959 resultados para Step counter app Windows Phone pedometer contapassi accelerometri navigazione


Relevância:

100.00% 100.00%

Publicador:

Resumo:

En los últimos años el número de dispositivos móviles y smartphones ha aumentado drásticamente, así como el número de aplicaciones destinadas a estos. Los desarrolladores siempre se han visto frenados en la creación de estas aplicaciones debido a la complejidad que supone la diversidad de sistemas operativos (Android, iOS, Windows Phone, etc), que utilizan lenguajes de programación diferentes, haciendo que, para poder desarrollar una aplicación que funcione en estas plataformas, en verdad haya que implementar una aplicación independiente para cada una de las plataformas. Para solucionar este problema han surgido frameworks, como Appcelerator Titanium, que permiten escribir una sola vez la aplicación y compilarla para las diferentes plataformas móviles objetivo. Sin embargo, estos frameworks están aún en estado muy temprano de desarrollo, por lo que no resuelven toda la problemática ni dan una respuesta completa a los desarrolladores. El objetivo de este Trabajo de Fin de Grado ha sido contribuir a la evolución de estos frameworks mediante la creación de un módulo para Appcelerator Titanium que permita construir de manera ágil aplicaciones multiplataforma que hagan uso de visualizadores de información geográfica. Para ello se propone el desarrollo de un módulo de mapa con soporte para capas WMS, rutas y polígonos en WKT, KML y GeoJSON. Se facilitará además que estas aplicaciones puedan acceder a capacidades del hardware como la brújula y el GPS para realizar un seguimiento de la localización, a la vez que se hace uso de la aceleración por el hardware subyacente para mejorar la velocidad y fluidez de la información visualizada en el mapa. A partir de este módulo se ha creado una aplicación que hace uso de todas sus características y posteriormente se ha migrado a la plataforma Wirecloud4Tablet como componente nativo que puede integrarse con otros componentes web (widgets) mediante técnicas de mashup. Gracias a esto se ha podido fusionar por un lado todas las ventajas que ofrece Wirecloud para el rápido desarrollo de aplicaciones sin necesidad de tener conocimientos de programación, junto con las ventajas que ofrecen las aplicaciones nativas en cuanto a rendimiento y características extras. Usando los resultados de este proyecto, se pueden crear de manera ágil aplicaciones composicionales nativas multiplataforma que hagan uso de visualización de información geográfica; es decir, se pueden crear aplicaciones en pocos minutos y sin conocimientos de programación que pueden ejecutar diferentes componentes (como el mapa) de manera nativa en múltiples plataformas. Se facilita también la integración de componentes nativos (como es el mapa desarrollado) con otros componentes web (widgets) en un mashup que puede visualizarse en dispositivos móviles mediante la plataforma Wirecloud. ---ABSTRACT---In recent years the number of mobile devices and smartphones has increased dramatically as well as the number of applications targeted at them. Developers always have been slowed in the creation of these applications due to the complexity caused by the diversity of operating systems (Android, iOS, Windows Phone, etc), each of them using different programming languages, so that, in order to develop an application that works on these platforms, the developer really has to implement a different application for each platform. To solve this problem frameworks such as Appcelerator Titanium have emerged, allowing developers to write the application once and to compile it for different target mobile platforms. However, these frameworks are still in very early stage of development, so they do not solve all the difficulties nor give a complete solution to the developers. The objective of this final year dissertation is to contribute to the evolution of these frameworks by creating a module for Appcelerator Titanium that permits to nimbly build multi-platform applications that make use of geographical information visualization. To this end, the development of a map module with support for WMS layers, paths, and polygons in WKT, KML, and GeoJSON is proposed. This module will also facilitate these applications to access hardware capabilities such as GPS and compass to track the location, while it makes use of the underlying hardware acceleration to improve the speed and fluidity of the information displayed on the map. Based on this module, it has been created an application that makes use of all its features and subsequently it has been migrated to the platform Wirecloud4Tablet as a native component that can be integrated with other web components (widgets) using mashup techniques. As a result, it has been fused on one side all the advantages Wirecloud provides for fast application development without the need of programming skills, along with the advantages of native apps, such as performance and extra features. Using the results of this project, compositional platform native applications that make use of geographical information visualization can be created in an agile way; ie, in a few minutes and without having programming skills, a developer could create applications that can run different components (like the map) natively on multiple platforms. It also facilitates the integration of native components (like the map) with other web components (widgets) in a mashup that can be displayed on mobile devices through the Wirecloud platform.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE com-ponent-based architecture described elsewhere, the paper explains how the interac-tions and data exchange processes between a reusable software component and a game engine should be implemented for procuring seamless integration. To this end, a RAGE-compliant C# software component providing a difficulty adaptation routine was integrated with an exemplary strategic tile-based game “TileZero”. Implementa-tions in MonoGame, Unity and Xamarin, respectively, have demonstrated successful portability of the adaptation component. Also, portability across various delivery platforms (Windows desktop, iOS, Android, Windows Phone) was established. Thereby this study has established the validity of the RAGE architecture and its un-derlying interaction processes for the cross-platform and cross-game engine reuse of software components. The RAGE architecture thereby accommodates the large scale development and application of reusable software components for serious gaming.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Este trabajo fin de grado tiene como objetivo satisfacer la necesidad por parte del Club Deportivo de la Universidad de Málaga de disponer de una herramienta software que permita almacenar y gestionar información sobre las competiciones que se realizan en el club de una forma cómoda y rápida para así mejorar los procesos actuales de recogida y manipulación de los datos. Para lograr ese objetivo se ha desarrollado una aplicación para dispositivos móviles compatible con Windows Phone y Android para la gestión de eventos de atletismo de carácter general y con una licencia de software libre para que cualquier usuario tenga la libertad de usar y modificar la aplicación sin restricciones. Para el desarrollo de la aplicación se ha hecho uso de los conocimientos y técnicas aprendidas a lo largo de la carrera. En esta memoria se describe todo lo relacionado con el trabajo llevado a cabo para alcanzar los objetivos del proyecto; desde la fase inicial de requisitos hasta la fase de pruebas y validación del producto obtenido, incluyendo artefactos generados en el proceso de diseño y modelado.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

