928 resultados para Android, Java, mobile, database, PHP, App, Json, design pattern, compatibilità, UML


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Nowadays, a lot of interesting and useful and imaginative applications are springing to Android software market. And for guitar fans, some related apps bring great connivence to them, like a guitar tuner can save people from carrying a entity tuner all the time, some apps can simulate a real guitar, and some apps provide some simple lessons allowing people to learn some basic things. But these apps which can teach people, they can't really “monitor ” people, that is, they just give some instructions and hope people would follow them. So my project is to design an app which can detect if users are playing wrong and right real-timely. Guitar chords are always the first for new guitar beginners to learn, and a chord is a set of notes combined together in a regulated way ( get from the music theory having millions of developing ), and 'pitch' is the term for determining if the note different from other notes or noise, so the problem here is to manage the multi-pitch analysis in real time. And it's necessary to know some basics of digital signal processing ( DSP ) because digital signals are always more convenient for computers to analyze compared to analog signals. Then I found an audio processing Java library – TarsosDSP, and try to apply it to my Android project.

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Food safety has always been a social issue that draws great public attention. With the rapid development of wireless communication technologies and intelligent devices, more and more Internet of Things (IoT) systems are applied in the food safety tracking field. However, connection between things and information system is usually established by pre-storing information of things into RFID Tag, which is inapplicable for on-field food safety detection. Therefore, considering pesticide residue is one of the severe threaten to food safety, a new portable, high-sensitivity, low-power, on-field organophosphorus (OP) compounds detection system is proposed in this thesis to realize the on-field food safety detection. The system is designed based on optical detection method by using a customized photo-detection sensor. A Micro Controller Unit (MCU) and a Bluetooth Low Energy (BLE) module are used to quantize and transmit detection result. An Android Application (APP) is also developed for the system to processing and display detection result as well as control the detection process. Besides, a quartzose sample container and black system box are also designed and made for the system demonstration. Several optimizations are made in wireless communication, circuit layout, Android APP and industrial design to realize the mobility, low power and intelligence.

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This paper discusses the advantages of database-backed websites and describes the model for a library website implemented at the University of Nottingham using open source software, PHP and MySQL. As websites continue to grow in size and complexity it becomes increasingly important to introduce automation to help manage them. It is suggested that a database-backed website offers many advantages over one built from static HTML pages. These include a consistency of style and content, the ability to present different views of the same data, devolved editing and enhanced security. The University of Nottingham Library Services website is described and issues surrounding its design, technological implementation and management are explored.

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Nowadays there is almost no crime committed without a trace of digital evidence, and since the advanced functionality of mobile devices today can be exploited to assist in crime, the need for mobile forensics is imperative. Many of the mobile applications available today, including internet browsers, will request the user’s permission to access their current location when in use. This geolocation data is subsequently stored and managed by that application's underlying database files. If recovered from a device during a forensic investigation, such GPS evidence and track points could hold major evidentiary value for a case. The aim of this paper is to examine and compare to what extent geolocation data is available from the iOS and Android operating systems. We focus particularly on geolocation data recovered from internet browsing applications, comparing the native Safari and Browser apps with Google Chrome, downloaded on to both platforms. All browsers were used over a period of several days at various locations to generate comparable test data for analysis. Results show considerable differences not only in the storage locations and formats, but also in the amount of geolocation data stored by different browsers and on different operating systems.

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Smartphones are increasingly playing a role in healthcare and previous studies assessing medical applications (apps) have raised concerns about lack of expert involvement and low content accuracy. However, there are no such studies in Urology. We reviewed Urology apps with the aim of assessing the level of participation of healthcare professionals (HCP) and scientific Urology associations in their development.

