934 resultados para Phonegap, mobile, localizzazione, social


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Archeology and related areas have a special interest on cultural heritage sites since they provide valuable information about past civilizations. However, the ancient buildings present in these sites are commonly found in an advanced state of degradation which difficult the professional/expert analysis. Virtual reconstructions of such buildings aim to provide a digital insight of how these historical places could have been in ancient times. Moreover, the visualization of such models has been explored by some Augmented Reality (AR) systems capable of providing support to experts. Their compelling and appealing environments have also been applied to promote the social and cultural participation of general public. The existing AR solutions regarding this thematic rarely explore the potential of realism, due to the following lacks: the exploration of mixed environments is usually only supported for indoors or outdoors, not both in the same system; the adaptation of the illumination conditions to the reconstructed structures is rarely addressed causing a decrease of credibility. MixAR [1] is a system concerned with those challenges, aiming to provide the visualization of virtual buildings augmented upon real ruins, allowing soft transitions among its interiors and exteriors and using relighting techniques for a faithful interior illumination, while the user freely moves in a given cultural heritage site, carrying a mobile unit. Regarding the focus of this paper, we intend to report the current state of MixAR mobile unit prototype, which allows visualizing virtual buildings – properly aligned with real-world structures – based on user's location, during outdoor navigation. In order to evaluate the prototype performance, a set of tests were made using virtual models with different complexities.

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Relatório de estágio de mestrado em Ciências da Comunicação (área de especialização Publicidade e Relações Públicas)

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Aquest document de treball es centra específicament en el desenvolupament de la infraestructura de telefonia mòbil a Catalunya com a exemple de tecnologia amb profundes implicacions socials. Esdevé un intent inicial de definir les principals línies de recerca en aquest tema. El projecte que el sosté és emmarcat en el programa de recerca Negrisc, centrat a examinar la negociació del risc en les tecnologies de la informació i de la comunicació. Parteix d'una aproximació que reconeix la natura multidisciplinària del risc i que, per tant, exigeix una aproximació interdisciplinària al seu estudi i a la gestió subsegüent. Aquesta perspectiva emfatitza la necessitat d'integrar els punts de vista dels diferents stakeholders, incloent-hi el públic, en la gestió d'una tecnologia socialment controvertida. Aquest és un pas necessari per a permetre la generació d'algun tipus de consens en el cas del desenvolupament de la infraestructura de telefonia mòbil a Catalunya.

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En esta memoria se recoge toda la documentación que se genera en las etapas de desarrollo de un proyecto software: recogida inicial de requerimientos, análisis, diseño, implementación y validación. El software a desarrollar es un aplicativo mobile multiplataforma usando un framework de desarrollo ágil. El objetivo de dicha aplicación es crear una red para compartir información entre usuarios sobre el precio y la localización de los mejores souvenirs en cualquier parte del mundo.

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One of the most relevant difficulties faced by first-year undergraduate students is to settle into the educational environment of universities. This paper presents a case study that proposes a computer-assisted collaborative experience designed to help students in their transition from high school to university. This is done by facilitating their first contact with the campus and its services, the university community, methodologies and activities. The experience combines individual and collaborative activities, conducted in and out of the classroom, structured following the Jigsaw Collaborative Learning Flow Pattern. A specific environment including portable technologies with network and computer applications has been developed to support and facilitate the orchestration of a flow of learning activities into a single integrated learning setting. The result is a Computer-Supported Collaborative Blended Learning scenario, which has been evaluated with first-year university students of the degrees of Software and Audiovisual Engineering within the subject Introduction to Information and Communications Technologies. The findings reveal that the scenario improves significantly students’ interest in their studies and their understanding about the campus and services provided. The environment is also an innovative approach to successfully support the heterogeneous activities conducted by both teachers and students during the scenario. This paper introduces the goals and context of the case study, describes how the technology was employed to conduct the learning scenario, the evaluation methods and the main results of the experience.

