752 resultados para Mobile platforms
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Graphics Processing Units have become a booster for the microelectronics industry. However, due to intellectual property issues, there is a serious lack of information on implementation details of the hardware architecture that is behind GPUs. For instance, the way texture is handled and decompressed in a GPU to reduce bandwidth usage has never been dealt with in depth from a hardware point of view. This work addresses a comparative study on the hardware implementation of dierent texture decompression algorithms for both conventional (PCs and video game consoles) and mobile platforms. Circuit synthesis is performed targeting both a recongurable hardware platform and a 90nm standard cell library. Area-delay trade-os have been extensively analyzed, which allows us to compare the complexity of decompressors and thus determine suitability of algorithms for systems with limited hardware resources.
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En este proyecto se realiza un estudio sobre herramientas que facilitan la creacin y distribucin de aplicaciones en distintas plataformas mviles, con el fin de poder seleccionar la herramienta ms apropiada en funcin del proyecto a desarrollar. Previo al estudio de las herramientas para el desarrollo en plataformas mltiples se realiza un estudio de las herramientas y metodologas que facilitan los propietarios de los entornos IOS y Android. Este estudio previo permitir al lector conocer en ms detalle las particularidades de cada uno de estos dos entornos, as como las pautas y buenas prcticas a seguir en el desarrollo de aplicaciones para dispositivos mviles. Una vez finalizado el estudio, el lector sabr escoger una herramienta de desarrollo adaptada a cada proyecto en funcin de su objeto, los recursos disponibles y las habilidades de los miembros del equipo de desarrollo. Adicionalmente al estudio, y como ejemplo de aplicacin, en el proyecto se realiza un caso prctico de seleccin de herramienta y aplicacin de la herramienta seleccionada a un proyecto de desarrollo concreto. El caso prctico consiste en la creacin de un entorno que permite generar aplicaciones para la visualizacin de apuntes. Las aplicaciones permitirn ver contenidos de tipo multimedia como ficheros de texto, sonidos, imgenes, vdeos y enlaces a contenidos externos. Adems estas aplicaciones se generarn sin que el autor de las mismas tenga que modificar alguna de las lneas del cdigo. Para ello, se han definido una serie de ficheros de configuracin en los que el autor de la aplicacin deber indicar los contenidos a mostrar y su ubicacin. Se han seleccionado recursos de tipo cdigo abierto para el desarrollo del caso prctico, con el fin de evitar los costes asociados a las posibles licencias. El equipo de desarrollo del caso prctico estar formado nicamente por el autor de este proyecto de fin de grado, lo que hace del caso de estudio un desarrollo sencillo, de manera que su futuro mantenimiento y escalabilidad no deberan verse afectados por la necesidad de contar con equipos de desarrolladores con conocimientos especficos o complejos. ABSTRACT. This document contains a study of tools that ease the creation and the distribution of the applications through different mobile platforms. The objective o this document is to allow the selection of the most appropriate tool, depending on the development objectives. Previous to this study about the tools for developing on multiple platforms, a study of IOS and Android tools and their methodologies is included on this document. This previous analysis will allow the reader to know in more detail the peculiarities of each of these environments, together with theirs requirements and the best practices of the applications development for mobile devices. By the end of this document the reader would be able to choose the adequate development tool for a project depending of its objective, its available resources and the developers teams capabilities. Beside this study and as example of case study this final project includes a practical case of tool selection and its application to a specific development. The case study consists in the creation of an environment that allows generating applications to visualise notes. These applications will allow seeing contents of multimedia type such as: text files, sounds, images, videos, and links to external content. Furthermore these applications will be generated without their author having to modify any line of code, because a group of configuration files will be defined for such purpose. The author of the application only has to update this configuration with the content to show by the application and its location. The selected resources for the case study were of the type open source in order to avoid the cost associated to the potential licenses. The developers team for this case study has only one member, the author of this final project document and practical case developer. As a result the case study is a very simple development in a way that the future potential maintenance and scalability should not depend on the necessity of a highly qualified developers teams with a very specific knowledge on mobile platforms development.
