896 resultados para applicazione, app, mobile, web, takeaway, asporto, ristorazione, ristorante, Android, web


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Il presente progetto è stato svolto in collaborazione con la Cineteca di Bologna e verte sulla riprogettazione dell'odierna interfaccia Web, in funzione della sua visualizzazione mobile non considerata nella progettazione del 2008, in particolare nella sua parte che concerne la programmazione degli spettacoli in ambito cinematografico. Raccolti i suggerimenti degli utenti e approfondite le richieste della Cineteca, affrontando con i responsabili IT della Fondazione le criticità emerse, la ristrutturazione delle sezioni presenti e l'aggiunta di nuove funzionalità, si è impostato il lavoro come segue. In primis, si è eseguita una ricerca, avvalendosi di fonti autorevoli nella letteratura di settore, con un focus incentrato sull’Usabilità. Questa ha portato a presentare una panoramica di tale tematica, per concentrarsi poi sulle peculiarità dei dispositivi mobili, toccando vari aspetti: da un approfondimento dalle caratteristiche dell’uso fino una collocazione anche storica alla realtà mobile. Successivamente, si è proseguito analizzando nel dettaglio tutti i vari elementi da includere, sia dal punto di vista concettuale che posizionale, in riferimento a varie soluzioni proposte dalla letteratura di settore. Ciò preferendo i modelli principalmente utilizzati, dunque maggiormente familiari agli utenti, e i metodi normalizzati per la risoluzione di singole problematiche frequenti nella presentazione delle informazioni. Il risultato è un progetto di interfaccia più vicina all'esperienza quotidiana dell'utente, concretizzatosi con la realizzazione di un prototipo per mezzo di applicativi che simulano un device e mostrano anteprime grafiche dell'interfaccia medesima, nella fattispecie della natura e della collocazione dei singoli componenti sullo schermo. Il lavoro, pertanto, si pone l’obiettivo di rispondere a comuni e debite aspettative dell'utenza in fatto di comodità, efficienza e immediatezza di consultazione della Programmazione anche in mobilità.

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Nell’ambito di questo lavoro di tesi è stata progettata e realizzata un'applicazione di edutainment, pensata per essere fruita attraverso dispositivi mobili, da parte di studenti delle scuole medie, con l’obiettivo di esercitare e migliorare le capacità logiche e di problem solving. La tesi descrive il contesto educativo e scolastico in relazione alla presenza delle tecnologie dell'informazione e della comunicazione, ed infine mostra come una componente di intrattenimento possa essere utile nei processi di apprendimento. Lo sviluppo dell’applicazione è basato sulla progettazione di applicazioni ibride, usando come framework di sviluppo Apache Cordova, quindi attraverso tecnologie web-based, con un’architettura client-server, in cui la parte client gestisce l’interfaccia grafica e le interazioni logiche mentre la parte server viene sfruttata esclusivamente come contenitore di informazioni.

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Mit der Idee eines generischen, an vielfältige Hochschulanforderungen anpassbaren Studierenden-App-Frameworks haben sich innerhalb des Arbeitskreises Web der ZKI ca. 30 Hochschulen zu einem Entwicklungsverbund zusammengefunden. Ziel ist es, an den beteiligten Einrichtungen eine umfassende Zusammenstellung aller elektronischen Studienservices zu evaluieren, übergreifende Daten- und Metadatenmodelle für die Beschreibung dieser Dienste zu erstellen und Schnittstellen zu den gängigen Campusmanagementsystemen sowie zu Infrastrukturen der elektronischen Lehre (LMS, Druckdienste, elektronischen Katalogen usw.) zu entwickeln. In einem abschließenden Schritt werden auf dieser Middleware aufsetzende Studienmanagement-Apps für Studierende erstellt, die die verschiedenen Daten- und Kommunikationsströme der standardisierten Dienste und Kommunikationskanäle bündeln und in eine für den Studierenden leicht zu durchschauende, navigationsfreundliche Aufbereitung kanalisiert. Mit der Konzeption eines dezentralen, über eine Vielzahl von Hochschulen verteilten Entwicklungsprojektes unter einer zentralen Projektleitung wird sichergestellt, dass redundante Entwicklungen vermieden, bundesweit standardisierte Serviceangebote angeboten und Wissenstransferprozesse zwischen einer Vielzahl von Hochschulen zur Nutzung mobiler Devices (Smartphones, Tablets und entsprechende Apps) angeregt werden können. Die Unterstützung der Realisierung klarer Schnittstellenspezifikationen zu Campusmanagementsystemen durch deren Anbieter kann durch diese breite Interessensgemeinschaft ebenfalls gestärkt werden. Weiterhin zentraler Planungsinhalt ist ein Angebot für den App-Nutzer zum Aufbau eines datenschutzrechtlich integeren, persönlichen E-Portfolios. Details finden sich im Kapitel Projektziele weiter unten.

