466 resultados para UI


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[ES] El Trabajo de Fin de Grado, Diseño e Implementación de un Convertidor Numérico como Aplicación Android es una aplicación desarrollada para terminales móviles con SO Android. Esta desarrollada en el entorno de desarrollo Eclipse, sobre el lenguaje de programación Java y hace uso de diferentes herramientas, las más importante de ellas el SDK TOOLS para Android. El objetivo o principal motivación por el cual he creado dicha aplicación es facilitarle al usuario final una forma más fácil y amena de acceder a toda la información proporcionada por el Servicio Web Números TIP. Esta aplicación podría tener gran uso en el campo de las enseñanzas primarias para enseñar a los niños a escribir números con letras y también podría ser de gran utilidad para las personas que no tengan un dominio extenso de nuestro idioma. La principal funcionalidad de la aplicación es realizar una consulta al Servicio Web Números TIP y luego mostrar por pantalla todos los datos devueltos. Todo el proceso de dibujo de la interfaz de usuario se realiza de manera dinámica y en tiempo de ejecución, logrando de esta manera adaptarnos a los datos que devuelva el servicio web. Para realizar la consulta al Servicio Web Números TIP el usuario introduce una ristra de caracteres sobre la cual se realizan determinadas comprobaciones en el servidor y se dibuja en la interfaz de usuario la respuesta devuelta. Esta ristra de caracteres puede contener cualquier signo, letra o número y el servicio web se encarga de devolver un error o reconocer un número, ya sea en su forma entera, fraccionaria, decimal o romana. La aplicación esta estandarizada para los cuatro tamaños generales reconocidos por Android y para sus densidades. Además se podría decir que la aplicación reconoce el idioma pre configurado en el teléfono y en base a ello solicita al servicio web las respuestas en español o en inglés.

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Panoramica sullo stato dell’arte degli approcci di sviluppo di mobile app alternativi agli approcci nativi, e approfondimento ulteriore dell’analisi. Valutazione concreta del framework Titanium, il più interessante per architettura e offerta di componenti di UI nativi, realizzata mediante lo sviluppo di un'app e facendo quindi il confronto con lo sviluppo nativo.

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Can the potential availability of unemployment insurance (UI) affect the behavior of employed workers and the duration of their employment spells? After discussing few straightforward reasons why UI may affect employment duration, I apply a regression kink design (RKD) to address this question using linked employer-employee data from the Brazilian labor market. Exploiting the UI schedule, I find that potential benefit level significantly affects the duration of employment spells. This effect is local to low skilled workers and, surprisingly, indicates that a 1\% increase in unemployment benefits increases job duration by around 0.3\%. Such result is driven by the fact that higher UI decreases the probability of job quits, which are not covered by UI in Brazil. These estimates are robust to permutation tests and a number of falsification tests. I develop a reduced-form welfare formula to assess the economic relevance of this result. Based on that, I show that the positive effect on employment duration implies in a higher optimal benefit level. Moreover, the formula shows that the elasticity of employment duration impacts welfare just with the same weight as the well-known elasticity of unemployment duration to benefit level.

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L'avvento delle nuove tecnologie e dei nuovi terminali Smartphone, ha portato ad una sempre più ampia implementazioni di applicazioni mobile. L'obiettivo di questa tesi è quello di illustrare il processo di progettazione ed implementazione di una mobile App per la Web Radio degli studenti universitari di Cesena: Uniradio Cesena.

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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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While sound and video may capture viewers' attention, interaction can captivate them. This has not been available prior to the advent of Digital Television. In fact, what lies at the heart of the Digital Television revolution is this new type of interactive content, offered in the form of interactive Television (iTV) services. On top of that, the new world of converged networks has created a demand for a new type of converged services on a range of mobile terminals (Tablet PCs, PDAs and mobile phones). This paper aims at presenting a new approach to service creation that allows for the semi-automatic translation of simulations and rapid prototypes created in the accessible desktop multimedia authoring package Macromedia Director into services ready for broadcast. This is achieved by a series of tools that de-skill and speed-up the process of creating digital TV user interfaces (UI) and applications for mobile terminals. The benefits of rapid prototyping are essential for the production of these new types of services, and are therefore discussed in the first section of this paper. In the following sections, an overview of the operation of content, service, creation and management sub-systems is presented, which illustrates why these tools compose an important and integral part of a system responsible of creating, delivering and managing converged broadcast and telecommunications services. The next section examines a number of metadata languages candidates for describing the iTV services user interface and the schema language adopted in this project. A detailed description of the operation of the two tools is provided to offer an insight of how they can be used to de-skill and speed-up the process of creating digital TV user interfaces and applications for mobile terminals. Finally, representative broadcast oriented and telecommunication oriented converged service components are also introduced, demonstrating how these tools have been used to generate different types of services.

