveness. The results also showed that test users had a high confidence in a recommender system based on real banking data.

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Providing QoS in the context of Ad Hoc networks includes a very wide field of application from the perspective of every level of the architecture in the network.In order for simulation studies to be useful, it is very important that the simulation results match as closely as possible with the test bed results. In this Paper, we study the throughput performance (parameter QoS) in Mobile Ad Hoc Networks (MANETs) and compares emulated test bed results with simulation results from NS2 (Network Simulator). The performance of the Mobile Ad Hoc Networks is very sensitive to the number of users and the offered load. When the number of users/offered load is high then the collisions increase resulting in larger wastage of the medium and lowering overall throughput. The aim of this research is to compare the throughput of Mobile Ad Hoc Networks using three different scenarios: 97, 100 and 120 users (nodes) using simulator NS2. By analyzing the graphs in MANETs, it is concluded When the number of users o nodes is increased beyond the certain limit, throughput decreases.

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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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Los dispositivos móviles modernos disponen cada vez de más funcionalidad debido al rápido avance de las tecnologías de las comunicaciones y computaciones móviles. Sin embargo, la capacidad de la batería no ha experimentado un aumento equivalente. Por ello, la experiencia de usuario en los sistemas móviles modernos se ve muy afectada por la vida de la batería, que es un factor inestable de difícil de control. Para abordar este problema, investigaciones anteriores han propuesto un esquema de gestion del consumo (PM) centrada en la energía y que proporciona una garantía sobre la vida operativa de la batería mediante la gestión de la energía como un recurso de primera clase en el sistema. Como el planificador juega un papel fundamental en la administración del consumo de energía y en la garantía del rendimiento de las aplicaciones, esta tesis explora la optimización de la experiencia de usuario para sistemas móviles con energía limitada desde la perspectiva de un planificador que tiene en cuenta el consumo de energía en un contexto en el que ésta es un recurso de primera clase. En esta tesis se analiza en primer lugar los factores que contribuyen de forma general a la experiencia de usuario en un sistema móvil. Después se determinan los requisitos esenciales que afectan a la experiencia de usuario en la planificación centrada en el consumo de energía, que son el reparto proporcional de la potencia, el cumplimiento de las restricciones temporales, y cuando sea necesario, el compromiso entre la cuota de potencia y las restricciones temporales. Para cumplir con los requisitos, el algoritmo clásico de fair queueing y su modelo de referencia se extienden desde los dominios de las comunicaciones y ancho de banda de CPU hacia el dominio de la energía, y en base a ésto, se propone el algoritmo energy-based fair queueing (EFQ) para proporcionar una planificación basada en la energía. El algoritmo EFQ está diseñado para compartir la potencia consumida entre las tareas mediante su planificación en función de la energía consumida y de la cuota reservada. La cuota de consumo de cada tarea con restricciones temporales está protegida frente a diversos cambios que puedan ocurrir en el sistema. Además, para dar mejor soporte a las tareas en tiempo real y multimedia, se propone un mecanismo para combinar con el algoritmo EFQ para dar preferencia en la planificación durante breves intervalos de tiempo a las tareas más urgentes con restricciones temporales.Las propiedades del algoritmo EFQ se evaluan a través del modelado de alto nivel y la simulación. Los resultados de las simulaciones indican que los requisitos esenciales de la planificación centrada en la energía pueden lograrse. El algoritmo EFQ se implementa más tarde en el kernel de Linux. Para evaluar las propiedades del planificador EFQ basado en Linux, se desarrolló un banco de pruebas experimental basado en una sitema empotrado, un programa de banco de pruebas multihilo, y un conjunto de pruebas de código abierto. A través de experimentos específicamente diseñados, esta tesis verifica primero las propiedades de EFQ en la gestión de la cuota de consumo de potencia y la planificación en tiempo real y, a continuación, explora los beneficios potenciales de emplear la planificación EFQ en la optimización de la experiencia de usuario para sistemas móviles con energía limitada. Los resultados experimentales sobre la gestión de la cuota de energía muestran que EFQ es más eficaz que el planificador de Linux-CFS en la gestión de energía, logrando un reparto proporcional de la energía del sistema independientemente de en qué dispositivo se consume la energía. Los resultados experimentales en la planificación en tiempo real demuestran que EFQ puede lograr de forma eficaz, flexible y robusta el cumplimiento de las restricciones temporales aunque se dé el caso de aumento del el número de tareas o del error en la estimación de energía. Por último, un análisis comparativo de los resultados experimentales sobre la optimización de la experiencia del usuario demuestra que, primero, EFQ es más eficaz y flexible que los algoritmos tradicionales de planificación del procesador, como el que se encuentra por defecto en el planificador de Linux y, segundo, que proporciona la posibilidad de optimizar y preservar la experiencia de usuario para los sistemas móviles con energía limitada. Abstract Modern mobiledevices have been becoming increasingly powerful in functionality and entertainment as the next-generation mobile computing and communication technologies are rapidly advanced. However, the battery capacity has not experienced anequivalent increase. The user experience of modern mobile systems is therefore greatly affected by the battery lifetime,which is an unstable factor that is hard to control. To address this problem, previous works proposed energy-centric power management (PM) schemes to provide strong guarantee on the battery lifetime by globally managing energy as the first-class resource in the system. As the processor scheduler plays a pivotal role in power management and application performance guarantee, this thesis explores the user experience optimization of energy-limited mobile systemsfrom the perspective of energy-centric processor scheduling in an energy-centric context. This thesis first analyzes the general contributing factors of the mobile system user experience.Then itdetermines the essential requirements on the energy-centric processor scheduling for user experience optimization, which are proportional power sharing, time-constraint compliance, and when necessary, a tradeoff between the power share and the time-constraint compliance. To meet the requirements, the classical fair queuing algorithm and its reference model are extended from the network and CPU bandwidth sharing domain to the energy sharing domain, and based on that, the energy-based fair queuing (EFQ) algorithm is proposed for performing energy-centric processor scheduling. The EFQ algorithm is designed to provide proportional power shares to tasks by scheduling the tasks based on their energy consumption and weights. The power share of each time-sensitive task is protected upon the change of the scheduling environment to guarantee a stable performance, and any instantaneous power share that is overly allocated to one time-sensitive task can be fairly re-allocated to the other tasks. In addition, to better support real-time and multimedia scheduling, certain real-time friendly mechanism is combined into the EFQ algorithm to give time-limited scheduling preference to the time-sensitive tasks. Through high-level modelling and simulation, the properties of the EFQ algorithm are evaluated. The simulation results indicate that the essential requirements of energy-centric processor scheduling can be achieved. The EFQ algorithm is later implemented in the Linux kernel. To assess the properties of the Linux-based EFQ scheduler, an experimental test-bench based on an embedded platform, a multithreading test-bench program, and an open-source benchmark suite is developed. Through specifically-designed experiments, this thesis first verifies the properties of EFQ in power share management and real-time scheduling, and then, explores the potential benefits of employing EFQ scheduling in the user experience optimization for energy-limited mobile systems. Experimental results on power share management show that EFQ is more effective than the Linux-CFS scheduler in managing power shares and it can achieve a proportional sharing of the system power regardless of on which device the energy is spent. Experimental results on real-time scheduling demonstrate that EFQ can achieve effective, flexible and robust time-constraint compliance upon the increase of energy estimation error and task number. Finally, a comparative analysis of the experimental results on user experience optimization demonstrates that EFQ is more effective and flexible than traditional processor scheduling algorithms, such as those of the default Linux scheduler, in optimizing and preserving the user experience of energy-limited mobile systems.