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Web surveys are becoming increasingly popular in survey research. Compared with face-to-face, telephone and mail surveys, web surveys may contain a different and new source of measurement error and bias: the type of device that respondents use to answer the survey questions. To the best of our knowledge, this is the first study that tests whether the use of mobile devices affects survey characteristics and stated preferences in a web-based choice experiment. The web survey was carried out in Germany with 3,400 respondents, of which 12 per cent used a mobile device (i.e. tablet or smartphone), and comprised a stated choice experiment on externalities of renewable energy production using wind, solar and biomass. Our main finding is that survey characteristics such as interview length and acquiescence tendency are affected by the device used. In contrast to what might be expected, we find that, compared with respondents using desktop computers and laptops, mobile device users spent more time to answer the survey and are less likely to be prone to acquiescence bias. In the choice experiment, mobile device users tended to be more consistent in their stated choices, and there are differences in willingness to pay between both subsamples.

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Web surveys are becoming increasingly popular in survey research including stated preference surveys. Compared with face-to-face, telephone and mail surveys, web surveys may contain a different and new source of measurement error and bias: the type of device that respondents use to answer the survey questions. This is the first study that tests whether the use of mobile devices, tablets or smartphones, affects survey characteristics and stated preferences in a web-based choice experiment. The web survey on expanding renewable energy production in Germany was carried out with 3182 respondents, of which 12% used a mobile device. Propensity score matching is used to account for selection bias in the use of mobile devices for survey completion. We find that mobile device users spent more time than desktop/laptop users to answer the survey. Yet, desktop/laptop users and mobile device users do not differ in acquiescence tendency as an indicator of extreme response patterns. For mobile device users only, we find a negative correlation between screen size and interview length and a positive correlation between screen size and acquiescence tendency. In the choice experiment data, we do not find significant differences in the tendency to choose the status quo option and scale between both subsamples. However, some of the estimates of implicit prices differ, albeit not in a unidirectional fashion. Model results for mobile device users indicate a U-shaped relationship between error variance and screen size. Together, the results suggest that using mobile devices is not detrimental to survey quality.

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The mobile apps market is a tremendous success, with millions of apps downloaded and used every day by users spread all around the world. For apps’ developers, having their apps published on one of the major app stores (e.g. Google Play market) is just the beginning of the apps lifecycle. Indeed, in order to successfully compete with the other apps in the market, an app has to be updated frequently by adding new attractive features and by fixing existing bugs. Clearly, any developer interested in increasing the success of her app should try to implement features desired by the app’s users and to fix bugs affecting the user experience of many of them. A precious source of information to decide how to collect users’ opinions and wishes is represented by the reviews left by users on the store from which they downloaded the app. However, to exploit such information the app’s developer should manually read each user review and verify if it contains useful information (e.g. suggestions for new features). This is something not doable if the app receives hundreds of reviews per day, as happens for the very popular apps on the market. In this work, our aim is to provide support to mobile apps developers by proposing a novel approach exploiting data mining, natural language processing, machine learning, and clustering techniques in order to classify the user reviews on the basis of the information they contain (e.g. useless, suggestion for new features, bugs reporting). Such an approach has been empirically evaluated and made available in a web-­‐based tool publicly available to all apps’ developers. The achieved results showed that the developed tool: (i) is able to correctly categorise user reviews on the basis of their content (e.g. isolating those reporting bugs) with 78% of accuracy, (ii) produces clusters of reviews (e.g. groups together reviews indicating exactly the same bug to be fixed) that are meaningful from a developer’s point-­‐of-­‐view, and (iii) is considered useful by a software company working in the mobile apps’ development market.

