988 resultados para Android applications


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En este proyecto se realiza un estudio sobre herramientas que facilitan la creación y distribución de aplicaciones en distintas plataformas móviles, con el fin de poder seleccionar la herramienta más apropiada en función del proyecto a desarrollar. Previo al estudio de las herramientas para el desarrollo en plataformas múltiples se realiza un estudio de las herramientas y metodologías que facilitan los propietarios de los entornos IOS y Android. Este estudio previo permitirá al lector conocer en más detalle las particularidades de cada uno de estos dos entornos, así como las pautas y buenas prácticas a seguir en el desarrollo de aplicaciones para dispositivos móviles. Una vez finalizado el estudio, el lector sabrá escoger una herramienta de desarrollo adaptada a cada proyecto en función de su objeto, los recursos disponibles y las habilidades de los miembros del equipo de desarrollo. Adicionalmente al estudio, y como ejemplo de aplicación, en el proyecto se realiza un caso práctico de selección de herramienta y aplicación de la herramienta seleccionada a un proyecto de desarrollo concreto. El caso práctico consiste en la creación de un entorno que permite generar aplicaciones para la visualización de apuntes. Las aplicaciones permitirán ver contenidos de tipo multimedia como ficheros de texto, sonidos, imágenes, vídeos y enlaces a contenidos externos. Además estas aplicaciones se generarán sin que el autor de las mismas tenga que modificar alguna de las líneas del código. Para ello, se han definido una serie de ficheros de configuración en los que el autor de la aplicación deberá indicar los contenidos a mostrar y su ubicación. Se han seleccionado recursos de tipo “código abierto” para el desarrollo del caso práctico, con el fin de evitar los costes asociados a las posibles licencias. El equipo de desarrollo del caso práctico estará formado únicamente por el autor de este proyecto de fin de grado, lo que hace del caso de estudio un desarrollo sencillo, de manera que su futuro mantenimiento y escalabilidad no deberían verse afectados por la necesidad de contar con equipos de desarrolladores con conocimientos específicos o complejos. ABSTRACT. This document contains a study of tools that ease the creation and the distribution of the applications through different mobile platforms. The objective o this document is to allow the selection of the most appropriate tool, depending on the development objectives. Previous to this study about the tools for developing on multiple platforms, a study of IOS and Android tools and their methodologies is included on this document. This previous analysis will allow the reader to know in more detail the peculiarities of each of these environments, together with theirs requirements and the best practices of the applications development for mobile devices. By the end of this document the reader would be able to choose the adequate development tool for a project depending of its objective, its available resources and the developers team’s capabilities. Beside this study and as example of case study this final project includes a practical case of tool selection and its application to a specific development. The case study consists in the creation of an environment that allows generating applications to visualise notes. These applications will allow seeing contents of multimedia type such as: text files, sounds, images, videos, and links to external content. Furthermore these applications will be generated without their author having to modify any line of code, because a group of configuration files will be defined for such purpose. The author of the application only has to update this configuration with the content to show by the application and its location. The selected resources for the case study were of the type “open source” in order to avoid the cost associated to the potential licenses. The developers’ team for this case study has only one member, the author of this final project document and practical case developer. As a result the case study is a very simple development in a way that the future potential maintenance and scalability should not depend on the necessity of a highly qualified developers’ teams with a very specific knowledge on mobile platforms development.

