979 resultados para App iOS programmazione analisi


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Reconociendo que podía ser útil para los alumnos una aplicación móvil para que pudieran acceder a información relacionada con sus estudios de forma rápida y sobre la marcha, se decide realizar una prueba de concepto cuyo resultado satisfactorio conduce a dar el siguiente paso en el desarrollo de la aplicación móvil. En este contexto es donde se enmarca el proyecto “Desarrollo de una aplicación móvil iOS de información a estudiantes universitarios” que tiene como finalidad aprovechar las ventajas que nos brindan las nuevas tecnologías. En el prototipo de aplicación móvil fueron encontrados problemas de mantenibilidad y la versión del sistema operativo había quedado obsoleta. Por lo tanto el primer paso fue refactorizar todos los paquetes del proyecto, después de esto fue necesario crear un estándar de codificación y una documentación del proyecto. El segundo paso fue adaptar el proyecto a la última versión del sistema operativo, iOS 7, siguiendo la guía de transición de la interfaz de usuario de Apple. Además de todo esto, había nuevas funcionalidades que incluir al prototipo, estas nuevas funcionalidades han sido probadas en una evaluación con usuarios para obtener comentarios y sugerencias de los alumnos universitarios para mejorar la aplicación en la medida de lo posible. ----ABSTRACT----Recognizing that could be useful a mobile app for students to enable them to access information related to their studies quickly and on the go, it was decided to perform a proof of concept whose satisfactory results leads to take the next step in the development of the mobile app. In this context is where the project “Desarrollo de una aplicación móvil iOS de información a estudiantes universitarios” takes part whose aim is to exploit the advantages offered by the new technologies. Maintenance problems were found in the mobile app prototype and the operating system version was outdated. So the first step was to refactor all the Project packages, after that it was necessary to create a coding standard and a Project documentation. The second step was to adapt the project to the latest versión of the operating system, iOS7, following the Apple UI transition guide. In addition to all of this, there were new features to include to the prototype, these new features have been tested in an user evaluation to obtain feedback and suggestions from college students to improve the app as far as possible.

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as tecnologías emergentes como el cloud computing y los dispositivos móviles están creando una oportunidad sin precedentes para mejorar el sistema educativo, permitiendo tanto a los educadores personalizar y mejorar la experiencia de aprendizaje, como facilitar a los estudiantes que adquieran conocimientos sin importar dónde estén. Por otra parte, a través de técnicas de gamificacion será posible promover y motivar a los estudiantes a que aprendan materias arduas haciendo que la experiencia sea más motivadora. Los juegos móviles pueden ser el camino correcto para dar soporte a esta experiencia de aprendizaje mejorada. Este proyecto integra el diseño y desarrollo de una arquitectura en la nube altamente escalable y con alto rendimiento, así como el propio cliente de iOS, para dar soporte a una nueva version de Temporis, un juego móvil multijugador orientado a reordenar eventos históricos en una línea temporal (e.j. historia, arte, deportes, entretenimiento y literatura). Temporis actualmente está disponible en Google Play. Esta memoria describe el desarrollo de la nueva versión de Temporis (Temporis v.2.0) proporcionando detalles acerca de la mejora y adaptación basados en el Temporis original. En particular se describe el nuevo backend hecho en Go sobre Google App Engine creado para soportar miles de usuarios, asó como otras características por ejemplo como conseguir enviar noticaciones push desde la propia plataforma. Por último, el cliente de iOS en Temporis v.2.0 se ha desarrollado utilizando las últimas y más relevantes tecnologías, prestando especial atención a Swift (el lenguaje de programación nuevo de Apple, que es seguro y rápido), el Paradigma Funcional Reactivo (que ayuda a construir aplicaciones altamente interactivas además de a minimizar errores) y la arquitectura VIPER (una arquitectura que sigue los principios SOLID, se centra en la separación de asuntos y favorece la reutilización de código en otras plataformas). ABSTRACT Emerging technologies such as cloud computing and mobile devices are creating an unprecedented opportunity for enhancing the educational system, letting both educators customize and improve the learning experience, and students acquire knowledge regardless of where they are. Moreover, through gamification techniques it would be possible to encourage and motivate students to learn arduous subjects by making the experience more motivating. Mobile games can be a perfect vehicle to support this enhanced learning experience. This project integrates the design and development of a highly scalable and performant cloud architecture, as well as the iOS client that uses it, in order to provide support to a new version of Temporis, a mobile multiplayer game focused on ordering time-based (e.g. history, art, sports, entertainment and literature) in a timeline that currently is available on Google Play. This work describes the development of the new Temporis version (Temporis v.2.0), providing details about improvements and details on the adaptation of the original Temporis. In particular, the new Google App Engine backend is described, which was created to support thousand of users developed in Go language are provided, in addition to other features like how to achieve push notications in this platform. Finally, the mobile iOS client developed using the latest and more relevant technologies is explained paying special attention to Swift (Apple's new programming language, that is safe and fast), the Functional Reactive Paradigm (that helps building highly interactive apps while minimizing bugs) and the VIPER architecture (a SOLID architecture that enforces separation of concerns and makes it easy to reuse code for other platforms).

