833 resultados para Using mobile phones for development


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The general perspective of M-technologies and M-Services at the Spanish universities is not still in a very high level when we are ending the first decade of the 21st century. Some Universities and some of their libraries are starting to try out with M-technologies, but are still far from a model of massive exploitation, less than in some other countries. A deep study is needed to know the main reasons, study that we will not do in this paper. This general perspective does not mean that there are no significant initiatives which start to trust in M-technologies from Universities and their libraries. Models based in M-technologies make more sense than ever in open universities and in open libraries. That's the reason why the UOC's Library began in late 90s its first experiences in the M-Technologies and M-Libraries developments. In 1999 the appropriate technology offered the opportunity to carry out the first pilot test with SMS, and then applying the WAP technology. At those moments we managed to link-up mobile phones to the OPAC through a WAP system that allowed searching the catalogue by categories and finding the final location of a document, offering also the address of the library in which the user could loan it. Since then, UOC (and its library) directs its efforts towards adapting the offer of services to all sorts of M-devices used by end users. Left the WAP technology, nowadays the library is experimenting with some new devices like e-books, and some new services to get more feedback through the OPAC and metalibrary search products. We propose the case of Open University of Catalonia, in two levels: M-services applied in the library and M-technologies applied in some other university services and resources.

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Aplicació desenvolupada en PhoneGap on tenim la possibilitat de crear i jugar diferents jocs de taula a partir d'imatges de taulells i elements de joc com fitxes i daus.

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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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Aplicació de localització d'activitats infantils per a dispositius mòbils usant HTML5, concretament el framework jQuery Mobile.

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Test-based assessment tools are mostly focused on the use of computers. However, advanced Information and Communication Technologies, such as handheld devices, opens up the possibilities of creating new assessment scenarios, increasing the teachers’ choices to design more appropriate tests for their subject areas. In this paper we use the term Computing-Based Testing (CBT) instead of Computer-Based Testing, as it captures better the emerging trends. Within the CBT context, the paper is centred on proposing an approach for “Assessment in situ” activities, where questions have to be answered in front of a real space/location (situ). In particular, we present the QuesTInSitu software implementation that includes both an editor and a player based on the IMS Question and Test Interoperability specification and GoogleMaps. With QuesTInSitu teachers can create geolocated questions and tests (routes), and students can answer the tests using mobile devices with GPS when following a route. Three illustrating scenarios and the results from the implementation of one of them in a real educational situation show that QuesTInSitu enables the creation of innovative, enriched and context-aware assessment activities. The results also indicate that the use of mobile devices and location-based systems in assessment activities facilitates students to put explorative and spatial skills into practice and fosters their motivation, reflection and personal observation.

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Overview of the CATI surveys tradition in Switzerland, evolution of coverage of the landline and mobile phones and implications for survey strategies

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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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La aplicación 'Mi lista', desarrollada para Android utilizando HTML5, CSS3 y JavaScript, pretende facilitar la tarea de realizar la lista de la compra en función de un menú semanal escogido por el usuario.

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Memoria que contiene el trabajo final de carrera consistente en la creación de una aplicación para dispositivos móviles.

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En aquest projecte final de carrera s'ha desenvolupat una aplicació web mòbil basada en HTML5, jQuery i jQuery Mobile. Les dades es gestionen mitjançant un webservice, el qual respon les peticions en format JSONP. L'aplicació web té com a objectiu la localització de llocs d'estudi propers geogràficament i en funció de la disponibilitat horària de l'usuari.

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Desenvolupament d'una aplicació per a dispositius mòbils usant tecnologies HTML5. Es tracta d'un comptador de clics anomenat 'The Clicker Master'.

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El tratamiento indefinido con anticoagulantes orales requiere la realización de controles analíticos periódicos y de un estricto control clínico. El uso de una aplicación móvil facilita la integración del autocontrol realizado por los pacientes y el personal médico, evitando visitas innecesarias en centros de salud. En este trabajo se diseña un aplicativo que hace posible la comunicación entre médico y paciente, empleando el Diseño Centrado en Usuario (D.C.U.). Se desarrolla la aplicación en PhoneGap, junto con los frameworks jQuery y jQuery Mobile, para ofrecer una interface más homogénea entre distintas plataformas, evitando el uso de funciones nativas.

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Todavía sabemos poco sobre las formas de adopción, o rechazo, de la comunicación móvil por parte de las personas adultas mayores. ¿De qué manera utilizan la telefonía móvil? ¿Cuáles son los motivos de rechazo de este tipo de telefonía, si los hay?Discutimos los resultados de un caso de estudio cualitativo con personas adultas mayores (60 años o más), desarrollado en el área metropolitana de Montevideo en 2012. Los y las participantes valoran la conectividad permanente que brinda el teléfono móvil. Lo utilizan en combinación con otros canales, como el teléfono fijo, para una diversidad de objetivos y con diferentes interlocutores. Además de las llamadas de voz, los SMS son de uso habitual. Entre los no usuarios encontramos tanto el discurso del rechazo como el de la indiferencia hacia el celular. Finalmente, todos los usuarios de Internet son, también, usuarios de teléfono celular.

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Nomadic workers travel often between different work sites and work mainly outside their regular work place, but often require access to information stored electronically in corporate information systems. While working in field conditions, communication with an information system can be achieved by using mobile technology, i.e. mobile devices and wireless communication. This master’s thesis researches the use of mobile technology to assist nomadic field workers in their tasks. First different mobile technologies are compared and constraints that characterize mobile computing are explained. In the practical part of the thesis client software is developed for a mobile device. The software allows a nomadic construction worker to identify concrete elements and to acquire and update information concerning them. The characteristics of mobile computing and their effect on usability are taken into account when implementing the client software and the software is designed to be as easy to use as possible.

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Kontekstitietoisuuden katsotaan voivan parantaa sovellusten ja palvelujen käytettävyyttä matkapuhelimissa. Kontekstitietoisuuden tekniikoita voidaan käyttää myös peleissä, joko siksi, että ne mahdollistavat uudenlaisia pelejä, tai siksi, että peleillä voidaan havainnollistaa ja testata eri tekniikoiden toimintaa. Diplomityössä esitellään prototyyppi monen pelaajan kontekstitietoisesta mobiilipelistä, jossa pelivälineinä käytetään kamerapuhelimella luettavia tavallisia viivakoodeja. Viivakoodit on yhdistetty palvelimella sijaitsevan pelimaailman kohteisiin, joiden omistuksesta pelaajat kilpailevat. Peliä on tarkoitus arvioida myöhemmin pelattavuuden ja idean kiinnostavuuden kannalta. Prototyypin toinen tehtävä on havainnollistaa Multi-User Publishing Environment (MUPE) -sovellusalustan tukea kontekstitietoisuudelle. Työ kuvaa pelin suunnittelun, toteutuksen ja arvioinnin alkaen varhaisimmista ideoista ja päättyen osittaiseen prototyyppiin. Prototyypissä on toteutettu osa pelilogiikasta ja käyttöliittymästä, mutta sitä ei ole integroitu kontekstitietoa kerääviin sensoreihin. Pelin suunnittelussa käytettiin apuna heuristista arviointia ja kahta fokusryhmähaastattelua.