957 resultados para Android, applicazione, mobile


Relevância:

20.00% 20.00%

Publicador:

Resumo:

This project proposes an approach for supporting Indoor Navigation Systems using Pedestrian Dead Reckoning-based methods and by analyzing motion sensor data available in most modern smartphones. Processes suggested in this investigation are able to calculate the distance traveled by a user while he or she is walking. WLAN fingerprint- based navigation systems benefit from the processes followed in this research and results achieved to reduce its workload and improve its positioning estimations.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

O campo dos media na Finlândia encontra-se num processo de mudanças aparentemente imparáveis, com os dispositivos móveis, tal como os smartphones e tablets, a influenciarem cada vez mais os padrões de produção e consumo de media. Nesta dissertação é defendido que esta situação é influenciada por factores históricos, sociais e culturais: desde os livros e jornais como meio de manter a língua finlandesa até aos benefícios da Segurança Social que permitiram que até as pessoas com menos rendimentos comprassem o jornal para se manterem a par dos desenvolvimentos do país, bem como a grande tradição de leitura que é associada aos finlandeses, assim como as condições que ao longo da história fazem fizeram com que os finlandeses sejam fascinados pelas novas tecnologias. Adicionalmente, presto especial atenção às estratégias que são adoptadas pelas cada vez mais convergentes companhias de media para enfrentarem a competição de elementos como os social media.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Este estudo visa perceber quais os principais determinantes da adopção e recomendação da tecnologia de pagamentos móveis. Para atingir este objectivo, foi desenvolvido um modelo de pesquisa que combinou os modelos de adopção unified theory of acceptance and use of technology 2 (UTAUT2) e diffusions on innovations (DOI), juntamente com a variável perceived technology security (PTS). Foi realizado um questionário online, tendo sido obtidas 301 respostas válidas. Os dados recolhidos foram analisados utilizando a técnica de structured equation modeling (SEM), de forma a testar empiricamente o modelo e pesquisa. As principais conclusões retiradas são que os principais factores, com efeitos directos e indirectos, para a adopção e recomendação da tecnologia de pagamentos móveis são compatibility, perceived technology security, performance expectations, innovativeness e social influence. As conclusões deste estudo fornecem informações úteis às partes interessadas na tecnologia de pagamentos móveis.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Information technologies (ITs), and sports resources and services aid the potential to transform governmental organizations, and play an important role in contributing to sustainable communities development, respectively. Spatial data is a crucial source to support sports planning and management. Low-cost mobile geospatial tools bring productive and accurate data collection, and their use combining a handy and customized graphical user interface (GUI) (forms, mapping, media support) is still in an early stage. Recognizing the benefits — efficiency, effectiveness, proximity to citizens — that Mozambican Minister of Youth and Sports (MJD) can achieve with information resulted from the employment of a low-cost data collection platform, this project presents the development of a mobile mapping application (app) — m-SportGIS — under Open Source (OS) technologies and a customized evolutionary software methodology. The app development embraced the combination of mobile web technologies and Application Programming Interfaces (APIs) (e.g. Sencha Touch (ST), Apache Cordova, OpenLayers) to deploy a native-to-the-device (Android operating system) product, taking advantage of device’s capabilities (e.g. File system, Geolocation, Camera). In addition to an integrated Web Map Service (WMS), was created a local and customized Tile Map Service (TMS) to serve up cached data, regarding the IT infrastructures limitations in several Mozambican regions. m-SportGIS is currently being exploited by Mozambican Government staff to inventory all kind of sports facilities, which resulted and stored data feeds a WebGIS platform to manage Mozambican sports resources.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This study intends to explore the impact of customer experience on customer satisfaction and loyalty by trying to understand how location-based mobile marketing might enhance the customer experience. Primary data was collected from 201 smartphone users in 24 countries. Results have indicated that targeted location-based marketing positively influences customers’ experiences. Besides, the analysis has also shown a favorable impact on customers’ satisfaction and self-perceived loyalty. This suggests that location-based mobile marketing has the potential to positively add value to a customer’s experience and should therefore be considered an important tool in marketing communications.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Following the European Commission’s 2009 Recommendation on the Regulatory Treatment of Fixed and Mobile Termination Rates in the EU, the Portuguese regulatory authority (ANACOM) decided to reduce termination prices in mobile networks to their long-run incremental cost (LRIC). Nevertheless, no serious quantitative assessment of the potential effects of this decision was carried out. In this paper, we adapt and calibrate the Harbord and Hoernig (2014) model of the UK mobile telephony market to the Portuguese reality, and simulate the likely impact on consumer surplus, profits and welfare of four different regulatory approaches: pure LRIC, reciprocal termination charges with fixed networks, “bill & keep”, and asymmetric termination rates. Our results show that reducing MTRs does increase social welfare, profits and consumer surplus in the fixed market, but mobile subscribers are seriously harmed by this decision.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This work project aims to demonstrate how to design and develop an innovative concept of video streaming app. The project combines technology push and market pull theories into developing a product that is more suitable for the customer needs, with the particularity that there is no other way of seeing any place in the world, live and ondemand. An analysis on the bigger influencers in terms of design-thinking and new product development, as Tim Brown or Paul Trott, lead to a better understanding on how There App should evolve, keeping in mind the customer desires and technical features.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In this research we conducted a mixed research, using qualitative and quantitative analysis to study the relationship and impact between mobile advertisement and mobile app user acquisition and the conclusions companies can derive from it. Data was gathered from management of mobile advertisement campaigns of a portfolio of three different mobile apps. We found that a number of implications can be extracted from this intersection, namely to product development, internationalisation and management of marketing budget. We propose further research on alternative app users sources, impact of revenue on apps and exploitation of product segments: wearable technology and Internet of Things.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The Portuguese consumer foodservice industry is experiencing a boost in technology adoption, driven by significant changes in consumer behavior and business dynamics, due to mobile increasing penetration. Accordingly, the present work project consists on developing a business plan for meeting an identified opportunity in the technological foodservice landscape. Therefore, this report is divided into three sections, each of which addressing different objectives: (A) External Environment, providing key external insights that support the opportunity; (B) Strategy Formulation, establishing a strategic direction; and (C) Action Plan, determining an implementation plan for starting the business