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I circuti di tipo charge-pump trovano vasto impiego nell'elettronica moderna in quanto offrono un metodo semplice e totalmente integrato per elevare le basse tensioni di alimentazione tipiche dei circuiti digitali e trasformarle nelle alimentazioni adatte al pilotaggio di circuti di programmazione delle memorie, al pilotaggio dei mos di potenza, alla generazione della tensione di riferimento dei VCO nei PLL e in numerose altre applicazioni. Questa tesi studia il circuito charge-pump di Dickson nel suo comportamento sia a regime stazionario sia a regime dinamico. Al fine di aumentare l'efficienza è infatti importante attivare il circuito solo all'occorrenza, prestando attenzione al transitorio di accensione. Ogni aspetto teorico viene verificato per mezzo di simulazioni su LTSpice. Si è quindi potuto constatare che un dimensionamento corretto del numero di stadi ottimizza le prestazioni sia statiche che dinamiche sotto il vincolo di una massima occupazione d'area. L'impiego dei circuiti charge-pump si prevede possa essere sempre più diffuso in futuro, visto il trend verso un maggiore livello di integrazione dei sistemi elettronici e la tendenza ad utilizzare tensioni di alimentazione sempre più basse.

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L'elaborato tratta il ruolo del porto di Ravenna nell'import/export di prodotti ortofrutticoli. Dopo una accurata analisi dei dati, lo studio delle rotte marittime e l'uso di Dbms per gestire un database complesso, si propone un modello di programmazione lineare intera su un problema di ship routing, ship scheduling e full ship-load balancing. L'obiettivo è di massimizzare il profitto derivante da un prezzo di vendita e soggetto ai vari costi della logistica. Il modello sceglie la rotta ottimale da effettuare, in termini di ordine di visita dei vari porti che hanno un import e un export dei prodotti studiati. Inoltre, è in grado di gestire lo scorrere del tempo, fornendo come soluzione il giorno ottimale di visita dei vari porti considerati. Infine, trova la ripartizione ottima del numero di container a bordo della nave per ogni tipologia di prodotto.

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Smartphones are increasingly playing a role in healthcare and previous studies assessing medical applications (apps) have raised concerns about lack of expert involvement and low content accuracy. However, there are no such studies in Urology. We reviewed Urology apps with the aim of assessing the level of participation of healthcare professionals (HCP) and scientific Urology associations in their development.

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Attualmente, la maggior parte dei dati che transitano sulla rete appartiene a contenuti multimediali. Più nello specifico, è lo Streaming Video ad avere la predominanza nella condivisione di Internet; vista la crescita che tale servizio ha subìto negli ultimi anni, si sono susseguiti diversi studi volti allo sviluppo di tecniche e metodologie che potessero migliorarlo. Una di queste è sicuramente l'Adaptive Video Streaming, tecnica utilizzata per garantire all'utente una buona Quality of Experience (QoE) mediante l'utilizzo dei cosiddetti "algoritmi di rate adaptation". Il lavoro svolto in questi studi si è voluto concentrare su due filoni distinti, ma allo stesso tempo confrontabili: la prima parte della tesi riguarda lo sviluppo e l'analisi di alcuni algoritmi di rate adaptation per DASH, mentre la seconda è relativa all'implementazione di un nuovo algoritmo che li possa affiancare, migliorando la QoE nel monitorare lo stato della connessione. Si è quindi dovuta implementare un'applicazione Android per lo streaming video, che fosse conforme allo standard MPEG-DASH e potesse fornire le informazioni di testing da utilizzare per le analisi. La tesi è suddivisa in quattro capitoli: il primo introduce l'argomento e definisce la terminologia necessaria alla comprensione degli studi; il secondo descrive alcuni dei lavori correlati allo streaming adattivo e introduce i due filoni principali della tesi, ovvero gli algoritmi di rate adaptation e la proposta di algoritmo per la selezione dinamica del segmento; il terzo presenta l'app SSDash, utilizzata come mezzo per le analisi sperimentali; infine, il quarto ed ultimo capitolo mostra i risultati delle analisi e le corrispondenti valutazioni.

