957 resultados para Phonegap, mobile, localizzazione, social


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Questa tesi esamina la progettazione e lo sviluppo di un'applicazione mobile Android che è in grado di gestire l'attività sportiva di un utente. L'applicazione offre numerose funzionalità, che permettono all'utente di eseguire allenamenti per il fitness e allenamenti per la corsa, tenendo sempre sotto controllo i risultati ottenuti e tutte le informazioni necessarie. Oltre ad eseguire allenamenti l'utente può crearne di propri e modificarli a suo piacimento, in più nell'App è inserito lo shop dove l'utilizzatore può comprare allenamenti messi a disposizione direttamente da FitBody. Gli aspetti visti sopra saranno descritti attraverso un'analisi del problema e un'analisi sulla progettazione architetturale. In particolare verranno sottolineati aspetti riguardanti l'interazione tra utenti e l'utilizzo di API che permetteranno all'utilizzatore di condividere le proprie esperienze sul social network Facebook e di avere un'esperienza completa con l'app. In questo scritto si parlerà anche della comunicazione tra applicazione e server, che avviene grazie a chiamate HTTP con metodo POST. Attraverso queste chiamate l'applicazione leggerà e scriverà informazioni sul database online, 'hostato' sulla piattaforma Altervista. L'applicazione web, di cui sarà data solamente un'infarinatura, è stata sviluppata utilizzando il linguaggio di programmazione PHP. Ogni 'response' inviata dal server al client è composta da uno o più oggetti JSON.

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Social networks offer horizontal integration for any mobile platform providing app users with a convenient single sign-on point. Nonetheless, there are growing privacy concerns regarding its use. These vulnerabilities trigger alarm among app developers who fight for their user base: While they are happy to act on users’ information collected via social networks, they are not always willing to sacrifice their adoption rate for this goal. So far, understanding of this trade-off has remained ambiguous. To fill this gap, we employ a discrete choice experiment to explore the role of Facebook Login and investigate the impact of accompanying requests for different information items / actions in the mobile app adoption process. We quantify users’ concerns regarding these items in monetary terms. Beyond hands-on insights for providers, our study contributes to the theoretical discourse on the value of privacy in the growing world of Social Media and mobile web.

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One of the advantages of social networks is the possibility to socialize and personalize the content created or shared by the users. In mobile social networks, where the devices have limited capabilities in terms of screen size and computing power, Multimedia Recommender Systems help to present the most relevant content to the users, depending on their tastes, relationships and profile. Previous recommender systems are not able to cope with the uncertainty of automated tagging and are knowledge domain dependant. In addition, the instantiation of a recommender in this domain should cope with problems arising from the collaborative filtering inherent nature (cold start, banana problem, large number of users to run, etc.). The solution presented in this paper addresses the abovementioned problems by proposing a hybrid image recommender system, which combines collaborative filtering (social techniques) with content-based techniques, leaving the user the liberty to give these processes a personal weight. It takes into account aesthetics and the formal characteristics of the images to overcome the problems of current techniques, improving the performance of existing systems to create a mobile social networks recommender with a high degree of adaptation to any kind of user.

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Increasing availability (andaffordability) of mobile broadband - In 2015 half of the subscriber base will be in 3G/4G, and 80% in 2020 (27% in 2011) - 7.6 billion mobile users by 2020 (5.4 billion in 2011). Mobile subscribers per 100 inhabitants:99%. Increasing availability (and affordability) of smartphones - In 2020 81% of phones sold globally will be smartphones (2.5 billion) from 26% in 2011 (400 million) - 595 million tablets in 2020 (70 million in 2011)

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As mobile devices become increasingly diverse and continue to shrink in size and weight, their portability is enhanced but, unfortunately, their usability tends to suffer. Ultimately, the usability of mobile technologies determines their future success in terms of end-user acceptance and, thereafter, adoption and social impact. Widespread acceptance will not, however, be achieved if users’ interaction with mobile technology amounts to a negative experience. Mobile user interfaces need to be designed to meet the functional and sensory needs of users. Social and Organizational Impacts of Emerging Mobile Devices: Evaluating Use focuses on human-computer interaction related to the innovation and research in the design, evaluation, and use of innovative handheld, mobile, and wearable technologies in order to broaden the overall body of knowledge regarding such issues. It aims to provide an international forum for researchers, educators, and practitioners to advance knowledge and practice in all facets of design and evaluation of human interaction with mobile technologies.

