849 resultados para Android, NFC, smartphone, acquisti, servizi


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Background The capacity to diagnosys, quantify and evaluate movement beyond the general confines of a clinical environment under effectiveness conditions may alleviate rampant strain on limited, expensive and highly specialized medical resources. An iPhone 4® mounted a three dimensional accelerometer subsystem with highly robust software applications. The present study aimed to evaluate the reliability and concurrent criterion-related validity of the accelerations with an iPhone 4® in an Extended Timed Get Up and Go test. Extended Timed Get Up and Go is a clinical test with that the patient get up from the chair and walking ten meters, turn and coming back to the chair. Methods A repeated measure, cross-sectional, analytical study. Test-retest reliability of the kinematic measurements of the iPhone 4® compared with a standard validated laboratory device. We calculated the Coefficient of Multiple Correlation between the two sensors acceleration signal of each subject, in each sub-stage, in each of the three Extended Timed Get Up and Go test trials. To investigate statistical agreement between the two sensors we used the Bland-Altman method. Results With respect to the analysis of the correlation data in the present work, the Coefficient of Multiple Correlation of the five subjects in their triplicated trials were as follows: in sub-phase Sit to Stand the ranged between r = 0.991 to 0.842; in Gait Go, r = 0.967 to 0.852; in Turn, 0.979 to 0.798; in Gait Come, 0.964 to 0.887; and in Turn to Stand to Sit, 0.992 to 0.877. All the correlations between the sensors were significant (p < 0.001). The Bland-Altman plots obtained showed a solid tendency to stay at close to zero, especially on the y and x-axes, during the five phases of the Extended Timed Get Up and Go test. Conclusions The inertial sensor mounted in the iPhone 4® is sufficiently reliable and accurate to evaluate and identify the kinematic patterns in an Extended Timed Get and Go test. While analysis and interpretation of 3D kinematics data continue to be dauntingly complex, the iPhone 4® makes the task of acquiring the data relatively inexpensive and easy to use.

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The significant physical, emotional, educational and social developmental challenges faced by adolescents and young adults are associated with high levels of emotional vulnerability. Thus, the development and use of effective emotion-regulation strategies during this period is critical. Music listening is commonly used by young people to identify, express, enhance and regulate their emotions. Modern mobile technology provides an engaging, easily accessible means of assisting young people with identifying and managing emotions through music. A systematic contextual review of iPhone applications addressing emotions through music was conducted. Their quality was evaluated by two independent raters using the Mobile App Rating Scale (MARS). Three participatory design workshops (PDW; N=13, 6 males, 7 females; age 15-25) were conducted, exploring young people’s use of music to enhance wellbeing. Young people were also asked to trial existing mood and music apps and to conceptualise their ultimate mood-targeting music application. Of the identified 117 music apps, 20 met inclusion criteria (to play songs, not sounds; priced below $5.00). Characteristics and overall quality of the music apps are described and key features of the five highest- rating apps are presented. Thematic analysis of the PDW content identified the following music affect- regulation strategies: relationship building, modifying cognitions, modifying emotions, and immersing in emotions (i.e. habituation or mood enhancement). The application of key learnings from the mobile app review and PDW to the design and development of the new music eScape app will be presented. Implications for future research and for applying the new app in clinical practice are discussed.

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Background People with intellectual disabilities (ID) have lower levels of physical activity and quality of life and they have a lot of barriers to face when taking part in physical activity. Other problems are the poor adherence to physical activity such people have so this study is designed to improve adherence to physical activity for people with intellectual disabilities with the assistance of an application for smartphones. The aim of the study will be to improve physical activity and physical condition after multimodal intervention and to analyse the promotion of adherence to physical activity through a multimodal intervention and an app intervention (mHealth) in people with ID. Methods A two-stage study will be conducted. In stage 1 a multimodal intervention will take place will be done with physical activity and educational advice over eight weeks, two days a week. Data will be measured after and before the intervention. In stage 2 a randomized controlled trial will be conducted. In the intervention group we will install an application to a smartphone; this application will be a reminder to do a physical activity and they have to select whether they have or haven’t done a physical activity every day. This application will be installed for 18 weeks. Data will be measured after and before the application is installed in two groups. We will measure results 10 weeks later when the two groups don’t have the reminder. The principal outcome used to measure the adherence to physical activity will be the International Physical Activity Questionnaire; secondary outcomes will be a fun-fitness test and self-report survey about quality of life, self-efficacy and social support. Samples will be randomized by sealed envelope in two groups, with approximately 20 subjects in each group. It’s important to know that the therapist will be blinded and won’t know the subjects of each group. Discussion Offering people with ID a multimodal intervention and tool to increase the adherence to a physical activity may increase the levels of physical activity and quality of life. Such a scheme, if beneficial, could be implemented successfully within public health sense. Trial registration ClinicalTrials.gov Identifier: NCT01915381.

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Development of irrigation sceduling application for Smartphone use by irrigators and consultants.