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Des équipes mobiles de psychiatrie ont été développées dans les trois âges pour répondre aux besoins de personnes qui devraient bénéficier d'une évaluation ou de soins spécialisés, lorsque ceux-ci doivent avoir lieu à domicile. Pour arriver à ce but, les équipes tissent de forts liens de partenariat dans le réseau, que ce soit avec les proches ou avec les professionnels impliqués. Les principes généraux d'intervention sont semblables entre les âges : une population cible définie, une intervention à domicile au bénéfice également des proches et des soins de proximité, des équipes pluridisciplinaires avec une charge de cas limitée pour garantir leur disponibilité. Les spécificités de chaque âge seront analysées. Mobile teams have been developed for the three ages to meet the needs of people who should receive--but do not access to--a psychiatric assessment or to specialized care. To achieve this goal, the teams built a strong partnership within the social network, both with relatives and professionals involved. The general principles of intervention are similar between the ages: a focused target population, assertive outreach which benefits also relatives and carers, multidisciplinary teams with a limited caseload to ensure availability. The specificities of each age will be analyzed

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This research analyses the actual use and conception of the ICT mobility that a life long learning group of students have. The students have participated in a Mobile Learning experience along an online postgraduate course, which was designed under a traditional e-learning perspective. The students received a tablet PC (iPad) in order to work at the course and also to use it in their personal and professional life. A complete and original pre-test / post-test questionnaire was applied before and after the course. This instrument was scientifically validated. Thru the questionnaire, uses tendency and students perceptions were studied. Frequencies, purposes, habits of use and valuation, as well as the device"s integration into their personal, social and professional life were studied. The analysis intents to apply the 'Social Technographics Profile" by Bernoff (2010) to classify, by profile groups, the users of the actual Internet. Finally a reflexion of the reasons and limits of the theory, in this study, and also the relation to reality is presented. The Inter-coding reliability and validity shows the possibility of applying the instrument on wider samples in order to get a closer look to the uses and actual conceptions of the ubiquitous ICTs.

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L'objectiu d'aquest projecte és la realització d'una aplicació per a dispositius mòbils. Aquesta aplicació pretén arribar a la majoria de dispositius del mercat estant d'aquesta manera limitat quant a les versions de SDK de cada sistema operatiu. L'aplicació s'ha desenvolupat fent servir un framework (PhoneGap) que permet el desenvolupament amb una única arquitectura i exporta a diferents entorns. Aquest punt està beneficiat per l'ús del llenguatge PHP. L'aplicació és una xarxa social adreçada a les ofertes de treball, permetent que els mateixos usuaris interaccionin entre ells per tal d'ofertar tasques a realitzar i que puguin ser realitzades per altres usuaris de la xarxa.

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Documentació i codi font del projecte final de carrera. Aplicació de vendes utilitzant un lector de codi de barres bluetooth per a iPad.

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Oheinen opinnäytetyö on kvalitatiivinen tutkimus kuluttajavastarinnasta mobiilin kaupankäynnin palveluja kohtaan. Tutkimus kohdistuu läntisiin kulttuureihin, joissa kyseisen innovatiivisen palveluryhmän leviämistä tukevat monet aikaisemmat innovaatiot kuten matkapuhelin, Internet, digitaaliset pankkipalvelut. Tutkimus esittelee innovaatioiden vastarintatekijöitä ihmisen luonnollisena reaktiona tämän vakiintuneita elämäntapoja mullistavia keksintöjä kohtaan nimenomaan läntisissä kulttuureissa, joissa kuluttajat ovat perinteisesti hyvin teknologiamyönteisiä. Toisaalta tutkimusalueella on havaittavissa sosiaalisten ryhmien pirstoutuminen yhä pienemmiksi alaryhmiksi, mikä voi hidastaa sosiaalista oppimista. Tutkimus vastaa todelliseen tutkimusaukkoon. Aihe on samalla sekä ajankohtainen että relevantti vastatessaan nykyisin käytävään utopistiseen keskusteluun digitaalisen informaatioyhteiskunnan kehittymisestä ja merkityksestä modernille ihmiskunnalle. Tutkimuksen teoreettinen eksploratiivinen viitekehys rakentuu valikoiduista uusien tuotteiden ja palvelujen kehittämisen, palvelumarkkinoinnin ja sosiaalisen oppimisen teorioista sekä innovaatio- kommunikaatioteorioista. Empiirisen osan muodostavat kansainvälisten markkinatutkimuslaitosten ja haastateltujen asiantuntijoiden näkemykset alan kehityksestä. Tutkimus osoittaa, että kuluttajat eivät ole valmiita vastaanottamaan kehittyvien teknologioiden mahdollistamia mobiilin kaupankäynnin palveluita ennen kuin ne vastaavat kuluttajien perustarpeisiin ja rakenteelliset vastarintatekijät (alhainen käytettävyys, matala lisäarvo, koetut riskit, perinnevastarinta, palveluryhmän huono mielikuva) on poistettu. Tutkimus esittää, että mobiilin kaupankäynnin alalla toimivien yritysten tulisi työskennellä yhteistyössä keskenään ja kuluttajien kanssa luodakseen kuluttajien tarpeita ja toiveita vastaavia turvallisiksi koettuja mobiilin kaupankäynnin palveluita. Tutkimus ehdottaa, että kyselytutkimusten ohella käytettäisiin havaintomenetelmiä, jotta teknologiat voitaisiin valjastaa kuluttajien tarpeita ja kulutustottumuksia vastaaviksi.

