926 resultados para Mobile Social Android
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Tutorial Resources
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La multinacional Crepes & Waffles posee una historia extraordinaria de emprendimiento y arte en la gestión, con la cual construye un valor agregado diferenciador en la industria gastronómica de Colombia, pues mediante el uso de una estrategia enfocada hacia la Responsabilidad Social Empresarial (RSE) genera Innovación en Valor y por consiguiente la satisfacción de cada uno de sus clientes tanto internos como externos (Stakeholders) estableciendo lazos de confianza y compromiso. El presente trabajo de grado busca incluir como ingrediente clave de la perdurabilidad a la RSE creadora de Innovación en Valor, ya que por medio del estudio del caso Crepes & Waffles, se concluye que una gerencia humana, holística y comprometida con la construcción de su entorno, puede lograr que una empresa sea legitimada por la sociedad en la que está inmersa. Una buena dosis de RSE estratégicamente aplicada se configura hoy por hoy como la receta innegable del éxito y aunque un sinnúmero de teorías organizacionales tratan de establecer las pautas para impulsar el crecimiento de las empresas, únicamente la entidad que logre ingresar al corazón de sus Stakeholders y crear fidelidad, se mantendrá en el tiempo y se sumergirá en un nicho de mercado carente de competidores, o en lo que los escritores W. Chan Kim y Renée Mauborgne (2005) describen en su libro “La estrategia del Océano Azul” como “Un espacio de mercado no disputado donde la competencia es irrelevante”.
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Background: Sexual risk behaviors associated with poor information on sexuality have contributed to major public health problems in the area of sexual and reproductive health in teenagers and young adults in Colombia. Objective: To measure the perception of changes in sexual and reproductive risk behavior after the use of a teleconsultation service via mobile devices in a sample of young adults. Methods: A before and after observational study was designed, where a mobile application to inquire about sexual and reproductive health was developed. The perception of changes in sexual and reproductive health risk behaviors in a sample of young adults after the use of the application was measured using the validated survey “Family Health International (FHI) – Behavioral Surveillance Survey (BSS) – Survey for Adults between 15 to 40 Years”. Non-probabilistic convenience recruitment was undertaken through the study´s web page. Participants answered the survey online before and after the use of the mobile application for a six month period (intervention). For the inferential analysis, data was divided into three groups (dichotomous data, discrete quantitative data, and ordinal data), to compare the results of the questions between the first and the second survey. For all tests, a confidence interval of 95% was established. For dichotomous data, the Chi-squared test was used. For quantitative data, we used the Student’s t-test, and for ordinal data, the Mann-Whitney-Wilcoxon test. Results: A total of 257 subjects were registered in the study and met the selection criteria. The pre-intervention survey was answered by 232 subjects, and 127 completely answered the post-intervention survey, of which 54.3% did not use the application, leaving an effective population of 58 subjects for analysis. 53% (n=31) were female, and 47% (n=27) were male. The mean age was 21 years, ranging between 18 and 40 years. The differences between the answers on the first and the second survey were not statistically significant. The main risk behaviors identified in the population were homosexual relations, non-use of condoms, sexual relations with non-regular and commercial partners, the use of psychoactive substances, and ignorance about the symptoms of sexually transmitted diseases and HIV transmission. Conclusions: Although there were no differences between the pre- and post-intervention results, the study revealed different risk behaviors among the participating subjects. These findings highlight the importance of promoting educational strategies on this matter and the importance of providing patients with easily accessible tools with reliable health information.
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Para maximizar los beneficios, una compañía fundamenta sus acciones en ciertas estrategias que ayudan a cumplir su objetivo de generar utilidades. Entre las diferentes acciones que una organización puede utilizar, están las de responsabilidad social y las de relaciones estratégicas con la comunidad. Partiendo de la definición de comunidad, pasando por una descripción de responsabilidad social y sus diferentes formas de aplicabilidad dentro de una empresa, hasta la definición de relación estratégica con la comunidad; esta investigación dirige sus esfuerzos a determinar el vínculo que existe entre los conceptos de responsabilidad social y relación estratégica comunitaria. Adicionalmente, se plantea que otras estrategias de relacionamiento con clientes, como el mercadeo relacional o el CRM, las cuales enfocan sus esfuerzos en conocer a cada uno de los clientes de una compañía para plantear una oferta acorde a sus necesidades, no son muy efectivas a la hora de crear un vínculo emocional con la comunidad.