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La gran cantidad de personas interesadas actualmente en cuidar de su salud por medio de la Bicicleta, es una tendencia que cada vez toma más fuerza y por esto, se tomara como ventaja que la ciudad de Bogotá con sus últimos alcaldes han decidió apoyar el uso de esta. Aplicación para realizar grupos de ciclistas y poder salir cualquier día de la semana acompañado de más personas por un tema de transporte pero también de ocio. El objetivo es que las personas que no utilizan la bicicleta por miedo a salir solos, puedan unirse a diferentes grupos y hacer bici paseos por la ciudad, también contemplamos el hecho de que existen personas que quieren montar bicicleta como aficionados, es decir que salen por la carreteras aledañas a la capital pero muchas veces no tienen grupo con quien rodar. Queremos para el año 2020, lograr ser una de las aplicaciones de Bicicletas más exitosa de la ciudadanía de Bogotá, siendo una de las aplicaciones que mas apoya el uso diario y deportivo de la bicicleta. Nuestra aplicación ofrece el servicio principalmente de reunir gente y hacer paseos con diferentes personas haciendo uso de las bicicletas, dentro de la ciudad como ocio y transporte se realizarían en la mañana y noches, pero así mismo realizar grupos para hacer uso de la bicicleta por carreteras, es decir más como modo profesional o aficionado. Nuestra aplicación cuenta con una interface para seleccionar el tipo de bici usuario y segundo por donde o a donde quiere dirigirse para así mismo mostrarle las rutas cercanas a él. Nuestra característica principal es la unión de diferentes grupos, personas y entidades para hacer uso de la Bicicleta, tenemos una plataforma interactiva y fácil de usar, tan fácil que cualquier persona que no esté inmersa en el mundo de los Smartphone o aplicaciones pueda aprender a usarla. Unas de las ventajas con las que cuento es que desde muy joven me ha gustado montar en bicicletas y es así como decido crear una aplicación ya que compañeros, familiares y conocidos no salían a montar bicicleta solo conmigo, preferían que fuese un grupo más grande. Así mismo cuento con 3 compañeros de la universidad Javeriana que son programadores y ellos me van a brindar apoyo con la programación de la aplicación, y una compañera cercana a mí que estudio diseño industrial y me brindara apoyo con el diseño e imagen corporativa de la aplicación. Cuento con planta física para ubicar la oficina de nuestra empresa. Esta aplicación va dirigida principalmente a los habitantes de la ciudad de Bogotá, interesados en el cuidado de su salud combinado con medio de transporte, y personas correspondientes al estrato 2 en adelante, ya que son las personas que normalmente hacen uso de la bicicleta o que son personas potenciales para empezar hacer uso de la bicicleta. . La ciudad de Bogotá cuenta con 8’037.732 habitantes y este proyecto va ser desarrollado en toda la ciudad, toca tener en cuenta que la ciudad esta mesclada entre la diferente estratificación, no dirigimos a los estratos 2 y 3 que tenga la posibilidad de tener su Bicicleta y un celular tipo Smartphone, para los estratos 4, 5 y 6 sabemos que tiene la facilidad de obtener una bicicleta y ellos son nuestro usuario potencial el cual generaríamos un cambio y tomarían su bicicleta para hacer ejercicio como ocio y como medio de transporte. En cuanto a la proyección financiera para la aplicación, como se mencionó anteriormente, contamos con una gran ventaja, ya que la inversión requerida será menor debido a la propiedad con la que cuento para llevar a cabo el proyecto. Una propiedad de 60 metros cuadrados para empezar, la cual cuenta con salas de reunión y auditorio, un parqueaderos exteriores. Al hacer la calculación se va tener en cuenta el pago de un arriendo sin importan que sea de nuestra propiedad y así poder evidenciar realmente como es el estado financiero y no subsidiarla. Por otro lado, la inversión en efectivo que se necesitara será aproximadamente de $100.000.000 que serán $50.000.000 de mis padres y el restante saldrán de mis ahorros, Javier Amortegui Babativa, los cuales serán distribuidos para adecuación de planta, equipos y sistemas $17.616.880, para publicidad y mercadeo: $30.000.000, creación de la aplicación $34.000.000, sistemas IOS + Android $421.600, Gastos de composición empresarial y bancarios $11.000.000 y por último se va tener un provisión para imprevistos por el restante $6.961.520. Nuestras proyecciones de ventas han sido basadas en aplicaciones similares con un mismo formato de lucro con el tema de bicicletas pero no con la misma idea de negocio, nuestras proyecciones de ventas estimadas serán de $20.000.000 a $25.000.000 los primeros 3 meses, mientras tomamos fuerza en el mercado.

