845 resultados para javascript desktop mobile extjs


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Durante el siglo XXI hemos sido testigos de cambios con una gran trascendencia en el campo de las tecnologías tanto a nivel de hardware como software, aunque uno de los más notables ha sido el cambio del paradigma de la distribución del software, donde la instalación de herramientas de escritorio queda relegada a un segundo plano y toman fuerza las aplicaciones que consumen servicios web o que, simplemente, son aplicaciones web, que no requieren de un proceso de instalación y siempre que tengamos una conexión a internet activa podremos acceder a nuestra aplicación y datos, sin importar desde donde nos conectemos. Gracias a este cambio, últimamente han proliferado distintas tecnologías para la creación de aplicaciones web, entre estas encontramos los componentes web basados en tecnología Polymer como herramienta para el desarrollo de aplicaciones modulares y componentes reutilizables en distintos sitios web, modificando y añadiendo funcionalidad a las etiquetas de HTML, de esta manera una vez desarrollado un componente, volver a utilizarlo es realizar un trabajo de unos cuantos segundo añadiendo la etiqueta necesaria en nuestro código HTML, esta ventaja es la principal característica de Polymer. En paralelo al desarrollo de tecnologías web, y gracias a su masificación, se han generado herramientas y frameworks a través de los cuales se pueden desarrollar aplicaciones para dispositivos móviles mediante tecnologías web, esto beneficia directamente a los ecosistemas de desarrolladores, herramientas, frameworks y aplicaciones ya que los hace más amplios y accesibles a todo aquel que sea capaz de programar una aplicación web basada en HTML, CSS y Javascript. El objetivo de este trabajo es generar un canal de movilidad definiendo una metodología eficaz para portar las ventajas de los componentes web de Polymer a entornos móviles, conservando su capacidad de ser reutilizados de manera sencilla y sin perder, dentro de lo posible, la usabilidad de los mismos teniendo en cuenta las particularidades de los dispositivos móviles, esto se realizará mediante pruebas de usabilidad para posteriormente validar la metodología generada aplicándola a un caso real.---ABSTRACT---During 21st century we have witness the important changes in technologies field, involving both hardware and software level, but one of the most relevant ones has been the software distribution paradigm change, where desktop tools has lost their importance to benefit web services or just web applications, among which the web components are included. Web components are based on Polymer technology as its main tool for developing modular applications and reusable components in different web sites, adding and modifying functionality to HTML tags. So, when a components is developed, reusing it is possible just adding its correspondant tag inour HTML code. This is the main Polymer feature. As web technologies grow, different tools and frameworks has been created. They can be used to develop applications for web devices though web technologies, which is a benefit for developer, tools, frameworks and applications ecosystems, in such a way this new tools make them wider and more accessible for every one able to develop web applications with HTML, CSS and Javascript languages. The goal of this work is to generate a mobility channel defining an efficient methodology to carry the Polymer web components advantages to mobile environments, keeping their features of being reused in an easy way and without losing, when possible, their usability being aware the special features of mobile devices. This work will be evaluated through usability tests to validate then the generated methodology applying it to a real case.

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In recent years, mobile technology has been one of the major growth areas in computing. Designing the user interface for mobile applications, however, is a very complex undertaking which is made even more challenging by the rapid technological developments in mobile hardware. Mobile human-computer interaction, unlike desktop-based interaction, must be cognizant of a variety of complex contextual factors affecting both users and technology. The Handbook of Research on User Interface Design and Evaluation provides students, researchers, educators, and practitioners with a compendium of research on the key issues surrounding the design and evaluation of mobile user interfaces, such as the physical environment and social context in which a mobile device is being used and the impact of multitasking behavior typically exhibited by mobile-device users. Compiling the expertise of over 150 leading experts from 26 countries, this exemplary reference tool will make an indispensable addition to every library collection.

