915 resultados para Mobile application testing


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RESUMEN Con la irrupción y el auge de las tecnologías móviles en estos últimos años, se ha hecho patente que los procesos de gestión tienden a ser controlados a través de estas tecnologías, permitiendo al usuario centralizar todos los servicios que le sea posible en un dispositivo de uso tan común como el teléfono móvil, así como acceder a ellos de forma rápida y cómoda. El sistema de tutorías de la Universidad Politécnica de Madrid no es la excepción. Desde su creación, el Grupo de Innovación Educativa Tutorial Action (GIETA) [1] ha trabajado en la modernización del proceso de gestión que conlleva el sistema de tutorías, buscando las deficiencias del sistema tradicional que pudiesen resolverse utilizando la tecnología. Este Trabajo de Fin de Grado (TFG) ha tenido como objetivo apoyar la labor iniciada por el GIETA, desarrollando un sistema de gestión de tutorías mediante una aplicación móvil. Para lograr este objetivo, inicialmente se realizó un proceso de reflexión sobre, entre otras cuestiones, la razón de ser de la aplicación a desarrollar, las ventajas que aportaría al usuario final, aquellos riesgos que podían amenazar al proyecto, etc. Este proceso se englobó dentro de la herramienta Agile Inception Deck. Tras este proceso de reflexión, se estructuró el proyecto en fases o sprints de desarrollo, en las que se llevó a cabo la implementación del resultado final de este TFG, una aplicación móvil para el sistema operativo Android, que aporta funcionalidad que resuelve todos los requisitos asociados a las distintas historias de usuario definidas para el proyecto. ABSTRACT With the rise of mobile technologies in recent years, it has become clear that management processes tend to be controlled through these technologies, allowing users to centralize all services as possible, using a device as common as the mobile phone, and access them quickly and easily. The tutorial system at the Technical University of Madrid is not an exception. Since it’s creation, the Group of Educational Innovation Tutorial Action has worked on the modernization of the management process that involves the tutorial system, looking for weaknesses of the traditional system that could be solved using technology. This TFG has aimed to support the work initiated by the GIETA, developing a tutorship management system through a mobile application. To achieve this goal, initially a process of reflection was held about, inter alia, the rationale for the application to be developed, the advantages it would bring to the final user, the risks that could threaten the project, etc. This process is encompassed within the Agile Inception Deck tool. After this process of reflection, the project was divided into phases or sprints, in which took place the implementation of the outcome of the TFG, a mobile application for the Android operating system, which provides functionality that meets all the requirements associated with the different user stories defined for the project.

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En este documento se especifican aspectos importantes sobre un Modelo de Negocio que se llevará a cabo para justificar las expectativas de éxito de la empresa, pudiendo lograr con ello, financiación externa o socios capitalistas que quieran contribuir a alcanzar dicho éxito. En colaboración con la empresa Where Are Pets, formada por tres jóvenes emprendedores, entre los que me incluyo, se ha desarrollado este Modelo de Negocio para determinar la viabilidad económica y financiera del desarrollo de una aplicación móvil para la gestión de mascotas. Se han tratado puntos como las estrategias de marketing a seguir, el estudio de los clientes a los que la aplicación irá destinada y la estructura del capital necesario para llevar a cabo el proyecto, entre otros. Este Plan de Negocio está destinado a ser una herramienta de gran utilidad tanto para el emprendedor, como para socios, y para los posibles inversores. ABSTRACT This document lists important aspects of a Business Model to be carried out with the object of justify company’s success expectations, to achieve with this, external financing or financial partners who want to contribute to achieving this success. In collaboration with the company Where Are Pets, composed of three young entrepreneurs, myself included, we have developed this Business Model for determining the economic and financial viability of development of a mobile application for managing pets. Several points as marketing strategies, the study of potential customers and structure of the capital necessary to carry out the project, among others, have been treated. This Final Project is intended to be a useful for the entrepreneur, the partners or the potential investors.