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La web vive un proceso de cambio constante, basado en una interacción mayor del usuario. A partir de la actual corriente de paradigmas y tecnologías asociadas a la web 2.0, han surgido una serie de estándares de gran utilidad, que cubre la necesidad de los desarrollos actuales de la red. Entre estos se incluyen los componentes web, etiquetas HTML definidas por el usuario que cubren una función concreta dentro de una página. Existe una necesidad de medir la calidad de dichos desarrollos, para discernir si el concepto de componente web supone un cambio revolucionario en el desarrollo de la web 2.0. Para ello, es necesario realizar una explotación de componentes web, considerada como la medición de calidad basada en métricas y definición de un modelo de interconexión de componentes. La plataforma PicBit surge como respuesta a estas cuestiones. Consiste en una plataforma social de construcción de perfiles basada en estos elementos. Desde la perspectiva del usuario final se trata de una herramienta para crear perfiles y comunidades sociales, mientras que desde una perspectiva académica, la plataforma consiste en un entorno de pruebas o sandbox de componentes web. Para ello, será necesario implementar el extremo servidor de dicha plataforma, enfocado a la labor de explotación, por medio de la definición de una interfaz REST de operaciones y un sistema para la recolección de eventos de usuario en la plataforma. Gracias a esta plataforma se podrán discernir qué parámetros influyen positivamente en la experiencia de uso de un componente, así como descubrir el futuro potencial de este tipo de desarrollos.---ABSTRACT---The web evolves into a more interactive platform. From the actual version of the web, named as web 2.0, many paradigms and standards have arisen. One of those standards is web components, a set of concepts to define new HTML tags that covers a specific function inside a web page. It is necessary to measure the quality of this kind of software development, and the aim behind this approach is to determine if this new set of concepts would survive in the actual web paradigm. To achieve this, it is described a model to analyse components, in the terms of quality measure and interconnection model description. PicBit consists of a social platform to use web components. From the point of view of the final user, this platform is a tool to create social profiles using components, whereas from the point of view of technicians, it consists of a sandbox of web components. Thanks to this platform, we will be able to discover those parameters that have a positive effect in the user experience and to discover the potential of this new set of standards into the web 2.0.

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El proyecto “Aplicación móvil y web para la gestión de lugares geolocalizados (www.midiez.com)” tiene como objetivo principal crear un repositorio de listas categorizadas de sitios para su uso en el ámbito personal o comercial. Tanto la aplicación web como la aplicación móvil desarrollada en Android tienen el propósito de gestionar listas de lugares de interés (Restaurantes, tiendas,..) o con propósitos específicos (Organización de viajes) o simplemente como una forma de anotar aquellos sitios que nos comentan y que nos gustaría visitar. El desarrollo de este proyecto además permitirá contrastar las distintas alternativas y la evolución de las distintas herramientas que se han ido desarrollando para la gestión del ocio en los últimos años desde el sistema Android y plataformas web. Todo el proyecto ha sido realizado usando software libre (PHP para el lenguaje web servidor y Java para la programación móvil). La principal finalidad desde el punto de vista del desarrollador es: aprovechar las sinergias de la programación móvil y la programación web de manera que las mismas capas de negocio de Datos sean usadas por ambas plataformas. Asimismo crear una aplicación distribuida y fácilmente escalable. Las herramientas que se han usado para desarrollar han sido: la SDK proporcionada por Google, una JDK de Java y un IDE de desarrollo Java como es Eclipse y otro similar para el desarrollo de la parte PHP. La BBDD elegida ha sido MySQL. El proyecto pretende mostrar el potencial de las aplicaciones móviles geolocalizadas desde el punto de vista del ocio y compararlas con el estado del arte actual. Por lo tanto la mayor parte del tiempo dedicado al proyecto ha sido empleado en el desarrollo de la aplicación web, la aplicación móvil y en la base de datos pero también he dedicado una pequeña parte del trabajo para realizar un estudio sobre las consecuencias que esta tecnología está teniendo en nuestros cerebros. ABSTRACT The project "Web and Mobile App for managing geolocation places” has as main objective managing of places lists in order to use them in the leisure time scope. Nowadays the use of GPS is being a constant in mobile applications so that is already part of our daily life. We used to know where we are always and at the same time we can find locations using the technology of our mobile phones. Now it is very difficult to get lost outside but also is difficult to explain somebody how to get to anywhere without using Google Maps. Google Maps, Geolocation, gps navigators, … all that kind of stuff are making our life easier and less complicated but also are making our brains lazier. Furthermore, the development of this project will use the potential of locate places into maps to avoid annotate every spot we would like to visit or a brand new restaurant. The project itself shows the location features of Google Maps combined with an places data base in order to create, and manage places lists and use them to get to them as well as to share those places with our contacts. Also, the main purpose from the point of view of the developer is to combine different programming languages and use the resulting synergies in a easily scalable and portable environment. The tools that have been used to develop are: the SDK provided by Google, one JDK Java and Java development IDE such as Eclipse and similar to the development of the PHP part. The DB has been chosen MySQL. Finally, this project aims to show, from an educational point of view, the use and potential of this technology. Thus, it has been devoted a large amount of time of the project (and, consequently, its documentation) on develop the Android app, the data base and the web app but also but also to highlight the consequences of using technology.

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Mode of access: Internet.

