887 resultados para Mobile applications (apps)


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Este proyecto describe la metodología a seguir para conectar la plataforma Arduino a dispositivos Android y establecer una conexión que permita controlar dicha plataforma. Sobre Arduino se acoplará un módulo 3G que permitirá hacer uso de funcionalidades propias de los teléfonos móviles. El objetivo final del proyecto era el control del módulo 3G mediante comandos AT enviados desde un dispositivo Android (tableta) conectado a través de USB. Para ello, se ha desarrollado una aplicación de demostración que permite el uso de algunas de las funcionalidades de comunicación del módulo 3G. Para alcanzar el objetivo propuesto se ha investigado sobre temas tales como: internet de las cosas, las tecnologías de comunicaciones móviles, el sistema operativo Android y el desarrollo de aplicaciones móviles, la plataforma Arduino, el funcionamiento del módulo 3G y sobre la comunicación serie que permitirá comunicarse entre Android y módulo 3G. El proyecto proporciona una guía de iniciación con explicaciones de los diferentes dispositivos, tecnologías y pasos a seguir para la integración de las diferentes plataformas que se han usado en el proyecto: Arduino, Módulo de comunicaciones 3G, y Android. ABSTRACT. This project describes the methodology to connect the Arduino platform to Android devices and establish a connection to allow the platform control. A 3G module will be engaged on Arduino allowing the usage of mobile phones functionalities. The main objective of the project was the control of 3G module through AT commands sent from an Android device (tablet) connected via USB. For that, a demonstration application was developed to permit the use of some communication features of 3G module. To achieve the target, an investigation has been carried out about issues such as: internet of things, mobile communications technologies, the Android operating system and mobile applications development, the Arduino platform, the 3G module operation and serial communication that allows the communication between Android and the 3G module. The project provides a starter guide with explanations of the different devices, technologies and steps for the integration of the different platforms that have been used in the project: Arduino, 3G communications module and Android.

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Pocos mercados en la historia han evolucionado tanto en los últimos años como los relacionados con la movilidad. La necesidad en la sociedad actual de descontextualizar el lugar de trabajo y abrirse hacia un mercado más amplio, ha obligado a las empresas a replantearse cómo adaptar sus modelos de negocios a estas demandas. Algunas empresas aún no se muestran abiertas a estos cambios mientras que en otras se ha materializado, en muchos casos, en la integración de aplicaciones móviles como vía fácil, rápida y cómoda de conexión con el cliente y de interconexión y participación interna en la empresa. Se generan así aplicaciones móviles que permiten crear y mantener una relación utilizándolas como la mejor herramienta de fidelización, posicionando a la marca y ofreciendo una imagen de innovación. Las aplicaciones móviles requieren que el desarrollo de los sistemas sean rápidos, que puedan manejar una gran variedad de acciones sin un alto conocimiento a priori de ellas, que necesiten un número mínimo de parámetros, y que las actualizaciones se realicen de manera tan corta como fuera posible. Este nuevo modelo de negocio ofrece servicios especiales a los clientes, permite obtener sus opiniones, facilita la compra online, auto-gestiona los servicios ofrecidos, aumenta la agilidad en el negocio, motiva su recomendación a otros potenciales clientes y desde la libertad, permite elegir el mejor momento y lugar para llevar a cabo una actividad de manera rápida y efectiva. Se constata el incremento en los ingresos derivados de la incorporación de esta herramienta apostando así por este nuevo modelo de negocio. ABSTRACT. A few market forces have developed in history as much as the present ones regarding mobility. Nowadays the need to set the workplace out of a context and open a wider market in society has made the companies raise again how to adapt their business models to these demands. Some companies haven’t shown this need to change yet. On the contrary, in some others, the change is already a fact. In many cases, it has been materialized the integration of mobile applications not only as an easy, quick and comfortable way to be connected with the client, but also as the interconnection and inner participation in a company. Thus, it is generated a series of mobile applications which allow us to create and keep a relationship by using them as the best tool of fidelity, positioning the trademark and offering an innovation image. Mobile applications require a rapid development of the systems and the management of a great variety of actions without their previous knowledge. Moreover, a minimum range of parameters is needed and updating must be done as soon as possible. This new business role offers the clients some especial services. It permits us to obtain their opinions, expedite online shopping and the self- management of the offered services. It also improves business agility, motivates the reccomendation to other possible clients and it freely let us choose both the best moment and place to carry out an activity rapidly and precisely. It is proved the increasing income derived from the incorporation of this appliance relying on the new business model.