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El proyecto realizado, trata de una aplicación desarrollada en la plataforma Android, orientada a personas con algún tipo de discapacidad sensorial o psíquica. Dicha aplicación fomenta el uso y la integración de dispositivos móviles en este tipo de sector de población. Está pensada, para que, un usuario con discapacidad, pueda interactuar con ella y de forma transparente a él, se ha creado un sistema mediante el cual, se registra todo el comportamiento que ese usuario ha tenido durante el tiempo de uso de la aplicación, con el fin de llevar un seguimiento del mismo; evaluar si existen cambios en él; determinar si son necesarios algunos cambios en la aplicación que favorezcan una mejoría en cuanto al uso y consecución de resultados en el paciente, etc. Se ha combinado el uso de una aplicación instalada sobre un sistema operativo de libre distribución, concretamente Android, con un juguete de código abierto, como es Sphero. Eso ha permito el desarrollo de una aplicación perfectamente ajustada a los requisitos funcionales definidos, con una robustez y eficiencia similar a una aplicación de sistemas operativos móviles cerrados. Es importarte remarcar, que la primera finalidad de este proyecto es ofrecer la posibilidad de usar un juguete, como Sphero, que está orientado a un sector de población sin discapacidad, haciendo uso de cualquier dispositivo móvil, a personas con diferentes grados de discapacidad sensorial, motora y psíquica. Siempre clarificando, que no existe la posibilidad de usar esta aplicación para cualquier tipo y grado de discapacidad, ya que, ello supondría, un proyecto de una envergadura enorme. El hecho de usar un dispositivo móvil, es un derecho, que todos tenemos. Y por ello, se espera que tras la lectura y comprensión de este proyecto, se motive a los lectores a seguir desarrollando aplicaciones para que cualquier usuario, con discapacidad o no, tenga las mismas oportunidades de interactuación con dispositivos móviles. The carried out project, is an application developed on the Android platform , aimed at people with some kind of sensory or mental disability . This application encourages the use and integration of mobile devices in this type of population sector. It is designed to be interacted by a disable person and transparently to that user, it has been created a system by which all behavior, that user has had during the time of use of the application, is recorded, that’s to keep track of it ; assess whether there are changes in it, determine if changes are needed in the application that favor an improvement in the use and achieving patient outcomes , etc. . It has combined the use of an application installed on an open source operating system, namely Android, an open source toy , as is Sphero . That has made it possible to develop an application perfectly adjusted to the functional requirements defined with a robustness and efficiency similar to a mobile OS application closed. It is important to note, that the first aim of this project is to offer the possibility of using a toy, like Sphero , which is geared to a sector of the population without disabilities , using any mobile device , for people with different degrees of sensory impairment , motor and mental . Always clarifying that there is no possibility to use this application for any type and degree of disability, because the magnitude of the project would have been infinitely greater. The fact of using a mobile device, is a right we all have. And so, it is expected that upon reading and understanding of this project, motivate readers to continue developing applications for any user , disabled or not, have the same opportunities for interaction with mobile devices .

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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 framework where the same code defines the behavior of the app in different platforms could have negative impact in the UX. The objetive of this study is comparing the cross-platform and the native approach for being able to determine if the selected development approach has any impact on the users in terms of UX. To be able to set a base line under this subject, study on cross-platform frameworks was performed to select the most appropriate one from a UX point of view. In order to achieve the objectives of this work, two development teams have developed two versions of the same application; one using framework that generates Android and iOS versions automatically, and another team developing native versions of the same application. 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 version, but in iOS, even if a reasonable 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 in native code.

