900 resultados para GIS, Android, Mobile, User Experience, Java, offline, EBWorld


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This paper presents how new paradigms and methodologies for software development are changing rapidly in the last two years. In the current scenario where we live on, occurs a transition that, although slight, reflects the rapid manner in which the software production paradigms are reinvented due to the change of display devices and interaction with the end user. Studies indicate that in 2013 was the turn out of the internet access domain for mobile devices over the traditional desktop device, which is currently at around 60% mobile, against 40% desktop. This field will tend to grow in the coming years and it is expected that the use of internet for a desktop terminal tends to be less each day (comScore). In this context, the software industry has been re-invented and updated with respect to technologies that promote software and mobile applications, building products capable of responding to the user market. The development of software products, such as applications, must be put into production for different user environments, such as Web, iOS and Android in a way to enhance efficiency, optimization and productivity in the software development cycle (Langer, Arthur M.).

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Resumen: En el siguiente trabajo se aborda un problema para solventar la comunicación con los robots del departamento MAPIR de la Universidad de Málaga, anteriormente sólo podían ser teleoperados mediante comandos escritos en Skype, así que se procede a diseñar un cliente móvil para Android que nos permite conectarse en tiempo real a un robot, obtener la imagen de lo que su cámara capta y además permitir su teleoperación. Por su parte, el robot corre un servidor que administra esos datos al cliente para trabajar conjuntamente. Dicho trabajo se desarrolla haciendo uso de nuevas tecnologias y protocolos como es WebRTC (de Google) para el intercambio de imágenes y del lado del servidor, se ha usado NodeJS.

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Technologies such as automobiles or mobile phones allow us to perform beyond our physical capabilities and travel faster or communicate over long distances. Technologies such as computers and calculators can also help us perform beyond our mental capabilities by storing and manipulating information that we would be unable to process or remember. In recent years there has been a growing interest in assistive technology for cognition (ATC) which can help people compensate for cognitive impairments. The aim of this thesis was to investigate ATC for memory to help people with memory difficulties which impacts independent functioning during everyday life. Chapter one argues that using both neuropsychological and human computing interaction theory and approaches is crucial when developing and researching ATC. Chapter two describes a systematic review and meta-analysis of studies which tested technology to aid memory for groups with ABI, stroke or degenerative disease. Good evidence was found supporting the efficacy of prompting devices which remind the user about a future intention at a set time. Chapter three looks at the prevalence of technologies and memory aids in current use by people with ABI and dementia and the factors that predicted this use. Pre-morbid use of technology, current use of non-tech aids and strategies and age (ABI group only) were the best predictors of this use. Based on the results, chapter four focuses on mobile phone based reminders for people with ABI. Focus groups were held with people with memory impairments after ABI and ABI caregivers (N=12) which discussed the barriers to uptake of mobile phone based reminding. Thematic analysis revealed six key themes that impact uptake of reminder apps; Perceived Need, Social Acceptability, Experience/Expectation, Desired Content and Functions, Cognitive Accessibility and Sensory/Motor Accessibility. The Perceived need theme described the difficulties with insight, motivation and memory which can prevent people from initially setting reminders on a smartphone. Chapter five investigates the efficacy and acceptability of unsolicited prompts (UPs) from a smartphone app (ForgetMeNot) to encourage people with ABI to set reminders. A single-case experimental design study evaluated use of the app over four weeks by three people with severe ABI living in a post-acute rehabilitation hospital. When six UPs were presented through the day from ForgetMeNot, daily reminder-setting and daily memory task completion increased compared to when using the app without the UPs. Chapter six investigates another barrier from chapter 4 – cognitive and sensory accessibility. A study is reported which shows that an app with ‘decision tree’ interface design (ApplTree) leads to more accurate reminder setting performance with no compromise of speed or independence (amount of guidance required) for people with ABI (n=14) compared to a calendar based interface. Chapter seven investigates the efficacy of a wearable reminding device (smartwatch) as a tool for delivering reminders set on a smartphone. Four community dwelling participants with memory difficulties following ABI were included in an ABA single case experimental design study. Three of the participants successfully used the smartwatch throughout the intervention weeks and these participants gave positive usability ratings. Two participants showed improved memory performance when using the smartwatch and all participants had marked decline in memory performance when the technology was removed. Chapter eight is a discussion which highlights the implications of these results for clinicians, researchers and designers.