iGrooving is a generative music mobile application specifically designed for runners. The application’s foundation is a step-counter that is programmed using the iPhone’s built-in accelerometer. The runner’s steps generate the tempo of the performance by mapping each step to trigger a kick-drum sound file. Additionally, different sound files are triggered at specific step counts to generate the musical performance, allowing the runner a level of compositional autonomy. The sonic elements are chosen to promote a meditative aspect of running. iGrooving is conceived as a biofeedback-stimulated musical instrument and an environment for creating generative music processes with everyday technologies, inspiring us to rethink our everyday notions of musical performance as a shared experience. Isolation, dynamic changes, and music generation are detailed to show how iGrooving facilitates novel methods for music composition, performance and audience participation.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The figure Beets took exception to displays sex‐ and age‐specific median values of aggregated published expected values for pedometer determined physical activity.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

High-speed counter-current chromatography (HSCCC) technique in semi-preparative scale has been successfully applied to the separation of bioactive flavonoid compounds, liquiritigenin and isoliquiritigenin in one step from the crude extract of Glycyrrhiza uralensis Risch. The HSCCC was performed using a two-phase solvent system composed of n-hexane-ethyl acetate-methanol-acetonitrile-water (2:2:1:0.6:2, v/v). Yields of liquiritigenin (98.9% purity) and isoliquiritigenin (98.3% purity) obtained were 0.52% and 0.32%. Chemical structures of the purified liquiritigenin and isoliquiritigenin were identified by electrospray ionization-MS (ESI-MS) and NMR analysis. (c) 2005 Published by Elsevier B.V.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

