952 resultados para android, ios, multi-piaffatorma, applicazione mobile


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This project analyses WiFiSLAM, an indoor positioning system for mobile phones that tries to estimate the position by analysing WiFi signals.

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En aquest projecte es pretén desenvolupar, utilitzant un framework gràfic (AndEngine), una aplicació lúdica sobre la plataforma Android enfocada principalment per a un smartphone senzill.

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La memòria descriu el desenvolupament d'una aplicació per a Android que empra l'API UOC per accedir als recursos de missatgeria de la UOC (fòrums, taulers i correu).

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Application development for mobile devices has evolved substantially in recent years. Creating apps for mobile systems is becoming a standard in order to create better solutions to meet the market demand. Currently, half of the US population own Smartphones. This market comprises 150 million people, and 28% of these people consider mobiles their primary way of accessing the Web (Hales, 2013). A common feature of most websites tailored for mobile devices is that they are reduced versions of the desktop site. Several factors that must be considered when making this transition from desktop sites to mobile devices are: identifying elements from the desktop website that should be displayed on the mobile device screen; the amount of information the institution (BSU in this case) wishes to provide and designing an interface that will please the users;

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Desenvolupament d'una aplicació per a l'optimització de rutes amb diverses destinacions per a dispositius mòbils basats en iOS.

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Aquest projecte consisteix en el desenvolupament d'una aplicació per a dispositius mòbils que facilita l'aprenentatge de coreà per a estudiants castellanoparlants.

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Desarrollo de una aplicación para Android que ofrece un método fácil para aprender chino mandarín desde el español.

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L'objectiu d'aquest projecte és traslladar tota la interacció social que trobem ens els gimnasos d'escalada a una plataforma mòbil com és l'iPhone. Utilitzant la càmera del dispositiu podem fer fotografies a una paret d'un gimnàs d'escalada i marcar les preses que formen part del bloc que ens acabem d'inventar, especificar les restriccions, dir en quin gimnàs es troba i compartir-les amb els nostres amics escaladors per a reptar-los o simplement per passar-ho bé. També serveix per a portar una mena de diari de escalades, per a saber quins blocs ja hem encadenat o quins blocs ens queden com a projectes.

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Aquest TFC tracta del desenvolupament d'una aplicació Android per donar accés a certes àrees del campus de la UOC des d'un smartphone.

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The identity [r]evolution is happening. Who are you, who am I in the information society? In recent years, the convergence of several factors - technological, political, economic - has accelerated a fundamental change in our networked world. On a technological level, information becomes easier to gather, to store, to exchange and to process. The belief that more information brings more security has been a strong political driver to promote information gathering since September 11. Profiling intends to transform information into knowledge in order to anticipate one's behaviour, or needs, or preferences. It can lead to categorizations according to some specific risk criteria, for example, or to direct and personalized marketing. As a consequence, new forms of identities appear. They are not necessarily related to our names anymore. They are based on information, on traces that we leave when we act or interact, when we go somewhere or just stay in one place, or even sometimes when we make a choice. They are related to the SIM cards of our mobile phones, to our credit card numbers, to the pseudonyms that we use on the Internet, to our email addresses, to the IP addresses of our computers, to our profiles... Like traditional identities, these new forms of identities can allow us to distinguish an individual within a group of people, or describe this person as belonging to a community or a category. How far have we moved through this process? The identity [r]evolution is already becoming part of our daily lives. People are eager to share information with their "friends" in social networks like Facebook, in chat rooms, or in Second Life. Customers take advantage of the numerous bonus cards that are made available. Video surveillance is becoming the rule. In several countries, traditional ID documents are being replaced by biometric passports with RFID technologies. This raises several privacy issues and might actually even result in changing the perception of the concept of privacy itself, in particular by the younger generation. In the information society, our (partial) identities become the illusory masks that we choose -or that we are assigned- to interplay and communicate with each other. Rights, obligations, responsibilities, even reputation are increasingly associated with these masks. On the one hand, these masks become the key to access restricted information and to use services. On the other hand, in case of a fraud or negative reputation, the owner of such a mask can be penalized: doors remain closed, access to services is denied. Hence the current preoccupying growth of impersonation, identity-theft and other identity-related crimes. Where is the path of the identity [r]evolution leading us? The booklet is giving a glance on possible scenarios in the field of identity.

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El contingut d'aquest projecte, consisteix en desenvolupar una solució per a dispositius mòbils Android amb NFC, amb la finalitat de motivar i incrementar el nombre de ciutadans que practiquen esport a la ciutat de Barcelona. El projecte inclou disseny de la interfície mòbil, la creació d'una base de dades, un servei d'API Rest per accedir a les dades des dels dispositius, l'ús del servei de mapes de Google i diferents llibreries i eines per a dissenyar l'arquitectura del sistema. Es tindran en compte les restriccions en disseny i funcionalitat per part del client (ajuntament).

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Abstract In this thesis we present the design of a systematic integrated computer-based approach for detecting potential disruptions from an industry perspective. Following the design science paradigm, we iteratively develop several multi-actor multi-criteria artifacts dedicated to environment scanning. The contributions of this thesis are both theoretical and practical. We demonstrate the successful use of multi-criteria decision-making methods for technology foresight. Furthermore, we illustrate the design of our artifacts using build and-evaluate loops supported with a field study of the Swiss mobile payment industry. To increase the relevance of this study, we systematically interview key Swiss experts for each design iteration. As a result, our research provides a realistic picture of the current situation in the Swiss mobile payment market and reveals previously undiscovered weak signals for future trends. Finally, we suggest a generic design process for environment scanning.

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El objetivo de este proyecto es el de realizar la fabricación de una alarma la cual se puede controlar desde cualquier dispositivo Android, ya que la comunicación se realiza a través de la conexión Bluetooth entre una aplicación Android y una placa Arduino que realiza el control del mecanismo Hardware. A través de la aplicación que se instala en el dispositivo móvil, se puede realitzar el control del prototipo, como la validación del usuario, activación y desactivación de la alarma y enlazar con el módulo Bluetooth.

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El objetivo de este proyecto es el desarrollo de una aplicación móvil para dispositivos con sistema operativo Android que permita la búsqueda de ofertas de hotel de una forma diferente a las actuales. Para ello se ha empleado el modelo del ciclo de vida en cascada, con las fases de análisis, diseño, construcción y pruebas del sistema desarrollado. El software final sigue una arquitectura de tipo cliente/servidor y ha sido realizado con Java como lenguaje base de programación, haciendo uso de algunas librerías como Apache HTTP Request para las conexiones con el servidor remoto como las propias de Android, que facilitan la creación de interfaces gráficas y la gestión de los recursos de los dispositivos en el desarrollo de aplicaciones móviles.

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Trabajo fin de carrera del área de desarrollo de aplicaciones móviles (iOS).