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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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A hydrogen economy is needed, in order to resolve current environmental and energy-related problems. For the introduction of hydrogen as an important energy vector, sophisticated materials are required. This paper provides a brief overview of the subject, with a focus on hydrogen storage technologies for mobile applications. The unique properties of hydrogen are addressed, from which its advantages and challenges can be derived. Different hydrogen storage technologies are described and evaluated, including compression, liquefaction, and metal hydrides, as well as porous materials. This latter class of materials is outlined in more detail, explaining the physisorption interaction which leads to the adsorption of hydrogen molecules and discussing the material characteristics which are required for hydrogen storage application. Finally, a short survey of different porous materials is given which are currently investigated for hydrogen storage, including zeolites, metal organic frameworks (MOFs), covalent organic frameworks (COFs), porous polymers, aerogels, boron nitride materials, and activated carbon materials.

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Dissertação apresentada ao Instituto Politécnico de Castelo Branco para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Desenvolvimento de Software e Sistemas Interactivos, realizada sob a orientação científica do Doutor Fernando Reinaldo Silva Garcia Ribeiro, Professor Adjunto da Unidade Técnico-Científica de Informática da Escola Superior de Tecnologia do Instituto Politécnico de Castelo Branco.

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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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Enhanced data services through mobile phones are expected to be soon fully transactional, interactive and embedded with other mobile consumption practices. While private services will continue to take the lead in the mobile data revolution, others such as government and NGOs are becoming more prominent m-players. This paper adopts a qualitative case study approach interpreting micro-level municipality officers’ mobility concept, ICT histories and choice practices for m-government services in Turkey. The findings highlight that in-situs ICT choice strategies are non-homogenous, sometimes conflicting with each other, and that current strategies have not yet justified the necessity for municipality officers to engage and fully commit to m-government efforts. Furthermore, beyond m-government initiatives’ success or failure, the mechanisms related to public administration mobile technical capacity building and knowledge transfer are identified to be directly related to m-government engagement likelihood.

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Many experts predicted that this, the first decade of the 21st century, will be the decade of mobile computing; although in recent years mobile technology has been one of the major growth areas in computing, the hype has thus far exceeded the reality (Urbaczewski, Valacich, & Jessup, 2003). Why is this? A recent international study of users of handheld devices suggests that there is a predominant perception that quality of service is low and that mobile applications are difficult to use; additionally, although users recognise the potential of emerging mobile technology, the study highlighted a general feeling that the technology is currently dominating rather than supporting users (Jarvenpaa, Lang, Takeda, & Tuunainen, 2003). Users are generally forgiving of physical limitations of mobile devices imposed by technological constraints; they are not, however, so forgiving of the interface to these devices (Sarker & Wells, 2003). Users can excuse restrictions on their use of mobile technology on the basis of level of technological advancement, but find it hard to accept impractical, illogical, or inconvenient interaction design.

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METPEX is a 3 year, FP7 project which aims to develop a PanEuropean tool to measure the quality of the passenger's experience of multimodal transport. Initial work has led to the development of a comprehensive set of variables relating to different passenger groups, forms of transport and journey stages. This paper addresses the main challenges in transforming the variables into usable, accessible computer based tools allowing for the real time collection of information, across multiple journey stages in different EU countries. Non-computer based measurement instruments will be used to gather information from those who may not have or be familiar with mobile technology. Smartphone-based measurement instruments will also be used, hosted in two applications. The mobile applications need to be easy to use, configurable and adaptable according to the context of use. They should also be inherently interesting and rewarding for the participant, whilst allowing for the collection of high quality, valid and reliable data from all journey types and stages (from planning, through to entry into and egress from different transport modes, travel on public and personal vehicles and support of active forms of transport (e.g. cycling and walking). During all phases of the data collection and processing, the privacy of the participant is highly regarded and is ensured. © 2014 Springer International Publishing.

