843 resultados para Mobile App Design
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The goal of this project was to develop a mobile application for the iOS platform, that would support the partner of this project, the Brisbane City Council, in stronger engage citizens in participating in urban planning and development projects. The resulting application is an extended version of FixVegas, a system that allows citizens to report maintenance request to the Brisbane City Council through their smartphone. The new version of the system makes all incoming requests publicly available within the application, allows users to support, comment or disapprove of these. As an addition, the concept of the idea has been introduced. Citizens can submit suggestions for improving the city to the municipality, discuss them with other fellow citizens and, ideally, also with Council representatives. The city officials as well are provided with the ability of publishing development project as an idea and let citizens deliberate it. This way, bidirectional communication between these two parties is created. A web interface complements the iPhone application. The system has been developed after the principle of User Centered Design, by assessing user needs, creating and evaluating prototypes and conducting a user study. The study showed that FixVegas2 has been perceived as an enhancement compared to the previous version, and that the idea concept has been received on a positive note. Indepth questions, such as the influence the system could have on community dynamics or the public participation in urban planning projects could only hardly investigated. However, these findings can be achieved by the alternative study designs that have been proposed.
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This paper evaluates the performance of different text recognition techniques for a mobile robot in an indoor (university campus) environment. We compared four different methods: our own approach using existing text detection methods (Minimally Stable Extremal Regions detector and Stroke Width Transform) combined with a convolutional neural network, two modes of the open source program Tesseract, and the experimental mobile app Google Goggles. The results show that a convolutional neural network combined with the Stroke Width Transform gives the best performance in correctly matched text on images with single characters whereas Google Goggles gives the best performance on images with multiple words. The dataset used for this work is released as well.
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CultureMap is the mobile app for the Cultural Atlas of Australia, a digital atlas that maps the locations of more than 200 films, novels, and plays that feature Australian spaces and places. You can use the CultureMap app to find narrative and filming locations near you, you can search for your favourite Australian stories to find out where they are set, or you can search by location to discover what stories have been set there. The app also features our Mapping Ecological Themes showcase, which focuses on films and novels that foreground ecological themes or are set in environmentally sensitive areas. CultureMap is co-funded through an Australian Research Council Discovery Grant and an Inspiring Australia: Unlocking Australia’s Potential grant.
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Purpose Little is known about the adoption of mobile banking technologies in emerging Asian economies. This paper aims to empirically examine the motivators that influence a consumer’s intentions to use mobile banking. Design/methodology/approach A web-based survey was employed to collect data from 348 respondents, split across Thailand and Australia. Data were analyzed by employing exploratory and confirmatory factor analyses, path and invariance analyses. Findings The findings indicate that for Australian consumers, perceived ease of use, perceived usefulness and perceived risk were the primary determinants of mobile banking adoption. For Thai consumers, the main factors were perceived usefulness, perceived risk and social influence. National culture was found to impact key antecedents that lead to adoption of m-banking. Research limitations/implications The actual variance explained by our study’s model was higher in Australia (59.3%) than for Thailand (23.8%), suggesting future research of m-banking adoption in emerging Asian cultures. Practical implications We identify the important factors consumers consider when adopting m-banking. The findings of this research give banking organisations a foundational model that can be used to support m-banking implementation. Originality/value Our study is perhaps the first to examine and compare the intention to adopt m-banking across Thai and Australian consumers, and responds to calls for additional research that generalises m-banking and m-services acceptance across cultures. This study has proposed and validated additional constructs that are not present in the original SST Intention to Use model.
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Background: Clinical supervision takes place once the newly qualified nurse is employed in clinical practice. However, often the variety and diversity of nursing jobs can result in a hit and miss delivery of supervision training. By introducing training uniformly at undergraduate stage a more seamless transition may occur (McColgan K, Rice C. 2012).
There is an increased interest in higher education in the use of online learning resources for students. As part completion of a DNP an App. for training students in clinical supervision was developed.
Aim: The creation of a clinical supervision training App. for use in undergraduate nursing.
Objectives:
•To develop a teaching tool that is up to date, current and easily accessible to students.
•To introduce supervision training for undergraduate nursing students
•To motivate the undergraduate nursing student to identify examples from their clinical experience to encourage change and promote professional development.
Approach:
Stage 1
In 2010/11 informal inquiries with senior nurses regarding the introduction of supervision training in undergraduate nursing
Stage 2
A review of UK supervision training.
Stage 3
Template production of teaching tool.
Stage 4
Collaboration with a computer technician to transfer multimedia outputs onto an App.
Stage 5
App. piloted with lecturers (n=4) and post registration students (n=20).
Stage 6
Minor alterations made to App. design template
Stage 7
App. included in an experimental study looking at online learning versus blended learning June 2013 (n=61, n=63)
Conclusion: A collaborative approach to the development of any educational programme is essential to ensure the success of the final teaching product (McCutcheon 2013). The end result is that this App. could be:
•Made available to nurses in the UK.
•Adapted to suit other healthcare professionals and students.
•Used as a prototype for other healthcare related subjects.
McColgan K., Rice C. (2012) An online training resource for clinical supervision. Nursing Standard, 26(24) 35-39.
McCutcheon K. (2013) Development of a multi-media book for clinical supervision training in an undergraduate nursing programme. Journal of Nursing Education and Practice, 3(5) 31-38.
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
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Field lab: Entrepreneurial and business ventures
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La conceció de GIPO té com a areferència el gos AIBO, desenvolupat per Sony. L'estudi per a la seva realització comprèn el desenvolupament de la part tecnològica. S'assumeix que la cinemàtica d'AIBO ha estat àmpliament provada i que és òptima.