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Desktop user interface design originates from the fact that users are stationary and can devote all of their visual resource to the application with which they are interacting. In contrast, users of mobile and wearable devices are typically in motion whilst using their device which means that they cannot devote all or any of their visual resource to interaction with the mobile application -- it must remain with the primary task, often for safety reasons. Additionally, such devices have limited screen real estate and traditional input and output capabilities are generally restricted. Consequently, if we are to develop effective applications for use on mobile or wearable technology, we must embrace a paradigm shift with respect to the interaction techniques we employ for communication with such devices.This paper discusses why it is necessary to embrace a paradigm shift in terms of interaction techniques for mobile technology and presents two novel multimodal interaction techniques which are effective alternatives to traditional, visual-centric interface designs on mobile devices as empirical examples of the potential to achieve this shift.

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The main focus of attention in this paper is the access to websites of leading regional, national and world museums. Their accessibility from desktop and mobile devices is hereby evaluated. The paper covers a detailed analysis of the mobile operating systems, their market share in Bulgaria and the opportunities they offer to the users. The need for contemporary cultural and historical heritage websites which maintain lighter but fully-functioning mobile versions, facilitating and making their access from portable devices easier, is also well-grounded here.

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In the medical field images obtained from high definition cameras and other medical imaging systems are an integral part of medical diagnosis. The analysis of these images are usually performed by the physicians who sometimes need to spend long hours reviewing the images before they are able to come up with a diagnosis and then decide on the course of action. In this dissertation we present a framework for a computer-aided analysis of medical imagery via the use of an expert system. While this problem has been discussed before, we will consider a system based on mobile devices. Since the release of the iPhone on April 2003, the popularity of mobile devices has increased rapidly and our lives have become more reliant on them. This popularity and the ease of development of mobile applications has now made it possible to perform on these devices many of the image analyses that previously required a personal computer. All of this has opened the door to a whole new set of possibilities and freed the physicians from their reliance on their desktop machines. The approach proposed in this dissertation aims to capitalize on these new found opportunities by providing a framework for analysis of medical images that physicians can utilize from their mobile devices thus remove their reliance on desktop computers. We also provide an expert system to aid in the analysis and advice on the selection of medical procedure. Finally, we also allow for other mobile applications to be developed by providing a generic mobile application development framework that allows for access of other applications into the mobile domain. In this dissertation we outline our work leading towards development of the proposed methodology and the remaining work needed to find a solution to the problem. In order to make this difficult problem tractable, we divide the problem into three parts: the development user interface modeling language and tooling, the creation of a game development modeling language and tooling, and the development of a generic mobile application framework. In order to make this problem more manageable, we will narrow down the initial scope to the hair transplant, and glaucoma domains.

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This paper reports on a study that investigates the emotions elicited from appraising SMS-based mobile marketing (m-marketing) communications under three marketing conditions: product consistency, incentives and permission giving. Results from the experimental design show that appraising m-marketing communications elicits both single emotions and mixed emotions; that is, a mixture of positive and negative emotions in the same response. Additionally, the results show that the influence of specific marketing conditions may increase or reduce the intensity of the emotions elicited. This study contributes to marketing practice by examining consumer appraisals of m-marketing communications under different combinations of marketing conditions. The results provide insights into which emotions are likely to be elicited as a result, and how a specific marketing condition might influence their levels of intensity. The study contributes to marketing theory also through combining appraisal theory with Richins (1997) consumption emotion set.

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This paper reports on a Q-methodology study on the consumption of mobile phones and opinions on SMS-marketing, extracted from interpretive interviews and focus groups. The Metaphors Q-sort, developed within a framework of Holt's (1995) four metaphors of consumption, identifies three experiential value clusters in the consumption of mobile phones: the Mobile Pragmatists, the Mobile Connectors and the Mobile Revelers. The SMS-marketing Q-sort identifies two key clusters of subjective opinions on various aspects of SMS-based mobile-marketing. By integrating the findings from these two Q-sorts, we demonstrate that while all three value clusters express positive opinions towards ‘location specific’ and ‘customer initiated contact’ SMS-marketing, there are noticeable differences in how marketers should develop their strategies to maximize the consumers’ perceived experiential value derived from the consumption of their mobile phones. Keywords: mobile phones; experiential consumption: SMS-marketing; Q-methodology