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Tämän tutkimuksen tavoitteena oli tutkia langattomien internet palveluiden arvoverkkoa ja liiketoimintamalleja. Tutkimus oli luonteeltaan kvalitatiivinen ja siinä käytettiin strategiana konstruktiivista case-tutkimusta. Esimerkkipalveluna oli Treasure Hunters matkapuhelinpeli. Tutkimus muodostui teoreettisesta ja empiirisestä osasta. Teoriaosassa liitettiin innovaatio, liiketoimintamallit ja arvoverkko käsitteellisesti toisiinsa, sekä luotiin perusta liiketoimintamallien kehittämiselle. Empiirisessä osassa keskityttiin ensin liiketoimintamallien luomiseen kehitettyjen innovaatioiden pohjalta. Lopuksi pyrittiin määrittämään arvoverkko palvelun toteuttamiseksi. Tutkimusmenetelminä käytettiin innovaatiosessiota, haastatteluja ja lomakekyselyä. Tulosten pohjalta muodostettiin useita liiketoimintakonsepteja sekä kuvaus arvoverkon perusmallista langattomille peleille. Loppupäätelmänä todettiin että langattomat palvelut vaativat toteutuakseen useista toimijoista koostuvan arvoverkon.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper presents a theoretical model to analyze the privacy issues around location based mobile business models. We report the results of an exploratory field experiment in Switzerland that assessed the factors driving user payoff in mobile business. We found that (1) the personal data disclosed has a negative effect on user payoff; (2) the amount of personalization available has a direct and positive effect, as well as a moderating effect on user payoff; (3) the amount of control over user's personal data has a direct and positive effect, as well as a moderating effect on user payoff. The results suggest that privacy protection could be the main value proposition in the B2C mobile market. From our theoretical model we derive a set of guidelines to design a privacy-friendly business model pattern for third-party services. We discuss four examples to show the mobile platform can play a key role in the implementation of these new business models.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Tutkielman tavoitteena on luoda liiketoimintamalli, joka tukee langattomien matkaviestintäpalveluiden markkinoiden luomista kehittyvillä markkinoilla. Teoreettinen osa tarkastelee langattomien matkaviestintäpalveluiden liiketoimintamallin kehittämisen tärkeimpiä elementtejä CIS maissa. Teoreettisen kappaleen tuloksena saadaan puitteet, jonka avulla liiketoimintamalli matkaviestintäpalveluille voidaan kehittää. Tutkielman empiirinen osa on toteutettu case tutkimuksena, jonka tavoitteena on ollut langattomien matkaviestintäpalvelujen markkinoiden luominen CIS maissa. Pääasiallinen empiirisen tiedon lähde on ollut teemahaastattelut. Tuloksena saatuja empiirisen osan tietoja verrataan teoriakappaleen vastaaviin tuloksiin Tulokset osoittavat, että radikaalin korkean teknologian innovaation markkinoiden luominen on hidas prosessi, joka vaatii kärsivällisyyttä yritykseltä. Markkinoiden, teknologian ja strategian epävarmuustekijät tuovat epävarmuutta kehittyvälle toimialalle ja markkinoille, joka vaikeuttaa liiketoimintamallin kehittämistä. Tärkein tekijä on palvelujen markkinointi ennemmin kuin teknologian. Avain kyvykkyys markkinoiden luomisessa on oppiminen, ei tietäminen.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Nykypäivän maailma tukeutuu verkkoihin. Tietokoneverkot ja langattomat puhelimet ovat jo varsin tavallisia suurelle joukolle ihmisiä. Uusi verkkotyyppi on ilmestynyt edelleen helpottamaan ihmisten verkottunutta elämää. Ad hoc –verkot mahdollistavat joustavan verkonmuodostuksen langattomien päätelaitteiden välille ilman olemassa olevaa infrastruktuuria. Diplomityö esittelee uuden simulaatiotyökalun langattomien ad hoc –verkkojen simulointiin protokollatasolla. Se esittelee myös kyseisten verkkojen taustalla olevat periaatteet ja teoriat. Lähemmin tutkitaan OSI-mallin linkkikerroksen kaistanjakoprotokollia ad hoc –verkoissa sekä vastaavan toteutusta simulaattorissa. Lisäksi esitellään joukko simulaatioajoja esimerkiksi simulaattorin toiminnasta ja mahdollisista käyttökohteista.