961 resultados para Mobile Application Ticketing
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Mobile games are a prime example of a successful mobile application and demonstrate the increasing range of platforms for the media and entertainment industries. Against this convergent background, this paper introduces the basic features of the mobile gaming market and its industrial ecosystem together with its main actors and activities. The focus of the paper lies in the challenges ahead for the evolution of mobile applications into a potentially dominant game platform and the possible disruptions along this road. The deep personal relationships between users and their mobile devices are considered to further explore the link between mobile games, players strategies and pending techno-economic developments. The paper concludes with a brief discussion of some policy options to assist with the development of this domain.
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Les jeux sur mobile sont un exemple majeur la fois d'une application russie sur les mobiles et du nombre croissant de plates-formes pour les mdias et les industries de loisirs. Explorant cette convergence, l'article analyse les caractristiques principales du march des jeux sur mobile et de son cosystme industriel, ses activits et acteurs principaux. L'article se concentre sur le rle des diffrentes plates-formes de logiciels et sur les dfis et opportunits futures pour les dveloppeurs de jeux sur mobile dans un nouveau scnario domin par les plates-formes de mobile.
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This paper presents a multiprotocol mobile application for building automation which supports and enables the integration of the most representative control technologies such as KNX, LonWorks and X-10. The application includes a real-time monitoring service. Finally, advanced control functionalities based on gestures recognition and predefined scenes have been implemented. This application has been developed and tested in the Energy Efficiency Research Facility located at CeDInt-UPM, where electrical loads, blinds and HVAC and lighting systems can be controlled.
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The risks associated with gestational diabetes (GD) can be reduced with an active treatment able to improve glycemic control. Advances in mobile health can provide new patient-centric models for GD to create personalized health care services, increase patient independence and improve patients self-management capabilities, and potentially improve their treatment compliance. In these models, decision-support functions play an essential role. The telemedicine system MobiGuide provides personalized medical decision support for GD patients that is based on computerized clinical guidelines and adapted to a mobile environment. The patients access to the system is supported by a smartphone-based application that enhances the efficiency and ease of use of the system. We formalized the GD guideline into a computer-interpretable guideline (CIG). We identified several workflows that provide decision-support functionalities to patients and 4 types of personalized advice to be delivered through a mobile application at home, which is a preliminary step to providing decision-support tools in a telemedicine system: (1) therapy, to help patients to comply with medical prescriptions; (2) monitoring, to help patients to comply with monitoring instructions; (3) clinical assessment, to inform patients about their health conditions; and (4) upcoming events, to deal with patients personal context or special events. The whole process to specify patient-oriented decision support functionalities ensures that it is based on the knowledge contained in the GD clinical guideline and thus follows evidence-based recommendations but at the same time is patient-oriented, which could enhance clinical outcomes and patients acceptance of the whole system.
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Cross-platform development frameworks for mobile applications promise important advantages in cost cuttings and easy maintenance, posing as a very good option for organizations interested in the design of mobile applications for several platforms. Given that platform conventions are especially important for the User eXperience (UX) of mobile applications, the usage of a framework where the same code defines the behavior of the app in different platforms could have a negative impact in the UX. This paper describes a study where two independent teams have designed two different versions of a mobile application, one using a framework that generates Android and iOS versions automatically, and another team using native tools. The alternative versions for each platform have been evaluated with 37 users with a combination of a laboratory usability test and a longitudinal study. The results show that differences are minimal in the Android platform, but in iOS, even if a reasonably good UX can be obtained with the usage of this framework by an UX-conscious design team, a higher level of UX can be obtained directly developing with a native tool.
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The research presented in this paper is part of an ongoing investigation into how best to support meaningful lab-based usability evaluations of mobile technologies. In particular, we report on a comparative study of (a) a standard paper prototype of a mobile application used to perform an early-phase seated (static) usability evaluation, and (b) a pseudo-paper prototype created from the paper prototype used to perform an early-phase,contextually-relevant, mobile usability evaluation. We draw some initial conclusions regarding whether it is worth the added effort of conducting a usability evaluation of a pseudo-paper prototype in a contextually-relevant setting during early-phase user interface development.
