944 resultados para Mobile Security, Mobile App Security, App Stores, Android Security, iOS Security
Resumo:
This case study reports on the development of a bespoke mobile recording app for collating records of biodiversity sightings on a University campus. This innovative project was achieved through a multi-disciplinary partnership of staff and students. It is hoped that the app itself will benefit lecturers by streamlining data collection during teaching and learning activities, whilst engaging students and highlighting the wealth of diversity available on campus
Resumo:
The increasing importance of employability in Higher Education curricula and the prevalence of using mobile devices for fieldbased learning prompted an investigation into student awareness of the relationship between the use of mobile apps for learning and the development of graduate attributes (GAs) (and the link to employability). The results from post-fieldwork focus groups from four field courses indicated that students could make clear links between the use of a variety of mobile apps and graduate attribute development. The study suggests a number of mobile apps can align simultaneously with more than one graduate attribute. Furthermore, prior experience and the context of use can influence students’ perceptions of an app and its link with different GAs.
Resumo:
It has been suggested that few students graduate with the skills required for many ecological careers, as field-based learning is said to be in decline in academic institutions. Here, we asked if mobile technology could improve field-based learning, using ability to identify birds as the study metric. We divided a class of ninety-one undergraduate students into two groups for field-based sessions where they were taught bird identification skills. The first group has access to a traditional identification book and the second group were provided with an identification app. We found no difference between the groups in the ability of students to identify birds after three field sessions. Furthermore, we found that students using the traditional book were significantly more likely to identify novel species. Therefore, we find no evidence that mobile technology improved students’ ability to retain what they experienced in the field; indeed, there is evidence that traditional field guides were more useful to students as they attempted to identify new species. Nevertheless, students felt positively about using their own smartphone devices for learning, highlighting that while apps did not lead to an improvement in bird identification ability, they gave greater accessibility to relevant information outside allocated teaching times.
Resumo:
This thesis focuses on the adaptation of formal education to people’s technology- use patterns, theirtechnology-in-practice, where the ubiquitous use of mobile technologies is central. The research question is: How can language learning practices occuring in informal learning environments be effectively integrated with formal education through the use of mobile technology? The study investigates the technical, pedagogical, social and cultural challenges involved in a design science approach. The thesis consists of four studies. The first study systematises MALL (mobile-assisted language learning) research. The second investigates Swedish and Chinese students’ attitudes towards the use of mobile technology in education. The third examines students’ use of technology in an online language course, with a specific focus on their learning practices in informal learning contexts and their understanding of how this use guides their learning. Based on the findings, a specifically designed MALL application was built and used in two courses. Study four analyses the app use in terms of students’ perceived level of self-regulation and structuration. The studies show that technology itself plays a very important role in reshaping peoples’ attitudes and that new learning methods are coconstructed in a sociotechnical system. Technology’s influence on student practices is equally strong across borders. Students’ established technologies-in-practice guide the ways they approach learning. Hence, designing effective online distance education involves three interrelated elements: technology, information, and social arrangements. This thesis contributes to mobile learning research by offering empirically and theoretically grounded insights that shift the focus from technology design to design of information systems.
Resumo:
The Brazilian start-up Local Wander plans to enter the tourism sector with a mobile application aiming to enable a new form of travel research. A web-based survey has been sent out to the start-up’s target audience (n: 236) in order to gain further relevant information for the designing of Local Wander’s market entry strategy. By applying the diffusion of innovation theory, this thesis could detect five different adopter categories, originally described by Rogers (1962), among Local Wander’s target audience based on their adoption intention. The Early Market was observed to be significantly bigger than the theory predicted. Research revealed four characteristics to be of significant impact on the adoption intention: Relative Perceived Product Advantage, Perceived Product Complexity, Compatibility with digital travel research sources, and the adopter’s Innovativeness towards mobile applications. Specific characteristics in order to identify Local Wander’s early users, the so called Innovators, were detected giving indications for further necessary company market research. Findings showed that the diffusion of innovation framework is a helpful tool for start-ups’ prospective decision making and market entry strategy planning.
Resumo:
This paper presents an approach to integrate an artificial intelligence (AI) technique, concretely rule-based processing, into mobile agents. In particular, it focuses on the aspects of designing and implementing an appropriate inference engine of small size to reduce migration costs. The main goal is combine two lines of agent research, First, the engineering oriented approach on mobile agent architectures, and, second, the AI related approach on inference engines driven by rules expressed in a restricted subset of first-order predicate logic (FOPL). In addition to size reduction, the main functions of this type of engine were isolated, generalized and implemented as dynamic components, making possible not only their migration with the agent, but also their dynamic migration and loading on demand. A set of classes for representing and exchanging knowledge between rule-based systems was also proposed.