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En los ltimos aos el nmero de dispositivos mviles y smartphones ha aumentado drsticamente, as como el nmero de aplicaciones destinadas a estos. Los desarrolladores siempre se han visto frenados en la creacin de estas aplicaciones debido a la complejidad que supone la diversidad de sistemas operativos (Android, iOS, Windows Phone, etc), que utilizan lenguajes de programacin diferentes, haciendo que, para poder desarrollar una aplicacin que funcione en estas plataformas, en verdad haya que implementar una aplicacin independiente para cada una de las plataformas. Para solucionar este problema han surgido frameworks, como Appcelerator Titanium, que permiten escribir una sola vez la aplicacin y compilarla para las diferentes plataformas mviles objetivo. Sin embargo, estos frameworks estn an en estado muy temprano de desarrollo, por lo que no resuelven toda la problemtica ni dan una respuesta completa a los desarrolladores. El objetivo de este Trabajo de Fin de Grado ha sido contribuir a la evolucin de estos frameworks mediante la creacin de un mdulo para Appcelerator Titanium que permita construir de manera gil aplicaciones multiplataforma que hagan uso de visualizadores de informacin geogrfica. Para ello se propone el desarrollo de un mdulo de mapa con soporte para capas WMS, rutas y polgonos en WKT, KML y GeoJSON. Se facilitar adems que estas aplicaciones puedan acceder a capacidades del hardware como la brjula y el GPS para realizar un seguimiento de la localizacin, a la vez que se hace uso de la aceleracin por el hardware subyacente para mejorar la velocidad y fluidez de la informacin visualizada en el mapa. A partir de este mdulo se ha creado una aplicacin que hace uso de todas sus caractersticas y posteriormente se ha migrado a la plataforma Wirecloud4Tablet como componente nativo que puede integrarse con otros componentes web (widgets) mediante tcnicas de mashup. Gracias a esto se ha podido fusionar por un lado todas las ventajas que ofrece Wirecloud para el rpido desarrollo de aplicaciones sin necesidad de tener conocimientos de programacin, junto con las ventajas que ofrecen las aplicaciones nativas en cuanto a rendimiento y caractersticas extras. Usando los resultados de este proyecto, se pueden crear de manera gil aplicaciones composicionales nativas multiplataforma que hagan uso de visualizacin de informacin geogrfica; es decir, se pueden crear aplicaciones en pocos minutos y sin conocimientos de programacin que pueden ejecutar diferentes componentes (como el mapa) de manera nativa en mltiples plataformas. Se facilita tambin la integracin de componentes nativos (como es el mapa desarrollado) con otros componentes web (widgets) en un mashup que puede visualizarse en dispositivos mviles mediante la plataforma Wirecloud. ---ABSTRACT---In recent years the number of mobile devices and smartphones has increased dramatically as well as the number of applications targeted at them. Developers always have been slowed in the creation of these applications due to the complexity caused by the diversity of operating systems (Android, iOS, Windows Phone, etc), each of them using different programming languages, so that, in order to develop an application that works on these platforms, the developer really has to implement a different application for each platform. To solve this problem frameworks such as Appcelerator Titanium have emerged, allowing developers to write the application once and to compile it for different target mobile platforms. However, these frameworks are still in very early stage of development, so they do not solve all the difficulties nor give a complete solution to the developers. The objective of this final year dissertation is to contribute to the evolution of these frameworks by creating a module for Appcelerator Titanium that permits to nimbly build multi-platform applications that make use of geographical information visualization. To this end, the development of a map module with support for WMS layers, paths, and polygons in WKT, KML, and GeoJSON is proposed. This module will also facilitate these applications to access hardware capabilities such as GPS and compass to track the location, while it makes use of the underlying hardware acceleration to improve the speed and fluidity of the information displayed on the map. Based on this module, it has been created an application that makes use of all its features and subsequently it has been migrated to the platform Wirecloud4Tablet as a native component that can be integrated with other web components (widgets) using mashup techniques. As a result, it has been fused on one side all the advantages Wirecloud provides for fast application development without the need of programming skills, along with the advantages of native apps, such as performance and extra features. Using the results of this project, compositional platform native applications that make use of geographical information visualization can be created in an agile way; ie, in a few minutes and without having programming skills, a developer could create applications that can run different components (like the map) natively on multiple platforms. It also facilitates the integration of native components (like the map) with other web components (widgets) in a mashup that can be displayed on mobile devices through the Wirecloud platform.
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En este proyecto se ha estudiado el abanico de posibilidades que las plataformas web y mviles ofrecen para aprender lenguajes de programacin compilados. A continuacin, se ha realizado el diseo y la implementacin de una plataforma para el aprendizaje de lenguajes de programacin desde dispositivos mviles, con posibilidad de compilacin remota desde la aplicacin desarrollada, analizando el proceso y las elecciones de desarrollo tomadas. As, se ha desarrollado una app mediante la plataforma de desarrollo Cordova, que puede ser distribuida para todas las plataformas mviles que esta soporta, incluyendo las ms populares: iOS y Android. Para la parte servidora se ha utilizado un servidor Apache (PHP) y el sistema NoSQL MongoDB para la base de datos. Para mayor facilidad en la gestin del contenido de la app, se ha desarrollado en paralelo un gestor web de la base de datos, el cual permite aadir, editar y eliminar contenido de la misma a travs de una interfaz agradable y funcional. ABSTRACT. In this project I have studied the range of possibilities that web and mobile platforms offer to learn compiled programming languages. Next, I have designed and implemented a platform for learning programming languages from mobile devices, giving the possibility of remote compilation within the developed application. In this terms, I have developed an app with the Cordova development platform, which can be distributed for all the mobile platforms Cordova supports, including the most popular ones: iOS and Android. For the server part, I have used an Apache (PHP) server and the NoSQL database system MongoDB. In order to offer a more usable system and a better database management, I have also developed a web manager for the database, from which database content can be added, edited and removed, through a clear and functional interface.
