904 resultados para Gamification,User experience,Tecnologie Web,Mobile devices,Web app,Beni culturali,Casa Bufalini


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This thesis presents different aspects of Web Services usage in Symbian OS that is an operating system for handheld devices. The practical part of the work was to develop Symbian OS client application for Web Services. It produced four reusable software components. XML enables platform and programming language independent services. Web Services use XML to create standardized message oriented services that are accessed through HTTP. Web Services are moving towards dynamic B2B interaction. Web Services increases the amount of transferred data, which is not desirable in mobile networks where transfer speed is slower than in the traditional networks. However the modern mobile networks are able to transfer the extra payload with reasonable time. XML processing is not a big problem. Web Services can be accessed from the modern mobile devices and they can cut down the development costs.

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En la societat en què vivim cada vegada agafen més importància les pàgines web, ja que és una eina d’informació molt útil i ràpida de consultar. Per això, no s’entén que una activitat empresarial sigui del tipus que sigui, no tingui representació a la xarxa. No és necessari que l’activitat en qüestió hagi de vendre productes a través d’Internet, sinó que simplement aquesta representació pot ajudar a donar a conèixer l’empresa i a ampliar la cartera de clients. De la mateixa manera, els dispositius mòbils també s’estan convertint en una eina important en la societat d’avui en dia i una bona aplicació pot aportar-te un avantatge en moltes de les feines diàries de les persones. D’aquestes idees sorgeix el projecte de fer la web i l’aplicació pel centre de fisioteràpia Fisioripoll. La web serviria per tenir un lloc a la xarxa on donar-se a conèixer i poder captar nous clients, i l’aplicació funcionaria com a eina pel propi centre, seria una espècie d’agenda electrònica per saber les hores que tens reservades els pròxims dies. Per aconseguir un bon funcionament de la web, s’ha demanat que la pàgina sigui administrable en els seus continguts. És a dir, que els propis gestors del centre puguin canviar els texts, les imatges dels diferents apartats i gestionar les reserves dels clients. En canvi, l’aplicació serà només una eina de consulta i no s’hauria de gestionar res. Per tal de dur a terme aquesta web s’ha tingut en compte utilitzar eines de programació de distribució lliure com és el llenguatge PHP, la base de dades MySQL, jQuery, el framework Phonegap per tal de poder construir una web i una aplicació amb cost de programari nul.

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This study presents a review of theories of the so-called post-industrial society, and proposes that the concept of post-industrial society can be used to understand the recent developments of the World Wide Web, often described as Web 2.0 or social Web. The study combines theories ranging from post-war management science and cultural studies to software development, and tries to build a holistic view of the development of the post-industrial society, and especially the Internet. The discourse on the emergence of a post-industrial society after the World Wars has addressed the ways in which the growing importance of information, and innovations in digital communications technology, are changing our society. It is furthermore deeply connected with the discourse on the postmodern society, which emphasizes cultural fragmentation, intertextuality, and pluralism. The Internet age is characterized by increasing masses of information that are managed through various technologies. While 1990s Internet technologies often used the network as a traditional broadcasting channel with added interactivity, Web 2.0 technologies are specifically designed to utilize the network model by facilitating communication between various services and devices, and analyzing the relationships between users and objects in order to produce intelligent insight. The wide adoption of the Internet, and recently of Internet-enabled mobile devices, is furthermore continuously producing new ways of communicating, consuming, and producing. Applications of the social Web, such as social media or social networking services, are permanently changing our traditional social, cultural, and economic practices. The study first presents an overview of the post-industrial society, the Internet, and the concept of Web 2.0. Then the concept of social Web is described with an analysis of the term social media, the brief histories of the interactive Web and social networking services, and a description of the concept ―long tail‖, used to represent the masses of information available in the Web that do not receive mainstream attention. Finally, methods for retrieving and filtering information, modeling social and cultural relationships, and communicating with customers, are presented.