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É crescente a utilização dos dispositivos móveis com ecrãs maiores e melhores, mais memória, maiores capacidades multimédia e métodos mais refinados para introduzir dados. Dispositivos que integram comunicações, acesso à internet e diversos tipos de sensores possibilitarão, seguramente, abordagens inovadoras e criativas em atividades pedagógicas, em contraste com as utilizações atuais nos computadores pessoais. A análise das aplicações que atualmente integram os módulos do Moodle nos dispositivos móveis mostra que existe ainda um longo caminho a percorrer. As aplicações existentes têm, quase na sua totalidade, como objetivo adaptar o interface aos dispositivos móveis, o que é apenas o primeiro passo no sentido de aproveitar todas as potencialidades destes dispositivos. É, pois, possível imaginar um futuro próximo, onde as potencialidades dos dispositivos móveis darão origem a aplicações com um enorme potencial de aprendizagem, que advém do facto de os estudantes encontrarem conexões entre as suas vidas e a sua educação, através da realização de atividades em contexto no dispositivo móvel, sempre omnipresente. Com este trabalho de investigação e desenvolvimento pretende-se: a) avaliar o estado da arte do mobile learning, na área dos Learning Management System (LMS); b) refletir sobre as funcionalidades que deve oferecer uma aplicação para dispositivos móveis, com enfoque no sistema operativo Android, que permita a gestão e atualização dos fóruns e ficheiros do Moodle; c) conceber e produzir a referida aplicação, de acordo com as especificações consideradas relevantes; d) avaliar o seu impacto educativo e funcional. É demonstrado neste estudo que o recurso a dispositivos móveis potencia a aprendizagem baseada em LMS (Learning Management System), identificando-se as vantagens da sua utilização. São também apresentadas as funcionalidades da aplicação Mais(f), desenvolvida no âmbito da investigação, a avaliação da mesma pelos participantes no estudo, bem como as perspectivas futuras de utilização da aplicação Mais(f).

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This thesis investigates how web search evaluation can be improved using historical interaction data. Modern search engines combine offline and online evaluation approaches in a sequence of steps that a tested change needs to pass through to be accepted as an improvement and subsequently deployed. We refer to such a sequence of steps as an evaluation pipeline. In this thesis, we consider the evaluation pipeline to contain three sequential steps: an offline evaluation step, an online evaluation scheduling step, and an online evaluation step. In this thesis we show that historical user interaction data can aid in improving the accuracy or efficiency of each of the steps of the web search evaluation pipeline. As a result of these improvements, the overall efficiency of the entire evaluation pipeline is increased. Firstly, we investigate how user interaction data can be used to build accurate offline evaluation methods for query auto-completion mechanisms. We propose a family of offline evaluation metrics for query auto-completion that represents the effort the user has to spend in order to submit their query. The parameters of our proposed metrics are trained against a set of user interactions recorded in the search engine’s query logs. From our experimental study, we observe that our proposed metrics are significantly more correlated with an online user satisfaction indicator than the metrics proposed in the existing literature. Hence, fewer changes will pass the offline evaluation step to be rejected after the online evaluation step. As a result, this would allow us to achieve a higher efficiency of the entire evaluation pipeline. Secondly, we state the problem of the optimised scheduling of online experiments. We tackle this problem by considering a greedy scheduler that prioritises the evaluation queue according to the predicted likelihood of success of a particular experiment. This predictor is trained on a set of online experiments, and uses a diverse set of features to represent an online experiment. Our study demonstrates that a higher number of successful experiments per unit of time can be achieved by deploying such a scheduler on the second step of the evaluation pipeline. Consequently, we argue that the efficiency of the evaluation pipeline can be increased. Next, to improve the efficiency of the online evaluation step, we propose the Generalised Team Draft interleaving framework. Generalised Team Draft considers both the interleaving policy (how often a particular combination of results is shown) and click scoring (how important each click is) as parameters in a data-driven optimisation of the interleaving sensitivity. Further, Generalised Team Draft is applicable beyond domains with a list-based representation of results, i.e. in domains with a grid-based representation, such as image search. Our study using datasets of interleaving experiments performed both in document and image search domains demonstrates that Generalised Team Draft achieves the highest sensitivity. A higher sensitivity indicates that the interleaving experiments can be deployed for a shorter period of time or use a smaller sample of users. Importantly, Generalised Team Draft optimises the interleaving parameters w.r.t. historical interaction data recorded in the interleaving experiments. Finally, we propose to apply the sequential testing methods to reduce the mean deployment time for the interleaving experiments. We adapt two sequential tests for the interleaving experimentation. We demonstrate that one can achieve a significant decrease in experiment duration by using such sequential testing methods. The highest efficiency is achieved by the sequential tests that adjust their stopping thresholds using historical interaction data recorded in diagnostic experiments. Our further experimental study demonstrates that cumulative gains in the online experimentation efficiency can be achieved by combining the interleaving sensitivity optimisation approaches, including Generalised Team Draft, and the sequential testing approaches. Overall, the central contributions of this thesis are the proposed approaches to improve the accuracy or efficiency of the steps of the evaluation pipeline: the offline evaluation frameworks for the query auto-completion, an approach for the optimised scheduling of online experiments, a general framework for the efficient online interleaving evaluation, and a sequential testing approach for the online search evaluation. The experiments in this thesis are based on massive real-life datasets obtained from Yandex, a leading commercial search engine. These experiments demonstrate the potential of the proposed approaches to improve the efficiency of the evaluation pipeline.