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Il Consiglio di Amministrazione (CdA) è il principale organo di governo delle aziende. La letteratura gli attribuisce tre ruoli: controllo, indirizzo strategico e collegamento con l’ambiente (networking). Precedenti studi empirici hanno analizzato se un Consiglio di Amministrazione è attivo o meno in tutti e tre i ruoli in un dato momento. Nel presente lavoro, invece, si propone un approccio «contingente» e si analizzano i ruoli svolti dal CdA al variare delle condizioni interne (aziende in crisi o di successo) ed esterne (aziende in settori competitivi o regolamentati).. L’indagine empirica è stata condotta su un campione di 301 imprese italiane di grandi dimensioni. I risultati supportano la tesi iniziale secondo cui le condizioni interne ed esterne incidono sul ruolo svolto dal CdA. In particolare i risultati evidenziano che il CdA non svolge sempre tutti e tre i ruoli nello stesso momento, ma esso si concentra sul ruolo o sui ruoli che assumono grande importanza nella situazione in cui si trova l’azienda. Con riferimento alle condizioni interne, nelle imprese in crisi il CdA è attivo in tutti e tre i ruoli, mentre in quelle di successo prevale un orientamento verso la funzione strategica. Nelle aziende che operano in settori competitivi il ruolo di controllo è più pressante mentre nei settori regolamentati prevale una funzione di networking.

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The use of social media has increased dramatically in recent years in the areas of public health and injury prevention, with many organisations creating online and social media content. Despite the adoption of such media by modern society, research relating to the design and evaluation of social media for the promotion of health issues is very much in its infancy. A timely review of the available evidence in relation to the use of social media campaigns from both the road safety and broader public health context will be undertaken. In particular, this paper will address the questions of what social media should be developed, how it should be evaluated, as well as what should be the key measures of success and to what extent do these measures relate to practically significant outcomes, such as behaviour change. Much like more traditional media campaigns, social media may be best regarded as another approach within the array of potential approaches that a health advertising researcher or practitioner may utilise. With younger demographics becoming less likely to engage with more traditional advertising mediums relative to their preference for social media, social media‟s most important role in the road safety advertising context may be to offer the means of delivering road safety messages to high risk, younger road users.

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This chapter gives an overview of the smartphone app economy and its various constituent ecosystems. It examines the role of the app store model and the proliferation of mobile apps in the shift from value chains controlled by network operators and handset manufacturers, to value networks – or ecosystems – focused around operating systems and apps. It outlines some of the benefits and disadvantages for developers of the app store model for remuneration and distribution. The chapter concludes with a discussion of recent research on the size and employment effects of the app economy.

