924 resultados para Mobile applications
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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.
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The process for choosing the best components to build systems has become increasingly complex. It becomes more critical if it was need to consider many combinations of components in the context of an architectural configuration. These circumstances occur, mainly, when we have to deal with systems involving critical requirements, such as the timing constraints in distributed multimedia systems, the network bandwidth in mobile applications or even the reliability in real-time systems. This work proposes a process of dynamic selection of architectural configurations based on non-functional requirements criteria of the system, which can be used during a dynamic adaptation. This proposal uses the MAUT theory (Multi-Attribute Utility Theory) for decision making from a finite set of possibilities, which involve multiple criteria to be analyzed. Additionally, it was proposed a metamodel which can be used to describe the application s requirements in terms of the non-functional requirements criteria and their expected values, to express them in order to make the selection of the desired configuration. As a proof of concept, it was implemented a module that performs the dynamic choice of configurations, the MoSAC. This module was implemented using a component-based development approach (CBD), performing a selection of architectural configurations based on the proposed selection process involving multiple criteria. This work also presents a case study where an application was developed in the context of Digital TV to evaluate the time spent on the module to return a valid configuration to be used in a middleware with autoadaptative features, the middleware AdaptTV
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With the increase of processing ability, storage and several kinds of communication existing such as Bluetooth, infrared, wireless networks, etc.., mobile devices are no longer only devices with specific function and have become tools with various functionalities. In the business field, the benefits that these kinds of devices can offer are considerable, because the portability allows tasks that previously could only be performed within the work environment, can be performed anywhere. In the context of oil exploration companies, mobile applications allow quick actions could be taken by petroleum engineers and technicians, using their mobile devices to avoid potential catastrophes like an unexpected stop or break of important equipment. In general, the configuration of equipment for oil extraction is performed on the work environment using computer systems in desktop platforms. After the obtained configuration, an employee goes to equipment to be configured and perform the modifications obtained on the use desktop system. This management process equipment for oil extraction takes long time and does not guarantee the maintenance in time to avoid problems. With the use of mobile devices, management and maintenance of equipment for oil extraction can be performed in a more agile time once it enables the engineer or technician oil can perform this configuration at the time and place where the request comes for example, near in the oil well where the equipment is located. The wide variety of mobile devices creates a big difficulty in developing mobile applications, since for one application can function in several types of devices, the application must be changed for each specific type of device, which makes the development quite costly. This paper defines and implements a software product line for designing sucker-rod pumping systems on mobile devices. This product line of software, called BMMobile, aims to produce products that are capable of performing calculations to determine the possible configurations for the equipment in the design suckerrod pumping, and managing the variabilities of the various products that can be generated. Besides, this work performs two evaluations. The first evaluation will verify the consistency of the products produced by the software product line. The second evaluation will verify the reuse of some products generated by SPL developed
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This occasional paper examines the experiences of three leading global centres of the ICT industry – India, Silicon Valley, and Estonia – to reflect on how the lessons of these models can be applied to the context of countries in the Caribbean region.Several sectors of the technology industry are considered in relation to the suitability for their establishment in the Caribbean. Animation is an area that is showing encouraging signs of development in several countries, and which offers some promise to provide a significant source of employment in the region. However, the global market for animation production is likely to become increasingly competitive, as improved technology has reduced barriers to entry into the industry not only in the Caribbean, but around the world. The region’s animation industry will need to move swiftly up the value chain if it is to avoid the downsides of being caught in an increasingly commoditized market. Mobile applications development has also been widely a heralded industry for the Caribbean. However, the market for consumer-oriented smartphone applications has matured very quickly, and is now a very difficult sector in which to compete. Caribbean mobile developers would be better served to focus on creating applications to suit the needs of regional industries and governments, rather than attempting to gain notice in over-saturated consumer marketplaces such as the iTunes App Store and Google Play. Another sector considered for the Caribbean is “big data” analysis. This area holds significant potential for growth in coming years, but the Caribbean, which is generally considered to be a datapoor region, currently lacks a sufficient base of local customers to form a competitive foundation for such an industry. While a Caribbean big data industry could plausibly be oriented toward outsourcing, that orientation would limit positive externalities from the sector, and benefits from its establishment would largely accrue only to a relatively small number of direct participants in the industry. Instead, development in the big data sector should be twinned with the development of products to build a regional customer base for the industry. The region has pressing needs in areas such as disaster risk reduction, water resource management, and support for agricultural production. Development of big data solutions – and other technology products – to address areas such as these could help to establish niche industries that both support the needs of local populations, and provide viable opportunities for the export of higher-value products and services to regions of the world with similar needs.