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La gran cantidad de personas interesadas actualmente en cuidar de su salud por medio de la Bicicleta, es una tendencia que cada vez toma más fuerza y por esto, se tomara como ventaja que la ciudad de Bogotá con sus últimos alcaldes han decidió apoyar el uso de esta. Aplicación para realizar grupos de ciclistas y poder salir cualquier día de la semana acompañado de más personas por un tema de transporte pero también de ocio. El objetivo es que las personas que no utilizan la bicicleta por miedo a salir solos, puedan unirse a diferentes grupos y hacer bici paseos por la ciudad, también contemplamos el hecho de que existen personas que quieren montar bicicleta como aficionados, es decir que salen por la carreteras aledañas a la capital pero muchas veces no tienen grupo con quien rodar. Queremos para el año 2020, lograr ser una de las aplicaciones de Bicicletas más exitosa de la ciudadanía de Bogotá, siendo una de las aplicaciones que mas apoya el uso diario y deportivo de la bicicleta. Nuestra aplicación ofrece el servicio principalmente de reunir gente y hacer paseos con diferentes personas haciendo uso de las bicicletas, dentro de la ciudad como ocio y transporte se realizarían en la mañana y noches, pero así mismo realizar grupos para hacer uso de la bicicleta por carreteras, es decir más como modo profesional o aficionado. Nuestra aplicación cuenta con una interface para seleccionar el tipo de bici usuario y segundo por donde o a donde quiere dirigirse para así mismo mostrarle las rutas cercanas a él. Nuestra característica principal es la unión de diferentes grupos, personas y entidades para hacer uso de la Bicicleta, tenemos una plataforma interactiva y fácil de usar, tan fácil que cualquier persona que no esté inmersa en el mundo de los Smartphone o aplicaciones pueda aprender a usarla. Unas de las ventajas con las que cuento es que desde muy joven me ha gustado montar en bicicletas y es así como decido crear una aplicación ya que compañeros, familiares y conocidos no salían a montar bicicleta solo conmigo, preferían que fuese un grupo más grande. Así mismo cuento con 3 compañeros de la universidad Javeriana que son programadores y ellos me van a brindar apoyo con la programación de la aplicación, y una compañera cercana a mí que estudio diseño industrial y me brindara apoyo con el diseño e imagen corporativa de la aplicación. Cuento con planta física para ubicar la oficina de nuestra empresa. Esta aplicación va dirigida principalmente a los habitantes de la ciudad de Bogotá, interesados en el cuidado de su salud combinado con medio de transporte, y personas correspondientes al estrato 2 en adelante, ya que son las personas que normalmente hacen uso de la bicicleta o que son personas potenciales para empezar hacer uso de la bicicleta. . La ciudad de Bogotá cuenta con 8’037.732 habitantes y este proyecto va ser desarrollado en toda la ciudad, toca tener en cuenta que la ciudad esta mesclada entre la diferente estratificación, no dirigimos a los estratos 2 y 3 que tenga la posibilidad de tener su Bicicleta y un celular tipo Smartphone, para los estratos 4, 5 y 6 sabemos que tiene la facilidad de obtener una bicicleta y ellos son nuestro usuario potencial el cual generaríamos un cambio y tomarían su bicicleta para hacer ejercicio como ocio y como medio de transporte. En cuanto a la proyección financiera para la aplicación, como se mencionó anteriormente, contamos con una gran ventaja, ya que la inversión requerida será menor debido a la propiedad con la que cuento para llevar a cabo el proyecto. Una propiedad de 60 metros cuadrados para empezar, la cual cuenta con salas de reunión y auditorio, un parqueaderos exteriores. Al hacer la calculación se va tener en cuenta el pago de un arriendo sin importan que sea de nuestra propiedad y así poder evidenciar realmente como es el estado financiero y no subsidiarla. Por otro lado, la inversión en efectivo que se necesitara será aproximadamente de $100.000.000 que serán $50.000.000 de mis padres y el restante saldrán de mis ahorros, Javier Amortegui Babativa, los cuales serán distribuidos para adecuación de planta, equipos y sistemas $17.616.880, para publicidad y mercadeo: $30.000.000, creación de la aplicación $34.000.000, sistemas IOS + Android $421.600, Gastos de composición empresarial y bancarios $11.000.000 y por último se va tener un provisión para imprevistos por el restante $6.961.520. Nuestras proyecciones de ventas han sido basadas en aplicaciones similares con un mismo formato de lucro con el tema de bicicletas pero no con la misma idea de negocio, nuestras proyecciones de ventas estimadas serán de $20.000.000 a $25.000.000 los primeros 3 meses, mientras tomamos fuerza en el mercado.

