900 resultados para GIS, Android, Mobile, User Experience, Java, offline, EBWorld
Resumo:
With the emergence and growing supply of mobile apps for museums it becomes relevant to study the importance of all the design aspects of those apps in order to provide users/visitors with a better museum experience. One of these aspects is User Interface (UI) which may condition the quality of the application experience as well as the museum experience, serving the function of intermediary. Since interface design must combine usability with appearance (Schlatter e Levinson, 2013) the design must always appeal to the user, representing also a potential source of distraction. Hence the concern of this dissertation is to understand how we can distribute the user's attention in a balanced way, between the application and the exhibition via the User Interface design. For better understanding of the issue – sharing the attention between the physical experience and the application - questions are addressed as: what represents a distraction during a visit to a museum and what comprises the attention process. Thus, it was possible to find some good and bad practice to design a good mobile UI which suits the visual criteria and does not require too much visitor’s attention, serving as a complement to the visit
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In the UK, 20% of people aged 75 years and over are living with sight loss and age-related macular degeneration (AMD) is the most common cause of sight loss in the UK, impacting nearly 10% of those over 80; regrettably, these fgures are expected to increase in coming decades as the population ages (RNIB, 2012). This paper reports on the authors' design activities conducted for the purpose of informing the development of an assistive self-monitoring, ability-reactive technology (SMART) for older adults with AMD. The authors refect on their experience of adopting and adapting the PICTIVE (Plastic Interface for Collaborative Technology Initiatives through Video Exploration) participatory design approach (Muller, 1992) to support effective design with and for their special needs user group, refect on participants' views of being part of the process, and discuss the design themes identifed via their PD activities.
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In the UK, 20% of people aged 75 years and over are living with sight loss and age-related macular degeneration (AMD) is the most common cause of sight loss in the UK, impacting nearly 10% of those over 80; regrettably, these figures are expected to increase in coming decades as the population ages (RNIB, 2012). This paper reports on the authors' design activities conducted for the purpose of informing the development of an assistive self-monitoring, ability-reactive technology (SMART) for older adults with AMD. The authors reflect on their experience of adopting and adapting the PICTIVE (Plastic Interface for Collaborative Technology Initiatives through Video Exploration) participatory design approach (Muller, 1992) to support effective design with and for their special needs user group, reflect on participants' views of being part of the process, and discuss the design themes identified via their PD activities.
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A real-time adaptive resource allocation algorithm considering the end user's Quality of Experience (QoE) in the context of video streaming service is presented in this work. An objective no-reference quality metric, namely Pause Intensity (PI), is used to control the priority of resource allocation to users during the scheduling process. An online adjustment has been introduced to adaptively set the scheduler's parameter and maintain a desired trade-off between fairness and efficiency. The correlation between the data rates (i.e. video code rates) demanded by users and the data rates allocated by the scheduler is taken into account as well. The final allocated rates are determined based on the channel status, the distribution of PI values among users, and the scheduling policy adopted. Furthermore, since the user's capability varies as the environment conditions change, the rate adaptation mechanism for video streaming is considered and its interaction with the scheduling process under the same PI metric is studied. The feasibility of implementing this algorithm is examined and the result is compared with the most commonly existing scheduling methods.
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Avaliação de usabilidade é um processo importante durante o desenvolvimento de um software, seja ele para um sistema web ou mobile. No caso de um sistema mobile, o custo é bastante oneroso, tanto no que se refere à mão de obra especializada, como de recursos tecnológicos utilizados, tornando essa avaliação de usabilidade ainda mais importante. Além disso, as versões webdos sistemas SIG da UFRN já estão consolidadas e com uma grande aceitação, fazendo com que suas versões mobile tenham, ainda mais, a preocupação de lançar um produto de boa qualidade para manter essa credibilidade dos sistemas SIG , tanto na UFRN, como nas demais instituições que utilizam esses sistemas. Com este trabalho, buscou-se identificar algumas diretrizes de interface que possam ser utilizadas no processo de desenvolvimento dos sistemas SIG Mobile, mais especificamente o SIGAA Mobile, de modo a facilitar o desenvolvimento de novas funcionalidades voltadas para estes sistemas. Para isso, foi realizada uma avaliação de usabilidade no Portal do Aluno do SIGAA Mobile Android, tomando como base padrões de interface já existentes na literatura. Posteriormente, foi aplicado um questionário com os usuários do sistema para coletar as opiniões e sugestões dos mesmos. De posse de todos esses dados coletados, foi possível definir algumas diretrizes de interface a serem seguidas como recomendações no processo de desenvolvimento dos sistemas SIG Mobile.