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Illiteracy is often associated with people in developing countries. However, an estimated 50 % of adults in a developed country such as Canada lack the literacy skills required to cope with the challenges of today's society; for them, tasks such as reading, understanding, basic arithmetic, and using everyday items are a challenge. Many community-based organizations offer resources and support for these adults, yet overall functional literacy rates are not improving. This is due to a wide range of factors, such as poor retention of adult learners in literacy programs, obstacles in transferring the acquired skills from the classroom to the real life, personal attitudes toward learning, and the stigma of functional illiteracy. In our research we examined the opportunities afforded by personal mobile devices in providing learning and functional support to low-literacy adults. We present the findings of an exploratory study aimed at investigating the reception and adoption of a technological solution for adult learners. ALEX is a mobile application designed for use both in the classroom and in daily life in order to help low-literacy adults become increasingly literate and independent. Such a solution complements literacy programs by increasing users' motivation and interest in learning, and raising their confidence levels both in their education pursuits and in facing the challenges of their daily lives. We also reflect on the challenges we faced in designing and conducting our research with two user groups (adults enrolled in literacy classes and in an essential skills program) and contrast the educational impact and attitudes toward such technology between these. Our conclusions present the lessons learned from our evaluations and the impact of the studies' specific challenges on the outcome and uptake of such mobile assistive technologies in providing practical support to low-literacy adults in conjunction with literacy and essential skills training. 2013 Her Majesty the Queen in Right of Canada.
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For a very large number of adults, tasks such as reading. understanding, and using everyday items are a challenge. Although many community-based organizations offer resources and support for adults with limited literacy skills. current programs have difficulty reaching and retaining those that would benefit most. In this paper we present the findings of an exploratory study aimed at investigating how a technological solution that addresses these challenges is received and adopted by adult learners. For this, we have developed a mobile application to support literacy programs and to assist low-literacy adults in today's information-centric society. ALEX (Adult Literacy support application for Experiential learning) is a mobile language assistant that is designed to be used both in the classroom and in daily life in order to help low-literacy adults become increasingly literate and independent. Through a long-term study with adult learners we show that such a solution complements literacy programs by increasing users' motivation and interest in learning, and raising their confidence levels both in their education pursuits and in facing the challenges of their daily lives.
Resumo:
The research presented in this paper is part of an ongoing investigation into how best to support meaningful lab-based usability evaluations of mobile technologies. In particular, we report on a comparative study of (a) a standard paper prototype of a mobile application used to perform an early-phase seated (static) usability evaluation, and (b) a pseudo-paper prototype created from the paper prototype used to perform an early-phase,contextually-relevant, mobile usability evaluation. We draw some initial conclusions regarding whether it is worth the added effort of conducting a usability evaluation of a pseudo-paper prototype in a contextually-relevant setting during early-phase user interface development.
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Hospitals everywhere are integrating health data using electronic health record (EHR) systems, and disparate and multimedia patient data can be input by different caregivers at different locations as encapsulated patient profiles. Healthcare institutions are also using the flexibility and speed of wireless computing to improve quality and reduce costs. We are developing a mobile application that allows doctors to efficiently record and access complete and accurate real-time patient information. The system integrates medical imagery with textual patient profiles as well as expert interactions by healthcare personnel using knowledge management and case-based reasoning techniques. The application can assist other caregivers in searching large repositories of previous patient cases. Patients' symptoms can be input to a portable device and the application can quickly retrieve similar profiles which can be used to support effective diagnoses and prognoses by comparing symptoms, treatments, diagnosis, test results and other patient information. 2007 Sage Publications.