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The central question for this paper is how to improve the production process by closing the gap between industrial designers and software engineers of television(TV)-based User Interfaces (UI) in an industrial environment. Software engineers are highly interested whether one UI design can be converted into several fully functional UIs for TV products with different screen properties. The aim of the software engineers is to apply automatic layout and scaling in order to speed up and improve the production process. However, the question is whether a UI design lends itself for such automatic layout and scaling. This is investigated by analysing a prototype UI design done by industrial designers. In a first requirements study, industrial designers had created meta-annotations on top of their UI design in order to disclose their design rationale for discussions with software engineers. In a second study, five (out of ten) industrial designers assessed the potential of four different meta-annotation approaches. The question was which annotation method industrial designers would prefer and whether it could satisfy the technical requirements of the software engineering process. One main result is that the industrial designers preferred the method they were already familiar with, which therefore seems to be the most effective one although the main objective of automatic layout and scaling could still not be achieved.

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In 2010, we conducted a sociolinguistic survey on the moribund 'Khoisan' language ǂHoan (Ju-ǂHoan), spoken in Botswana at the fringe of the Kalahari Desert. The survey aimed at investigating language use, degrees of multilingualism and language attitude among the ǂHoan speakers. Data collection was done on the basis of a questionnaire. We found that the positive language attitude of individuals towards ǂHoan often conflicts with the community's attitude towards this language, resulting in a split of actual language use between the family and more formal situations. All ǂHoan speakers are at least bilingual speaking the local lingua franca Kgalagadi (Bantu) besides ǂHoan. Most of them are in fact even trilingual, speaking Gǀui (Khoe-Kwadi) in addition to ǂHoan and Kgalagadi. Most of our results stand in line with an earlier sociolinguistic survey on ǂHoan by Batibo (2005a) which was carried out in 2003. In comparing Batibo's results to ours, changes in the sociolinguistic situation of ǂHoan as well as differences between the different villages will be pointed out.

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Mobile learning, in the past defined as learning with mobile devices, now refers to any type of learning-on-the-go or learning that takes advantage of mobile technologies. This new definition shifted its focus from the mobility of technology to the mobility of the learner (O'Malley and Stanton 2002; Sharples, Arnedillo-Sanchez et al. 2009). Placing emphasis on the mobile learner’s perspective requires studying “how the mobility of learners augmented by personal and public technology can contribute to the process of gaining new knowledge, skills, and experience” (Sharples, Arnedillo-Sanchez et al. 2009). The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. Around the world, mobile learning is predicted to be the future of online learning, and is slowly entering the mainstream education. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. A research field that allows putting the development of such technologies onto a solid basis is user experience design, which addresses how to improve usability and therefore user acceptance of a system. Although there is no consensus definition of user experience, simply stated it focuses on how a person feels about using a product, system or service. It is generally agreed that user experience adds subjective attributes and social aspects to a space that has previously concerned itself mainly with ease-of-use. In addition, it can include users’ perceptions of usability and system efficiency. Recent advances in mobile and ubiquitous computing technologies further underline the importance of human-computer interaction and user experience (feelings, motivations, and values) with a system. Today, there are plenty of reports on the limitations of mobile technologies for learning (e.g., small screen size, slow connection), but there is a lack of research on user experience with mobile technologies. This dissertation will fill in this gap by a new approach in building a user experience-based mobile learning environment. The optimized user experience we suggest integrates three priorities, namely a) content, by improving the quality of delivered learning materials, b) the teaching and learning process, by enabling live and synchronous learning, and c) the learners themselves, by enabling a timely detection of their emotional state during mobile learning. In detail, the contributions of this thesis are as follows: • A video codec optimized for screencast videos which achieves an unprecedented compression rate while maintaining a very high video quality, and a novel UI layout for video lectures, which together enable truly mobile access to live lectures. • A new approach in HTTP-based multimedia delivery that exploits the characteristics of live lectures in a mobile context and enables a significantly improved user experience for mobile live lectures. • A non-invasive affective learning model based on multi-modal emotion detection with very high recognition rates, which enables real-time emotion detection and subsequent adaption of the learning environment on mobile devices. The technology resulting from the research presented in this thesis is in daily use at the School of Continuing Education of Shanghai Jiaotong University (SOCE), a blended-learning institution with 35.000 students.