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In order to address the increasing compromise of user privacy on mobile devices, a Fuzzy Logic based implicit authentication scheme is proposed in this paper. The proposed scheme computes an aggregate score based on selected features and a threshold in real-time based on current and historic data depicting user routine. The tuned fuzzy system is then applied to the aggregated score and the threshold to determine the trust level of the current user. The proposed fuzzy-integrated implicit authentication scheme is designed to: operate adaptively and completely in the background, require minimal training period, enable high system accuracy while provide timely detection of abnormal activity. In this paper, we explore Fuzzy Logic based authentication in depth. Gaussian and triangle-based membership functions are investigated and compared using real data over several weeks from different Android phone users. The presented results show that our proposed Fuzzy Logic approach is a highly effective, and viable scheme for lightweight real-time implicit authentication on mobile devices.
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A user manual for the GeoMedia software program, along with some discussion of digital orthophotos.
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Despite widespread controversy surrounding zero-rating—that is, the practice of subsidizing mobile data—the field suffers from a lack of inquiry into user understanding of and experience with zero-rated services. This paper explores how Ghanaian mobile users interact with zero-rated mobile applications Free Basics and Wikipedia Zero. Based on semi-structured interviews with users and non-users of the applications, I discuss how mobile phone users perceive Free Basics and Wikipedia Zero, what motivates them to use or not use the applications, and how the availability of the applications influences their data-buying strategies. Findings suggest that respondents, including those who did not actively use the applications, understood and experienced Free Basics and Wikipedia Zero in ways divergent from the providers’ aim of expanding access to online content and services.
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Nowadays there is almost no crime committed without a trace of digital evidence, and since the advanced functionality of mobile devices today can be exploited to assist in crime, the need for mobile forensics is imperative. Many of the mobile applications available today, including internet browsers, will request the user’s permission to access their current location when in use. This geolocation data is subsequently stored and managed by that application's underlying database files. If recovered from a device during a forensic investigation, such GPS evidence and track points could hold major evidentiary value for a case. The aim of this paper is to examine and compare to what extent geolocation data is available from the iOS and Android operating systems. We focus particularly on geolocation data recovered from internet browsing applications, comparing the native Safari and Browser apps with Google Chrome, downloaded on to both platforms. All browsers were used over a period of several days at various locations to generate comparable test data for analysis. Results show considerable differences not only in the storage locations and formats, but also in the amount of geolocation data stored by different browsers and on different operating systems.
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A presente investigação tem como objeto de estudo a Arte Nova nas cidades de Aveiro e Ílhavo, traduzindo-se posteriormente na criação de uma aplicação mobile de um roteiro diferenciador referente ao património Arte Nova localizado nas duas cidades. Existe em Aveiro, uma tomada de consciência notória relativa ao património que se enquadra no espírito e nas características do estilo Arte Nova. Isso em muito se deve à originalidade e diversidade de interpretações que a caracterizam localmente. No entanto, apesar dos melhoramentos efetuados na comunicação deste património, especialmente depois da reabilitação do edifício Mário Belmonte Pessoa e da sua transformação em Museu Arte Nova, o roteiro atual não contempla todos os artefactos do estilo existentes na cidade e exclui aqueles que se encontram fora do centro urbano da cidade de Aveiro. Em Ílhavo a realidade é completamente díspar da encontrada na cidade vizinha, Aveiro, não existindo grande decoro pelo tratamento da informação referente ao estilo Arte Nova, apenas algumas referencias breves em guias culturais e um roteiro limitado no site da Câmara Municipal de Ílhavo. Paralelamente a isto, a região de Aveiro tornou-se numa das regiões com o espólio mais significativo do país. Dada à sua importância cultural e local, o roteiro diferenciador que propomos nesta investigação irá intervir de forma a melhorar o que já existe, passando pelo aprofundamento de conhecimentos sobre o tema, catalogação, cruzamento e agrupamento de toda a informação dos artefactos que se encontrem dispersos pelas duas cidades, de forma a tornar mais fácil a procura e o acesso à informação. Numa primeira fase, a investigação irá focar-se nos conteúdos afetos a cada um dos artefactos, sendo estes metodologicamente trabalhados através do método triangular de Francisco