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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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Report published in the Proceedings of the National Conference on "Education in the Information Society", Plovdiv, May, 2013
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A prevalncia estimada da Doena Pulmonar Obstrutiva Crnica (DPOC) em Portugal de 14,2% para indivduos com idade superior a 45 anos (cerca de 800.000 indivduos), sendo mais prevalente no sexo masculino (Observatrio Nacional das Doenas Respiratrias, 2014). Com o aparecimento de solues baseadas em novas modalidades de eHealth e mHealth surgiram novas formas de acompanhamento e monitorizao das doenas crnicas, nomeadamente da DPOC. neste contexto que foi desenvolvida a aplicao mobile Exercit@rt, em parceria com a Escola Superior de Sade da Universidade de Aveiro e em continuidade com outros estudos do MCMM anteriormente desenvolvidos. A aplicao permite monitorizar, em tempo real, atravs da utilizao de um oxmetro Bluetooth, os nveis de batimento cardaco e saturao de oxignio dos pacientes com DPOC. Com esta aplicao os pacientes podem realizar diversos exerccios de fisioterapia respiratria assim como atividades fsicas de vida diria que podem ser monitorizadas, georreferenciadas e avaliadas. Para alm do desenvolvimento da aplicao mobile, a presente investigao integrou ainda uma etapa de validao que contou com a participao de dez pacientes com doenas do foro respiratrio cinco utilizadores que utilizam/tm smartphone (UTS) e cinco utilizadores no utilizam/no tm smartphone (NUNTS). A cada um destes foram propostas tarefas a realizar na aplicao mobile, estando previsto que a aplicao estivesse apta para qualquer participante. A totalidade dos participantes reconheceu a utilidade da aplicao no controlo da sua doena.
tude de besoins et proposition dun prototype dapplication mobile supportant linventaire archologique
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Les inventaires archologiques reprsentent une part importante des travaux archologiques qui sont effectus en sol qubcois. Il sagit dinterventions qui sont ralises en milieux urbains ou ruraux, mais galement dans des milieux forestiers parfois loigns. Lors de ces interventions, plusieurs informations de nature spatiale sont prises, tant pour valuer la prsence ou labsence de vestiges archologiques que pour dcrire lenvironnement et les perturbations observes. Les donnes issues de ces travaux sont de manire gnrale enregistres sur le terrain sur des supports papiers, pour tre ventuellement transfres en format numrique aprs lintervention, et la localisation sur le terrain est effectue laide de cartes, de la boussole et dun appareil GPS. Ce projet cherche valuer la contribution potentielle dune solution gomatique mobile qui permettrait dassister les archologues sur le terrain, tant au niveau de la saisie de donnes que de la golocalisation sur le terrain. Afin didentifier lintrt, les attentes et les besoins prioritaires dune telle solution, une enqute a t ralise auprs de la communaut archologique. Subsquemment, afin de dmontrer quune solution gomatique mobile pourrait tre dveloppe afin de soutenir les travaux archologiques, un appareil mobile adapt aux contraintes du terrain archologique a t identifi et un prototype dapplication a t dvelopp, sur la base des rsultats de lenqute obtenus. Il nous a par la suite t possible de faire prendre en main la solution mobile dveloppe par une archologue et un essai en milieu contrl a pu tre ralis afin davoir une valuation critique de lapplication et de proposer des pistes damlioration. Les rsultats obtenus indiquent que la technologie gomatique mobile est aujourdhui suffisamment accessible pour pouvoir bien sadapter aux ralits de terrain et ainsi venir rpondre certains besoins des professionnels de terrain tout en demeurant abordable. Malgr quelques pistes damlioration qui ont t identifies, lenthousiasme suscit par lapplication dveloppe dmontre lintrt des utilisateurs intgrer ces nouvelles technologies. La dmarche de dveloppement employe est galement novatrice puisquelle permet de dvelopper, en lespace de quelques mois, une application adapte un contexte de terrain professionnel particulier, tout en demeurant grandement modulable et pouvant sadapter dautres domaines dapplication.