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In the digital age the internet and the ICT devices changed our daily life and routines. It means we couldn't live without these services and devices anywhere (work, home, holiday, etc.). It can be experienced in the tourism sector; digital contents become key tools in the tourism of the 21st century; they will be able to adapt the traditional tourist guide methodology to the applications running on novel digital devices. Tourists belong to a new generation, an "ICT generation" using innovative tools, a new info-media to communicate. A possible direction for tourism development is to use modern ICT systems and devices. Besides participating in classical tours guided by travel guides, there is a new opportunity for individual tourists to enjoy high quality ICT based guided walks prepared on the knowledge of travel guides. The main idea of the GUIDE@HAND service is to use reusable, and create new tourism contents for an advanced mobile device, in order to give a contemporary answer to traditional systems of tourism information, by developing new tourism services based on digital contents for innovative mobile applications. The service is based on a new concept of enhancing territorial heritage and values, through knowledge, innovation, languages and multilingual solutions going along with new tourists‟ “sensitiveness”.

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The following paper attempts to encompass the opportunities for applying QR codes for museums and exhibits through the example of the Hungarian Museum of Environmental Protection and Water Management (Esztergom, Hungary). Besides providing interactivity in the museum for the mobile phone generation through the utilization of a device and a method that they are familiar with, it is important to explain how and why it is worthwhile to “adorn” the exhibits with these codes. In this paper we also touch upon the technical issues of how an existing mobile phone application can be incorporated into and used for the presentation of the museum.

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The ability to use Software Defined Radio (SDR) in the civilian mobile applications will make it possible for the next generation of mobile devices to handle multi-standard personal wireless devices and ubiquitous wireless devices. The original military standard created many beneficial characteristics for SDR, but resulted in a number of disadvantages as well. Many challenges in commercializing SDR are still the subject of interest in the software radio research community. Four main issues that have been already addressed are performance, size, weight, and power. ^ This investigation presents an in-depth study of SDR inter-components communications in terms of total link delay related to the number of components and packet sizes in systems based on Software Communication Architecture (SCA). The study is based on the investigation of the controlled environment platform. Results suggest that the total link delay does not linearly increase with the number of components and the packet sizes. The closed form expression of the delay was modeled using a logistic function in terms of the number of components and packet sizes. The model performed well when the number of components was large. ^ Based upon the mobility applications, energy consumption has become one of the most crucial limitations. SDR will not only provide flexibility of multi-protocol support, but this desirable feature will also bring a choice of mobile protocols. Having such a variety of choices available creates a problem in the selection of the most appropriate protocol to transmit. An investigation in a real-time algorithm to optimize energy efficiency was also performed. Communication energy models were used including switching estimation to develop a waveform selection algorithm. Simulations were performed to validate the concept.^

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Recently, polynomial phase modulation (PPM) was shown to be a power- and bandwidth-efficient modulation format. These two characteristics are in high demand nowadays specially in mobile applications, where devices with size, weight, and power (SWaP) constraints are common. In this paper, we propose implementing a full-diversity quasiorthogonal space-time block code (QOSTBC) using polynomial phase signals as modulation format. QOSTBCs along with PPM are used in order to improve the power efficiency of communication systems with four transmit antennas. We obtain the optimal PPM constellations that ensure full diversity and maximize the QOSTBC's minimum coding gain distance. Simulation results show that by using QOSTBCs along with a properly selected PPM constellation, full diversity in flat fading channels and thus low BER at high signal-to-noise ratios (SNR) can be ensured. More importantly, it is also shown that QOSTBCs using PPM achieve a better error performance than those using conventional modulation formats.

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Considerando a era da computação móvel percebe-se que os sistemas de informaçãoestão passando por um processo de metamorfose para possibilitar que seus usuários utilizemnovas formas de acessos às informações a partir de dispositivos móveis. Isso se deveprincipalmente ao aumento da popularidade de dispositivos como smartphones e tablets.Impulsionado por esse novo cenário de computação, que está mudando velhos hábitos ecriando novas maneiras da sociedade acessar informações que até então só eram acessíveisatravés de computadores tradicionais, crescem as demandas por aplicações móveis corporativas.Esse aumento é ocasionado pela necessidade das empresas garantirem aos seusclientes novas formas de interações com seus serviços. Dessa forma, esse trabalho tem oobjetivo de apresentar um estudo referente ao desenvolvimento de aplicações móveis eum processo denominado Metamorphosis, que provê um conjunto de atividades organizadasem três fases: requisitos, projeto e implantação, para auxiliar no desenvolvimentode aplicações móveis corporativas baseadas em sistemas de informações web existentes.

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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.