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Resumen basado en el de la publicaci??n
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gvSIG Mini es una aplicación open-source de usuario final cliente móvil de Infraestructura de Datos Espaciales IDEs con licencia GNU/ GPL, diseñada para teléfonos móviles Java y Android que permite la visualización y navegación sobre cartografía digital estructurada en tiles procedente de servicios web OGC como WMS(-C) y de servicios como OpenStreetMap (OSM), Yahoo Maps, Maps Bing, así como el almacenamiento en caché para reducir al mínimo el ancho de banda. gvSIG Mini puede acceder a servicios geoespaciales como NameFinder, para la búsqueda de puntos de interés y YOURS (Yet Another OpenStreetMap Routing Service) para el cálculo de rutas y la renderización de la información vectorial el lado del cliente. Por otra parte, gvSIG Mini también ofrece servicio de localización GPS. La versión de gvSIG Mini para Android, posee algunas características adicionales como son el soporte de localización Android o el uso del lacelerómetro para centrado. Esta versión también hace uso de servicios como son la predicción del tiempo o TweetMe que permite compartir una localización utilizando el popular servicio social Twitter. gvSIG Mini es una aplicación que puede ser descargada y usada libremente, convirtiéndose en una plataforma para el desarrollo de nuevas soluciones y aplicaciones en el campo de Location Based Services (LBS). gvSIG Mini ha sido desarrollado por Prodevelop, S.L. No es un proyecto oficial de gvSIG, pero se une a la familia a través del catálogo de extensiones no oficiales de gvSIG. Phone Cache es una extensión que funciona sobre gvSIG 1.1.2 que permite generar una caché, para poder utilizar gvSIG Mini para Java en modo desconectado
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Mobile internet represents a major new trend in communication technologies use and consumption, but few evidence exists that confirms claims of novelty and social change in association with this technology use. This paper characterizes the use of mobile internet in a southern European country and associated patterns of use, focusing both on users’ profiles, forms of access, motivations to use and most popular activities undertaken via this technology, from a diffusion of innovations and social adoption of technologies perspectives, and tries to compare mobile it with fixed access to the internet in order to validate possible transformations that point to new social configurations. We seek to understand the way stakeholders perceive and characterize the European context of mobile internet. The depicted study involved a qualitative stage consisting of a set of interviews with mobile communications industry representatives and market research community in the country. These interviews were analysed in Nvivo, leading to the following eleven main categories that are explored throughout the paper: smartphones in Europe, mobile internet in Europe, users profiles, obstacles to the spread, forms of access, forms of use, motivations to use mobile internet, limitations of smartphones, apps, digital divide VS digital union and predictions for the future, as well as several subcategories forming a tree categorization. According to the data collected, mobile phones’ sales are decreasing in Europe and worldwide but on the other hand smartphones are having an exponential growth which leads to the democratization of internet access via mobile devices. As a consequence of this, it is believed that mobile internet access will soon exceed the fixed one. Mobile internet users are multiplatform, they exploit all the possibilities of mobility and they are spending less time on computers. The main obstacles to the spread of mobile internet are the high prices of price plans and there is still a lack of information and knowledge regarding the service. Mobile internet users are developing new online surfing behaviours based on apps and less in browsers and social networks represent a very high share of internet traffic through mobile phones. With mobility, “dead time” is turning into useful time and users are more likely to be available to try new services and analyze products. Innovative services concerning geolocation, consumerism, share and relationships are growing and it is necessary to highlight that mobile internet allows calling and texting, which can turn telecommunications companies into the role of Dump Pipes. This exploratory design raises questions in relation with mobile internet access and its social consequences, and provides interesting indicative research results relevant for future research in this area.