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Dins el departament d’Electrònica, Informàtica i Automàtica de la Universitat de Girona s’han dissenyat i construït dues plataformes bípedes per a l’ús docent. La més evolucionada d’elles, finalitzada l’any 1999, està composada per dues cames d’alumini amb tres actuadors lineals cada una, simulant la funció del turmell, del genoll i del maluc. Els objectius que es pretenen aconseguir amb aquest projecte són molt concrets i tots ells estan destinats a millorar el funcionament del robot bípede. Aquests objectius són: (1) dissenyar dos graus de llibertat lineals en forma de pla XY per moure el pes que convingui per assegurar l’equilibri durant el moviment de la plataforma bípede, (2) dissenyar una placa amb una FPGA que generi senyals PWM pels vuit motors disponibles, que llegeixi els dos encoders dels motors del pla XY i que es comuniqui amb un PC equipat amb una tarja d’adquisició de dades específica, (3) dissenyar una placa de potència adequada pel control dels motors, (4) finalment realitzar un programa per comprovar el correcte funcionament de les plaques, dels actuadors i dels sensors utilitzats en la plataforma bípede
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[ES] PokerTrainer es una aplicación para dispósitivos móviles con Android como sistema operativo. Está dirigida a aquellos jugadores de póker en su variante Texas Hold'em que quieran aprender ciertos conceptos básicos que les van a ayudar a mejorar su juego. Se basa en la gamificación mediante un sistema de quiz de contenidos teóricos referidos al póker.
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La tesi è incentrata sulla creazione di una mobile app partendo da una web application creata precedentemente e in uso. Tramite alcuni strumenti offerti dal cloud Google è possibile creare velocemente un ambiente di collegamento fra la programmazione Android e la programmazione App Engine
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One of the most undervalued problems by smartphone users is the security of data on their mobile devices. Today smartphones and tablets are used to send messages and photos and especially to stay connected with social networks, forums and other platforms. These devices contain a lot of private information like passwords, phone numbers, private photos, emails, etc. and an attacker may choose to steal or destroy this information. The main topic of this thesis is the security of the applications present on the most popular stores (App Store for iOS and Play Store for Android) and of their mechanisms for the management of security. The analysis is focused on how the architecture of the two systems protects users from threats and highlights the real presence of malware and spyware in their respective application stores. The work described in subsequent chapters explains the study of the behavior of 50 Android applications and 50 iOS applications performed using network analysis software. Furthermore, this thesis presents some statistics about malware and spyware present on the respective stores and the permissions they require. At the end the reader will be able to understand how to recognize malicious applications and which of the two systems is more suitable for him. This is how this thesis is structured. The first chapter introduces the security mechanisms of the Android and iOS platform architectures and the security mechanisms of their respective application stores. The Second chapter explains the work done, what, why and how we have chosen the tools needed to complete our analysis. The third chapter discusses about the execution of tests, the protocol followed and the approach to assess the “level of danger” of each application that has been checked. The fourth chapter explains the results of the tests and introduces some statistics on the presence of malicious applications on Play Store and App Store. The fifth chapter is devoted to the study of the users, what they think about and how they might avoid malicious applications. The sixth chapter seeks to establish, following our methodology, what application store is safer. In the end, the seventh chapter concludes the thesis.
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L'obiettivo della tesi è progettare un'architettura abilitante per scenari smart health, concentrandosi sulla parte end-user (non sulla parte server-cloud), ossia sperimentando l'ambito dei wearable devices e facendo riferimento al binomio fitness-Apple Watch, comodo perchè presente nell'azienda FitStadium che ci fornisce motivazioni, requisiti e goals. Nel primo capitolo si analizzeranno le soluzioni offerte attualmente dal mercato per la realizzazione di servizi legati al fitness, focalizzandosi in particolare sulle architetture proposte e come quest'ultime possano convivere con l'ecosistema FitStadium. Il secondo capitolo è riservato invece all'approfondimento delle tecnologie Apple, che verranno utilizzate concretamente per la realizzazione del caso di studio. Ancora una volta si farà attenzione alle possibilità architetturali offerte da queste tecnologie. Nel terzo capitolo viene trattato nella sua interezza il caso di studio, analizzandone in particolare lo stato pre e post tesi. Verrà cioè descritta l'applicazione implementata insieme alla presentazione di un'architettura abilitante anche per gli scenari smart health. Infine, all'interno del capito 4 viene descritto più precisamente il concetto di smart health e il percorso che ha condotto alla sua definizione.
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Nell'ottica di trovare modalità sempre più intuitive per movimentare manipolatori industriali l’obiettivo della tesi è quello di realizzare una mobile app su piattaforma Android in grado appunto di movimentare un generico manipolatore industriale. L'applicazione sviluppata fornisce all'utente un’interfaccia semplice e intuitiva che permette, dopo un’opportuna configurazione iniziale, di controllare il moto di un manipolatore industriale attraverso l’uso del touch screen e degli elementi grafici dell’interfaccia. Oltre a istruire un manipolatore l’applicazione offre anche delle funzionalità per il salvataggio e la gestione di determinate configurazioni che il manipolatore può assumere nello spazio. Il grande vantaggio dell’applicazione è quello di fornire un’interfaccia universale per la movimentazione di qualsiasi manipolatore. Si può affermare quindi che essa fornisce un livello di astrazione superiore. In questo progetto di tesi è stato effettuato il testing dell'applicazione sviluppata sia con il manipolatore industriale Comau Smart Six, robot antropomorfo a 6 gradi di libertà, sia con un manipolatore simulato in Unity 3D. Sono stati raccolti dei dati, in particolare dei grafici, che mettono in relazione i comandi impartiti al manipolatore e i dati ricevuti da questo, in modo da ricavarne dei parametri che misurano l'efficienza e la correttezza dell'applicazione.
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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.