928 resultados para Android, Java, mobile, database, PHP, App, Json, design pattern, compatibilità, UML


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Il lavoro svolto per la tesi consiste nella realizzazione di un'applicazione Android che permetta all’utente di scattare o caricare dalla gallery una foto personale e prelevare da una ListView fotografie di abiti da provare mediante trascinamento di quest’ultimi sulla foto dell’utente. Le fasi di lavoro sono state principalmente quattro: - Ricerca sullo stato dell’arte della tecnologia legata al Virtual Dressing Room (storia, elenco e descrizione dei metodi utilizzati da piattaforme esistenti, esempi reali di queste metodologie) - Progettazione con individuazione degli obiettivi e featuring dell’applicazione - Implementazione dell'applicazione (creazione dei layout e codice java delle activity:inserimento taglie e scelta uomo/donna, scatto/caricamento foto, creazione del database e utilizzo mediante ListView, visualizzazione e gestione del carrello). Scrittura del volume di tesi (introduzione e descrizione della tecnologia, progettazione, implementazione con descrizione su Android SDK, Android Studio e implementazione con descrizione dei layout e classi).

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Nell'ottica di trovare modalità sempre più intuitive per movimentare manipolatori industriali l’obiettivo della tesi è quello di realizzare una mobile app su piattaforma Android in grado appunto di movimentare un generico manipolatore industriale. L'applicazione sviluppata fornisce all'utente un’interfaccia semplice e intuitiva che permette, dopo un’opportuna configurazione iniziale, di controllare il moto di un manipolatore industriale attraverso l’uso del touch screen e degli elementi grafici dell’interfaccia. Oltre a istruire un manipolatore l’applicazione offre anche delle funzionalità per il salvataggio e la gestione di determinate configurazioni che il manipolatore può assumere nello spazio. Il grande vantaggio dell’applicazione è quello di fornire un’interfaccia universale per la movimentazione di qualsiasi manipolatore. Si può affermare quindi che essa fornisce un livello di astrazione superiore. In questo progetto di tesi è stato effettuato il testing dell'applicazione sviluppata sia con il manipolatore industriale Comau Smart Six, robot antropomorfo a 6 gradi di libertà, sia con un manipolatore simulato in Unity 3D. Sono stati raccolti dei dati, in particolare dei grafici, che mettono in relazione i comandi impartiti al manipolatore e i dati ricevuti da questo, in modo da ricavarne dei parametri che misurano l'efficienza e la correttezza dell'applicazione.

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L'elaborato tratta del progetto di tesi "FastLApp". "FastLApp" e un'applicazione per la piattaforma Android che si pone come obbiettivo l'acquisizione dei dati di telemetria relativi al comportamento di un motoveicolo su strada e su circuito e come target i motociclisti amatoriali. Dopo un'introduzione sul sistema operativo Android, sulle principali tecniche di telemetria e di acquisizione dati e sulle applicazioni correlate, vengono descritte le funzionalita, l'implementazione e il testing del applicazione oggetto di tesi. Dopo una breve descrizione degli strumenti e delle tecnologie utilizzate, viene infine data una valutazione all'applicazione e discussi i suoi eventuali sviluppi futuri.

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Il presente progetto è stato svolto in collaborazione con la Cineteca di Bologna e verte sulla riprogettazione dell'odierna interfaccia Web, in funzione della sua visualizzazione mobile non considerata nella progettazione del 2008, in particolare nella sua parte che concerne la programmazione degli spettacoli in ambito cinematografico. Raccolti i suggerimenti degli utenti e approfondite le richieste della Cineteca, affrontando con i responsabili IT della Fondazione le criticità emerse, la ristrutturazione delle sezioni presenti e l'aggiunta di nuove funzionalità, si è impostato il lavoro come segue. In primis, si è eseguita una ricerca, avvalendosi di fonti autorevoli nella letteratura di settore, con un focus incentrato sull’Usabilità. Questa ha portato a presentare una panoramica di tale tematica, per concentrarsi poi sulle peculiarità dei dispositivi mobili, toccando vari aspetti: da un approfondimento dalle caratteristiche dell’uso fino una collocazione anche storica alla realtà mobile. Successivamente, si è proseguito analizzando nel dettaglio tutti i vari elementi da includere, sia dal punto di vista concettuale che posizionale, in riferimento a varie soluzioni proposte dalla letteratura di settore. Ciò preferendo i modelli principalmente utilizzati, dunque maggiormente familiari agli utenti, e i metodi normalizzati per la risoluzione di singole problematiche frequenti nella presentazione delle informazioni. Il risultato è un progetto di interfaccia più vicina all'esperienza quotidiana dell'utente, concretizzatosi con la realizzazione di un prototipo per mezzo di applicativi che simulano un device e mostrano anteprime grafiche dell'interfaccia medesima, nella fattispecie della natura e della collocazione dei singoli componenti sullo schermo. Il lavoro, pertanto, si pone l’obiettivo di rispondere a comuni e debite aspettative dell'utenza in fatto di comodità, efficienza e immediatezza di consultazione della Programmazione anche in mobilità.

