970 resultados para Mobile Web App


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Today, biodiversity is endangered by the currently applied intensive farming methods imposed on food producers by intermediate actors (e.g.: retailers). The lack of a direct communication technology between the food producer and the consumer creates dependency on the intermediate actors for both producers and the consumers. A tool allowing producers to directly and efficiently market produce that meets customer demands could greatly reduce the dependency enforced by intermediate actors. To this end, in this thesis, we propose, develop, implement and validate a Real Time Context Sharing (RCOS) system. RCOS takes advantage of the widely used publish/subscribe paradigm to exchange messages between producers and consumers, directly, according to their interest and context. Current systems follow a topic-based model or a content-based model. With RCOS, we propose a context-awareness approach into the matching process of publish/subscribe paradigm. Finally, as a proof of concept, we extend the Apache ActiveMQ Artemis software and create a client prototype. We evaluate our proof of concept for larger scale deployment.

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Within the supply chain, the customer does not simply buy parts or services from suppliers, but also buys supplier capabilities, which results in quality products and services. Having a tool that handles the Inspection as well as the Nonconformance, Complaint, Corrective Action and Concession processes is key to successfully track the supplier performance. Taking as a case study a Supplier Quality Management (SQM) currently in operation in an Original Equipment Manufacturer (OEM) for automotive industry, this paper presents a platform to support a Supplier Quality Management System (SQMS), that fits the technical specification ISO/TS 16949 requirements. This prototype is composed by a web platform and a mobile App, having flexibility and mobility as key main characteristics.

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Descreve-se, no presente trabalho, os esforços envidados no sentido de criar uma solução informática generalista, para os problemas mais recorrentes do processo de produção de videojogos 20, baseados em sprites, a correr em plataformas móveis. O sistema desenvolvido é uma aplicação web que está inserida no paradigma cloud­computing, usufruindo, portanto, de todas as vantagens em termos de acessibilidade, segurança da informação e manutenção que este paradigma oferece actualmente. Além das questões funcionais, a aplicação é ainda explorada do ponto de vista da arquitetura da implementação, com vista a garantir um sistema com implementação escalável, adaptável e de fácil manutenção. Propõe-se ainda um algoritmo que foi desenvolvido para resolver o problema de obter uma distribuição espacial otimizada de várias áreas retangulares, sem sobreposições nem restrições a nível das dimensões, quer do arranjo final, quer das áreas arranjadas. ABSTRACT: This document describes the efforts taken to create a generic computing solution for the most recurrent problems found in the production of two dimensional, sprite­based videogames, running on mobile platforms. The developed system is a web application that fits within the scope of the recent cloud-computing paradigm and, therefore, enjoys all of its advantages in terms of data safety, accessibility and application maintainability. In addition, to the functional issues, the system is also studied in terms of its internal software architecture, since it was planned and implemented in the perspective of attaining an easy to maintain application, that is both scalable and adaptable. Furthermore, it is also proposed an algorithm that aims to find an optimized solution to the space distribution problem of several rectangular areas, with no overlapping and no dimensinal restrictions, neither on the final arrangement nor on the arranged areas.

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Con il termine "Mobile-Health" si intende l’uso di tecnologie mobili in ambito medico-sanitario. Questa tesi si propone di fornire un quadro generale di come i sistemi di Mobile-Health possano aiutare nell'assistenza e nel monitoraggio della gravidanza. Attraverso l'analisi delle ricerche effettuate in questo campo, e lo studio dei sistemi attualmente utilizzati in ambito ospedaliero, si cerca di valutare se effettivamente questo tipo di tecnologie può fornire un contributo significativo nell'assistere le donne incinte. Viene trattato il tema del Self-Management che riguarda appunto l'auto-gestione della propria condizione di salute attraverso l’uso di tecnologie mobili. Vengono introdotti problemi e complicazioni della gravidanza e i corrispettivi trattamenti. Si analizzano studi e ricerche che riguardano dispositivi e software per le donne incinte, compreso il tema delle “app mediche”. Infine, grazie al contributo delle dottoresse Iliana Colonna e Marina Carfagna (coordinatrici ostetriche negli ospedali di Rimini e Cesena), si presenta una panoramica sull’attuale uso di tecnologie nei reparti ospedalieri di ostetricia.

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Gli Open Data sono un'utile strumento che sta via via assumendo sempre più importanza nella società; in questa tesi vedremo la loro utilità attraverso la realizzazione di un'applicazione mobile, che utilizza questi dati per fornire informazioni circa lo stato ambientale dell'aria e dei pollini in Emilia Romagna, sfruttando i dataset forniti da un noto ente pubblico (Arpa Emilia Romagna). Tale applicazione mobile si basa su un Web Service che gestisce i vari passaggi dei dati e li immagazzina in un database Mongodb. Tale Web Service è stato creato per essere a sua volta messo a disposizione di programmatori, enti o persone comuni per studi e sviluppi futuri in tale ambito.

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See Project Homepage for more details.