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This paper suggests ways for educators and designers to understand and merge priorities in order to inform the development of mobile learning (m-learning) applications that maximise user experiences and hence learning opportunities. It outlines a User Experience Design (UXD) theory and development process that requires designers to conduct a thorough initial contextual inquiry into a particular domain in order to set project priorities and development guidelines. A matrix that identifies the key contextual considerations namely the social, cultural, spatial, technical and temporal constructs of any domain is presented as a vital tool for achieving successful UXD. The frame of reference provided by this matrix ensures that decisions made throughout the design process are attributable to a desired user experience. To illustrate how the proposed UXD theory and development process supports the creation of effective m-learning applications, this paper documents the development process of MILK (Mobile Informal Learning Kit). MILK is a support tool that allows teachers and students to develop event paths that consist of a series SMS question and answer messages that lead players through a series of checkpoints between point A and point B. These event paths can be designed to suit desired learning scenarios and can be used to explore a particular place or subject. They can also be designed to facilitate formal or informal learning experiences.

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This paper investigates a mobile, wireless sensor/actuator network application for use in the cattle breeding industry. Our goal is to prevent fighting between bulls in on-farm breeding paddocks by autonomously applying appropriate stimuli when one bull approaches another bull. This is an important application because fighting between high-value animals such as bulls during breeding seasons causes significant financial loss to producers. Furthermore, there are significant challenges in this type of application because it requires dynamic animal state estimation, real-time actuation and efficient mobile wireless transmissions. We designed and implemented an animal state estimation algorithm based on a state-machine mechanism for each animal. Autonomous actuation is performed based on the estimated states of an animal relative to other animals. A simple, yet effective, wireless communication model has been proposed and implemented to achieve high delivery rates in mobile environments. We evaluated the performance of our design by both simulations and field experiments, which demonstrated the effectiveness of our autonomous animal control system.

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Findings from an Australian case study of adult women expose general, light and basic use of mobile phones. Participants used their mobile phone mainly for coordination and to a lesser extent for practicing intrinsic interactions motivated by emotional support purposes. This paper focuses on social and emotional support over the mobile phone. Though crucial to individuals, emotional support seems to be a neglected area of research among mobile communication studies, all the more so when focusing on adult women. This study addresses this literature gap. The empirical findings are based on a case study of 26 women over 35 years of age residing in one coastal Australian town. The research design included a combination of quantitative and qualitative methods. This paper examines the communication methods adult women use for social and emotional support, and analyses reasons and social implications of this limited intrinsic communication use pattern over the mobile phone.

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Harmful Algal Blooms (HABs) have become an important environmental concern along the western coast of the United States. Toxic and noxious blooms adversely impact the economies of coastal communities in the region, pose risks to human health, and cause mortality events that have resulted in the deaths of thousands of fish, marine mammals and seabirds. One goal of field-based research efforts on this topic is the development of predictive models of HABs that would enable rapid response, mitigation and ultimately prevention of these events. In turn, these objectives are predicated on understanding the environmental conditions that stimulate these transient phenomena. An embedded sensor network (Fig. 1), under development in the San Pedro Shelf region off the Southern California coast, is providing tools for acquiring chemical, physical and biological data at high temporal and spatial resolution to help document the emergence and persistence of HAB events, supporting the design and testing of predictive models, and providing contextual information for experimental studies designed to reveal the environmental conditions promoting HABs. The sensor platforms contained within this network include pier-based sensor arrays, ocean moorings, HF radar stations, along with mobile sensor nodes in the form of surface and subsurface autonomous vehicles. FreewaveTM radio modems facilitate network communication and form a minimally-intrusive, wireless communication infrastructure throughout the Southern California coastal region, allowing rapid and cost-effective data transfer. An emerging focus of this project is the incorporation of a predictive ocean model that assimilates near-real time, in situ data from deployed Autonomous Underwater Vehicles (AUVs). The model then assimilates the data to increase the skill of both nowcasts and forecasts, thus providing insight into bloom initiation as well as the movement of blooms or other oceanic features of interest (e.g., thermoclines, fronts, river discharge, etc.). From these predictions, deployed mobile sensors can be tasked to track a designated feature. This focus has led to the creation of a technology chain in which algorithms are being implemented for the innovative trajectory design for AUVs. Such intelligent mission planning is required to maneuver a vehicle to precise depths and locations that are the sites of active blooms, or physical/chemical features that might be sources of bloom initiation or persistence. The embedded network yields high-resolution, temporal and spatial measurements of pertinent environmental parameters and resulting biology (see Fig. 1). Supplementing this with ocean current information and remotely sensed imagery and meteorological data, we obtain a comprehensive foundation for developing a fundamental understanding of HAB events. This then directs labor- intensive and costly sampling efforts and analyses. Additionally, we provide coastal municipalities, managers and state agencies with detailed information to aid their efforts in providing responsible environmental stewardship of their coastal waters.