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Esta investigacin aborda el consumo que los jvenes universitarios de Espaa y Brasil realizan de las publicaciones para tabletas. A travs del estudio de seis casos las revistas espaolas Don, VisVis y Quality Sport, y los vespertinos brasileos O Globo a Mais, de Ro de Janeiro; Estado Noite, de Sao Paulo; y Dirio do Nordeste Plus, de Fortaleza se aplica una metodologa cualitativa, el test de usabilidad, para detectar qu aspectos ralentizan y entorpecen la navegacin en las nuevas generaciones de usuarios de medios mviles. A pesar de la influencia de las revistas impresas en la configuracin de las publicaciones para tableta, los datos muestran que el usuario necesita entrenarse para conocer unas opciones de interaccin a veces poco intuitivas o para las que carece de la madurez visual necesaria. Por ello las publicaciones ms sencillas obtienen los mejores resultados de usabilidad.
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Thesis (Ph.D.)--University of Washington, 2016-08
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TV Advertising is evolving quickly. This article examines how the popularity of viewing content on mobile platforms is changing the way we advertise. VOD and OTT media services have meant that advertisers can now automate and personalise their TV advertising. It's having a significant impact on the UK TV business model.
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Simultaneous Localization and Mapping (SLAM) is a procedure used to determine the location of a mobile vehicle in an unknown environment, while constructing a map of the unknown environment at the same time. Mobile platforms, which make use of SLAM algorithms, have industrial applications in autonomous maintenance, such as the inspection of flaws and defects in oil pipelines and storage tanks. A typical SLAM consists of four main components, namely, experimental setup (data gathering), vehicle pose estimation, feature extraction, and filtering. Feature extraction is the process of realizing significant features from the unknown environment such as corners, edges, walls, and interior features. In this work, an original feature extraction algorithm specific to distance measurements obtained through SONAR sensor data is presented. This algorithm has been constructed by combining the SONAR Salient Feature Extraction Algorithm and the Triangulation Hough Based Fusion with point-in-polygon detection. The reconstructed maps obtained through simulations and experimental data with the fusion algorithm are compared to the maps obtained with existing feature extraction algorithms. Based on the results obtained, it is suggested that the proposed algorithm can be employed as an option for data obtained from SONAR sensors in environment, where other forms of sensing are not viable. The algorithm fusion for feature extraction requires the vehicle pose estimation as an input, which is obtained from a vehicle pose estimation model. For the vehicle pose estimation, the author uses sensor integration to estimate the pose of the mobile vehicle. Different combinations of these sensors are studied (e.g., encoder, gyroscope, or encoder and gyroscope). The different sensor fusion techniques for the pose estimation are experimentally studied and compared. The vehicle pose estimation model, which produces the least amount of error, is used to generate inputs for the feature extraction algorithm fusion. In the experimental studies, two different environmental configurations are used, one without interior features and another one with two interior features. Numerical and experimental findings are discussed. Finally, the SLAM algorithm is implemented along with the algorithms for feature extraction and vehicle pose estimation. Three different cases are experimentally studied, with the floor of the environment intentionally altered to induce slipping. Results obtained for implementations with and without SLAM are compared and discussed. The present work represents a step towards the realization of autonomous inspection platforms for performing concurrent localization and mapping in harsh environments.
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Dissertao apresentada ao Instituto Politcnico de Castelo Branco para cumprimento dos requisitos necessrios obteno do grau de Mestre em Desenvolvimento de Software e Sistemas Interativos, realizada sob a orientao cientfica do Doutor Pedro Nuno Moreira da Silva, Professor Adjunto da Unidade Tcnico-Cientfica de Informtica do Departamento da Escola Superior de Tecnologia do Instituto Politcnico de Castelo Branco.