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IT-järjestelmillä on tärkeä rooli organisaation liiketoiminnassa. Koska organisaation liiketoimintavaatimukset ja strategia muuttuvat ympäröivän maailman mukaan, täytyy järjestelmän arkkitehtuurin sopeutua vallitsevaan tilanteeseen sekä mahdollisiin muutoksiin lyhyellä ja pitkällä aikavälillä. Modernin web-sovelluksen arkkitehtuuri sopeutuu organisaation liiketoiminnan haasteisiin. Erityisesti hallinnolliseksi ongelmaksi organisaatiossa muodostuvat Windows-sovellukset, koska niiden ylläpito sitoo henkilöresursseja ja niiden käyttökonteksti on rajallinen. Tästä syystä organisaatiot ovat käyneet etsimään ratkaisuja kuinka korvata Windows-sovellukset web-sovelluksilla. Kustannustehokas ratkaisu on modernisoida Windows-sovelluksen käyttöliittymä web-sovellukseksi. Tämän diplomityön tavoitteena oli laatia Logica Suomi Oy yritykselle viitearkkitehtuuri Win-dows-sovelluksen käyttöliittymän modernisoimiseksi web-sovellukseksi. Työ suoritettiin Proof of Concept projektissa, jossa modernisointiin Logican pääkäyttäjäsovellus. Työn tarkoituksena oli tunnistaa laajalti käytetyt arkkitehtuurimallit ja menetelmät jotka mahdollistavat modernisoinnin toteutuksen. Lisäksi tarkoitus oli tunnistaa menetelmät ja ohjelmistot jotka mahdollistavat kustannustehokkaan ja laadukkaan web-sovelluksen kehittämisen ja toteuttamisen. Työn osatavoitteena oli laatia modernisoitavan pääkäyttäjäsovelluksen kokonaisarkkitehtuuri. Työn tuloksena saatiin viitearkkitehtuuri jota voidaan käyttää ja hyödyntää ohjelmistokehitysprojekteissa, asiakkaan dokumentaatiossa, myynnissä ja markkinoinnissa. Viitearkkitehtuurissa on esitelty modernit web-teknologiat joilla on mahdollista toteuttaa web-sovellus jonka käyttökokemus vastaa Windows-sovellusta. Lisäksi tuloksena saatiin pääkäyttäjäsovelluksen kokonaisarkkitehtuuri, jonka tärkeimpiä tuloksia ovat modernisoinnin tavoitetila ja sovellusarkkitehtuuri. Tärkeimpiä jatkotoimenpiteitä ovat viitearkkitehtuuriin pohjautuvan modernisointiviitekehyksen laadinta sekä modernisointiprojektin arviointiin käytettävien mittareiden määrittely, suunnittelu ja toteutus. Relevanttien mittareiden avulla voidaan todeta, vastaako modernisoitu sovellus organisaation liiketoimintavaatimuksia ja strategiaa.

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Työssä tutkikaan, miten web-teknologiat soveltuvat usean monitorin sovelluksiin web-ympäristössä, ja todeta tähän liittyvät ongelmat sekä niiden mahdolliset ratkaisut teknisellä tasolla. Tutkituista teknologioista valitaan parhaiten soveltuva ratkaisu ja sen avulla luodaan usean monitorin sovellus, jonka avulla pureudutaan teknillisiin mahdollisuuksiin ja rajoitteisiin. Työn tuloksena nähdään, että usean monitorin web-sovellukset sisältävät monia ohjelmistoteknillisiä ongelmia ja ne sopivat lähinnä järjestelmiin, joiden ympäristö, esimerkiksi käyttöjärjestelmä tai selain, tiedetään. Tällöin voidaan turvautua käyttökokemusta parantaviin selaimen laajennuksiin tai ulkopuolisiin liitännäisiin, jotka toimivat kyseisessä ympäristössä.

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Search engines - such as Google - have been characterized as "Databases of intentions". This class will focus on different aspects of intentionality on the web, including goal mining, goal modeling and goal-oriented search. Readings: M. Strohmaier, M. Lux, M. Granitzer, P. Scheir, S. Liaskos, E. Yu, How Do Users Express Goals on the Web? - An Exploration of Intentional Structures in Web Search, We Know'07 International Workshop on Collaborative Knowledge Management for Web Information Systems in conjunction with WISE'07, Nancy, France, 2007. [Web link] Readings: Automatic identification of user goals in web search, U. Lee and Z. Liu and J. Cho WWW '05: Proceedings of the 14th International World Wide Web Conference 391--400 (2005) [Web link]

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"Web 4 All" promotes digital inclusion at the University of Southampton through a process set up to deliver web products that are accessible, usable and enjoyable to use.