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Il mondo degli smartphone, in particolare grazie all’avvento delle app, costituisce un settore che ha avuto negli ultimi anni una crescita tale, da richiedere l’introduzione di un nuovo termine in ambito finanziario: app economy. La crescente richiesta da parte del mercato di nuove opportunitá derivanti dal mondo delle applicazioni, ha aumentato sensibilmente il carico di lavoro richiesto alle software house specializzate,che hanno pertanto avuto la necessitá di adeguarsi a tale cambiamento. Per ovviare alle suddette problematiche, sono iniziati ad emergere due tool che consentono lo sviluppo di applicazioni multipiattaforma utilizzando un linguaggio ed un ambiente di sviluppo comuni. Tali sistemi consentono un risparmio in termini di tempi e costi, ma non sono in grado di competere con i tool nativi in termini di qualità del prodotto realizzato, in particolare per quanto concerne l'interfaccia grafica. Si propone pertanto un approccio che tenta di combinare i vantaggi di entrambe le soluzioni, al fine di ottimizzare la fluidità della UI, consentendo allo stesso tempo il riuso della logica applicativa.

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OBJECTIVES: There is concern regarding the possible health effects of cellular telephone use. We examined whether the source of funding of studies of the effects of low-level radiofrequency radiation is associated with the results of studies. We conducted a systematic review of studies of controlled exposure to radiofrequency radiation with health-related outcomes (electroencephalogram, cognitive or cardiovascular function, hormone levels, symptoms, and subjective well-being). DATA SOURCES: We searched EMBASE, Medline, and a specialist database in February 2005 and scrutinized reference lists from relevant publications. DATA EXTRACTION: Data on the source of funding, study design, methodologic quality, and other study characteristics were extracted. The primary outcome was the reporting of at least one statistically significant association between the exposure and a health-related outcome. Data were analyzed using logistic regression models. DATA SYNTHESIS: Of 59 studies, 12 (20%) were funded exclusively by the telecommunications industry, 11 (19%) were funded by public agencies or charities, 14 (24%) had mixed funding (including industry), and in 22 (37%) the source of funding was not reported. Studies funded exclusively by industry reported the largest number of outcomes, but were least likely to report a statistically significant result: The odds ratio was 0.11 (95% confidence interval, 0.02-0.78), compared with studies funded by public agencies or charities. This finding was not materially altered in analyses adjusted for the number of outcomes reported, study quality, and other factors. CONCLUSIONS: The interpretation of results from studies of health effects of radiofrequency radiation should take sponsorship into account.

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Mit der Idee eines generischen, an vielfältige Hochschulanforderungen anpassbaren Studierenden-App-Frameworks haben sich innerhalb des Arbeitskreises Web der ZKI ca. 30 Hochschulen zu einem Entwicklungsverbund zusammengefunden. Ziel ist es, an den beteiligten Einrichtungen eine umfassende Zusammenstellung aller elektronischen Studienservices zu evaluieren, übergreifende Daten- und Metadatenmodelle für die Beschreibung dieser Dienste zu erstellen und Schnittstellen zu den gängigen Campusmanagementsystemen sowie zu Infrastrukturen der elektronischen Lehre (LMS, Druckdienste, elektronischen Katalogen usw.) zu entwickeln. In einem abschließenden Schritt werden auf dieser Middleware aufsetzende Studienmanagement-Apps für Studierende erstellt, die die verschiedenen Daten- und Kommunikationsströme der standardisierten Dienste und Kommunikationskanäle bündeln und in eine für den Studierenden leicht zu durchschauende, navigationsfreundliche Aufbereitung kanalisiert. Mit der Konzeption eines dezentralen, über eine Vielzahl von Hochschulen verteilten Entwicklungsprojektes unter einer zentralen Projektleitung wird sichergestellt, dass redundante Entwicklungen vermieden, bundesweit standardisierte Serviceangebote angeboten und Wissenstransferprozesse zwischen einer Vielzahl von Hochschulen zur Nutzung mobiler Devices (Smartphones, Tablets und entsprechende Apps) angeregt werden können. Die Unterstützung der Realisierung klarer Schnittstellenspezifikationen zu Campusmanagementsystemen durch deren Anbieter kann durch diese breite Interessensgemeinschaft ebenfalls gestärkt werden. Weiterhin zentraler Planungsinhalt ist ein Angebot für den App-Nutzer zum Aufbau eines datenschutzrechtlich integeren, persönlichen E-Portfolios. Details finden sich im Kapitel Projektziele weiter unten.