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Los avances que se han producido en los últimos años en cuanto a potencia y capacidades de los teléfonos móviles que usamos de manera cotidiana, traen de la mano un auge en la demanda de aplicaciones de todo ámbito: desde aplicaciones generales de consumo, pasando por juegos, hasta aplicaciones que ofrecen soluciones internas a empresas. Existen diferentes sistemas operativos para teléfonos móviles como se explicará más adelante en el capítulo introductorio. En dicho capítulo se da la justificación de por qué en el presente Proyecto Fin de Carrera se centra en el estudio del sistema operativo Android. Primeramente se dará una visión global del estado del arte en cuanto al mundo de aplicaciones móviles se refiere. Se explicarán los pros y contras de cada sistema operativo, detallando el lenguaje de programación utilizado en cada uno de ellos y sus principales características. Después, en el capítulo tres se estudiará con más profundidad el sistema operativo Android, desde su historia y orígenes, hasta los componentes básicos para la creación de una aplicación, pasando por la arquitectura interna del sistema o su máquina virtual. Con esto se pretende que el lector tenga un contexto que le permita comprender los siguientes capítulos, que es donde está el núcleo de este Proyecto Fin de Carrera. El cuarto capítulo trata de una serie de prácticas incrementales, que cubren una gran parte de las posibilidades que ofrece el sistema operativo Android para el desarrollo de aplicaciones. Se ha pretendido que la dificultad vaya de menos a más y que las prácticas se vayan apoyando en las anteriores, para tener al final una única solución que englobe todas las lecciones. El último capítulo quiere englobar el uso de todas las lecciones aprendidas en las lecciones anteriores para crear una aplicación que bien podría ser una aplicación real para un cliente. Se trata de una aplicación que muestra en tiempo real información sobre las cámaras de tráfico de la ciudad de Madrid. ABSTRACT. The improvements that have occurred in recent years in terms of power and capabilities of mobile phones that we use on a daily basis, bring an increment in demand for all kind of applications, from general consumer applications, games or even internal applications that offer solutions to companies. There are different operating systems for mobile phones as will be explained later in the introductory chapter. In that chapter the answer for why this Thesis focuses on the study of the Android operating system is given as well. First an overview of the state of the art about the world of mobile applications will be referred. The pros and cons of each operating system will be explained, detailing the programming language used in each of them and their main characteristics. Then in chapter three will be discussed in more depth the Android operating system, from its history and beginnings to the main components for the creation of an application, to the internal architecture of the system or virtual machine. The goal of chapter three is to give the readers a context that allows them to understand the following chapters, where the core of this Thesis is. The fourth chapter contains a series of incremental practices covering a large part of the potential of the Android operating system for application development. Those practices grow in difficulty and are supported by the previous in order to have at the end a single solution that fits all lessons. The last chapter wants to embrace the use of all the lessons learned in previous lessons to create an application that could well be an actual application for a client. It is an application that displays real-time information off traffic cameras of the city of Madrid.

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Este proyecto describe la metodología a seguir para conectar la plataforma Arduino a dispositivos Android y establecer una conexión que permita controlar dicha plataforma. Sobre Arduino se acoplará un módulo 3G que permitirá hacer uso de funcionalidades propias de los teléfonos móviles. El objetivo final del proyecto era el control del módulo 3G mediante comandos AT enviados desde un dispositivo Android (tableta) conectado a través de USB. Para ello, se ha desarrollado una aplicación de demostración que permite el uso de algunas de las funcionalidades de comunicación del módulo 3G. Para alcanzar el objetivo propuesto se ha investigado sobre temas tales como: internet de las cosas, las tecnologías de comunicaciones móviles, el sistema operativo Android y el desarrollo de aplicaciones móviles, la plataforma Arduino, el funcionamiento del módulo 3G y sobre la comunicación serie que permitirá comunicarse entre Android y módulo 3G. El proyecto proporciona una guía de iniciación con explicaciones de los diferentes dispositivos, tecnologías y pasos a seguir para la integración de las diferentes plataformas que se han usado en el proyecto: Arduino, Módulo de comunicaciones 3G, y Android. ABSTRACT. This project describes the methodology to connect the Arduino platform to Android devices and establish a connection to allow the platform control. A 3G module will be engaged on Arduino allowing the usage of mobile phones functionalities. The main objective of the project was the control of 3G module through AT commands sent from an Android device (tablet) connected via USB. For that, a demonstration application was developed to permit the use of some communication features of 3G module. To achieve the target, an investigation has been carried out about issues such as: internet of things, mobile communications technologies, the Android operating system and mobile applications development, the Arduino platform, the 3G module operation and serial communication that allows the communication between Android and the 3G module. The project provides a starter guide with explanations of the different devices, technologies and steps for the integration of the different platforms that have been used in the project: Arduino, 3G communications module and Android.

