968 resultados para forza vendita, android, java, raccolta ordini, tablet


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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC

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Pós-graduação em Engenharia Elétrica - FEIS

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Pós-graduação em Engenharia Elétrica - FEIS

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Introduction: This study is part of some activities developed in a school library in Marília - SP. Objective: To approach the voice pad use in historical narratives. Methodology: The book chosen by the storyteller for this experiment was “A Menina do Narizinho Arrebitado” written by Monteiro Lobato, the first Brazilian book to gain an interactive version for the pad device. Results: It was observe in that activity like a digital device excites children, being a new way to interaction with stories. With features enticing and easier to use, the tablets provide the reading levels of dynamism and interactivity so far unthinkable. Conclusions: With the results of this research, it is concluded that audiovisual resources allow interaction and dynamism, providing enthusiasm to the listeners; being a pleasurable and diverse action that enables the professional to use new tools to stimulate the taste to hear and share stories as well as to attend a school library.

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The AEDROMO (Experimental and Didactic Environment with Mobile Robots) is a versatile, user friendly and scalable environment that supports a wide range of experiments. In it there is an area that is similar to a desk where objects can interact with each other, including robots and other objects, and thus can perform numerous activities. In it's current state, AEDROMO has client computers that interact with the system through an interface, and thus realize the communication between the user and AEDROMO. This project offer support to create a new form of interface for AEDROMO and can therefore be used for devices running Android, the app developed in this project will serve as a basis for future work on this new interface

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This project brings the development of an Android application which will allow users to access 3D models on web. The application developed allows Android devices to access web pages which have code that should use OPENGL to renderize. To demonstrate this functionality, an example web application was build, using technologies such as X3DOM and HTML5, which uses WebGL to get renderized. This web application gives to the user an environment of a virtual city, where he could surf by and interact with the objects. The Android application brings this immersion to the mobile world, also. The access and storage of data was developed a Webserver, which bring to the web application a simple API to give access to the database

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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation

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In the universities, before the start of each school year, is held the distribution of classes among available teachers. Therefore, it is necessary to consider the maximum workweek for each teacher and their preferences for each discipline, to prevent a teacher to give lessons in two separate locations at the same time and to avoid some teachers to become overloaded while others with large clearance. This process, manually performed, is time consuming and does not allow the visualization of other combinations of assignment of teachers to classes, besides being liable to error. This work aims to develop a decision support tool for the problem of assigning teachers to classes in college. The project encompasses the development of a computer program using the concepts of object orientation and a tree search algorithm of a combinatorial nature called Beam Search. The programming language used is Java and the program has a graphical interface for entering and manipulating data of the problem. Once obtained the schedule data of classes and teachers is possible, by means of the tool, perform various simulations and manual adjustments to achieve the final result. It is an efficient method of class scheduling, considering the speed of task execution and the fact that it generates only feasible results

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The market of digital games have grown in the last years, becoming popular between many ages, the number of smartphones and tablets users have also showed a recent increase, including the ones using Android as operational system. The main objective of a digital game is the ludic activity but also it can be used as a tool to education, learning and even simulation. This work proposes the development of a game for smartphones or tablet running on Android operational system, this game will simulate living beings in an environment, each one with different behaviors, based in the concepts of artificial live, cellular automata and emergence. This way simulating the behavior of a living being community with a computational base in artificial live and following concepts of game design. The game can represent visually some characteristics of living beings, as well behaviors and interactions between them, in a very simple way. The game can be upgraded in the future to represent better living beings using more details to the simulation of these

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Dynamic analysis is an increasingly important means of supporting software validation and maintenance. To date, developers of dynamic analyses have used low-level instrumentation and debug interfaces to realize their analyses. Many dynamic analyses, however, share multiple common high-level requirements, e.g., capture of program data state as well as events, and efficient and accurate event capture in the presence of threading. We present SOFYA – an infra-structure designed to provide high-level, efficient, concurrency-aware support for building analyses that reason about rich observations of program data and events. It provides a layered, modular architecture, which has been successfully used to rapidly develop and evaluate a variety of demanding dynamic program analyses. In this paper, we describe the SOFYA framework, the challenges it addresses, and survey several such analyses.

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Observability measures the support of computer systems to accurately capture, analyze, and present (collectively observe) the internal information about the systems. Observability frameworks play important roles for program understanding, troubleshooting, performance diagnosis, and optimizations. However, traditional solutions are either expensive or coarse-grained, consequently compromising their utility in accommodating today’s increasingly complex software systems. New solutions are emerging for VM-based languages due to the full control language VMs have over program executions. Existing such solutions, nonetheless, still lack flexibility, have high overhead, or provide limited context information for developing powerful dynamic analyses. In this thesis, we present a VM-based infrastructure, called marker tracing framework (MTF), to address the deficiencies in the existing solutions for providing better observability for VM-based languages. MTF serves as a solid foundation for implementing fine-grained low-overhead program instrumentation. Specifically, MTF allows analysis clients to: 1) define custom events with rich semantics ; 2) specify precisely the program locations where the events should trigger; and 3) adaptively enable/disable the instrumentation at runtime. In addition, MTF-based analysis clients are more powerful by having access to all information available to the VM. To demonstrate the utility and effectiveness of MTF, we present two analysis clients: 1) dynamic typestate analysis with adaptive online program analysis (AOPA); and 2) selective probabilistic calling context analysis (SPCC). In addition, we evaluate the runtime performance of MTF and the typestate client with the DaCapo benchmarks. The results show that: 1) MTF has acceptable runtime overhead when tracing moderate numbers of marker events; and 2) AOPA is highly effective in reducing the event frequency for the dynamic typestate analysis; and 3) language VMs can be exploited to offer greater observability.

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Objective: To assess the fetal lumbosacral spine by three-dimensional (3D) ultrasonography using volume contrast imaging (VCI) omni view method and compare reproducibility and agreement between three different measurement techniques: standard mouse, high definition mouse and pen-tablet. Methods: A comparative and prospective study with 40 pregnant women between 20 and 34+6 weeks was realized. 3D volume datasets of the fetal spine were acquired using a convex transabdominal transducer. Starting scan plane was the coronal section of fetal lumbosacral spine by VCI-C function. Omni view manual trace was selected and a parallel plane of fetal spine was drawn including interest region. Intraclass correlation coefficient (ICC) was used for reproducibility analysis. The relative difference between three used techniques was compared by chi-square test and Fischer test. Results: Pen-tablet showed better reliability (ICC = 0.987). In the relative proportion of differences, this was significantly higher for the pen-tablet (82.14%; p < 0.01). In paired comparison, the relative difference was significantly greater for the pen-tablet (p < 0.01). Conclusion: The pen-tablet showed to be the most reproductive and concordant method in the measurement of body vertebral area of fetal lumbosacral spine by 3D ultrasonography using the VCI.