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BACKGROUND Quantifying sexually transmitted infection (STI) prevalence and incidence is important for planning interventions and advocating for resources. The World Health Organization (WHO) periodically estimates global and regional prevalence and incidence of four curable STIs: chlamydia, gonorrhoea, trichomoniasis and syphilis. METHODS AND FINDINGS WHO's 2012 estimates were based upon literature reviews of prevalence data from 2005 through 2012 among general populations for genitourinary infection with chlamydia, gonorrhoea, and trichomoniasis, and nationally reported data on syphilis seroprevalence among antenatal care attendees. Data were standardized for laboratory test type, geography, age, and high risk subpopulations, and combined using a Bayesian meta-analytic approach. Regional incidence estimates were generated from prevalence estimates by adjusting for average duration of infection. In 2012, among women aged 15-49 years, the estimated global prevalence of chlamydia was 4.2% (95% uncertainty interval (UI): 3.7-4.7%), gonorrhoea 0.8% (0.6-1.0%), trichomoniasis 5.0% (4.0-6.4%), and syphilis 0.5% (0.4-0.6%); among men, estimated chlamydia prevalence was 2.7% (2.0-3.6%), gonorrhoea 0.6% (0.4-0.9%), trichomoniasis 0.6% (0.4-0.8%), and syphilis 0.48% (0.3-0.7%). These figures correspond to an estimated 131 million new cases of chlamydia (100-166 million), 78 million of gonorrhoea (53-110 million), 143 million of trichomoniasis (98-202 million), and 6 million of syphilis (4-8 million). Prevalence and incidence estimates varied by region and sex. CONCLUSIONS Estimates of the global prevalence and incidence of chlamydia, gonorrhoea, trichomoniasis, and syphilis in adult women and men remain high, with nearly one million new infections with curable STI each day. The estimates highlight the urgent need for the public health community to ensure that well-recognized effective interventions for STI prevention, screening, diagnosis, and treatment are made more widely available. Improved estimation methods are needed to allow use of more varied data and generation of estimates at the national level.

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BACKGROUND Few data on the virological determinants of hepatitis B virus (HBV) infection are available from southern Africa. METHODS We enrolled consecutive HIV-infected adult patients initiating antiretroviral therapy (ART) at two urban clinics in Zambia and four rural clinics in Northern Mozambique between May 2013 and August 2014. HBsAg screening was performed using the Determine® rapid test. Quantitative real-time PCR and HBV sequencing were performed in HBsAg-positive patients. Risk factors for HBV infection were evaluated using Chi-square and Mann-Whitney tests and associations between baseline characteristics and high level HBV replication explored in multivariable logistic regression. RESULTS Seventy-eight of 1,032 participants in Mozambique (7.6%, 95% confidence interval [CI]: 6.1-9.3) and 90 of 797 in Zambia (11.3%, 95% CI: 9.3-13.4) were HBsAg-positive. HBsAg-positive individuals were less likely to be female compared to HBsAg-negative ones (52.3% vs. 66.1%, p<0.001). Among 156 (92.9%) HBsAg-positive patients with an available measurement, median HBV viral load was 13,645 IU/mL (interquartile range: 192-8,617,488 IU/mL) and 77 (49.4%) had high values (>20,000 UI/mL). HBsAg-positive individuals had higher levels of ALT and AST compared to HBsAg-negative ones (both p<0.001). In multivariable analyses, male sex (adjusted odds ratio: 2.59, 95% CI: 1.22-5.53) and CD4 cell count below 200/μl (2.58, 1.20-5.54) were associated with high HBV DNA. HBV genotypes A1 (58.8%) and E (38.2%) were most prevalent. Four patients had probable resistance to lamivudine and/or entecavir. CONCLUSION One half of HBsAg-positive patients demonstrated high HBV viremia, supporting the early initiation of tenofovir-containing ART in HIV/HBV-coinfected adults.