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En la realización de este proyecto se ha tratado principalmente la temática del web scraping sobre documentos HTML en Android. Como resultado del mismo, se ha propuesto una metodología para poder realizar web scraping en aplicaciones implementadas para este sistema operativo y se desarrollará una aplicación basada en esta metodología que resulte útil a los alumnos de la escuela. Web scraping se puede definir como una técnica basada en una serie de algoritmos de búsqueda de contenido con el fin de obtener una determinada información de páginas web, descartando aquella que no sea relevante. Como parte central, se ha dedicado bastante tiempo al estudio de los navegadores y servidores Web, y del lenguaje HTML presente en casi todas las páginas web en la actualidad así como de los mecanismos utilizados para la comunicación entre cliente y servidor ya que son los pilares en los que se basa esta técnica. Se ha realizado un estudio de las técnicas y herramientas necesarias, aportándose todos los conceptos teóricos necesarios, así como la proposición de una posible metodología para su implementación. Finalmente se ha codificado la aplicación UPMdroid, desarrollada con el fin de ejemplificar la implementación de la metodología propuesta anteriormente y a la vez desarrollar una aplicación cuya finalidad es brindar al estudiante de la ETSIST un soporte móvil en Android que le facilite el acceso y la visualización de aquellos datos más importantes del curso académico como son: el horario de clases y las calificaciones de las asignaturas en las que se matricule. Esta aplicación, además de implementar la metodología propuesta, es una herramienta muy interesante para el alumno, ya que le permite utilizar de una forma sencilla e intuitiva gran número de funcionalidades de la escuela solucionando así los problemas de visualización de contenido web en los dispositivos. ABSTRACT. The main topic of this project is about the web scraping over HTML documents on Android OS. As a result thereof, it is proposed a methodology to perform web scraping in deployed applications for this operating system and based on this methodology that is useful to the ETSIST school students. Web scraping can be defined as a technique based on a number of content search algorithms in order to obtain certain information from web pages, discarding those that are not relevant. As a main part, has spent considerable time studying browsers and Web servers, and the HTML language that is present today in almost all websites as well as the mechanisms used for communication between client and server because they are the pillars which this technique is based. We performed a study of the techniques and tools needed, providing all the necessary theoretical concepts, as well as the proposal of a possible methodology for implementation. Finally it has codified UPMdroid application, developed in order to illustrate the implementation of the previously proposed methodology and also to give the student a mobile ETSIST Android support to facilitate access and display those most important data of the current academic year such as: class schedules and scores for the subjects in which you are enrolled. This application, in addition to implement the proposed methodology is also a very interesting tool for the student, as it allows a simple and intuitive way of use these school functionalities thus fixing the viewing web content on devices.

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¿No sabes dónde comer un plato típico cuando estás de vacaciones? ¿Quieres ir con amigos a comer a un sitio distinto? ¿Quieres disfrutar de esa comida que tanto te gusta y no sabes dónde hacerlo? Con afán de responder a estas preguntas y gracias a las capacidades que nos brindan las nuevas tecnologías de dispositivos móviles, surge la aplicación que se presenta en este proyecto fin de carrera. Se trata de una aplicación para dispositivos móviles con sistema operativo Android que nos brindará la opción de encontrar restaurantes en nuestro entorno que nos ofrezcan esa comida que queremos. Además, a modo de red social, incluye la opción de poder puntuar los platos degustados en los restaurantes e insertar restaurantes nuevos, lo que hace que la aplicación tenga una mayor versatilidad. En este documento se podrán encontrar los diagramas UML que modelan el proyecto, tanto la parte de la aplicación como la parte del servidor. En él también podremos encontrar otra documentación como: un manual de usuario de la aplicación, el código fuente de la misma y proposiciones de futuras versiones y mejoras de la aplicación actual. ABSTRACT. Don’t you know where you can eat a typical dish when you are on holidays? Do you want to go to eat to a different place? Do you want to enjoy that meal you love and you don’t know where you can do it? To answer those questions and thanks to the possibilities of modern smartphones’ technology, we present this application in my degree’s final project. This application, which runs with an Android operative system, gives us the option to find restaurants in our environment that offer the meal we really want. In addition, as a social network, it includes the option to rate the tasted dishes or to add new restaurants, giving the application versatility. Nowadays our society is used to the use of smartphones and their possibilities. That is why we must to explore its potential to obtain better amenities. In the last few years the amount of available applications for these devices has increased too much, offering a huge variety of them. If we realize a research about their functionalities and uses we will discover that most of them are oriented to leisure. That is why we are going to start the inquiry of a software engineering project developing a restaurant localization restaurant for Android smartphones, In this document you can find the UMI diagrams which model the project, both the application part and the server part. Besides, you can find other documents as: an application user manual, the source and proposals for future versions and improvements.