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- Objective This study examined chronic disease risks and the use of a smartphone activity tracking application during an intervention in Australian truck drivers (April-October 2014). - Methods Forty-four men (mean age=47.5 [SD 9.8] years) completed baseline health measures, and were subsequently offered access to a free wrist-worn activity tracker and smartphone application (Jawbone UP) to monitor step counts and dietary choices during a 20-week intervention. Chronic disease risks were evaluated against guidelines; weekly step count and dietary logs registered by drivers in the application were analysed to evaluate use of the Jawbone UP. - Results Chronic disease risks were high (e.g. 97% high waist circumference [≥94 cm]). Eighteen drivers (41%) did not start the intervention; smartphone technical barriers were the main reason for drop out. Across 20-weeks, drivers who used the Jawbone UP logged step counts for an average of 6 [SD 1] days/week; mean step counts remained consistent across the intervention (weeks 1–4=8,743[SD 2,867] steps/day; weeks 17–20=8,994[SD 3,478] steps/day). The median number of dietary logs significantly decreased from start (17 [IQR 38] logs/weeks) to end of the intervention (0 [IQR 23] logs/week; p<0.01); the median proportion of healthy diet choices relative to total diet choices logged increased across the intervention (weeks 1–4=38[IQR 21]%; weeks 17–20=58[IQR 18]%). - Conclusions Step counts were more successfully monitored than dietary choices in those drivers who used the Jawbone UP. - Implications Smartphone technology facilitated active living and healthy dietary choices, but also prohibited intervention engagement in a number of these high-risk Australian truck drivers.

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Programming environments for smartphones expose a concurrency model that combines multi-threading and asynchronous event-based dispatch. While this enables the development of efficient and feature-rich applications, unforeseen thread interleavings coupled with non-deterministic reorderings of asynchronous tasks can lead to subtle concurrency errors in the applications. In this paper, we formalize the concurrency semantics of the Android programming model. We further define the happens-before relation for Android applications, and develop a dynamic race detection technique based on this relation. Our relation generalizes the so far independently studied happens-before relations for multi-threaded programs and single-threaded event-driven programs. Additionally, our race detection technique uses a model of the Android runtime environment to reduce false positives. We have implemented a tool called DROIDRACER. It generates execution traces by systematically testing Android applications and detects data races by computing the happens-before relation on the traces. We analyzed 1 5 Android applications including popular applications such as Facebook, Twitter and K-9 Mail. Our results indicate that data races are prevalent in Android applications, and that DROIDRACER is an effective tool to identify data races.

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El presente proyecto tiene como finalidad realizar aplicaciones de realidad aumentada en Android. Como al desarrollar dichas aplicaciones se han reutilizado librerías existentes implementadas en C++, también se ha realizado un estudio de las alternativas para poder incluirlas en una aplicación Android.

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Juego de reflejos y habilidad para dispositivos con SO Android. Este proyecto consiste en la creación de un juego utilizando todas las herramientas posibles proporcionadas por Android. El juego se diseñará en 2 dimensiones, contará de un menú inicial donde se podrá elegir entre las opciones; Jugar, Puntuaciones y Ayuda. La parte de jugar llevará todo el peso de la aplicación y es donde se desarrollará toda la acción. Habrá que hacer transiciones entre distintas pantallas para cada uno de los distintos mini juegos. Además, llevará la cuenta del tiempo transcurrido con un preciso cronometro. El reloj de parará cuando se hayan terminado todas las pruebas. Si ha superado alguno de los mejores tiempos, guardaremos el record en el lugar que le corresponde. La parte de las puntuaciones mostrará los cinco mejores tiempos realizados en el juego. Estos tiempos seguirán guardados aún reiniciando la aplicación. La parte de ayuda mostrará las instrucciones de cada prueba; donde, cuándo, y de qué manera tienes que pulsar en cada momento. Hay que tener en cuenta que esta aplicación de desarrollará para versiones de Android 2.1 o superiores, así que es necesario basarse en API’s para estas versiones, y que no se debe necesitar nada más que el archivo de instalación (.apk) para poder disfrutar de el juego en cualquier terminal.

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El objetivo principal de este proyecto es facilitar a aquellos usuarios con diversidades motrices el uso de sus dispositivos móviles con sistema Android a través de un barrido sobre la pantalla. Este barrido se realiza con dos ejes cartesianos que el usuario controla mediante cualquier periférico adaptado que posea y le permite decidir las coordenadas de la pantalla sobre las que desea interactuar.

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“Urkiolaenea: Sistemas multidispositivo para negocios tradicionales” es un proyecto realizado en la empresa OrekaI.T. dentro de un contexto formativo, ya que a su vez es el proyecto con el que finalizo mis estudios de Ingeniería Informática. Con él, se ha pretendido dar respuesta a las necesidades de un cliente real que dispone de un negocio tradicional.En este caso, Urkiolaenea, una negocio de alojamiento rural que requería de una imagen renovada en Internet para lograr ser más competitiva en el ámbito del turismo rural, además de un sistema de gestión para mejorar sus procesos de negocio. Por otra parte, con este proyecto no sólo se ha buscado cumplir con las expectativas del cliente sino ir más allá, buscando las soluciones más adecuadas ante el mercado actual en Internet, dominado por los dispositivos móviles inteligentes. Por ello, gran parte de los esfuerzos realizados en este proyecto se han enfocado en conseguir que Urkiolaenea sea accesible cómodamente por cualquier persona, independientemente del dispositivo desde el que acceda.

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Este PFC trata la construcción de un sistema de acceso al catálogo de una biblioteca doméstica a través de distintas interfaces de usuario que hacen uso de unos mismos servicios web REST expuestos en un servidor Java EE. Su desarrollo implica la integración de múltiples tecnologías open source a varios niveles.

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Proyecto realizado en colaboración con el Festival de cine de San Sebastián, en el que se ha desarrollado una aplicación nativa Android para la visualización de los contenidos propios del Festival como noticias, imágenes, vídeos y programación entre otros.

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En este proyecto se desarrolla un sistema capaz de garantizar la seguridad en un hogar o establecimiento, detectando cualquier acceso no deseado con sensores. También dispone de detectores de humo y otros gases. Como sistema disuasorio, cuenta con simulación de presencia para evitar intrusiones, por lo que también permite el control de luces y otros electrodomésticos. Todo el sistema se controla desde una aplicación en Android.