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Students with specific learning disabilities (SLD) typically learn less history content than their peers without disabilities and show fewer learning gains. Even when they are provided with the same instructional strategies, many students with SLD struggle to grasp complex historical concepts and content area vocabulary. Many strategies involving technology have been used in the past to enhance learning for students with SLD in history classrooms. However, very few studies have explored the effectiveness of emerging mobile technology in K-12 history classrooms. ^ This study investigated the effects of mobile devices (iPads) as an active student response (ASR) system on the acquisition of U.S. history content of middle school students with SLD. An alternating treatments single subject design was used to compare the effects of two interventions. There were two conditions and a series of pretest probesin this study. The conditions were: (a) direct instruction and studying from handwritten notes using the interactive notebook strategy and (b) direct instruction and studying using the Quizlet App on the iPad. There were three dependent variables in this study: (a) percent correct on tests, (b) rate of correct responses per minute, and (c) rate of errors per minute. ^ A comparative analysis suggested that both interventions (studying from interactive notes and studying using Quizlet on the iPad) had varying degrees of effectiveness in increasing the learning gains of students with SLD. In most cases, both interventions were equally effective. During both interventions, all of the participants increased their percentage correct and increased their rate of correct responses. Most of the participants decreased their rate of errors. ^ The results of this study suggest that teachers of students with SLD should consider a post lesson review in the form of mobile devices as an ASR system or studying from handwritten notes paired with existing evidence-based practices to facilitate students’ knowledge in U.S. history. Future research should focus on the use of other interactive applications on various mobile operating platforms, on other social studies subjects, and should explore various testing formats such as oral question-answer and multiple choice. ^

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With increasing concerns about the impact of global warming on human life, policy makers around the world and researchers have sought for technological solutions that have the potential to attenuate this process. This thesis describes the design and evaluation of an information appliance that aims to increase the use of public transportation. We developed a mobile glanceable display that, being aware of the user’s transportation routines, provides awareness cues about bus arrival time, grounded upon the vision of Ambient Intelligence. We present the design process we followed, from ideation to building a prototype and conducting a field study, and conclude with a set of guidelines for the design of relevant personal information systems. More specifically we seek to test the following hypotheses: 1) That the tangible prototype that provides ambient cues will be used more frequently than a similar purpose mobile app, 2) That the tangible prototype will reduce the waiting time at the bus stop, 3) That the tangible prototype will result to reduced anxiety on passengers, 4) That the tangible prototype will result to an increase in the perceived reliability of the transit service, 5) That the tangible prototype will enhance users’ efficiency in reading the bus schedules and 6) That the tangible prototype will make individuals more likely to use public transit. In a field study, we compare the tangible prototype against the mobile app and a control condition where participants were given no external support in obtaining bus arrival information, other than their existing routines. Using qualitative and quantitative data, we test the aforementioned hypotheses and explore users’ reactions to the prototype we developed.

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Effective and efficient implementation of intelligent and/or recently emerged networked manufacturing systems require an enterprise level integration. The networked manufacturing offers several advantages in the current competitive atmosphere by way to reduce, by shortening manufacturing cycle time and maintaining the production flexibility thereby achieving several feasible process plans. The first step in this direction is to integrate manufacturing functions such as process planning and scheduling for multi-jobs in a network based manufacturing system. It is difficult to determine a proper plan that meets conflicting objectives simultaneously. This paper describes a mobile-agent based negotiation approach to integrate manufacturing functions in a distributed manner; and its fundamental framework and functions are presented. Moreover, ontology has been constructed by using the Protégé software which possesses the flexibility to convert knowledge into Extensible Markup Language (XML) schema of Web Ontology Language (OWL) documents. The generated XML schemas have been used to transfer information throughout the manufacturing network for the intelligent interoperable integration of product data models and manufacturing resources. To validate the feasibility of the proposed approach, an illustrative example along with varied production environments that includes production demand fluctuations is presented and compared the proposed approach performance and its effectiveness with evolutionary algorithm based Hybrid Dynamic-DNA (HD-DNA) algorithm. The results show that the proposed scheme is very effective and reasonably acceptable for integration of manufacturing functions.

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With increasing concerns about the impact of global warming on human life, policy makers around the world and researchers have sought for technological solutions that have the potential to attenuate this process. This thesis describes the design and evaluation of an information appliance that aims to increase the use of public transportation. We developed a mobile glanceable display that, being aware of the user’s transportation routines, provides awareness cues about bus arrival time, grounded upon the vision of Ambient Intelligence. We present the design process we followed, from ideation to building a prototype and conducting a field study, and conclude with a set of guidelines for the design of relevant personal information systems. More specifically we seek to test the following hypotheses: 1) That the tangible prototype that provides ambient cues will be used more frequently than a similar purpose mobile app, 2) That the tangible prototype will reduce the waiting time at the bus stop, 3) That the tangible prototype will result to reduced anxiety on passengers, 4) That the tangible prototype will result to an increase in the perceived reliability of the transit service, 5) That the tangible prototype will enhance users’ efficiency in reading the bus schedules and 6) That the tangible prototype will make individuals more likely to use public transit. In a field study, we compare the tangible prototype against the mobile app and a control condition where participants were given no external support in obtaining bus arrival information, other than their existing routines. Using qualitative and quantitative data, we test the aforementioned hypotheses and explore users’ reactions to the prototype we developed.