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This paper presents a novel tablet based end-user interface for industrial robot programming (called Hammer). This application makes easier to program tasks for industrial robots like polishing, milling or grinding. It is based on the Scratch programming language, but specifically design and created for Android OS. It is a visual programming concept that allows non-skilled programmer operators to create programs. The application also allows to monitor the tasks while it is being executed by overlapping real time information through augmented reality. The application includes a teach pendant screen that can be customized according to the operator needs at every moment.

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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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Este proyecto de fin de grado pretende demostrar la importancia y la utilidad de la creación de redes de dispositivos móviles conectados entre sí. Para ello se explicarán varios tipos de redes inalámbricas que permiten estas conexiones directas entre dispositivos sin la necesidad de un servidor. En estas redes inalámbricas se destacan las redes P2P y las redes Ad-hoc, las cuales se explicarán posteriormente. El despliegue de estas redes se puede encontrar en un amplio rango de campos como puede ser la agricultura, la medicina e incluso en el ámbito militar. Es objetivo de este proyecto, además, el estudio de la tecnología Wi-Fi Direct creada por la Wi-Fi Alliance. Como se explicará a lo largo del proyecto, Wi-Fi Direct está basado en las redes P2P. Esta tecnología permite a los dispositivos cercanos crear redes P2P a través de la red Wi-Fi sin la necesidad de un punto de acceso a Internet. Por otro lado, una gran cantidad de los dispositivos móviles que existen actualmente poseen el sistema operativo Android. Android ha incorporado en sus dispositivos más recientes la tecnología Wi-Fi Direct. Debido a ello han ido surgiendo aplicaciones que usando esta tecnología consiguen desde enviar ficheros hasta indicar la localización de un usuario. Esta tecnología combinada con este tipo de dispositivos puede ser muy útil para utilizar en casos de emergencia donde las infraestructuras de comunicaciones no estén disponibles ya que al no necesitar un punto de acceso a internet es posible la comunicación entre un usuario en peligro y otro que se encuentre dentro de un radio cercano. Por estos motivos otro de los principales objetivos de este proyecto es la implementación de una aplicación para dispositivos Android que use la tecnología Wi-Fi Direct para realizar varias funcionalidades diferentes, como es el intercambio de ficheros entre dispositivos y la creación de un chat para la comunicación simultanea entre dos dispositivos. Con esto se pretende conocer mejor el funcionamiento de la tecnología Wi-Fi Direct y demostrar su utilidad en los dispositivos móviles como son los dispositivos Android. ABSTRACT. This final degree Project tries to demonstrate the importance and utility of networking mobile devices. For this purpose several types of wireless networks will be explained. These networks allow direct connections between devices. The most prominent Wireless networks are P2P and Ad-hoc which will be explained later. The use of these networks can be found in a wide range of fields such as agriculture medicine, and even in the military sector. Besides, other aim of this project is the study of Wi-Fi Direct Technology which is created by Wi-Fi Alliance. As it explained along the project, Wi-Fi Direct is based on P2P networks. This technology lets nearby devices create P2P networks through Wi-Fi network without an Internet access point. On the other hand, a large number of mobile devices have the Android OS. Android has integrated Wi-Fi Direct technology in its latest devices. Because of this applications have emerged that using this technology they get from sending files to send the user’s location. This technology combined with these devices can be very useful to use in emergencies where communications infrastructures are not available. Since not need an Internet access point, communication between a user in danger and another within close radius is possible. For these reasons another of the main aims of this project is the implementation of an application for Android devices which use Wi-Fi Direct technology to perform several different functionalities, such as file exchange or chat for simultaneous communication between devices. This is intended to better understand the operation of Wi-Fi Direct technology and prove its utility on mobile devices such as Android devices.