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The ever increasing popularity of apps stems from their ability to provide highly customized services to the user. The flip side is that in order to provide such services, apps need access to very sensitive private information about the user. This leads to malicious apps that collect personal user information in the background and exploit it in various ways. Studies have shown that current app vetting processes which are mainly restricted to install time verification mechanisms are incapable of detecting and preventing such attacks. We argue that the missing fundamental aspect here is a comprehensive and usable mobile privacy solution, one that not only protects the user's location information, but also other equally sensitive user data such as the user's contacts and documents. A solution that is usable by the average user who does not understand or care about the low level technical details. To bridge this gap, we propose privacy metrics that quantify low-level app accesses in terms of privacy impact and transforms them to high-level user understandable ratings. We also provide the design and architecture of our Privacy Panel app that represents the computed ratings in a graphical user-friendly format and allows the user to define policies based on them. Finally, experimental results are given to validate the scalability of the proposed solution.

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Smartphone-App zur Kohlenhydratberechnung Neue Technologien wie Blutzuckersensoren und moderne Insulinpumpen prägten die Therapie des Typ-1-Diabetes (T1D) in den letzten Jahren in wesentlichem Ausmaß. Smartphones sind aufgrund ihrer rasanten technischen Entwicklung eine weitere Plattform für Applikationen zur Therapieunterstützung bei T1D. GoCARB Hierbei handelt es sich um ein zur Kohlenhydratberechnung entwickeltes System für Personen mit T1D. Die Basis für Endanwender stellt ein Smartphone mit Kamera dar. Zur Berechnung werden 2 mit dem Smartphone aus verschiedenen Winkeln aufgenommene Fotografien einer auf einem Teller angerichteten Mahlzeit benötigt. Zusätzlich ist eine neben dem Teller platzierte Referenzkarte erforderlich. Die Grundlage für die Kohlenhydratberechnung ist ein Computer-Vision-gestütztes Programm, das die Mahlzeiten aufgrund ihrer Farbe und Textur erkennt. Das Volumen der Mahlzeit wird mit Hilfe eines dreidimensional errechneten Modells bestimmt. Durch das Erkennen der Art der Mahlzeiten sowie deren Volumen kann GoCARB den Kohlenhydratanteil unter Einbeziehung von Nährwerttabellen berechnen. Für die Entwicklung des Systems wurde eine Bilddatenbank von mehr als 5000 Mahlzeiten erstellt und genutzt. Resümee Das GoCARB-System befindet sich aktuell in klinischer Evaluierung und ist noch nicht für Patienten verfügbar.

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Background: Diabetes mellitus is spreading throughout the world and diabetic individuals have been shown to often assess their food intake inaccurately; therefore, it is a matter of urgency to develop automated diet assessment tools. The recent availability of mobile phones with enhanced capabilities, together with the advances in computer vision, have permitted the development of image analysis apps for the automated assessment of meals. GoCARB is a mobile phone-based system designed to support individuals with type 1 diabetes during daily carbohydrate estimation. In a typical scenario, the user places a reference card next to the dish and acquires two images using a mobile phone. A series of computer vision modules detect the plate and automatically segment and recognize the different food items, while their 3D shape is reconstructed. Finally, the carbohydrate content is calculated by combining the volume of each food item with the nutritional information provided by the USDA Nutrient Database for Standard Reference. Objective: The main objective of this study is to assess the accuracy of the GoCARB prototype when used by individuals with type 1 diabetes and to compare it to their own performance in carbohydrate counting. In addition, the user experience and usability of the system is evaluated by questionnaires. Methods: The study was conducted at the Bern University Hospital, “Inselspital” (Bern, Switzerland) and involved 19 adult volunteers with type 1 diabetes, each participating once. Each study day, a total of six meals of broad diversity were taken from the hospital’s restaurant and presented to the participants. The food items were weighed on a standard balance and the true amount of carbohydrate was calculated from the USDA nutrient database. Participants were asked to count the carbohydrate content of each meal independently and then by using GoCARB. At the end of each session, a questionnaire was completed to assess the user’s experience with GoCARB. Results: The mean absolute error was 27.89 (SD 38.20) grams of carbohydrate for the estimation of participants, whereas the corresponding value for the GoCARB system was 12.28 (SD 9.56) grams of carbohydrate, which was a significantly better performance ( P=.001). In 75.4% (86/114) of the meals, the GoCARB automatic segmentation was successful and 85.1% (291/342) of individual food items were successfully recognized. Most participants found GoCARB easy to use. Conclusions: This study indicates that the system is able to estimate, on average, the carbohydrate content of meals with higher accuracy than individuals with type 1 diabetes can. The participants thought the app was useful and easy to use. GoCARB seems to be a well-accepted supportive mHealth tool for the assessment of served-on-a-plate meals.

