915 resultados para Mobile application testing


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L'obiettivo di questo lavoro è chiarire ed approfondire il concetto di applicazione ibrida e porre in evidenza le differenze e i vantaggi che esse hanno, sia rispetto ad applicazioni native che ad applicazioni web. Si analizzeranno gli aspetti architetturali che definiscono un'applicazione ibrida e se ne approfondiranno le tecnologie di base con le quali è possibile svilupparle. Verranno, infine, trattati alcuni framework di riferimento come PhoneGap, che permettono di semplificare la creazione di questa tipologia di applicazioni.

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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 à la fois d'une application réussie sur les mobiles et du nombre croissant de plates-formes pour les médias et les industries de loisirs. Explorant cette convergence, l'article analyse les caractéristiques principales du marché des jeux sur mobile et de son écosystème industriel, ses activités et acteurs principaux. L'article se concentre sur le rôle des différentes plates-formes de logiciels et sur les défis et opportunités futures pour les développeurs de jeux sur mobile dans un nouveau scénario dominé 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 patient’s 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.

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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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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 prevalência estimada da Doença Pulmonar Obstrutiva Crónica (DPOC) em Portugal é de 14,2% para indivíduos com idade superior a 45 anos (cerca de 800.000 indivíduos), sendo mais prevalente no sexo masculino (Observatório Nacional das Doenças Respiratórias, 2014). Com o aparecimento de soluções baseadas em novas modalidades de eHealth e mHealth surgiram novas formas de acompanhamento e monitorização das doenças crónicas, nomeadamente da DPOC. É neste contexto que foi desenvolvida a aplicação mobile Exercit@rt, em parceria com a Escola Superior de Saúde da Universidade de Aveiro e em continuidade com outros estudos do MCMM anteriormente desenvolvidos. A aplicação permite monitorizar, em tempo real, através da utilização de um oxímetro Bluetooth, os níveis de batimento cardíaco e saturação de oxigénio dos pacientes com DPOC. Com esta aplicação os pacientes podem realizar diversos exercícios de fisioterapia respiratória assim como atividades físicas de vida diária que podem ser monitorizadas, georreferenciadas e avaliadas. Para além do desenvolvimento da aplicação mobile, a presente investigação integrou ainda uma etapa de validação que contou com a participação de dez pacientes com doenças do foro respiratório – cinco utilizadores que utilizam/têm smartphone (UTS) e cinco utilizadores não utilizam/não têm smartphone (NUNTS). A cada um destes foram propostas tarefas a realizar na aplicação mobile, estando previsto que a aplicação estivesse apta para qualquer participante. A totalidade dos participantes reconheceu a utilidade da aplicação no controlo da sua doença.

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Les inventaires archéologiques représentent une part importante des travaux archéologiques qui sont effectués en sol québécois. Il s’agit d’interventions qui sont réalisées en milieux urbains ou ruraux, mais également dans des milieux forestiers parfois éloignés. Lors de ces interventions, plusieurs informations de nature spatiale sont prises, tant pour évaluer la présence ou l’absence de vestiges archéologiques que pour décrire l’environnement et les perturbations observées. Les données issues de ces travaux sont de manière générale enregistrées sur le terrain sur des supports papiers, pour être éventuellement transférées en format numérique après l’intervention, et la localisation sur le terrain est effectuée à l’aide de cartes, de la boussole et d’un appareil GPS. Ce projet cherche à évaluer la contribution potentielle d’une solution géomatique mobile qui permettrait d’assister les archéologues sur le terrain, tant au niveau de la saisie de données que de la géolocalisation sur le terrain. Afin d’identifier l’intérêt, les attentes et les besoins prioritaires d’une telle solution, une enquête a été réalisée auprès de la communauté archéologique. Subséquemment, afin de démontrer qu’une solution géomatique mobile pourrait être développée afin de soutenir les travaux archéologiques, un appareil mobile adapté aux contraintes du terrain archéologique a été identifié et un prototype d’application a été développé, sur la base des résultats de l’enquête obtenus. Il nous a par la suite été possible de faire prendre en main la solution mobile développée par une archéologue et un essai en milieu contrôlé a pu être réalisé afin d’avoir une évaluation critique de l’application et de proposer des pistes d’amélioration. Les résultats obtenus indiquent que la technologie géomatique mobile est aujourd’hui suffisamment accessible pour pouvoir bien s’adapter aux réalités de terrain et ainsi venir répondre à certains besoins des professionnels de terrain tout en demeurant abordable. Malgré quelques pistes d’amélioration qui ont été identifiées, l’enthousiasme suscité par l’application développée démontre l’intérêt des utilisateurs à intégrer ces nouvelles technologies. La démarche de développement employée est également novatrice puisqu’elle permet de développer, en l’espace de quelques mois, une application adaptée à un contexte de terrain professionnel particulier, tout en demeurant grandement modulable et pouvant s’adapter à d’autres domaines d’application.