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This brief paper explores the current and potential usage of mobile phones within higher education. It reports on the outcomes of a brain storming session regarding this subject undertaken with a cohort of final year Computer Science students undertaking a Social, Legal and Ethical Aspects of Information Technology course at The University of Reading. Subsequent analysis was undertaken as a result of online discussion using a Managed Learning Environment and a web based survey completed by over 250 undergraduates from around the UK.
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Increasingly socially intelligent agents (software or robotic) are used in education, rehabilitation and therapy. This paper discusses the role of interactive, mobile robots as social mediators in the particular domain of autism therapy. This research is part of the project AURORA that studies how mobile robots can be used to teach children with autism basic interaction skills that are important in social interactions among humans. Results from a particular series of trials involving pairs of two children and a mobile robot are described. The results show that the scenario with pairs of children and a robot creates a very interesting social context which gives rise to a variety of different social and non-social interaction patterns, demonstrating the specific problems but also abilities of children with autism in social interactions. Future work will include a closer analysis of interactional structure in human-human and robot-human interaction. We outline a particular framework that we are investigating.
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The plethora, and mass take up, of digital communication tech- nologies has resulted in a wealth of interest in social network data collection and analysis in recent years. Within many such networks the interactions are transient: thus those networks evolve over time. In this paper we introduce a class of models for such networks using evolving graphs with memory dependent edges, which may appear and disappear according to their recent history. We consider time discrete and time continuous variants of the model. We consider the long term asymptotic behaviour as a function of parameters controlling the memory dependence. In particular we show that such networks may continue evolving forever, or else may quench and become static (containing immortal and/or extinct edges). This depends on the ex- istence or otherwise of certain infinite products and series involving age dependent model parameters. To test these ideas we show how model parameters may be calibrated based on limited samples of time dependent data, and we apply these concepts to three real networks: summary data on mobile phone use from a developing region; online social-business network data from China; and disaggregated mobile phone communications data from a reality mining experiment in the US. In each case we show that there is evidence for memory dependent dynamics, such as that embodied within the class of models proposed here.
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The University of Reading’s first Massive Open Online Course (MOOC) “Begin Programming: Build your first mobile game” (#FLMobiGame) was offered in Autumn 2013 on the FutureLearn platform. This course used a simple Android game framework to present basic programming concepts to complete beginners. The course attracted wide interest from all age groups. The course presented opportunities and challenges to both participants and educators. While some participants had difficulties accessing content some others had trouble grasping the concepts and applying them in a real program. Managing forums was cumbersome with the limited facilities supported by the Beta-platform. A healthy community was formed around the course with the support of social media. The case study reported here is part of an ongoing research programme exploring participants’ MOOC engagement and experience using a grounded, ethnographical approach.
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Mobile devices can enhance undergraduate research projects and students’ research capabilities. The use of mobile devices such as tablet computers will not automatically make undergraduates better researchers, but their use should make investigations, writing, and publishing more effective and may even save students time. We have explored some of the possibilities of using “tablets” and “smartphones” to aid the research and inquiry process in geography and bioscience fieldwork. We provide two case studies as illustration of how students working in small research groups use mobile devices to gather and analyze primary data in field-based inquiry. Since April 2010, Apple’s iPad has changed the way people behave in the digital world and how they access their music, watch videos, or read their email much as the entrepreneurs Steve Jobs and Jonathan Ive intended. Now with “apps” and “the cloud” and the ubiquitous references to them appearing in the press and on TV, academics’ use of tablets is also having an impact on education and research. In our discussion we will refer to use of smartphones such as the iPhone, iPod, and Android devices under the term “tablet”. Android and Microsoft devices may not offer the same facilities as the iPad/iphone, but many app producers now provide versions for several operating systems. Smartphones are becoming more affordable and ubiquitous (Melhuish and Falloon 2010), but a recent study of undergraduate students (Woodcock et al. 2012, 1) found that many students who own smartphones are “largely unaware of their potential to support learning”. Importantly, however, students were found to be “interested in and open to the potential as they become familiar with the possibilities” (Woodcock et al. 2012). Smartphones and iPads could be better utilized than laptops when conducting research in the field because of their portability (Welsh and France 2012). It is imperative for faculty to provide their students with opportunities to discover and employ the potential uses of mobile devices in their learning. However, it is not only the convenience of the iPad or tablet devices or smartphones we wish to promote, but also a way of thinking and behaving digitally. We essentially suggest that making a tablet the center of research increases the connections between related research activities.