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Este trabajo contiene el diseño y análisis de dos modalidades de docencia de programación de aplicaciones móviles, con el objetivo de aumentar el interés de los estudiantes de enseñanza secundaria por la Ingeniería Informática. Primeramente se analizó la estructura y el contenido de las diferentes materias relacionadas con la informática que existen actualmente en la educación secundaria en España, con el fin de localizar las carencias del currículo. Estas carencias principales son: la falta de reconocimiento de la Ingeniería informática al mismo nivel que el resto de ingenierías y una falta de contenidos relacionados con el desarrollo de software, tanto a nivel de programación como de diseño. A continuación, una vez analizados diferentes posibilidades de entornos con los que desarrollar dichos cursos, se diseñaron los dos modelos de docencia utilizando App Inventor como herramienta conductora, con los que poder cubrir esos conocimientos. El primer modelo consiste en un curso de cuatro semanas a impartir directamente en el centro, mientras que el segundo se trata de un taller de una mañana a impartir en la Escuela Técnica Superior de Ingenieros Informáticos de la Universidad Politécnica de Madrid. De los resultados de esos modelos se han obtenidos resultados muy positivos en cuanto al incremento de los conocimientos de los alumnos sobre informática, además de aumentar su interés por la Ingeniería Informática y obtener una visión más ajustada a la realidad de la misma.---ABSTRACT---This work details the design and realization of a workshop and a course for teaching mobile application programming to Spanish high school students, with the aim of increasing their interest in Computing. In order to locate the shortcomings of the curriculum, the structure and contents of various subjects related to Computing in currently secondary education in Spain were analyzed. The results show a lack of recognition of computer engineering at the same level as the rest of engineering disciplines and a lack of content related to software development, both in terms of programming and design. Then, after analyzing existing programming environments available for covering the basic programming objectives, App Inventor was chosen as mobile programming environment for both teaching activities (the workshop and the course). The first activity consists of a four-week course to teach directly in the high school, while the second one is a 4-hour workshop to be held at the university. The workshop and the course were carried out with students of two secondary schools, obtaining very positive results in terms of increasing students’ knowledge about computers, increasing their interest in Computing, and making them get a more accurate vision of the discipline.

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En este proyecto se realiza el diseño y la implementación de un sistema que genera realidad aumentada, mediante la detección de vehículos que se encuentran en una trayectoria, y sirve de base para la conducción autónoma en vehículospara ambientes nocturnos ya que se ha observado mediante el estudio del arte que no existen aplicaciones de este tipo en dichas condiciones. La implementación de dicho sistema se realiza mediante una aplicación móvil en el sistema operativo de Android, que se apoya en sus librerías para el uso de sensores y la creación de menús, y las de OpenCV para el tratamiento de las imágenes. Además, se han realizado una serie de pruebas para demostrar la validez y la eficiencia de dicho algoritmo y se presenta al usuario mediante una aplicación de fácil manejo y uso en un dispositivo móvil. ABSTRACT. This project is about the design and implemantation of a system which generates augmented reality by detecting vehicles that stand along a followed trayectory, working out the basis for autonomus driving in night environments, because it was noticed that any other applications exist for this particular purpose, under the given circumstances. Implementation works through an Android mobile application, and learns over this operative system libraries in order to work with sensors, menu configurations, and OpenCV for image processing. A number of tests were run to prove the algorithm right and efficient; and it is introduced to the users via an easy-to-use app on a mobile device.

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En este proyecto se realiza el diseño y la implementación de un sistema que genera realidad aumentada, mediante la detección de vehículos que se encuentran en una trayectoria, y sirve de base para la conducción autónoma en vehículospara ambientes nocturnos ya que se ha observado mediante el estudio del arte que no existen aplicaciones de este tipo en dichas condiciones. La implementación de dicho sistema se realiza mediante una aplicación móvil en el sistema operativo de Android, que se apoya en sus librerías para el uso de sensores y la creación de menús, y las de OpenCV para el tratamiento de las imágenes. Además, se han realizado una serie de pruebas para demostrar la validez y la eficiencia de dicho algoritmo y se presenta al usuario mediante una aplicación de fácil manejo y uso en un dispositivo móvil. ABSTRACT. This project is about the design and implemantation of a system which generates augmented reality by detecting vehicles that stand along a followed trayectory, working out the basis for autonomus driving in night environments, because it was noticed that any other applications exist for this particular purpose, under the given circumstances. Implementation works through an Android mobile application, and learns over this operative system libraries in order to work with sensors, menu configurations, and OpenCV for image processing. A number of tests were run to prove the algorithm right and efficient; and it is introduced to the users via an easy-to-use app on a mobile device.

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Aplicativos móveis de celulares que coletam dados pessoais estão cada vez mais presentes na rotina do cidadão comum. Associado a estas aplicações, há polêmicas sobre riscos de segurança e de invasão de privacidade, que podem se tornar entraves para aceitação destes sistemas por parte dos usuários. Por outro lado, discute-se o Paradoxo da Privacidade, em que os consumidores revelam mais informações pessoais voluntariamente, apesar de declarar que reconhecem os riscos. Há pouco consenso, nas pesquisas acadêmicas, sobre os motivos deste paradoxo ou mesmo se este fenômeno realmente existe. O objetivo desta pesquisa é analisar como a coleta de informações sensíveis influencia a escolha de aplicativos móveis. A metodologia é o estudo de aplicativos disponíveis em lojas virtuais para celulares através de técnicas qualitativas e quantitativas. Os resultados indicam que os produtos mais populares da loja são aqueles que coletam mais dados pessoais. Porém, em uma análise minuciosa, observa-se que aqueles mais buscados também pertencem a empresas de boa reputação e possuem mais funcionalidades, que exigem maior acesso aos dados privativos do celular. Na survey realizada em seguida, nota-se que os consumidores reduzem o uso dos aplicativos quando consideram que o produto coleta dados excessivamente, mas a estratégia para proteger essas informações pode variar. No grupo dos usuários que usam aplicativos que coletam dados excessivamente, conclui-se que o motivo primordial para compartilhar informações pessoais são as funcionalidades. Além disso, esta pesquisa confirma que comparar os dados solicitados pelos aplicativos com a expectativa inicial do consumidor é um constructo complementar para avaliar preocupações com privacidade, ao invés de simplesmente analisar a quantidade de informações coletadas. O processo desta pesquisa também ilustrou que, dependendo do método utilizado para análise, é possível chegar a resultados opostos sobre a ocorrência ou não do paradoxo. Isso pode dar indícios sobre os motivos da falta de consenso sobre o assunto