In this paper we present an Orientation Free Adaptive Step Detection (OFASD) algorithm for deployment in a smart phone for the purposes of physical activity monitoring. The OFASD algorithm detects individual steps and measures a user’s step counts using the smart phone’s in-built accelerometer. The algorithm considers both the variance of an individual’s walking pattern and the orientation of the smart phone. Experimental validation of the algorithm involved the collection of data from 10 participants using five phones (worn at five different body positions) whilst walking on a treadmill at a controlled speed for periods of 5 min. Results indicated that, for steps detected by the OFASD algorithm, there were no significant differences between where the phones were placed on the body (p > 0.05). The mean step detection accuracies ranged from 93.4 % to 96.4 %. Compared to measurements acquired using existing dedicated commercial devices, the results demonstrated that using a smart phone for monitoring physical activity is promising, as it adds value to an accepted everyday accessory, whilst imposing minimum interaction from the user. The algorithm can be used as the underlying component within an application deployed within a smart phone designed to promote self-management of chronic disease where activity measurement is a significant factor, as it provides a practical solution, with minimal requirements for user intervention and less constraints than current solutions.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Background: There is a need to improve the effectiveness of strategies to help cardiac rehabilitation patients achieve recommended levels of physical activity; the use of pedometers requires further research. We aimed to examine the feasibility of a randomised controlled trial, of an intervention using pedometer step-count goals, to promote physical activity for cardiac rehabilitation patients. Methods: We invited patients who completed a supervised cardiac rehabilitation programme to participate in this community-based study. Consenting participants wore a Yamax CW-701 pedometer for one week, blinded to stepcount readings, before being randomly allocated to groups. Intervention groups were told their step-counts; working with a clinical facilitator (nurse or physiotherapist) individually, they set daily step-count goals and reviewed these weekly. Baseline step-counts were hidden from controls, who were not given pedometers but received ongoing weekly facilitator support. After six weeks both groups wore ‘blinded’ pedometers for outcome assessment and participated in semi-structured interviews which explored their experiences of the study. Outcomes included rates of uptake, adherence and completion of measures, including step-counts, quality of life (EQ-5D) and stage of behaviour change. Results: Four programme groups were recruited; two received the intervention. Of 68 invitees, 45 participated (66%) (19 intervention; 26 control). Forty-two (93%) completed the outcomes. Baseline characteristics were comparable between groups. Mean steps/day increased more for intervention participants (2,742; 95%CI 1,169 to 4,315) than controls (-42; 95%CI -1,102 to 1,017) (p=0.004). The intervention and on-going clinical contact were welcomed; participants considered that step-counts, compared to time-related targets, encouraged them to become more active. Conclusion: These findings suggest that an intervention using individually tailored step-count goals may help increase and sustain physical activity following a cardiac rehabilitation programme. A definitive randomised controlled trial using blinded outcome measurements is feasible and of potential value in determining how best to translate physical activity advice into practice.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

A resazurin (Rz) based photocatalyst activity indicator ink (paii) is used to test the activity of commercial self-cleaning materials. The semiconductor photocatalyst driven colour change of the ink is monitored indoors and outside using a simple mobile phone application that measures the RGB colour components of the digital image of the paii-covered, irradiated sample in real time. The results correlate directly with those generated using a traditional, lab-bound method of analysis (UV–vis spectrophotometry).