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A presente investigao tem como objeto de estudo a Arte Nova nas cidades de Aveiro e lhavo, traduzindo-se posteriormente na criao de uma aplicao mobile de um roteiro diferenciador referente ao patrimnio Arte Nova localizado nas duas cidades. Existe em Aveiro, uma tomada de conscincia notria relativa ao patrimnio que se enquadra no esprito e nas caractersticas do estilo Arte Nova. Isso em muito se deve originalidade e diversidade de interpretaes que a caracterizam localmente. No entanto, apesar dos melhoramentos efetuados na comunicao deste patrimnio, especialmente depois da reabilitao do edifcio Mrio Belmonte Pessoa e da sua transformao em Museu Arte Nova, o roteiro atual no contempla todos os artefactos do estilo existentes na cidade e exclui aqueles que se encontram fora do centro urbano da cidade de Aveiro. Em lhavo a realidade completamente dspar da encontrada na cidade vizinha, Aveiro, no existindo grande decoro pelo tratamento da informao referente ao estilo Arte Nova, apenas algumas referencias breves em guias culturais e um roteiro limitado no site da Cmara Municipal de lhavo. Paralelamente a isto, a regio de Aveiro tornou-se numa das regies com o esplio mais significativo do pas. Dada sua importncia cultural e local, o roteiro diferenciador que propomos nesta investigao ir intervir de forma a melhorar o que j existe, passando pelo aprofundamento de conhecimentos sobre o tema, catalogao, cruzamento e agrupamento de toda a informao dos artefactos que se encontrem dispersos pelas duas cidades, de forma a tornar mais fcil a procura e o acesso informao. Numa primeira fase, a investigao ir focar-se nos contedos afetos a cada um dos artefactos, sendo estes metodologicamente trabalhados atravs do mtodo triangular de Francisco Providncia, a interpretao autoral (autoria) que se traduz na evoluo dos edifcios (tecnologia) e a relevncia da sua histria (programa) para o patrimnio nacional. Posteriormente, os contedos anteriormente referidos sero adaptados a uma aplicao mobile que facilitar o acesso informao previamente selecionada referente a cada artefacto, apresentando uma breve histria sobre as manifestaes da Arte Nova nas cidades de Aveiro e lhavo. Esta aplicao mobile permitir perceber a evoluo dos edifcios desde a sua construo at atualidade, ao nvel de recuperao estrutural ou da falta de reabilitao e recuperao dos mesmos. Contribuir para conhecer se os edifcios mantiveram (ou no) as suas caractersticas originais relativas ao desenho e tecnologia, para tal far valerse de tecnologias como Realidade Aumentada, assim como os princpios de elaborao e leitura de QR codes, para facilitar o acesso, localizao e compreenso dessa mesma informao, 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 nico do patrimnio Arte Nova nas duas cidades, com o intuito de se expandir a outras cidades e se tornar num roteiro nico do patrimnio Arte Nova na regio de Aveiro. A diversidade do patrimnio Arte Nova nesta regio assenta no cunho pessoal e social que os proprietrios atriburam aos seus artefactos, assim como na formao e a capacidade artstica fortemente influenciada pela tcnica pessoal, temperamento e sensibilidade dos seus autores, fazendo destes artefactos autnticas obras de arte, que merecem o seu estudo. Constatou-se, ao nvel dos resultados que o prottipo da aplicao mobile, se adequaram ao que foi anunciado, a nvel investigativo, e por isso, interessou a este estudo confirmar a demonstrao do que foi enunciado. No entanto, concluiu-se que o respetivo prottipo necessita de ser afinado em estudos futuros. Independentemente, das fragilidades encontradas, considera-se que este prottipo de aplicao mobile poder servir como meio de excelncia para a integrao de contedos que vo mais alm do que a visualizao dos artefactos. Assim, contribui-se para o adensamento e acesso ao conhecimento sobre a histria da Arte Nova em Portugal.