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SAP and its research partners have been developing a lan- guage for describing details of Services from various view- points called the Unified Service Description Language (USDL). At the time of writing, version 3.0 describes technical implementation aspects of services, as well as stakeholders, pricing, lifecycle, and availability. Work is also underway to address other business and legal aspects of services. This language is designed to be used in service portfolio management, with a repository of service descriptions being available to various stakeholders in an organisation to allow for service prioritisation, development, deployment and lifecycle management. The structure of the USDL metadata is specified using an object-oriented metamodel that conforms to UML, MOF and EMF Ecore. As such it is amenable to code gener-ation for implementations of repositories that store service description instances. Although Web services toolkits can be used to make these programming language objects available as a set of Web services, the practicalities of writing dis- tributed clients against over one hundred class definitions, containing several hundred attributes, will make for very large WSDL interfaces and highly inefficient “chatty” implementations. This paper gives the high-level design for a completely model-generated repository for any version of USDL (or any other data-only metamodel), which uses the Eclipse Modelling Framework’s Java code generation, along with several open source plugins to create a robust, transactional repository running in a Java application with a relational datastore. However, the repository exposes a generated WSDL interface at a coarse granularity, suitable for distributed client code and user-interface creation. It uses heuristics to drive code generation to bridge between the Web service and EMF granularities.

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Though stadium style seating in large lecture theatres may suggest otherwise, effective teaching and learning is a not a spectator sport. A challenge in creating effective learning environments in both physical and virtual spaces is to provide optimal opportunity for student engagement in active learning. Queensland University of Technology (QUT) has developed the Open Web Lecture (OWL), a new web-based student response application, which seamlessly integrates a virtual learning environment within the physical learning space. The result is a blended learning experience; a fluid collaboration between academic and students connected to OWL via the University’s Wi-Fi using their own laptop or mobile web device. QUT is currently piloting the OWL application to encourage student engagement. OWL offers opportunities for participants to: • Post comments and questions • Reply to comments
 • "Like" comments
 • Poll students and review data • Review archived sessions. Many of these features instinctively appeal to student users of social networking media, yet avail the academic of control within the University network. Student privacy is respected through a system of preserving peer-peer anonymity, a functionality that seeks to address a traditional reluctance to speak up in large classes. The pilot is establishing OWL as an opportunity for engaging students in active learning opportunities by enabling • virtual learning in physical spaces for large group lectures, seminar groups, workshops and conferences • live collaborative technology connecting students and the academic via the wireless network using their own laptop or mobile device • an non- intimidating environment in which to ask questions • promotion of a sense of community • instant feedback • problem based learning. The student and academic response to OWL has been overwhelmingly positive, crediting OWL as an easy to use application, which creates effective learning opportunities though interactivity and immediate feedback. This poster and accompanying online presentation of the technology will demonstrate how OWL offers new possibilities for active learning in physical spaces by: • providing increased opportunity for student engagement • supporting a range of learners and learning activities • fostering blended learning experiences. The presentation will feature visual displays of the technology, its various interfaces and feedback including clips from interviews with students and academics participating in the early stages of the pilot.

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This paper proposes a new research method, Participatory Action Design Research (PADR), for studies in the Urban Informatics domain. PADR supports Urban Informatics research in developing new technological means (e.g. using mobile and ubiquitous computing) to resolve contemporary issues or support everyday life in urban environments. The paper discusses the nature, aims and inherent methodological needs of Urban Informatics research, and proposes PADR as a method to address these needs. Situated in a socio-technical context, Urban Informatics requires a close dialogue between social and design-oriented fields of research as well as their methods. PADR combines Action Research and Design Science Research, both of which are used in Information Systems, another field with a strong socio-technical emphasis, and further adapts them to the cross-disciplinary needs and research context of Urban Informatics.

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In this paper, we present an account of children's interactions with a mobile technology prototype within the school context. The noise detectives trial was conducted in a school setting with the aim of better understanding the role of mobile resources as mediators within science and environmental learning activities. Over 80 children, aged between 10 and 12, completed an outdoor data-gathering activity, using a mobile learning prototype that included paper and software components. They measured and recorded noise levels in various locations throughout the school. We analysed the activity to determine how the components of the prototype were integrated into the learning activity, and to identify differences in behaviour that resulted from using these components. We present design implications that resulted from observed differences in prototype use and appropriation.