952 resultados para Android, Typing Game, Client-Server, App, Applicazione, mobile


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Aplicació Android per a la gestió i comunicació d'una associació esportiva. Permet seguir els resultats, classificació, notícies i calendari dels equips del club així com informació complementària de l'associació.

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El present projecte consisteix en desenvolupar una aplicació per a dispositius Android que s'utilitzarà per monitoritzar remotament la informació en temps real i històrica dels nodes d'una llista de xarxes.

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Tämän tutkimuksen tavoitteena oli tutkia langattomien internet palveluiden arvoverkkoa ja liiketoimintamalleja. Tutkimus oli luonteeltaan kvalitatiivinen ja siinä käytettiin strategiana konstruktiivista case-tutkimusta. Esimerkkipalveluna oli Treasure Hunters matkapuhelinpeli. Tutkimus muodostui teoreettisesta ja empiirisestä osasta. Teoriaosassa liitettiin innovaatio, liiketoimintamallit ja arvoverkko käsitteellisesti toisiinsa, sekä luotiin perusta liiketoimintamallien kehittämiselle. Empiirisessä osassa keskityttiin ensin liiketoimintamallien luomiseen kehitettyjen innovaatioiden pohjalta. Lopuksi pyrittiin määrittämään arvoverkko palvelun toteuttamiseksi. Tutkimusmenetelminä käytettiin innovaatiosessiota, haastatteluja ja lomakekyselyä. Tulosten pohjalta muodostettiin useita liiketoimintakonsepteja sekä kuvaus arvoverkon perusmallista langattomille peleille. Loppupäätelmänä todettiin että langattomat palvelut vaativat toteutuakseen useista toimijoista koostuvan arvoverkon.

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Tietoliikenneala elää muutosten aikaa. Vanhat piirikytketyt kapeakaistaiset verkot ovat väistymässä seuraavan sukupolven verkkojen tieltä. GPRS-verkot tekevät tuloaan ja 3G-verkkojen kehitystyö on kiivaimmillaan laitetoimittajien ratkoessa verkoille asetettuja haasteita. Jää nähtäväksi, kykenevätkö 3G-verkot vastaamaan näihin haasteisiin. Työssä käsitellään 3G-verkon arkkitehtuuria, toimintaa ja puhelunohjausta MSC Server -konseptissa, sekä käydään läpi muutamia puheluesimerkkejä. 3G-verkon arkkitehtuuri, jossa puhelunohjaus on erotettu mediakerroksesta, esitetään ja uudet verkkoelementit ja niiden toiminta käsitellään. Esitelty teoria perustuu kirjallisuuteen sekä yleisesti hyväksyttyihin 3G- verkon standardeihin. Näitä standardeja julkaisevat muun muassa ITU-T ja 3GPP yhdessä yhteistyöyritystensä kanssa. Standardointityö on monin osin vielä kesken ja se on vaikeuttanut 3G-verkkojen suunnittelutyötä merkittävästi. Työn tarkoituksena on selvittää puhelunohjausta 3G-verkossa ja sen toteuttamista MSC Server –konseptilla. MSC Serverin toteutusvaihtoehtoja arvioidaan ja niistä valitaan yksi 3G-verkon puhelunohjauksen toteutusmalliksi. Työtä jatketaan tämän diplomityön jälkeen tarkemman toteutuksen suunnittelulla, päämääränä rakentaa 3G-verkko.