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This research is based on consumer complaints with respect to recently purchased consumer electronics. This research document will investigate the instances of development and device management as a tool used to aid consumer and manage consumer’s mobile products in order to resolve issues in or before the consumers is aware one exists. The problem at the present time is that mobile devices are becoming very advanced pieces of technology, and not all manufacturers and network providers have kept up the support element of End users. As such, the subject of the research is to investigate how device management could possibly be used as a method to promote research and development of mobile devices, and provide a better experience for the consumer. The wireless world is becoming increasingly complex as revenue opportunities are driven by new and innovative data services. We can no longer expect the customer to have the knowledge or ability to configure their own device. Device Management platforms can address the challenges of device configuration and support through new enabling technologies. Leveraging these technologies will allow a network operator to reduce the cost of subscriber ownership, drive increased ARPU (Average Revenue per User) by removing barriers to adoption, reduce churn by improving the customer experience and increase customer loyalty. DM technologies provide a flexible and powerful management method but are managing the same device features that have historically been configured manually through call centers or by the end user making changes directly on the device. For this reason DM technologies must be treated as part of a wider support solution. The traditional requirement for discovery, fault finding, troubleshooting and diagnosis are still as relevant with DM as they are in the current human support environment yet the current generation of solutions do little to address this problem. In the deployment of an effective Device Management solution the network operator must consider the integration of the DM platform, interfacing with many areas of the business, supported by knowledge of the relationship between devices, applications, solutions and services maintained on an ongoing basis. Complementing the DM solution with published device information, setup guides, training material and web based tools will ensure the quality of the customer experience, ensuring that problems are completely resolved, driving data usage by focusing customer education on the use of the wireless service In this way device management becomes a tool used both internally within the network or device vendor and by the customer themselves, with each user empowered to effectively manage the device without any prior knowledge or experience, confident that changes they apply will be relevant, accurate, stable and compatible. The value offered by an effective DM solution with an expert knowledge service will become a significant differentiator for the network operator in an ever competitive wireless market. This research document is intended to highlight some of the issues the industry faces as device management technologies become more prevalent, and offers some potential solutions to simplify the increasingly complex task of managing devices on the network, where device management can be used as a tool to aid customer relations and manage customer’s mobile products in order to resolve issues before the user is aware one exists. The research is broken down into the following, Customer Relationship Management, Device management, the role of knowledge with the DM, Companies that have successfully implemented device management, and the future of device management and CRM. And it also consists of questionnaires aimed at technical support agents and mobile device users. Interview was carried out with CRM managers within support centre to further the evidence gathered. To conclude, the document is to consider the advantages and disadvantages of device management and attempt to determine the influence it will have over customer support centre, and what methods could be used to implement it.

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Pós-graduação em Design - FAAC

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Currently, applications for smartphones and tablets, called apps, are becoming increasingly relevant and attract more attention from users and finally the developers. With the Application Stores, services provided by the company that maintains the platform, access to such applications is as or more simplified than to web sites, with the advantage of anenhanced user experience and focused on the mobile device, and enjoy natives resources as camera, audio, storage, integration with other applications, etc. They present a great opportunity for independent developers, who can now develop an application and make it availabl e to all users of that platform, at free or at a cost that is usually low. Even students may create their applications in the intervals of their classes and sell them in stores. Making use of tools and services, free or at low cost, anyone can develop quality applications, that can be marketed and have a large number of users even in adverse situations in which the application is not the focus of developer productivity. However, such to ols do not seem to be well used, or are unknown, or its purpose is not considered important, and this paper tries to show the real importance of these tools in the rapid development of quality software. This project presents several tools, services and practices, which together make it possible to develop an application for various mobile platforms, independently and with a team of a few people, as demonstrated. However, this paper aims not to say that the development of software today it is easy and simple, but there are currently a large set of tools, for various platforms, that assists and enhances the work of the programmer

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Internet is fully inserted in contemporary society, specially in relation to entertainment services and trading. Its reach has transposed the traditional desktop computer models coming to mobile devices like cell phones and GPS receivers. Likewise, the scientific community takes its benefits, both for publication of studies and for communication between clusters processing information, such as at LHC, located in Switzerland. Concerning geodetic positioning, researches in the area present the concept of Virtual Reference Stations - VRS, in which is necessary a communication way between the real reference stations and a central system as well as between central system and a service requester. In this work, we analyze the current solutions for generation of VRS with regard to data delivery for the service requester and present a solution based on Web Services as an alternative to the model being developed by Spatial Geodesy Study Group – GEGE/FCT/UNESP. Comparing solutions, it was verified the potential of Web Services to aid in researches of geodetic positioning using VRS. Using such technology, it is obtained interoperability, providing greater flexibility to develop client applications, both development carried out by researchers of the university or by any person or enterprise wishing to use the service