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A review of free applications of smartphones working under the operation system of Android is made in the paper. The applications present users information about historical and cultural places of interest at travelling. There are three main groups of applications subject of discussion in the paper – world, national and regional. Their abilities, positive and negative characteristics are compares and described. A conclusion can be made that there is a necessity of new application that presents tourists detailed information about the Old capital of Bulgaria.

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Given the growing demand for the development of mobile applications, driven by use increasingly common in smartphones and tablets grew in society the need for remote data access in full in the use of mobile application without connectivity environments where there is no provision network access at all times. Given this reality, this work proposes a framework that present main functions are the provision of a persistence mechanism, replication and data synchronization, contemplating the creation, deletion, update and display persisted or requested data, even though the mobile device without connectivity with the network. From the point of view of the architecture and programming practices, it reflected in defining strategies for the main functions of the framework are met. Through a controlled study was to validate the solution proposal, being found as the gains in reducing the number of lines code and the amount of time required to perform the development of an application without there being significant increase for the operations.

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Given the growing demand for the development of mobile applications, driven by use increasingly common in smartphones and tablets grew in society the need for remote data access in full in the use of mobile application without connectivity environments where there is no provision network access at all times. Given this reality, this work proposes a framework that present main functions are the provision of a persistence mechanism, replication and data synchronization, contemplating the creation, deletion, update and display persisted or requested data, even though the mobile device without connectivity with the network. From the point of view of the architecture and programming practices, it reflected in defining strategies for the main functions of the framework are met. Through a controlled study was to validate the solution proposal, being found as the gains in reducing the number of lines code and the amount of time required to perform the development of an application without there being significant increase for the operations.

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Mobile Cloud Computing promises to overcome the physical limitations of mobile devices by executing demanding mobile applications on cloud infrastructure. In practice, implementing this paradigm is difficult; network disconnection often occurs, bandwidth may be limited, and a large power draw is required from the battery, resulting in a poor user experience. This thesis presents a mobile cloud middleware solution, Context Aware Mobile Cloud Services (CAMCS), which provides cloudbased services to mobile devices, in a disconnected fashion. An integrated user experience is delivered by designing for anticipated network disconnection, and low data transfer requirements. CAMCS achieves this by means of the Cloud Personal Assistant (CPA); each user of CAMCS is assigned their own CPA, which can complete user-assigned tasks, received as descriptions from the mobile device, by using existing cloud services. Service execution is personalised to the user's situation with contextual data, and task execution results are stored with the CPA until the user can connect with his/her mobile device to obtain the results. Requirements for an integrated user experience are outlined, along with the design and implementation of CAMCS. The operation of CAMCS and CPAs with cloud-based services is presented, specifically in terms of service description, discovery, and task execution. The use of contextual awareness to personalise service discovery and service consumption to the user's situation is also presented. Resource management by CAMCS is also studied, and compared with existing solutions. Additional application models that can be provided by CAMCS are also presented. Evaluation is performed with CAMCS deployed on the Amazon EC2 cloud. The resource usage of the CAMCS Client, running on Android-based mobile devices, is also evaluated. A user study with volunteers using CAMCS on their own mobile devices is also presented. Results show that CAMCS meets the requirements outlined for an integrated user experience.

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