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This review assembles pedometry literature focused on youth, with particular attention to expected values for habitual, school day, physical education class, recess, lunch break, out-of-school, weekend, and vacation activity. From 31 studies published since 1999, we constructed a youth habitual activity step-curve that indicates: (a) from ages 6 to 18 years, boys typically take more steps per day than girls; (b) for both sexes the youngest age groups appear to take fewer steps per day than those immediately older; and (c) from a young age, boys decline more in steps per day to become move consistent with girls at older ages. Additional studies revealed that boys take approximately 42-49% of daily steps during the school day; girls take 41-47%. Steps taken during physical education class contribute to total steps per day by 8.7-23.7% in boys and 11.4-17.2% in girls. Recess represents 8-11% and lunch break represents 15-16% of total steps per day. After-school activity contributes approximately 47-56% of total steps per day for boys and 47-59% for girls. Weekdays range from approximately 12,000 to 16,000 steps per day in boys and 10,000 to 14,000 steps per day in girls. The corresponding values for weekend days are 12,000-13,000 steps per day in boys and 10,000-12,000 steps per day in girls.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Whilst alcohol is a common feature of many social gatherings, there are numerous immediate and long-term health and social harms associated with its abuse. Alcohol consumption is the world’s third largest risk factor for disease and disability with almost 4% of all deaths worldwide attributed to alcohol. Not surprisingly, alcohol use and binge drinking by young people is of particular concern with Australian data reporting that 39% of young people (18-19yrs) admitted drinking at least weekly and 32% drank to levels that put them at risk of alcohol-related harm. The growing market penetration and connectivity of smartphones may be an opportunities for innovation in promoting health-related self-management of substance use. However, little is known about how best to harness and optimise this technology for health-related intervention and behaviour change. This paper explores the utility and interface of smartphone technology as a health intervention tool to monitor and moderate alcohol use. A review of the psychological health applications of this technology will be presented along with the findings of a series of focus groups, surveys and behavioural field trials of several drink-monitoring applications. Qualitative and quantitative data will be presented on the perceptions, preferences and utility of the design, usability and functionality of smartphone apps to monitoring and moderate alcohol use. How these findings have shaped the development and evolution of the OnTrack app will be specifically discussed, along with future directions and applications of this technology in health intervention, prevention and promotion.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This chapter gives an overview of the smartphone app economy and its various constituent ecosystems. It examines the role of the app store model and the proliferation of mobile apps in the shift from value chains controlled by network operators and handset manufacturers, to value networks – or ecosystems – focused around operating systems and apps. It outlines some of the benefits and disadvantages for developers of the app store model for remuneration and distribution. The chapter concludes with a discussion of recent research on the size and employment effects of the app economy.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

DeepBlue is much more than just an orchestra. Their innovative approach to audience engagement led it to develop ESP, their Electronic Show Programme web app which allows for real-time (synchronous) and delayed (asynchronous) audience interaction, customer feedback and research. The show itself is driven invisibly by a music technology operating system (currently QUT's Yodel) that allows them to adapt to a wide range of performance venues and varied types of presentation. DeepBlue's community engagement program has enabled over 5,500 young musicians and community choristers to participate in professional productions, it is also a cornerstone of DeepBlue's successful business model. You can view the ESP mobile web app at m.deepblue.net.au if you view this and only the landing page is active, there is not a show taking place or imminent. ESP prototype has already been used for 18 months. Imagine knowing what your audience really thinks – in real time so you can track their feelings and thoughts through the show. This tool has been developed and used by the performing group DeepBlue since late 2012 in Australia and Asia (even translated into Vietnamese). It has mostly superseded DeepBlue's SMS realtime communication during a show. It enables an event presenter or performance group to take the pulse of an audience through a series of targeted questions that can be anonymous or attributed. This will help build better, long-lasting, and more meaningful relationships with groups and individuals in the community. This can take place on a tablet, mobile phone or future platforms. There are three organisations trialling it so far.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The aim of this study was to investigate adolescents' potential reactivity and tampering while wearing pedometers by comparing different monitoring protocols to accelerometer output. The sample included adolescents (N=123, age range=14-15 years) from three secondary schools in New South Wales, Australia. Schools were randomised to one of the three pedometer monitoring protocols: (i) daily sealed (DS) pedometer group, (ii) unsealed (US) pedometer group or (iii) weekly sealed (WS) pedometer group. Participants wore pedometers (Yamax Digi-Walker CW700, Yamax Corporation, Kumamoto City, Japan) and accelerometers (Actigraph GT3X+, Pensacola, USA) simultaneously for seven days. Repeated measures analysis of variance was used to examine potential reactivity. Bivariate correlations between step counts and accelerometer output were calculated to explore potential tampering. The correlation between accelerometer output and pedometer steps/day was strongest among participants in the WS group (r=0.82, P <= 0.001), compared to the US (r=0.63, P <= 0.001) and DS (r=0.16, P=0.324) groups. The DS (P <= 0.001) and US (P=0.003), but not the WS (P=0.891), groups showed evidence of reactivity. The results suggest that reactivity and tampering does occur in adolescents and contrary to existing research, pedometer monitoring protocols may influence participant behaviour.