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The applications market is heated and has grown in the recent years, every day thousands of apps are downloaded and many of these are electronic games and are intended for smartphones and tablets. The electronic games are often integrated with an online system which has the function of providing extra functionality to the players. This project proposes the development of online support system to a game designed for mobile devices, consisting of a website and a database which has the function of storing data online beyond a system called the back end which has the function to integrate all the modules mentioned previously

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Questo studio si propone di realizzare un’applicazione per dispositivi Android che permetta, per mezzo di un gioco di ruolo strutturato come caccia al tesoro, di visitare in prima persona città d’arte e luoghi turistici. Gli utenti finali, grazie alle funzionalità dell’app stessa, potranno giocare, creare e condividere cacce al tesoro basate sulla ricerca di edifici, monumenti, luoghi di rilevanza artistico-storica o turistica; in particolare al fine di completare ciascuna tappa di una caccia al tesoro il giocatore dovrà scattare una fotografia al monumento o edificio descritto nell’obiettivo della caccia stessa. Il software grazie ai dati rilevati tramite GPS e giroscopio (qualora il dispositivo ne sia dotato) e per mezzo di un algoritmo di instance recognition sarà in grado di affermare se la foto scattata rappresenta la risposta corretta al quesito della tappa. L’applicazione GeoPhotoHunt rappresenta non solo uno strumento ludico per la visita di città turistiche o più in generale luoghi di interesse, lo studio propone, infatti come suo contributo originale, l’implementazione su piattaforma mobile di un Content Based Image Retrieval System (CBIR) del tutto indipendente da un supporto server. Nello specifico il server dell’applicazione non sarà altro che uno strumento di appoggio con il quale i membri della “community” di GeoPhotoHunt potranno pubblicare le cacce al tesoro da loro create e condividere i punteggi che hanno totalizzato partecipando a una caccia al tesoro. In questo modo quando un utente ha scaricato sul proprio smartphone i dati di una caccia al tesoro potrà iniziare l’avventura anche in assenza di una connessione internet. L’intero studio è stato suddiviso in più fasi, ognuna di queste corrisponde ad una specifica sezione dell’elaborato che segue. In primo luogo si sono effettuate delle ricerche, soprattutto nel web, con lo scopo di individuare altre applicazioni che implementano l’idea della caccia al tesoro su piattaforma mobile o applicazioni che implementassero algoritmi di instance recognition direttamente su smartphone. In secondo luogo si è ricercato in letteratura quali fossero gli algoritmi di riconoscimento di immagini più largamente diffusi e studiati in modo da avere una panoramica dei metodi da testare per poi fare la scelta dell’algoritmo più adatto al caso di studio. Quindi si è proceduto con lo sviluppo dell’applicazione GeoPhotoHunt stessa, sia per quanto riguarda l’app front-end per dispositivi Android sia la parte back-end server. Infine si è passati ad una fase di test di algoritmi di riconoscimento di immagini in modo di avere una sufficiente quantità di dati sperimentali da permettere di effettuare una scelta dell’algoritmo più adatto al caso di studio. Al termine della fase di testing si è deciso di implementare su Android un algoritmo basato sulla distanza tra istogrammi di colore costruiti sulla scala cromatica HSV, questo metodo pur non essendo robusto in presenza di variazioni di luminosità e contrasto, rappresenta un buon compromesso tra prestazioni, complessità computazionale in modo da rendere la user experience quanto più coinvolgente.

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Studio sulle tecnologie web e realizzazione applicativo multi-piattaforma con tecnologie HTML e JavaScript

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L'obiettivo di questo lavoro è stato lo studio e lo sviluppo di un'applicazione mobile, che favorisca l'apprendimento scolastico tramite l'uso di tecniche di Gamification. L'app è stata creata con l'intenzione di focalizzarsi in particolare sulla matematica, ma è stata progettata in maniera modulare con diverse funzioni e costrutti parametrizzati, più facilmente gestibile e in futuro ampliabili. Il lavoro è iniziato con l'analisi delle esigenze degli studenti relative allo studio della matematica, ed in particolare si è approfondito la necessità di aiutare gli alunni nell'apprendimento di questa disciplina, attraverso esercizi mirati e con elementi di gioco gamificati.