Resumo:
The AEDROMO (Experimental and Didactic Environment with Mobile Robots) is a versatile, user friendly and scalable environment that supports a wide range of experiments. In it there is an area that is similar to a desk where objects can interact with each other, including robots and other objects, and thus can perform numerous activities. In it's current state, AEDROMO has client computers that interact with the system through an interface, and thus realize the communication between the user and AEDROMO. This project offer support to create a new form of interface for AEDROMO and can therefore be used for devices running Android, the app developed in this project will serve as a basis for future work on this new interface
Resumo:
[ES] El primordial objetivo del presente Trabajo de Final de Título (TFT) es realizar un juego de plataforma estilo runner para dispositivos móviles con sistema Android, y por medio de este, realizar un análisis de las diferentes herramientas que se pueden emplear para el desarrollo juegos para móvil estilo runner. El resultado que se obtuvo fue SweetRuner, una aplicación móvil que permite jugar en dispositivos móviles que posean sistema Android en una versión igual o superior a Honeycomb. Las características que posee SweetRunner son: creación aleatoria de los elementos del juego; obstáculos y bonificaciones; aumento de dificultad conforme aumenta la puntuación; cálculo de puntuación y puntuación máxima; finalmente, comunicación con la red social Facebook. El desarrollo de SweetRunner se realizó en el motor de videojuegos Unity3D, ya que es considerado la mejor opción para este tipo de juegos, por las facilidades que brinda y por su sencillez y amigabilidad. La mayoría de las herramientas empleadas en el desarrollo de la app son de software libre, pero también se ha trabajado con software privativo. Es por esta razón que el presente trabajo se distribuye bajo la licencia GNU LGPL versión3, ya que con esta licencia se pueden enlazar a un programa no GPL, que puede ser software libre o no. El presente trabajo tiene el potencial necesario para convertirse en una guía para desarrollar juegos para móviles estilo runner. Esta guía facilitará el proceso de desarrollo y optimización, además de ayudar a entender el funcionamiento y la potencialidad de las diferentes herramientas y componentes que se usaron.
Resumo:
Communication and coordination are two key-aspects in open distributed agent system, being both responsible for the system’s behaviour integrity. An infrastructure capable to handling these issues, like TuCSoN, should to be able to exploit modern technologies and tools provided by fast software engineering contexts. Thesis aims to demonstrate TuCSoN infrastructure’s abilities to cope new possibilities, hardware and software, offered by mobile technology. The scenarios are going to configure, are related to the distributed nature of multi-agent systems where an agent should be located and runned just on a mobile device. We deal new mobile technology frontiers concerned with smartphones using Android operating system by Google. Analysis and deployment of a distributed agent-based system so described go first to impact with quality and quantity considerations about available resources. Engineering issue at the base of our research is to use TuCSoN against to reduced memory and computing capability of a smartphone, without the loss of functionality, efficiency and integrity for the infrastructure. Thesis work is organized on two fronts simultaneously: the former is the rationalization process of the available hardware and software resources, the latter, totally orthogonal, is the adaptation and optimization process about TuCSoN architecture for an ad-hoc client side release.
Resumo:
Tesi relativa allo sviluppo e all'evoluzione tecnologica di software applicativi per dispositivi mobili in impieghi di telemedicina, telemonitoraggio e in campi generalmente medico-sanitari.
Resumo:
L'obiettivo di questo lavoro è effettuare un'analisi del modello di programmazione proposto da Android. L'attenzione verrà posta, in particolare, su quali meccanismi vengano forniti per la gestione di eventi asincroni generati dal sistema, allo scopo di notificare cambiamenti del contesto in cui si sta operando: dal modo in cui vengono intercettati, a come risulta possibile modificare il comportamento dell'applicazione, in reazione alle nuove informazioni acquisite. Si valuteranno gli elementi di novità introdotti nelle API di Android, in relazione ai classici mezzi disponibili nella programmazione standard in Java, atti a risolvere una nuova categoria di problematiche dovute alla natura context-aware delle applicazioni. Sarà effettuata anche un'analisi più generale della qualità del modello proposto, in termini di estensibilità e modularità del codice; per fare ciò, si prenderà in esame l'applicazione SMS Backup+ come caso di studio e si proporranno delle possibili estensioni per verificarne la fattibilità.
Resumo:
NinjaTyping è un cosiddetto "Typing Game", sviluppato per terminali Android. L'utente deve scrivere il testo visualizzato su schermo, nel minor tempo e con la minor incidenza possibile d'errore. I punteggi effettuati dagli utenti, possono essere condivisi su Facebook oltre che su un apposito server dedicato, atto a gestire i migliori punteggi. Inoltre è prevista anche una modalità online in cui gli utenti possono sfidarsi in partite a turni. Anche questa feature è gestita tramite il server dedicato.
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Studio, descrizione, analisi e implementazione di tecnologie Android: Mappe, Google Cloud Messaging, Sensori
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Tesi riguardante lo sviluppo di una applicazione Android rivolto ai pendolari. Si da maggior rilievo al framework Wi-Fi P2P e al filtraggio audio.