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Key Features: "Aligns to Mastering Medical Terminology: Australia and New Zealand. Self-test to practise and revise combining forms, word roots, prefixes and suffixes. Crossword puzzles, anagrams and label-the-diagram exercises Also available iOS/Android app featuring audio glossary, flashcards and MCQs."--publisher website

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The participatory turn, fuelled by discourses and rhetoric regarding social media, and in the aftermath of the dot.com crash of the early 2000s, enrols to some extent an idea of being able to deploy networks to achieve institutional aims. The arts and cultural sector in the UK, in the face of funding cuts, has been keen to engage with such ideas in order to demonstrate value for money; by improving the efficiency of their operations, improving their respective audience experience and ultimately increasing audience size and engagement. Drawing on a case study compiled via a collaborative research project with a UK-based symphony orchestra (UKSO) we interrogate the potentials of social media engagement for audience development work through participatory media and networked publics. We argue that the literature related to mobile phones and applications (‘apps’) has focused primarily on marketing for engagement where institutional contexts are concerned. In contrast, our analysis elucidates the broader potentials and limitations of social-media-enabled apps for audience development and engagement beyond a marketing paradigm. In the case of UKSO, it appears that the technologically deterministic discourses often associated with institutional enrolment of participatory media and networked publics may not necessarily apply due to classical music culture. More generally, this work raises the contradictory nature of networked publics and argues for increased critical engagement with the concept.

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DeepBlue is much more than just an orchestra. Their innovative approach to audience engagement led it to develop ESP, their Electronic Show Programme web app which allows for real-time (synchronous) and delayed (asynchronous) audience interaction, customer feedback and research. The show itself is driven invisibly by a music technology operating system (currently QUT's Yodel) that allows them to adapt to a wide range of performance venues and varied types of presentation. DeepBlue's community engagement program has enabled over 5,500 young musicians and community choristers to participate in professional productions, it is also a cornerstone of DeepBlue's successful business model. You can view the ESP mobile web app at m.deepblue.net.au if you view this and only the landing page is active, there is not a show taking place or imminent. ESP prototype has already been used for 18 months. Imagine knowing what your audience really thinks – in real time so you can track their feelings and thoughts through the show. This tool has been developed and used by the performing group DeepBlue since late 2012 in Australia and Asia (even translated into Vietnamese). It has mostly superseded DeepBlue's SMS realtime communication during a show. It enables an event presenter or performance group to take the pulse of an audience through a series of targeted questions that can be anonymous or attributed. This will help build better, long-lasting, and more meaningful relationships with groups and individuals in the community. This can take place on a tablet, mobile phone or future platforms. There are three organisations trialling it so far.

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Up to 30% of young people drink at risky levels at least weekly. Yet, many do not view their alcohol use as problematic and focus only on its enjoyment and socialization benefits. Innovative, youth-friendly and highly accessible ways of delivering preventative health messages are required. This paper describes the design, development and prototype testing of ‘Ray’s Night Out’ a new iPhone application for promoting harm minimisation and controlled drinking strategies in young people. Two participatory design workshops were conducted with 5 young people to explore how technology could be used to enhance a good night out drinking. Four existing iPhone alcohol apps were reviewed. Five young people conducted initial prototype testing to refine app content and interface design. Final prototype testing was conducted with 10 young people. Prototype testing indicated young people had a very positive response to the Ray animated character and rated the app highly on aesthetics, engagement, content, functionality, usefulness and youth relevance. The Ray app provides a youth friendly approach to addressing alcohol misuse in young people. The impact of the Ray app on young people’s alcohol use knowledge, attitudes and behaviours is currently being evaluated.

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The physical, emotional, educational and social developmental challenges of adolescence can be associated with high levels of emotional vulnerability. Thus, the development of effective emotion-regulation strategies is crucial during this time period. Young people commonly use music to identify, express and regulate their emotions. Modern mobile technology provides an engaging, easily accessible means of assisting young people through music. A systematic contextual review identified 20 iPhone applications addressing emotions through music and two independent raters, using the Mobile App Rating Scale (MARS), evaluated the quality of the apps. Their characteristics, key features and overall quality will be presented. Three participatory design workshops (N=13, 6 males, 7 females; age 15-25) were conducted to explore young people’s use of music to enhance wellbeing. Young people were also asked to trial existing mood and music apps and to conceptualise their ultimate mood targeting music application. A thematic analysis of the participatory design workshops content identified the following music affect-regulation strategies: relationship building, modifying cognitions, modifying emotions, and immersing in emotions. The application of the key learnings from the mobile app review and participatory design workshops and the design and development of the music eScape app were presented and implications for future research was discussed.