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Mobility is a fundamental facet of being human and should be central to archaeology. Yet mobility itself and the role it plays in the production of social life, is rarely considered as a subject in its own right. This is particularly so with discussions of the Neolithic people where mobility is often framed as being somewhere between a sedentary existence and nomadic movements. This volume examines the importance and complexities of movement and mobility, whether on land or water, in the Neolithic period. It uses movement in its widest sense, ranging from everyday mobilities – the routines and rhythms of daily life – to proscribed mobility, such as movement in and around monuments, and occasional and large-scale movements and migrations around the continent and across seas. Papers are roughly grouped and focus on ‘mobility and the landscape’, ‘monuments and mobility’, ‘travelling by water’, and ‘materials and mobility’. Through these themes the volume considers the movement of people, ideas, animals, objects, and information, and uses a wide range of archaeological evidence from isotope analysis; artefact studies; lithic scatters and assemblage diversity.
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Att kunna gör en effektiv undersökning av det flyktiga minnet är något som blir viktigare ochviktigare i IT-forensiska utredningar. Dels under Linux och Windows baserade PC installationermen också för mobila enheter i form av Android och enheter baserade andra mobila opperativsy-stem.Android använder sig av en modifierad Linux-kärna var modifikationer är för att anpassa kärnantill de speciella krav som gäller för ett mobilt operativsystem. Dessa modifikationer innefattardels meddelandehantering mellan processer men även ändringar till hur internminnet hanteras ochövervakas.Då dessa två kärnor är så pass nära besläktade kan samma grundläggande principer användas föratt dumpa och undersöka minne. Dumpningen sker via en kärn-modul vilket i den här rapportenutgörs av en programvara vid namn LiME vilken kan hantera bägge kärnorna.Analys av minnet kräver att verktygen som används har en förståelse för minneslayouten i fråga.Beroende på vilken metod verktyget använder så kan det även behövas information om olika sym-boler. Verktyget som används i det här examensarbetet heter Volatility och klarar på papperet avatt extrahera all den information som behövs för att kunna göra en korrekt undersökning.Arbetet avsåg att vidareutveckla existerande metoder för analys av det flyktiga minnet på Linux-baserade maskiner (PC) och inbyggda system(Android). Problem uppstod då undersökning avflyktigt minne på Android och satta mål kunde inte uppnås fullt ut. Det visade sig att minnesanalysriktat emot PC-plattformen är både enklare och smidigare än vad det är mot Android.
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Det mobila operativsystemet Android är idag ett ganska dominerande operativsystem på den mobila marknaden dels på grund av sin öppenhet men också på grund av att tillgängligheten är stor i och med både billiga och dyra telefoner finns att tillgå. Men idag har Android inget fördefinierat designmönster vilket leder till att varje utvecklare får bestämma själv vad som ska användas, vilket ibland kan leda till onödigt komplex kod i applikationerna som sen blir svårtestad och svårhanterlig. Detta arbete ämnar jämföra två designmönster, Passive Model View Controller (PMVC) och Model View View-Model (MVVM), för att se vilket designmönster som blir minst komplext med hjälp av att räkna fram mätvärden med hjälp av Cyclomatic Complexity Number (CCN). Studien är gjord utifrån arbetssättet Design & Creation och ämnar bidra med: kunskap om vilket mönster man bör välja, samt om CCN kan peka ut vilka delar i en applikation som kommer att ta mer eller mindre lång tid att testa. Under studiens gång tog vi även fram skillnader på om man anväder sig av den så kallade Single Responsibilyt Principle (SRP) eller inte. Detta för att se om separerade vyer gör någon skillnad i applikationernas komplexitet. I slutändan så visar studien på att komplexiteten i små applikationer är väldigt likvärdig, men att man även på små applikationer kan se skillnad på hur komplex koden är men också att kodkomplexitet på metodnivå kan ge riktlinjer för testfall.