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O contexto tecnológico em que vivemos é uma realidade. E a tendência é para ser assim também no futuro. Cada vez mais. É o caso das representações de locais e entidades em mapas digitais na web. Na visão de Crocker (2014), esta tendência é ainda mais acentuada, no âmbito das aplicações móveis, como mostram as mais diversas location-based applications. No setor do desporto e da respetiva gestão nem sempre foi fácil desenvolver aplicações, recorrendo a este tipo de representações espaciais. A tecnologia não era fácil e o know-how não era adequadamente qualificado. Mas, as empresas fornecedoras de tecnologia geoespacial simplificaram o desenvolvimento de aplicações web nesta área, através da utilização de application programming interfaces (API). Como refere Svennerberg (2010), estas API’s servem de interface entre um serviço proporcionado por uma empresa, caso da Google Maps (2013) e uma aplicação web ou móvel que utiliza esses serviços. Foi com este objetivo que desenvolvemos uma aplicação web, utilizando as metodologias próprias neste domínio, como a framework de Zachman (2009), tal como foi originalmente adaptada por Whitten e Bentley (2005), onde um dos módulos é precisamente a representação de espaços desportivos, recorrendo à utilização dos serviços da Google Maps. Para além disso, toda a aplicação é suportada numa abordagem Model-View-Control (MVC). Para conseguir representar as instalações desportivas num mapa, criámos uma base de dados MySQL, com dados de longitude e latitude, de cada instalação desportiva. Através de JavaScript criou-se o mapa propriamente dito, indicando o tipo (mapa de estradas, satélite ou street view) e as respetivas opções (nível de zoom, alinhamento, controlo de interface e posicionamente, entre muitas outras opções). O passo seguinte consistiu em passar os dados para o frontend da aplicação web. Para isso, recorreu-se à integração do PHP com as livrarias externas de código JavaSrcipt, criadas especificamente para o efeito (caso da MarkerManager). A implementação destas funcionalidades permite georeferenciar todos os tipos e géneros de espaços desportivos de um concelho, região ou País. Obteve-se ainda know-how, background e massa crítica, para o desenvolvimento de novas funcionalidades. A sua utilização em dispositivos móveis é outra das possibilidades atualmente já em desenvolvimento.

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In the UK, 20 per cent of people aged 75 years and over are living with sight loss; this percentage is expected to increase as the population ages (RNIB, 2011). Age-Related Macular Degeneration (AMD) is the UK’s leading cause of severe visual impairment amongst the elderly. It accounts for 16,000 blind/partial sight registrations per year and is the leading cause of blindness among people aged 55 years and older in western countries (Bressler, 2004). Our ultimate goal is to develop an assistive mobile application to support accurate and convenient diet data collection on which basis to then provide customised dietary advice and recommendations in order to help support individuals with AMD to mitigate their ongoing risk and retard the progression of the disease. In this paper, we focus on our knowledge elicitation activities conducted to help us achieve a deep and relevant understanding of our target user group. We report on qualitative findings from focus groups and observational studies with persons with AMD and interviews with domain experts which enable us to fully appreciate the impact that technology may have on our intended users as well as to inform the design and structure of our proposed mobile assistive application.