Providência, a interpretação autoral (autoria) que se traduz na evolução dos edifícios (tecnologia) e a relevância da sua história (programa) para o património nacional. Posteriormente, os conteúdos anteriormente referidos serão adaptados a uma aplicação mobile que facilitará o acesso à informação previamente selecionada referente a cada artefacto, apresentando uma breve história sobre as manifestações da Arte Nova nas cidades de Aveiro e Ílhavo. Esta aplicação mobile permitirá perceber a evolução dos edifícios desde a sua construção até à atualidade, ao nível de recuperação estrutural ou da falta de reabilitação e recuperação dos mesmos. Contribuirá para conhecer se os edifícios mantiveram (ou não) as suas características originais relativas ao desenho e tecnologia, para tal fará valerse de tecnologias como Realidade Aumentada, assim como os princípios de elaboração e leitura de QR codes, para facilitar o acesso, localização e compreensão dessa mesma informação, permitindo ainda que o seu utilizador embarque numa viagem no tempo e experiencie o roteiro de uma forma diferente. Paralelamente, pretende-se que este roteiro funcione como um roteiro único do património Arte Nova nas duas cidades, com o intuito de se expandir a outras cidades e se tornar num roteiro único do património Arte Nova na região de Aveiro. A diversidade do património Arte Nova nesta região assenta no cunho pessoal e social que os proprietários atribuíram aos seus artefactos, assim como na formação e a capacidade artística fortemente influenciada pela técnica pessoal, temperamento e sensibilidade dos seus autores, fazendo destes artefactos autênticas obras de arte, que merecem o seu estudo. Constatou-se, ao nível dos resultados que o protótipo da aplicação mobile, se adequaram ao que foi anunciado, a nível investigativo, e por isso, interessou a este estudo confirmar a demonstração do que foi enunciado. No entanto, concluiu-se que o respetivo protótipo necessita de ser ‘afinado’ em estudos futuros. Independentemente, das fragilidades encontradas, considera-se que este protótipo de aplicação mobile poderá servir como meio de excelência para a integração de conteúdos que vão mais além do que a visualização dos artefactos. Assim, contribui-se para o adensamento e acesso ao conhecimento sobre a história da Arte Nova em Portugal.
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Following a drop in estrogen in the period of menopause some women begin to lose bone mass more than 1% per year reaching the end of five years with loss greater than 25%. In this regard, factors such as older age, low calcium intake and premature menopause favor the onset of osteoporosis. Preventive methods such as nutritional counseling to a proper diet and the support of technology through applications that assess dietary intake are essential. Thus, this study aimed to develop an application for Android® platform focused on the evaluation of nutritional and organic conditions involved in bone health and risks for developing osteoporosis in postmenopausal women. To achieve this goal we proceeded to a study of 72 women aged 46-79 years, from the physical exercise for bone health of the Laboratory for Research in Biochemistry and Densitometry the Federal Technological University of Paraná program. Data were collected in the second half of 2014 through tests Bone Densitometry and Body Composition, Blood Tests, Anthropometric data and Nutrition Assessment. The study included women with a current diagnosis of osteopenia or osteoporosis primary, aged more than 45 years postmenopausal. For the assessment of bone mineral density and body composition used the device Absorptiometry Dual Energy X-ray (DXA) brand Hologic Discovery TM Model A. For anthropometric assessment was included to body mass, height, abdominal circumference, Waist circumference and hip circumference. The instrument for assessing food consumption was used Recall 24 hours a day (24HR). The estimated intake of energy and nutrients was carried from the tabulation of the food eaten in the Software Diet Pro 4®. In a sub sample of 30 women with osteopenia / osteoporosis serum calcium and alkaline phosphatase tests were performed. The results demonstrated a group of women (n = 30) average calcium intake of 570mg / day (± 340). The analysis showed a mean serum calcium within the normal range (10,20mg / dl ± 0.32) and average values and slightly increased alkaline phosphatase (105.40 U / L ± 23.70). Furthermore, there was a significant correlation between the consumption of protein and the optimal daily intake of calcium (0.375 p-value 0.05). Based on these findings, we developed an application early stage in Android® platform operating system Google®, being called OsteoNutri. We chose to use Java Eclipse® where it was executed Android® version of the project; choice of application icons and setting the visual editor for building the application layouts. The DroidDraw® was used for development of the three application GUIs. For practical tests we used a cell compatible with the version that was created (4.4 or higher). The prototype was developed in conjunction with the Group and Instrumentation Applications Development (GDAI) of the Federal Technological University of Paraná. So this application can be considered an important tool in dietary control, allowing closer control consumption of calcium and dietary proteins.