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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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El creciente uso de las Tecnologías de la Información y las Comunicaciones en el ámbito educativo ha hecho posible que existan nuevas formas de enseñanza que facilitan el aprendizaje y la mejora de éste. Una de las ramas educativas que más influenciada se ha visto por esto es la de los idiomas, debido en gran parte a la necesidad global de aprender nuevas lenguas y mejorar sus conocimientos de ellas. Entre todos los idiomas que la gente desea aprender destaca uno por encima de todos, el inglés. Esto viene dado no solo por la presencia de éste a nivel mundial, sino por la gran repercusión en el ámbito educativo, comenzando a ser un requisito indispensable en la realización de estudios superiores. El presente proyecto Fin de Grado pretende contribuir a la mejora del conocimiento del inglés para estudiantes que no han alcanzado un nivel B2 de éste. En éste se desarrolla una plataforma educativa accesible por el mayor número de alumnos posibles, no solo solo a través de ordenadores personales, sino principalmente a través de dispositivos móviles tales como smartphones y tablets. Para que fuese posible una mayor utilización de esta por parte de los estudiantes era necesario la creación de una aplicación que pudiese ser utilizada desde cualquier dispositivo sin importar el sistema operativo empleado. Dicha plataforma educativa está formada por un juego de preguntas en la que los estudiantes deberán contestar correctamente para obtener una puntuación final con la que accederán a una clasificación con el resto de miembros de dicha plataforma. Con éste sistema de puntos se pretende dar una componente de gamificación al juego para motivar a los estudiantes a que sigan compitiendo y realizando test de preguntas. Además a dicha plataforma podrán acceder los profesores administradores de ella para monitorizar y ver resultados de los estudiantes participantes. ABSTRACT. The growing use of Information and Communication Technologies in the educational field has made possible for new teaching ways to exist, thus making learning easier and better. One of the more influenced educational branches by this fact is languages, largely due to a global need to learn them and improve knowledge. Among all the languages that people wish to learn, one stands out above them, English. It is given, not only by its worldwide presence, but by its big scholar repercussion; that English is an essential requirement for higher education. This final degree project aims to improve the english level for those who have a hard time doing it. This project develops an educational accesible platform to the greatest number of students, not only through personal computers, but mainly through mobile devices like smartphones or tablets. To make a great use of it by students possible, it was necessary an application which could be used from any device regardless of the operative system. This teaching platform is formed by a quiz game in which students must answer correctly in order to get a final score which will place them in a ranking composed by other platform members. With this score system it is intended to give a gamification component in order to motivate students to keep playing and answering question tests. Also, in this platform, administration teachers will be able to monitor the students and watch their results.