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Cooperation and coordination are desirable behaviors that are fundamental for the harmonious development of society. People need to rely on cooperation with other individuals in many aspects of everyday life, such as teamwork and economic exchange in anonymous markets. However, cooperation may easily fall prey to exploitation by selfish individuals who only care about short- term gain. For cooperation to evolve, specific conditions and mechanisms are required, such as kinship, direct and indirect reciprocity through repeated interactions, or external interventions such as punishment. In this dissertation we investigate the effect of the network structure of the population on the evolution of cooperation and coordination. We consider several kinds of static and dynamical network topologies, such as Baraba´si-Albert, social network models and spatial networks. We perform numerical simulations and laboratory experiments using the Prisoner's Dilemma and co- ordination games in order to contrast human behavior with theoretical results. We show by numerical simulations that even a moderate amount of random noise on the Baraba´si-Albert scale-free network links causes a significant loss of cooperation, to the point that cooperation almost vanishes altogether in the Prisoner's Dilemma when the noise rate is high enough. Moreover, when we consider fixed social-like networks we find that current models of social networks may allow cooperation to emerge and to be robust at least as much as in scale-free networks. In the framework of spatial networks, we investigate whether cooperation can evolve and be stable when agents move randomly or performing Le´vy flights in a continuous space. We also consider discrete space adopting purposeful mobility and binary birth-death process to dis- cover emergent cooperative patterns. The fundamental result is that cooperation may be enhanced when this migration is opportunistic or even when agents follow very simple heuristics. In the experimental laboratory, we investigate the issue of social coordination between indi- viduals located on networks of contacts. In contrast to simulations, we find that human players dynamics do not converge to the efficient outcome more often in a social-like network than in a random network. In another experiment, we study the behavior of people who play a pure co- ordination game in a spatial environment in which they can move around and when changing convention is costly. We find that each convention forms homogeneous clusters and is adopted by approximately half of the individuals. When we provide them with global information, i.e., the number of subjects currently adopting one of the conventions, global consensus is reached in most, but not all, cases. Our results allow us to extract the heuristics used by the participants and to build a numerical simulation model that agrees very well with the experiments. Our findings have important implications for policymakers intending to promote specific, desired behaviors in a mobile population. Furthermore, we carry out an experiment with human subjects playing the Prisoner's Dilemma game in a diluted grid where people are able to move around. In contrast to previous results on purposeful rewiring in relational networks, we find no noticeable effect of mobility in space on the level of cooperation. Clusters of cooperators form momentarily but in a few rounds they dissolve as cooperators at the boundaries stop tolerating being cheated upon. Our results highlight the difficulties that mobile agents have to establish a cooperative environment in a spatial setting without a device such as reputation or the possibility of retaliation. i.e. punishment. Finally, we test experimentally the evolution of cooperation in social networks taking into ac- count a setting where we allow people to make or break links at their will. In this work we give particular attention to whether information on an individual's actions is freely available to poten- tial partners or not. Studying the role of information is relevant as information on other people's actions is often not available for free: a recruiting firm may need to call a job candidate's refer- ences, a bank may need to find out about the credit history of a new client, etc. We find that people cooperate almost fully when information on their actions is freely available to their potential part- ners. Cooperation is less likely, however, if people have to pay about half of what they gain from cooperating with a cooperator. Cooperation declines even further if people have to pay a cost that is almost equivalent to the gain from cooperating with a cooperator. Thus, costly information on potential neighbors' actions can undermine the incentive to cooperate in dynamical networks.

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Evidences collected from smartphones users show a growing desire of personalization offered by services for mobile devices. However, the need to accurately identify users' contexts has important implications for user's privacy and it increases the amount of trust, which users are requested to have in the service providers. In this paper, we introduce a model that describes the role of personalization and control in users' assessment of cost and benefits associated to the disclosure of private information. We present an instantiation of such model, a context-aware application for smartphones based on the Android operating system, in which users' private information are protected. Focus group interviews were conducted to examine users' privacy concerns before and after having used our application. Obtained results confirm the utility of our artifact and provide support to our theoretical model, which extends previous literature on privacy calculus and user's acceptance of context-aware technology.

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TeliaSoneran älykkään viestintäjärjestelmän kehitysluonnoksella (SME) pilotoidaan prototyyppipalveluita, joiden avulla asiakkaat voivat välittää viestejä matkapuhelimilla sekä tietokoneilla. SME:n peruspalveluita voidaan käyttää SIP-standardin mukaisilla asiakasohjelmilla sekä SME:n omilla WAP- ja WWW-käyttöliittymillä. Käyttäjät voivat nähdä toistensa tilatiedon, muuttaa omaa tilatietoaan sekä lähettää SIP-pikaviestejä, sähköpostiviestejä ja tekstiviestejä. Käyttäjät voivat myös ylläpitää listaa yhteyshenkilöistään, vastaanottaa pikaviestejä ja selata vastaanotettuja viestejä. Diplomityössä käsitellään yleisesti SME-järjestelmän rakennetta ja paneudutaan tutkimaan työssä toteutetun SME:n WWW-asiakasohjelman toteutusta. Diplomityössä käydään läpi projektiin liittyviä standardeja, suosituksia, toteustekniikoita sekä palveluita. Lisäksi tarkastellaan työssä hyödynnettyjä ohjelmointirajapintoja, nykyisiä älypuhelimia sekä niiden Internet-selaimia, jotka rajoittavat WWW-asiakaspalvelun toteutuksessa käytettyjä toteutustekniikkavaihtoehtoja. Lopuksi esitellään toteutettujen ohjelmistojen sisäistä rakennetta ja toimintaa.

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Shortening development times of mobile phones are also accelerating the development times of mobile phone software. New features and software components should be partially implemented and tested before the actual hardware is ready. This brings challenges to software development and testing environments, especially on the user interface side. New features should be able to be tested in an environment, which has a look and feel like a real phone. Simulation environments are used to model real mobile phones. This makes possible to execute software in a mobile phone that does not yet exist. The purpose of this thesis is to integrate Socket Server software component to Series 40 simulation environments on Linux and Windows platforms. Socket Server provides TCP/IP connectivity for applications. All other software and hardware components below Socket Server do not exist in simulation environments. The scope of this work is to clarify how that can be done without connectivity problems, including design, implementation and testing phases.