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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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A student-centred approach to teaching has been conceptualized as a key driver in higher education to facilitate understanding of concepts and improve attainment. The occurrence of student study team behaviours is diagnostic of this approach to teaching. However, the extent to which team behaviours are performed outside the parameters of formal teacher-learner environments remains under-researched. This is problematic as it is unclear whether study teams are maintained outside the confines of lectures, and the extent to which they impact on individual student grades. A naturalistic observational study was carried out that utilized short message text service communication as a means to record the frequency of team behaviours within informal environments. The findings suggest the frequency of team behaviours: 1) were positively associated with student grades; 2) increased after lectures independently rated as low in employing a student-centred focus; and 3) were facilitated by students' trait emotional intelligence.

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Mobile social networks (MSNs) consist of many mobile users (individuals) with social characteristics, that provide a variety of data delivery services involving the social relationship among mobile individuals. Because mobile users move around based on their common interests and contact with each other more frequently if they have more social features in common in MSNs. In this paper, we first propose the first-priority relation graph, say FPRG, of MSNs. However, some users in MSNs may be malicious. Malicious users can break the data delivery through terminating the data delivery or tampering with the data. Therefore, malicious users will be detected in the process of looking for the data delivery routing to obtain efficient and reliable data delivery routing along the first-priority relation graph. Secondly, we propose one hamiltonian cycle decomposition of FPRG-based adaptive detection algorithm based on in MSNs under the PMC detection model (the system-level detection model).

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In this paper, we study two tightly coupled issues, space-crossing community detection and its influence on data forwarding in mobile social networks (MSNs). We propose a communication framework containing the hybrid underlying network with access point (AP) support for data forwarding and the base stations for managing most of control traffic. The concept of physical proximity community can be extended to be one across the geographical space, because APs can facilitate the communication among long-distance nodes. Space-crossing communities are obtained by merging some pairs of physical proximity communities. Based on the space-crossing community, we define two cases of node local activity and use them as the input of inner product similarity measurement. We design a novel data forwarding algorithm Social Attraction and Infrastructure Support (SAIS), which applies similarity attraction to route to neighbor more similar to destination, and infrastructure support phase to route the message to other APs within common connected components. We evaluate our SAIS algorithm on real-life datasets from MIT Reality Mining and University of Illinois Movement (UIM). Results show that space-crossing community plays a positive role in data forwarding in MSNs. Based on this new type of community, SAIS achieves a better performance than existing popular social community-based data forwarding algorithms in practice, including Simbet, Bubble Rap and Nguyen's Routing algorithms.

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In mobile social networks (MSNs), the routing packet is forwarded from any user of in a group to any user of the other group until it reaches the destination group - the group where the destination is located. However, it is inevitable that malicious groups could compromise the quality and reliability of data. To alleviate such effect, analyzing the trustworthiness of a group has a positive influence on the confidence with which a group conducts transactions with that group. In our previous work, the feature-based first-priority relation graph (FPRG) of MSNs is proposed, in which two vertices (groups) are connected iff they have a first-priority relationship. In this paper, the trustworthiness computation of a group is firstly presented in the algorithm TC (Trustworthiness Computing) based on the FPRG. The trustworthiness of a group is evaluated based on the trustworthiness of neighbors and the number of malicious users in the group. We then establish the Trustworthiness-Hypercube-based Reliable Communication (THRC) algorithm in MSNs. The algorithm THRC can provide an effective and reliable data delivery routing. Finally, we also give two scenario simulations to elaborate the processes of the trustworthiness computation and reliable communication.

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This paper suggests ways for educators and designers to understand and merge priorities in order to inform the development of mobile learning (m-learning) applications that maximise user experiences and hence learning opportunities. It outlines a User Experience Design (UXD) theory and development process that requires designers to conduct a thorough initial contextual inquiry into a particular domain in order to set project priorities and development guidelines. A matrix that identifies the key contextual considerations namely the social, cultural, spatial, technical and temporal constructs of any domain is presented as a vital tool for achieving successful UXD. The frame of reference provided by this matrix ensures that decisions made throughout the design process are attributable to a desired user experience. To illustrate how the proposed UXD theory and development process supports the creation of effective m-learning applications, this paper documents the development process of MILK (Mobile Informal Learning Kit). MILK is a support tool that allows teachers and students to develop event paths that consist of a series SMS question and answer messages that lead players through a series of checkpoints between point A and point B. These event paths can be designed to suit desired learning scenarios and can be used to explore a particular place or subject. They can also be designed to facilitate formal or informal learning experiences.

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This paper explores how we may transform peoples’ perceived access to cultural participation by exploiting the possible relationships between place, play and mobile devices. It presents SCOOT; a location-based game in order to investigate how aspects of game-play can be employed to evoke at once playful and culturally meaningful experiences of place. In particular this paper is concerned with how the portable, communicative and social affordances of mobile phones are integral to making a “now everything looks like a game” experience.