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Mobile technology has been one of the major growth areas in computing over recent years (Urbaczewski, Valacich, & Jessup, 2003). Mobile devices are becoming increasingly diverse and are continuing to shrink in size and weight. Although this increases the portability of such devices, their usability tends to suffer. Fuelled almost entirely by lack of usability, users report high levels of frustration regarding interaction with mobile technologies (Venkatesh, Ramesh, & Massey, 2003). This will only worsen if interaction design for mobile technologies does not continue to receive increasing research attention. For the commercial benefit of mobility and mobile commerce (m-commerce) to be fully realized, users’ interaction experiences with mobile technology cannot be negative. To ensure this, it is imperative that we design the right types of mobile interaction (m-interaction); an important prerequisite for this is ensuring that users’ experience meets both their sensory and functional needs (Venkatesh, Ramesh, & Massey, 2003). Given the resource disparity between mobile and desktop technologies, successful electronic commerce (e-commerce) interface design and evaluation does not necessarily equate to successful m-commerce design and evaluation. It is, therefore, imperative that the specific needs of m-commerce are addressed–both in terms of design and evaluation. This chapter begins by exploring the complexities of designing interaction for mobile technology, highlighting the effect of context on the use of such technology. It then goes on to discuss how interaction design for mobile devices might evolve, introducing alternative interaction modalities that are likely to affect that future evolution. It is impossible, within a single chapter, to consider each and every potential mechanism for interacting with mobile technologies; to provide a forward-looking flavor of what might be possible, this chapter focuses on some more novel methods of interaction and does not, therefore, look at the typical keyboard and visual display-based interaction which, in essence, stem from the desktop interaction design paradigm. Finally, this chapter touches on issues associated with effective evaluation of m-interaction and mobile application designs. By highlighting some of the issues and possibilities for novel m-interaction design and evaluation, we hope that future designers will be encouraged to “think out of the box” in terms of their designs and evaluation strategies.

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Efforts to address the problems of literacy are often focused on developing countries. However, functional illiteracy is a challenge encountered by up to 50% of adults in developed countries. In this paper we reflect on the challenges we faced in trying to design and study the use of a mobile application to support adult literacy with two user groups: adults enrolled in literacy classes and carpenters without a high school education enrolled in an essential skills program. We also elaborate on aspects of the evaluations that are specific to a marginalized, functionally illiterate, group in a developed country - aspects that are less frequently present in similar studies of mobile literacy support technologies in developing countries. We conclude with presenting the lessons learnt from our evaluations and the impact of the studies' specific challenges on the outcome and uptake of such mobile assistive technologies in providing practical support to low-literacy adults in conjunction with literacy and essential skills training.

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In the UK, 20 per cent of people aged 75 years and over are living with sight loss; this percentage is expected to increase as the population ages (RNIB, 2011). Age-Related Macular Degeneration (AMD) is the UK’s leading cause of severe visual impairment amongst the elderly. It accounts for 16,000 blind/partial sight registrations per year and is the leading cause of blindness among people aged 55 years and older in western countries (Bressler, 2004). Our ultimate goal is to develop an assistive mobile application to support accurate and convenient diet data collection on which basis to then provide customised dietary advice and recommendations in order to help support individuals with AMD to mitigate their ongoing risk and retard the progression of the disease. In this paper, we focus on our knowledge elicitation activities conducted to help us achieve a deep and relevant understanding of our target user group. We report on qualitative findings from focus groups and observational studies with persons with AMD and interviews with domain experts which enable us to fully appreciate the impact that technology may have on our intended users as well as to inform the design and structure of our proposed mobile assistive application.

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Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2015

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The technological evolution has been making the Distance Education accessible for a greater number of citizens anytime and anywhere. The potential increase of the supply for mobile devices integrated to mobile learning environments allows that the information comes out of the physical environment, creating opportunities for students and teachers to create geographically distributed learning scenarios. However, many applications developed for these environments remain isolated from each other and do not become integrated sufficiently into the virtual learning environments (AVA). This dissertation presents an interoperability model between mobile devices and distinct AVA based on webservices. For the conception of this model, requirements engineering and software architecture techniques were used. With the goal of showing the model viability, a mobile application focused on surveys has been developed, and additionally, the main functionalities related to the interoperability were tested

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Given the growing demand for the development of mobile applications, driven by use increasingly common in smartphones and tablets grew in society the need for remote data access in full in the use of mobile application without connectivity environments where there is no provision network access at all times. Given this reality, this work proposes a framework that present main functions are the provision of a persistence mechanism, replication and data synchronization, contemplating the creation, deletion, update and display persisted or requested data, even though the mobile device without connectivity with the network. From the point of view of the architecture and programming practices, it reflected in defining strategies for the main functions of the framework are met. Through a controlled study was to validate the solution proposal, being found as the gains in reducing the number of lines code and the amount of time required to perform the development of an application without there being significant increase for the operations.

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Given the growing demand for the development of mobile applications, driven by use increasingly common in smartphones and tablets grew in society the need for remote data access in full in the use of mobile application without connectivity environments where there is no provision network access at all times. Given this reality, this work proposes a framework that present main functions are the provision of a persistence mechanism, replication and data synchronization, contemplating the creation, deletion, update and display persisted or requested data, even though the mobile device without connectivity with the network. From the point of view of the architecture and programming practices, it reflected in defining strategies for the main functions of the framework are met. Through a controlled study was to validate the solution proposal, being found as the gains in reducing the number of lines code and the amount of time required to perform the development of an application without there being significant increase for the operations.