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The Library of the Institute of Alajuela made an induction experience and training of users and ventured into the information literacy and engaged in the work of the teaching-learning as an integral part of the curriculum. The actions of the library in developing search strategies, location, selection and use of information brought inthe health service, changes to the role of the library, the librarian, the book and the information in the educational environment.By sharing this experience is intended to provide information that can motivate staff of educational institutions that wish toenter the field of information literacy as a strategy to support the development oflifelong independent learning skills and meaningful learning. Currently, the library should be a proactive part in the education of students but also teachers, administrative and family.This will result in a benefit to Costa Rica: the development of youth and their proper integration into the workplace.

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Part 20: Health and Care Networks

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Even though much attention has been paid to online consumer behavior, academic studies are deficient in comprehending offline consumer behavior. This study offers a survey of reflections concerning the Portuguese offline consumer behavior by observing how Portuguese adult consumers engage, embrace and act throughout the offline world, i.e., the offline media channels and the customer decision-making process at a store in regard of digital nativity, education and gender. Drawing on an online questionnaire and using a convenience sample of 471 respondents, data was analyzed using descriptive analysis and independent sample t-test analysis. The results observed indicate Portuguese consumers prefer calling or going to a store when they have an operational problem, value the credit card security at a store and that Portuguese females highly value touching and feeling the product at a store. Finally, implications for academics and marketeers are discussed.

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In this paper, a tool to improve vocal tuning in Android devices is presented. This application aims to offer exercises to practice and improve singing skills. The designed tool includes two main functionalities: sound synthesis, to provide with singing sound references, and fundamental frequency analysis, to analize the sound and check if the user sings the right musical note. The well-known Yin algorithm has been selected to perform the fundamental frequency analysis. Three different singing exercises are included: sing single notes, sing intervals and sing a note in order to complete a chord. The system also includes a graphical interface in which musical notation is employed to write down the singing sound. The system has been evaluated in order to test out its correct performance regarding both the analysis and synthesis of musical sounds.