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This paper presents two mobile applications developed for assistance on the analysis of speech related problems: Contagem de Disfluências (Disfluency Counter) and Velocidade de Leitura (Reading Speed). The use of tablet mobile devices streamlines the procedures for speech problem analysis conducted by speech language therapist. The lack of tabletspecific software designed for this purpose in the Portuguese language, and suited to the Brazilian needs, motivated the development of these applications, which was conducted according to the Kanban agile methodology.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Providing support for multimedia applications on low-power mobile devices remains a significant research challenge. This is primarily due to two reasons: • Portable mobile devices have modest sizes and weights, and therefore inadequate resources, low CPU processing power, reduced display capabilities, limited memory and battery lifetimes as compared to desktop and laptop systems. • On the other hand, multimedia applications tend to have distinctive QoS and processing requirementswhichmake themextremely resource-demanding. This innate conflict introduces key research challenges in the design of multimedia applications and device-level power optimization. Energy efficiency in this kind of platforms can be achieved only via a synergistic hardware and software approach. In fact, while System-on-Chips are more and more programmable thus providing functional flexibility, hardwareonly power reduction techniques cannot maintain consumption under acceptable bounds. It is well understood both in research and industry that system configuration andmanagement cannot be controlled efficiently only relying on low-level firmware and hardware drivers. In fact, at this level there is lack of information about user application activity and consequently about the impact of power management decision on QoS. Even though operating system support and integration is a requirement for effective performance and energy management, more effective and QoSsensitive power management is possible if power awareness and hardware configuration control strategies are tightly integratedwith domain-specificmiddleware services. The main objective of this PhD research has been the exploration and the integration of amiddleware-centric energymanagement with applications and operating-system. We choose to focus on the CPU-memory and the video subsystems, since they are the most power-hungry components of an embedded system. A second main objective has been the definition and implementation of software facilities (like toolkits, API, and run-time engines) in order to improve programmability and performance efficiency of such platforms. Enhancing energy efficiency and programmability ofmodernMulti-Processor System-on-Chips (MPSoCs) Consumer applications are characterized by tight time-to-market constraints and extreme cost sensitivity. The software that runs on modern embedded systems must be high performance, real time, and even more important low power. Although much progress has been made on these problems, much remains to be done. Multi-processor System-on-Chip (MPSoC) are increasingly popular platforms for high performance embedded applications. This leads to interesting challenges in software development since efficient software development is a major issue for MPSoc designers. An important step in deploying applications on multiprocessors is to allocate and schedule concurrent tasks to the processing and communication resources of the platform. The problem of allocating and scheduling precedenceconstrained tasks on processors in a distributed real-time system is NP-hard. There is a clear need for deployment technology that addresses thesemulti processing issues. This problem can be tackled by means of specific middleware which takes care of allocating and scheduling tasks on the different processing elements and which tries also to optimize the power consumption of the entire multiprocessor platform. This dissertation is an attempt to develop insight into efficient, flexible and optimalmethods for allocating and scheduling concurrent applications tomultiprocessor architectures. It is a well-known problem in literature: this kind of optimization problems are very complex even in much simplified variants, therefore most authors propose simplified models and heuristic approaches to solve it in reasonable time. Model simplification is often achieved by abstracting away platform implementation ”details”. As a result, optimization problems become more tractable, even reaching polynomial time complexity. Unfortunately, this approach creates an abstraction gap between the optimization model and the real HW-SW platform. The main issue with heuristic or, more in general, with incomplete search is that they introduce an optimality gap of unknown size. They provide very limited or no information on the distance between the best computed solution and the optimal one. The goal of this work is to address both abstraction and optimality gaps, formulating accurate models which accounts for a number of ”non-idealities” in real-life hardware platforms, developing novel mapping algorithms that deterministically find optimal solutions, and implementing software infrastructures required by developers to deploy applications for the targetMPSoC platforms. Energy Efficient LCDBacklightAutoregulation on Real-LifeMultimediaAp- plication Processor Despite the ever increasing advances in Liquid Crystal Display’s (LCD) technology, their power consumption is still one of the major limitations to the battery life of mobile appliances such as smart phones, portable media players, gaming and navigation devices. There is a clear trend towards the increase of LCD size to exploit the multimedia capabilities of portable devices that can receive and render high definition video and pictures. Multimedia applications running on these devices require LCD screen sizes of 2.2 to 3.5 inches andmore to display video sequences and pictures with the required quality. LCD power consumption is dependent on the backlight and pixel matrix driving circuits and is typically proportional to the panel area. As a result, the contribution is also likely to be considerable in future mobile appliances. To address this issue, companies are proposing low power technologies suitable for mobile applications supporting low power states and image control techniques. On the research side, several power saving schemes and algorithms can be found in literature. Some of them exploit software-only techniques to change the image content to