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Este trabalho propõe o estudo analítico de estratégias discursivas das organizações empregadas nas publicidades das mídias sociais no Brasil em que, na tentativa de aproximação com os consumidores, as empresas emitem discursos de humanização. A pesquisa ocupou-se em identificar e analisar as publicidades das marcas notabilizadas nesse ambiente superabundante de informação, capazes de comunicar-se efetivamente com os consumidores, a ponto de levá-los ao engajamento com os interesses da organização pela interação e compartilhamento dos conteúdos nas mídias sociais, e de torná-los os agentes da marca, aqueles que divulgam voluntariamente os seus benefícios para a sua rede de amigos. Trata-se de uma pesquisa exploratória de teor qualitativo, cuja busca se dará pelas delineações de um espaço discursivo. Utilizou-se a análise do discurso (AD), da linha francesa, sob a perspectiva dos estudos do ethos, cenas de enunciação e contrato de comunicação que contemplam os discursos organizacionais. Além da conceituação teórica e revisão de literatura vinculadas às mídias sociais e cultura organizacional, o trabalho analisou as publicidades em vídeo publicadas no Facebook e YouTube, nos anos de 2014 e 2015, cujo intuito era a aproximação com o consumidor. A pesquisa demonstrou que o ambiente das mídias sociais requer outra postura das organizações, uma linguagem dialógica e interativa com a participação do consumidor nas suas publicidades. A supervalorização do consumidor e a sua inclusão nas narrativas é uma tentativa de humanizar as relações entre organização e seus públicos e demonstram ser o eixo conciliador entre ambos na nova ambiência midiática.

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In this paper, we present a simple algorithm for assessing the validity of the RVoG model for PolInSAR-based inversion techniques. This approach makes use of two important features characterizing a homogeneous random volume over a ground surface, i.e., the independence on polarization states of wave propagation through the volume and the structure of the polarimetric interferometric coherency matrix. These two features have led to two different methods proposed in the literature for retrieving the topographic phase within natural covers, i.e., the well-known line fitting procedure and the observation of the (1, 2) element of the polarimetric interferometric coherency matrix. We show that differences between outputs from both approaches can be interpreted in terms of the PolInSAR modeling based on the Freeman-Durden concept, and this leads to the definition of a RVoG/non-RVoG test. The algorithm is tested with both indoor and airborne data over agricultural and tropical forest areas.

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In this project, we propose the implementation of a 3D object recognition system which will be optimized to operate under demanding time constraints. The system must be robust so that objects can be recognized properly in poor light conditions and cluttered scenes with significant levels of occlusion. An important requirement must be met: the system must exhibit a reasonable performance running on a low power consumption mobile GPU computing platform (NVIDIA Jetson TK1) so that it can be integrated in mobile robotics systems, ambient intelligence or ambient assisted living applications. The acquisition system is based on the use of color and depth (RGB-D) data streams provided by low-cost 3D sensors like Microsoft Kinect or PrimeSense Carmine. The range of algorithms and applications to be implemented and integrated will be quite broad, ranging from the acquisition, outlier removal or filtering of the input data and the segmentation or characterization of regions of interest in the scene to the very object recognition and pose estimation. Furthermore, in order to validate the proposed system, we will create a 3D object dataset. It will be composed by a set of 3D models, reconstructed from common household objects, as well as a handful of test scenes in which those objects appear. The scenes will be characterized by different levels of occlusion, diverse distances from the elements to the sensor and variations on the pose of the target objects. The creation of this dataset implies the additional development of 3D data acquisition and 3D object reconstruction applications. The resulting system has many possible applications, ranging from mobile robot navigation and semantic scene labeling to human-computer interaction (HCI) systems based on visual information.