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In this paper, a musical learning application for mobile devices is presented. The main objective is to design and develop an application capable of offering exercises to practice and improve a selection of music skills, to users interested in music learning and training. The selected music skills are rhythm, melodic dictation and singing. The application includes an audio signal analysis system implemented making use of the Goertzel algorithm which is employed in singing exercises to check if the user sings the right musical note. This application also includes a graphical interface to represent musical symbols. A set of tests were conducted to check the usefulness of the application as musical learning tool. A group of users with different music knowledge have tested the system and reported to have found it effective, easy and accessible.
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Interactions in mobile devices normally happen in an explicit manner, which means that they are initiated by the users. Yet, users are typically unaware that they also interact implicitly with their devices. For instance, our hand pose changes naturally when we type text messages. Whilst the touchscreen captures finger touches, hand movements during this interaction however are unused. If this implicit hand movement is observed, it can be used as additional information to support or to enhance the users’ text entry experience. This thesis investigates how implicit sensing can be used to improve existing, standard interaction technique qualities. In particular, this thesis looks into enhancing front-of-device interaction through back-of-device and hand movement implicit sensing. We propose the investigation through machine learning techniques. We look into problems on how sensor data via implicit sensing can be used to predict a certain aspect of an interaction. For instance, one of the questions that this thesis attempts to answer is whether hand movement during a touch targeting task correlates with the touch position. This is a complex relationship to understand but can be best explained through machine learning. Using machine learning as a tool, such correlation can be measured, quantified, understood and used to make predictions on future touch position. Furthermore, this thesis also evaluates the predictive power of the sensor data. We show this through a number of studies. In Chapter 5 we show that probabilistic modelling of sensor inputs and recorded touch locations can be used to predict the general area of future touches on touchscreen. In Chapter 7, using SVM classifiers, we show that data from implicit sensing from general mobile interactions is user-specific. This can be used to identify users implicitly. In Chapter 6, we also show that touch interaction errors can be detected from sensor data. In our experiment, we show that there are sufficient distinguishable patterns between normal interaction signals and signals that are strongly correlated with interaction error. In all studies, we show that performance gain can be achieved by combining sensor inputs.
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Il progetto di tesi consiste nella progettazione e nell'implementazione di una applicazione mobile Android nativa per la generazione automatica di itinerari di viaggio in base ad alcuni dati inseriti in input dall'utente. La app è costituita da una serie di activity di raccolta dati in cui viene chiesto all'utente di inserire le sue preferenze in quanto a destinazione, periodo, modalità di viaggio ed altre informazioni. Completata questa fase viene attivato l'algoritmo che genera gli itinerari elaborando i dati raccolti. L'itinerario, che rappresenta il risultato ottenuto dall'algoritmo, è diviso in giorni ed ogni giorno di viaggio contiene i luoghi da visitare in ordine ottimizzato, con la possibilità di usufruire di ulteriori servizi di indicazioni stradali e visualizzazione su mappe. L'intero progetto è stato implementato in Java con l'ambiente di sviluppo Android Studio.
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Short messaging service (SMS) is perhaps the most popular mobile technology prevalent among students in higher education due to its ubiquitous nature and the capability of two-way communication. However, a major limitation in two-way text messaging is sending back a part of received data with the reply message. This limitation results in users of a mobile learning environment being unable to reply back to the correct destination. This article presents a two-way text messaging system that can be integrated into a learning management system (LMS) to provide an interactive learning experience to the user community. Initially, a database is integrated into the LMS that holds message information such as recipient's phone number, message body and user data header. A specific port associated with the SMS is used to conceal and exchange data of a particular course unit. Subsequently, software in the student's mobile device captures this message and sends back the reply message to the appropriate course unit allowing both teachers and students to view messages sent and replies received pertaining to a particular course. Results indicate the educational impact of the proposed system in improving the learning environment and benefits it offers to the community in a campus-wide implementation.