reduce the power associated with the crystal polarization, some others are aimed at decreasing the backlight level while compensating the luminance reduction by compensating the user perceived quality degradation using pixel-by-pixel image processing algorithms. The major limitation of these techniques is that they rely on the CPU to perform pixel-based manipulations and their impact on CPU utilization and power consumption has not been assessed. This PhDdissertation shows an alternative approach that exploits in a smart and efficient way the hardware image processing unit almost integrated in every current multimedia application processors to implement a hardware assisted image compensation that allows dynamic scaling of the backlight with a negligible impact on QoS. The proposed approach overcomes CPU-intensive techniques by saving system power without requiring either a dedicated display technology or hardware modification. Thesis Overview The remainder of the thesis is organized as follows. The first part is focused on enhancing energy efficiency and programmability of modern Multi-Processor System-on-Chips (MPSoCs). Chapter 2 gives an overview about architectural trends in embedded systems, illustrating the principal features of new technologies and the key challenges still open. Chapter 3 presents a QoS-driven methodology for optimal allocation and frequency selection for MPSoCs. The methodology is based on functional simulation and full system power estimation. Chapter 4 targets allocation and scheduling of pipelined stream-oriented applications on top of distributed memory architectures with messaging support. We tackled the complexity of the problem by means of decomposition and no-good generation, and prove the increased computational efficiency of this approach with respect to traditional ones. Chapter 5 presents a cooperative framework to solve the allocation, scheduling and voltage/frequency selection problem to optimality for energyefficient MPSoCs, while in Chapter 6 applications with conditional task graph are taken into account. Finally Chapter 7 proposes a complete framework, called Cellflow, to help programmers in efficient software implementation on a real architecture, the Cell Broadband Engine processor. The second part is focused on energy efficient software techniques for LCD displays. Chapter 8 gives an overview about portable device display technologies, illustrating the principal features of LCD video systems and the key challenges still open. Chapter 9 shows several energy efficient software techniques present in literature, while Chapter 10 illustrates in details our method for saving significant power in an LCD panel. Finally, conclusions are drawn, reporting the main research contributions that have been discussed throughout this dissertation.
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Los avances que se han producido en los últimos años en cuanto a potencia y capacidades de los teléfonos móviles que usamos de manera cotidiana, traen de la mano un auge en la demanda de aplicaciones de todo ámbito: desde aplicaciones generales de consumo, pasando por juegos, hasta aplicaciones que ofrecen soluciones internas a empresas. Existen diferentes sistemas operativos para teléfonos móviles como se explicará más adelante en el capítulo introductorio. En dicho capítulo se da la justificación de por qué en el presente Proyecto Fin de Carrera se centra en el estudio del sistema operativo Android. Primeramente se dará una visión global del estado del arte en cuanto al mundo de aplicaciones móviles se refiere. Se explicarán los pros y contras de cada sistema operativo, detallando el lenguaje de programación utilizado en cada uno de ellos y sus principales características. Después, en el capítulo tres se estudiará con más profundidad el sistema operativo Android, desde su historia y orígenes, hasta los componentes básicos para la creación de una aplicación, pasando por la arquitectura interna del sistema o su máquina virtual. Con esto se pretende que el lector tenga un contexto que le permita comprender los siguientes capítulos, que es donde está el núcleo de este Proyecto Fin de Carrera. El cuarto capítulo trata de una serie de prácticas incrementales, que cubren una gran parte de las posibilidades que ofrece el sistema operativo Android para el desarrollo de aplicaciones. Se ha pretendido que la dificultad vaya de menos a más y que las prácticas se vayan apoyando en las anteriores, para tener al final una única solución que englobe todas las lecciones. El último capítulo quiere englobar el uso de todas las lecciones aprendidas en las lecciones anteriores para crear una aplicación que bien podría ser una aplicación real para un cliente. Se trata de una aplicación que muestra en tiempo real información sobre las cámaras de tráfico de la ciudad de Madrid. ABSTRACT. The improvements that have occurred in recent years in terms of power and capabilities of mobile phones that we use on a daily basis, bring an increment in demand for all kind of applications, from general consumer applications, games or even internal applications that offer solutions to companies. There are different operating systems for mobile phones as will be explained later in the introductory chapter. In that chapter the answer for why this Thesis focuses on the study of the Android operating system is given as well. First an overview of the state of the art about the world of mobile applications will be referred. The pros and cons of each operating system will be explained, detailing the programming language used in each of them and their main characteristics. Then in chapter three will be discussed in more depth the Android operating system, from its history and beginnings to the main components for the creation of an application, to the internal architecture of the system or virtual machine. The goal of chapter three is to give the readers a context that allows them to understand the following chapters, where the core of this Thesis is. The fourth chapter contains a series of incremental practices covering a large part of the potential of the Android operating system for application development. Those practices grow in difficulty and are supported by the previous in order to have at the end a single solution that fits all lessons. The last chapter wants to embrace the use of all the lessons learned in previous lessons to create an application that could well be an actual application for a client. It is an application that displays real-time information off traffic cameras of the city of Madrid.
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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.