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Automatic cost analysis of programs has been traditionally studied in terms of a number of concrete, predefined resources such as execution steps, time, or memory. However, the increasing relevance of analysis applications such as static debugging and/or certification of user-level properties (including for mobile code) makes it interesting to develop analyses for resource notions that are actually applicationdependent. This may include, for example, bytes sent or received by an application, number of files left open, number of SMSs sent or received, number of accesses to a database, money spent, energy consumption, etc. We present a fully automated analysis for inferring upper bounds on the usage that a Java bytecode program makes of a set of application programmer-definable resources. In our context, a resource is defined by programmer-provided annotations which state the basic consumption that certain program elements make of that resource. From these definitions our analysis derives functions which return an upper bound on the usage that the whole program (and individual blocks) make of that resource for any given set of input data sizes. The analysis proposed is independent of the particular resource. We also present some experimental results from a prototype implementation of the approach covering an ample set of interesting resources.

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Current development platforms for designing spoken dialog services feature different kinds of strategies to help designers build, test, and deploy their applications. In general, these platforms are made up of several assistants that handle the different design stages (e.g. definition of the dialog flow, prompt and grammar definition, database connection, or to debug and test the running of the application). In spite of all the advances in this area, in general the process of designing spoken-based dialog services is a time consuming task that needs to be accelerated. In this paper we describe a complete development platform that reduces the design time by using different types of acceleration strategies based on using information from the data model structure and database contents, as well as cumulative information obtained throughout the successive steps in the design. Thanks to these accelerations, the interaction with the platform is simplified and the design is reduced, in most cases, to simple confirmations to the “proposals” that the platform automatically provides at each stage. Different kinds of proposals are available to complete the application flow such as the possibility of selecting which information slots should be requested to the user together, predefined templates for common dialogs, the most probable actions that make up each state defined in the flow, different solutions to solve specific speech-modality problems such as the presentation of the lists of retrieved results after querying the backend database. The platform also includes accelerations for creating speech grammars and prompts, and the SQL queries for accessing the database at runtime. Finally, we will describe the setup and results obtained in a simultaneous summative, subjective and objective evaluations with different designers used to test the usability of the proposed accelerations as well as their contribution to reducing the design time and interaction.

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Embedded context management in resource-constrained devices (e.g. mobile phones, autonomous sensors or smart objects) imposes special requirements in terms of lightness for data modelling and reasoning. In this paper, we explore the state-of-the-art on data representation and reasoning tools for embedded mobile reasoning and propose a light inference system (LIS) aiming at simplifying embedded inference processes offering a set of functionalities to avoid redundancy in context management operations. The system is part of a service-oriented mobile software framework, conceived to facilitate the creation of context-aware applications?it decouples sensor data acquisition and context processing from the application logic. LIS, composed of several modules, encapsulates existing lightweight tools for ontology data management and rule-based reasoning, and it is ready to run on Java-enabled handheld devices. Data management and reasoning processes are designed to handle a general ontology that enables communication among framework components. Both the applications running on top of the framework and the framework components themselves can configure the rule and query sets in order to retrieve the information they need from LIS. In order to test LIS features in a real application scenario, an ?Activity Monitor? has been designed and implemented: a personal health-persuasive application that provides feedback on the user?s lifestyle, combining data from physical and virtual sensors. In this case of use, LIS is used to timely evaluate the user?s activity level, to decide on the convenience of triggering notifications and to determine the best interface or channel to deliver these context-aware alerts.

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The integration of correlation processes in design systems has as a target measurements in 3D directly and according to the users criteria in order to generate the required database for the development of the project. In the phase of photogrammetric works, internal and external orientation parameters are calculated and stereo models are created from standard images. The aforementioned are integrated in the system where the measurement of the selected items is done by applying developed correlation algorithms. The processing period has the tools to carry out the calculations in an easy and automatic way, as well as image measurement techniques to acquire the most correct information. The proposed software development is done on Visual Studio platforms for PC, applying the most apt codes and symbols according to the terms of reference required for the design. The results of generating the data base in an interactive way with the geometric study of the structures, facilitates and improves the quality of the works in the projects.