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Diplomityö käsittelee ISO:n yhdenmukaisuustestin menetelmien sekä ISO-9646:n kehysten soveltamista Mobile IPv6 protokollan testauksessa. Mobile IPv6 protokollaa tarkastellaan määrittelyjen pohjalta, myös testien tärkeyttä ja tulosten johtamista käsitellään. Työssä käsitellän MSC:n (Message Sequence Charts) käyttöä testaustyössä mahdolliset edut huomioiden. TTCN kieli, testausmenetelmät ja OpenTTCN testauskone käsitellään. Testin kohteena olevien yhdyskäytävän ja palvelimen määrittelyt kuvataan. Osia abstract test suite :sta (ATS) esitellään esimerkin antamiseksi todellisesta sovelluksesta ja sen yhteydestä tehtyyn dokumenttiin.

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El projecte està basat en la creació d'una aplicació per dispositius mòbils android i que fent servir l'ús del micròfon capturi el so que genera l'usuari i pugui determinar si s'està respirant i en quin punt de la respiració es troba l'usuari. S'ha dut a terme una filosofia de disseny orientada a l'usuari (DCU) de manera que el primer pas ha sigut realitzar un prototip i un 'sketch'. A continuació, s'han realitzat 10 aplicacions test i en cadascuna d'elles s'ha ampliat la funcionalitat fins a arribar a obtenir una aplicació base que s'aproxima al disseny inicial generat per mitjà del prototip. El més important dels dissenys algorísmics que s'han realitzat per la aplicació es la capacitat de processar el senyal en temps real, ja que fins i tot s'ha pogut aplicar la transformada ràpida de Fourier (FFT) en temps real sense que el rendiment de l'aplicació es veies afectat. Això ha sigut possible gràcies al disseny del processament amb doble buffer i amb un fil d'execució dedicat independent del fil principal d'execució del programa 'UI Thread'

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Objective of this work was to clarify the competitive situation of Russian mobile telecommunications market: who are the main players, are there many regional operators, what is the possibility of new entrants and how intensive is the competition. In the beginning the history of Russian mobile telecommunications sector is described. In the next chapter environmental factors of the market are examined with the help of PESTEL analysis. After that, players of the market are introduced to ease the following of next chapters. The main theory for this work was industry analysis of five competitive forces by Michael Porter, which is presented before the theory related industry analysis of Russian mobile telecommunications industry. Research for the industry analysis is mainly based on up-to-date articles describing Russian market. As a result of the industry analysis, competitive situation of Russian mobile telecommunications industry and the future prospects are described with the help of factors coming from the PESTEL-analysis. Finally development and future prospects for Russian 3G are reported. As a result of this work, it can be said that Russian mobile telecommunications market is not likely to maintain the growth of previous years, because the market is near saturation. According to passive SIM-cards it has already received saturated. The saturation will also make the market share game between operators more volatile. The market is dominated by three national operators that covered 88% of the income in the first half of 2007. In addition to these three, there are also several regional operators. Structure of the market is likely to consolidate.

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Aquest projecte final de postgrau tracta sobre el desenvolupament de DogsON, una aplicació mòbil per ajudar a les persones que tenen gossos a evitar que el seu gos estigui sol durant les seves hores d'esplai en les àrees canines i parcs habilitats.

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Aplicació de gestió de clients desenvolupada en Android.

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Master’s Thesis concentrates to means and challenges in international operations for a Finnish mobile application provider Small Planet Oy during its various company stages from founding till maturing and during macro economical phases between year 1998 and 2008. Small Planet has just celebrated its 10 year anniversary and is therefore quite an extraordinary company which has survived all the highs and lows during past ten years and which has operated in the market as long as the whole mobile application industry has existed. Master’s Thesis describes possibilities for a company’s internationalization with different entry modes like exporting, licensing, investment entry and co-operative operations which are suitable for a mobile application provider. Unsuitable entry modes like franchising or contract manufacturing are not explained. The goal has been to analyze Small Planet’s international operations and to make conclusions from the practical experiences. Analysis and conclusions shall help Small Planet in its international operations in the future and should give insight to other mobile application companies and their managers who are in the situation of planning their own international operations. Results show that the best ways for Small Planet to internationalize its operations has been the co-operation with a big domestic client and the co-operation with Finnish operator infrastructure providers which have complementary products with Small Planet. Through these co-operations Small Planet has got lot of new international clients. Same time financial risks and investment need for international operations have been low. Co-operative international sales can be the most efficient international entry mode for a mobile application provider.

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Desarrollo de una aplicación Android de alquiler de coches. Utiliza el servicio web de la empresa Canarias.com para consultar disponibilidad de vehículos y confirmar las reservas. Permite visualizar los detalles de vehículos y de los puntos de reserva, así como la localización de los puntos de reservas en el mapa.