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Estudi i disseny d'una app basada en la geolocalització d'elements i la compartició en un aplicatiu dissenyats per a mòbils multiplataforma basat en el model de les xarxes socials. Amb aquest projecte volem familiaritzar-nos amb en el desenvolupament sobre entorns mòbils i amb la utilització de estàndards sòlids que permetin una aplicació multi plataforma. Un altre objectiu a aconseguir amb aquest projecte, és el desenvolupament d’una API que permeti als usuaris de l’aplicació comunicar-se amb el cloud.Tant mateix caldrà que l’aplicació es comuniqui de forma eficient amb el cloud propi per obtenir dades, com són els punts d’interès (POIs) o amb el cloud extern per obtenir els mapes, en aquest cas, emprant les API de openstreetmap. Per aconseguir aquests objectius el projecte es dividirà fases, en la primera es perseguirà l’objectiu d’aconseguir una eina mòbil que permeti mostrar per pantalla, la ubicació del telèfon mòbil, amb els punts d’interès que es trobin en el seu radi d’acció. En una segona fase es desenvoluparà una API pròpia per a l’aplicació, que permeti la consulta dels punts d’interès, la publicació dels mateixos, etc..per últim s’integrarà l’aplicació mòbil amb la API del cloud, per mostrar la informació en els dispositius mòbils.

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El proyecto "RPS: Red social para entusiastas de Raspberry Pi", se desarrollará en el ámbito temático de desarrollo de aplicaciones móviles con HTML5. La idea principal de este proyecto se centra en dar visibilidad a la comunidad de Raspberry Pi, mediante una aplicación móvil destinada a compartir las experiencias de sus usuarios de una forma sencilla y atractiva.

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We deal with a system of prisoner’s dilemma players undergoing continuous motion in a two-dimensional plane. In contrast to previous work, we introduce altruistic punishment after the game. We find punishing only a few of the cooperator-defector interactions is enough to lead the system to a cooperative state in environments where otherwise defection would take over the population. This happens even with soft nonsocial punishment (where both cooperators and defectors punish other players, a behavior observed in many human populations). For high enough mobilities or temptations to defect, low rates of social punishment can no longer avoid the breakdown of cooperation

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Mobile technology plays an increasing role in interpersonal communication,representing a useful resource for different age cohorts. While the usage ofmobile communication by younger people has received a wide attention fromcommunication scholars, its usage by older people is less explored. Thegoal of our research project is to analyse the usage of mobile phones by theelderly in Italy. We conducted 51 semi-structured interviews in Rome and in amid-range town located in Umbria, between October 2013 and February 2014.Our study explores older users¿ motivations and usage practices, their perceptions of mobile phones, theiradoption and domestication of mobile phones, their usage skills. More specifically,our analysis focuses on: - personal characteristics - personal networks (personalnetwork composition, self-perceived social life, communication channels) -adoption of mobile telephone - consumption patterns of mobile devices - usedmobile services - location and mobility of mobile telephone - current mobilecharacteristics - attitude and opinions towards mobile technology Our preliminaryresults show major differences in users¿ behaviours and perceptions, that canbe related to age cohorts (younger olds vs older olds); socio-cultural levels;vital trajectories (in terms of professional and familiar status); and gender.

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Increasing usage of Web Services has been result of efforts to automate Web Services discovery and interoperability. The Semantic Web Service descriptions create basis for automatic Web Service information management tasks such as discovery and interoperability. The discussion of opportunities enabled by service descriptions have arisen in recent years. The end user has been considered only as a consumer of services and information sharing occurred from one service provider to public in service distribution. The social networking has changed the nature of services. The end user cannot be seen anymore only as service consumer, because by enabling semantically rich environment and right tools, the end user will be in the future the producer of services. This study investigates the ways to provide for end users the empowerment to create service descriptions on mobile device. Special focus is given to the changed role of the end user in service creation. In addition, the Web Services technologies are presented as well as different Semantic Web Service description approaches are compared. The main focus in the study is to investigate tools and techniques to enable service description creation and semantic information management on mobile device.