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Aim: To validate the accuracy and repeatability of a mobile app reading speed test compared with the traditional paper version. Method: Twenty-one subjects wearing their full refractive correction glasses read 14 sentences of decreasing print size between 1.0 and -0.1 logMAR, each consisting of 14 words (Radner reading speed test) at 40 cm with a paper-based chart and twice on iPad charts. Time duration was recorded with a stop watch for the paper chart and on the App itself for the mobile chart allowing critical print size (CPS) and optimal reading speed (ORS) to be derived objectively. Results: The ORS was higher for the mobile app charts (194±29 wpm; 195±25 wpm) compared with the paper chart (166±20 wpm; F=57.000, p<0.001). The CPS was lower for the mobile app charts (0.17±0.20 logMAR; 0.18±0.17 logMAR) compared with the paper chart (0.25±0.17 logMAR; F=5.406, p=0.009). The mobile app test had a mean difference repeatability of 0.30±22.5 wpm, r=0.917 for ORS, and a CPS of 0.0±0.2 logMAR, r=0.769. Conclusions: Repeatability of the app reading speed test is as good (ORS) or better (CPS) than previous studies on the paper test. While the results are not interchangeable with paper-based charts, mobile app tablet-based tests of reading speed are reliable and rapid to perform, with the potential to capture functional visual ability in research studies and clinical practice.

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BACKGROUND: Contrast detection is an important aspect of the assessment of visual function; however, clinical tests evaluate limited spatial frequencies and contrasts. This study validates the accuracy and inter-test repeatability of a swept-frequency near and distance mobile app Aston contrast sensitivity test, which overcomes this limitation compared to traditional charts. METHOD: Twenty subjects wearing their full refractive correction underwent contrast sensitivity testing on the new near application (near app), distance app, CSV-1000 and Pelli-Robson charts with full correction and with vision degraded by 0.8 and 0.2 Bangerter degradation foils. In addition repeated measures using the 0.8 occluding foil were taken. RESULTS: The mobile apps (near more than distance, p = 0.005) recorded a higher contrast sensitivity than printed tests (p < 0.001); however, all charts showed a reduction in measured contrast sensitivity with degradation (p < 0.001) and a similar decrease with increasing spatial frequency (interaction > 0.05). Although the coefficient of repeatability was lowest for the Pelli-Robson charts (0.14 log units), the mobile app charts measured more spatial frequencies, took less time and were more repeatable (near: 0.26 to 0.37 log units; distance: 0.34 to 0.39 log units) than the CSV-1000 (0.30 to 0.93 log units). The duration to complete the CSV-1000 was 124 ± 37 seconds, Pelli-Robson 78 ± 27 seconds, near app 53 ± 15 seconds and distance app 107 ± 36 seconds. CONCLUSIONS: While there were differences between charts in contrast levels measured, the new Aston near and distance apps are valid, repeatable and time-efficient method of assessing contrast sensitivity at multiple spatial frequencies.

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The main focus of attention in this paper is the access to websites of leading regional, national and world museums. Their accessibility from desktop and mobile devices is hereby evaluated. The paper covers a detailed analysis of the mobile operating systems, their market share in Bulgaria and the opportunities they offer to the users. The need for contemporary cultural and historical heritage websites which maintain lighter but fully-functioning mobile versions, facilitating and making their access from portable devices easier, is also well-grounded here.

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Questo documento di tesi si incentra principalmente sullo studio delle reti wireless mobili e dei relativi scenari di utilizzo. In particolare, come esse vengono applicate per il riconoscimento e la prevenzione di incidenti stradali. Vista l’importanza di questo problema a livello di sicurezza stradale, ho deciso di sviluppare un' applicazione per smartphone Android, in grado di riconoscere le attività di uso quotidiano dell’utente e associarle a dei comportamenti, come ad esempio quello di un ciclista, di un pedone o di un automobilista. Nel caso in cui, in uno scenario stradale i dispositivi si trovassero ad una distanza ravvicinata, possono comunicare tramite una connessione Wi-Fi Direct il loro ruolo e lanciare messaggi di pericolo per avvisare la loro presenza, in modo da prevenire collisioni stradali. La realtà in cui si vuole collocare questa applicazione è quella che viene chiamata Pedestrian Detection, già idea di General Motors, che la sta sviluppando sui futuri veicoli che metterà in produzione nei prossimi anni e che sicuramente integreranno funzionalità aggiuntive per la segnalazione di pericoli tramite smartphone e Wi-Fi Direct.

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Obbiettivo di questa tesi è presentare l'applicazione per dispositivi mobili denominata “dPiP” (che sta per “di Piazza in Piazza“), il suo scopo, il suo funzionamento ed il processo che ha portato dalla sua ideazione al suo utilizzo nell'ambito delle iniziative dell'Università di Bologna in occasione dell'EXPO2015. In particolare, l'applicazione è strettamente correlata all'installazione "di Piazza in Piazza" che è stata ospitata presso la Biblioteca Malatestiana di Cesena, da Settembre 2015 a Maggio 2016.