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As exigncias da sociedade atual obrigam a mudanas tecnolgicas cada vez mais rpidas e constantes para satisfazer as necessidades empresariais, especialmente no que concerne transmisso de informaes de forma cada vez mais rpidas, mas sempre mantendo um elevado padro de qualidade de contedos, bem como nveis de segurana elevados para impedir que os mesmos sejam corrompidos. Desde o aparecimento da Internet que a informao circula de forma cada vez mais veloz, em maiores quantidades e alcana cada vez mais pessoas. No entanto, nem todas as pessoas tm acesso a contedos de qualidade, sendo nesse ponto que o desenvolvimento do presente trabalho ter importncia na respectiva rea. O portveb.com um website que pretende colmatar uma carncia de contedos de qualidade para especialistas web designers, programadores e optimizadores de motores de busca. A importncia do trabalho desenvolvido deve-se escassez de websites da referida temtica, sendo uma oportunidade para explorar a utilizao de solues tcnicas como o Bootstrap, HTML, CSS, Javacript, PHP, MYSQL e desenvolver um website cuja funcionalidade no esteja s restrita a computadores pessoais, mas tambm a plataformas mveis. O desenvolvimento do website portveb.com demonstrou que a utilizao das solues tcnicas j referidas foram a melhor opo do que concerne obteno de resultados, por assentar em plataformas onde no foi necessrio elaborar um design de raz, sendo que a interaco com bases de dados como PHP e MySQL tornaram o website mais dinmico. A realizao deste trabalho possibilitou ainda a descoberta de potencialidades do website para solues tcnicas futuras que se destinam a aumentar a partilha de conhecimento entre os utilizadores de forma mais prtica e eficiente.
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Descreve-se, no presente trabalho, os esforos envidados no sentido de criar uma soluo informtica generalista, para os problemas mais recorrentes do processo de produo de videojogos 20, baseados em sprites, a correr em plataformas mveis. O sistema desenvolvido uma aplicao web que est inserida no paradigma cloudcomputing, usufruindo, portanto, de todas as vantagens em termos de acessibilidade, segurana da informao e manuteno que este paradigma oferece actualmente. Alm das questes funcionais, a aplicao ainda explorada do ponto de vista da arquitetura da implementao, com vista a garantir um sistema com implementao escalvel, adaptvel e de fcil manuteno. Prope-se ainda um algoritmo que foi desenvolvido para resolver o problema de obter uma distribuio espacial otimizada de vrias reas retangulares, sem sobreposies nem restries a nvel das dimenses, quer do arranjo final, quer das reas arranjadas. ABSTRACT: This document describes the efforts taken to create a generic computing solution for the most recurrent problems found in the production of two dimensional, spritebased videogames, running on mobile platforms. The developed system is a web application that fits within the scope of the recent cloud-computing paradigm and, therefore, enjoys all of its advantages in terms of data safety, accessibility and application maintainability. In addition, to the functional issues, the system is also studied in terms of its internal software architecture, since it was planned and implemented in the perspective of attaining an easy to maintain application, that is both scalable and adaptable. Furthermore, it is also proposed an algorithm that aims to find an optimized solution to the space distribution problem of several rectangular areas, with no overlapping and no dimensinal restrictions, neither on the final arrangement nor on the arranged areas.
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Since the end of the long winter of virtual reality (VR) at the beginning of the 2010 decade, many improvements have been made in terms of hardware technologies and software platforms performances and costs. Many expect such trend will continue, pushing the penetration rate of virtual reality headsets to skyrocket at some point in the future, just as mobile platforms did before. In the meantime, virtual reality is slowly transitioning from a specialized laboratory-only technology, to a consumer electronics appliance, opening interesting opportunities and challenges. In this transition, two interesting research questions amount to how 2D-based content and applications may benefit (or be hurt) by the adoption of 3D-based immersive environments and to how to proficiently support such integration. Acknowledging the relevance of the former, we here consider the latter question, focusing our attention on the diversified family of PC-based simulation tools and platforms. VR-based visualization is, in fact, widely understood and appreciated in the simulation arena, but mainly confined to high performance computing laboratories. Our contribution here aims at characterizing the simulation tools which could benefit from immersive interfaces, along with a general framework and a preliminary implementation which may be put to good use to support their transition from uniquely 2D to blended 2D/3D environments.
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Smart phones became part and parcel of our life, where mobility provides a freedom of not being bounded by time and space. In addition, number of smartphones produced each year is skyrocketing. However, this also created discrepancies or fragmentation among devices and OSes, which in turn made an exceeding hard for developers to deliver hundreds of similar featured applications with various versions for the market consumption. This thesis is an attempt to investigate whether cloud based mobile development platforms can mitigate and eventually eliminate fragmentation challenges. During this research, we have selected and analyzed the most popular cloud based development platforms and tested integrated cloud features. This research showed that cloud based mobile development platforms may able to reduce mobile fragmentation and enable to utilize single codebase to deliver a mobile application for different platforms.
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