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Attualmente, la maggior parte dei dati che transitano sulla rete appartiene a contenuti multimediali. Più nello specifico, è lo Streaming Video ad avere la predominanza nella condivisione di Internet; vista la crescita che tale servizio ha subìto negli ultimi anni, si sono susseguiti diversi studi volti allo sviluppo di tecniche e metodologie che potessero migliorarlo. Una di queste è sicuramente l'Adaptive Video Streaming, tecnica utilizzata per garantire all'utente una buona Quality of Experience (QoE) mediante l'utilizzo dei cosiddetti "algoritmi di rate adaptation". Il lavoro svolto in questi studi si è voluto concentrare su due filoni distinti, ma allo stesso tempo confrontabili: la prima parte della tesi riguarda lo sviluppo e l'analisi di alcuni algoritmi di rate adaptation per DASH, mentre la seconda è relativa all'implementazione di un nuovo algoritmo che li possa affiancare, migliorando la QoE nel monitorare lo stato della connessione. Si è quindi dovuta implementare un'applicazione Android per lo streaming video, che fosse conforme allo standard MPEG-DASH e potesse fornire le informazioni di testing da utilizzare per le analisi. La tesi è suddivisa in quattro capitoli: il primo introduce l'argomento e definisce la terminologia necessaria alla comprensione degli studi; il secondo descrive alcuni dei lavori correlati allo streaming adattivo e introduce i due filoni principali della tesi, ovvero gli algoritmi di rate adaptation e la proposta di algoritmo per la selezione dinamica del segmento; il terzo presenta l'app SSDash, utilizzata come mezzo per le analisi sperimentali; infine, il quarto ed ultimo capitolo mostra i risultati delle analisi e le corrispondenti valutazioni.

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A group of four applications including Top 20 Pedestrian Crash Locations: This application is designed to display top 20 pedestrian crash locations into both map- view and detailed information view. FDOT Crash Reporting Tool: This application is designed to simplify the usage and sharing of CAR data. The application can load raw data from CAR and display it into a web map interface. FDOT Online Document Portal: This application is designed for FDOT project managers to be able to share and manage documents through a user friendly, GIS enable web interface GIS Data Collection for Pedestrian Safety Tool: FIU-GIS Center was responsible for data collection and processing work for the project of Pedestrian Safety Tool Project. The outcome of this task is present by a simple web-GIS application design to host GIS by projects.

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This presentation was given at the Digital Commons Southeastern User Group conference at Winthrop University, South Carolina on June 5, 2015. The presentation discusses how the digital collections center (DCC) at Florida International University uses Digital Commons as their tool for ingesting, editing, tracking, and publishing university theses and dissertations. The basic DCC workflow is covered as well as institutional repository promotion.

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iGrooving is a generative music mobile application specifically designed for runners. The application’s foundation is a step-counter that is programmed using the iPhone’s built-in accelerometer. The runner’s steps generate the tempo of the performance by mapping each step to trigger a kick-drum sound file. Additionally, different sound files are triggered at specific step counts to generate the musical performance, allowing the runner a level of compositional autonomy. The sonic elements are chosen to promote a meditative aspect of running. iGrooving is conceived as a biofeedback-stimulated musical instrument and an environment for creating generative music processes with everyday technologies, inspiring us to rethink our everyday notions of musical performance as a shared experience. Isolation, dynamic changes, and music generation are detailed to show how iGrooving facilitates novel methods for music composition, performance and audience participation.

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In the medical field images obtained from high definition cameras and other medical imaging systems are an integral part of medical diagnosis. The analysis of these images are usually performed by the physicians who sometimes need to spend long hours reviewing the images before they are able to come up with a diagnosis and then decide on the course of action. In this dissertation we present a framework for a computer-aided analysis of medical imagery via the use of an expert system. While this problem has been discussed before, we will consider a system based on mobile devices. Since the release of the iPhone on April 2003, the popularity of mobile devices has increased rapidly and our lives have become more reliant on them. This popularity and the ease of development of mobile applications has now made it possible to perform on these devices many of the image analyses that previously required a personal computer. All of this has opened the door to a whole new set of possibilities and freed the physicians from their reliance on their desktop machines. The approach proposed in this dissertation aims to capitalize on these new found opportunities by providing a framework for analysis of medical images that physicians can utilize from their mobile devices thus remove their reliance on desktop computers. We also provide an expert system to aid in the analysis and advice on the selection of medical procedure. Finally, we also allow for other mobile applications to be developed by providing a generic mobile application development framework that allows for access of other applications into the mobile domain. In this dissertation we outline our work leading towards development of the proposed methodology and the remaining work needed to find a solution to the problem. In order to make this difficult problem tractable, we divide the problem into three parts: the development user interface modeling language and tooling, the creation of a game development modeling language and tooling, and the development of a generic mobile application framework. In order to make this problem more manageable, we will narrow down the initial scope to the hair transplant, and glaucoma domains.