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En el presente trabajo se realizará una investigación donde se evidenciarán diferentes alternativas de negocios dentro del sector de aplicaciones móviles para el mercado Colombiano , así como la funcionalidad de cada una de ellos en el mismo, adicional a esto se escogerá la que tenga mayor viabilidad en cuánto a impacto financiero y social de acuerdo a una serie de herramientas tales como matriz de valoración de oportunidades, posicionamiento estratégico, las cinco fuerzas de Porter, ventaja que lo diferencia, PESTA, análisis cualitativo, prueba de concepto y finalmente análisis financiero mediante una proyección a 5 años, para así poder construir un modelo de negocio contundente y presentarlo a un grupo de inversionistas que podrían otorgar el capital necesario para poner en marcha el proyecto.

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Con il termine "crowdsensing" si intende una tecnica in cui un folto gruppo di individui aventi dispositivi mobili acquisiscono e condividono dati di natura diversa in maniera collettiva, al fine di estrarre informazioni utili. Il concetto di Mobile Crowdsensing è molto recente e derivante dalle ultime innovazioni tecnologiche in materia di connettività online e cattura di dati di vario genere; pertanto non si trova attualmente una vera e propria applicazione in campo reale, la modellazione solo teorica e fin troppo specifica pone un limite alla conoscenza di un ambito che può rivelarsi molto utile ai fini di ricerca. YouCrowd è un piattaforma web che va ad implementare un sistema di crowdsourcing completo, in grado di leggere dati dai numerosi sensori di uno smartphone e condividerli, al fine di ottenere una remunerazione per gli utenti che completano una campagna. La web application vede la sua implementazione di base supportata da NodeJS e si configura come una piattaforma dinamica che varia la propria interfaccia con l'utente in base alle richieste di dati da parte degli administrators. Il test di YouCrowd ha coinvolto un buon numero di partecipanti più o meno esperti nell'utilizzo degli strumenti informatici, rivelando delle buone prestazioni in relazione alla difficoltà del task e alle prestazioni del device in test.

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Il volume di tesi ha riguardato lo sviluppo di un'applicazione mobile che sfrutta la Realtà Aumentata e il Machine Learning nel contesto della biodiversità. Nello specifico si è realizzato un modello di AI che permetta la classificazione di immagini di fiori. Tale modello è stato poi integrato in Android, al fine della realizzazione di un'app che riesca a riconoscere specifiche specie di fiori, oltre a individuare gli insetti impollinatori attratti da essi e rappresentarli in Realtà Aumentata.

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Child marriage is still a great issue in developing countries and even if the interventions to prevent it are having results, they are not enough to eliminate the problem. Among the strategies that seem to work most to fight child marriage, there is the empowerment of girls with information combined with education of parents and community. As smartphones are more accessible year after year in developing countries, this thesis wants to investigate if a mobile app could be effective in fighting child marriage and which characteristics such an app should have. The research was organized in four phases and used design and creation and case study methodologies. Firstly, the literature was analyzed and an initial design was proposed. Secondly, expert interviews were performed to gain feedback on the proposed design, and afterwards prototype was built. Thirdly, a case study in the Democratic Republic of Congo (DRC) was performed to test the prototype, gaining insights and improvements through group interviews with 26 girls aged 15-19. Finally, a first version of the app was developed and a second phase of the case study was run in the DRC to understand if the girls were able to use the app. This phase included 14 girls of which 6 had participated in the prototype testing and used questionnaires as a data generation method. The app was built following the Principles for Digital Development. Even if this app is built based on the case study in DRC is modular and easily adaptable to other contexts as it is not content-specific. It was shown that is worth continuing to study this topic and it was defined a conceptual framework for designing learning apps for developing countries, in particular, to fight child, early, and forced marriage.

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Al giorno d’oggi, l’inquinamento costituisce una delle principali problematiche che l’uomo e il pianeta si trovano ad affrontare. Questo progetto di tesi si pone come obiettivo quello di coinvolgere le persone nella raccolta di dati sull'inquinamento acustico e luminoso attraverso un'app Android, realizzata sfruttando strategie e metodologie quali crowdsourcing, crowdsensing, citizen science e gamification. Il volume di tesi descrive quindi il contesto in cui si è svolto questo progetto, le tecnologie utilizzate e l'implementazione finale. In particolare, nel primo capitolo viene descritto il contesto generale con un approfondimento sul fenomeno dell'inquinamento, trattando in dettaglio quello sonoro e luminoso. Inoltre, il capitolo approfondisce i concetti di crowdsourcing, crowdsensing, citizen science e gamification. Nel secondo capitolo, invece, vengono illustrate le tecnologie utilizzate sia nel client, cioè l'applicazione Android con le sue funzionalità, sia nel server, che comprende l'uso di Flask e di un database PostgreSQL, oltre a delle API di tipo REST. Il terzo e ultimo capitolo verte sull'implementazione dell'applicazione, con dei focus sulle principali scelte adottate.