96 resultados para iPhone
Resumo:
Questo documento contiene la descrizione di una applicazione iOS stile tamagotchi che sfrutta l'utilizzo dei sensori dell'iPhone quali accelerometro, GPS, prossimità e giroscopio nel suo utilizzo.
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In questa Tesi di laurea, si è affrontato il problema della mobilità veicolare in caso di nebbie. Si è quindi sviluppato un prototipo con architettura Client-Server, che si è soffermato maggiormente sull’analisi dei dati per la creazione di un percorso alternativo. Si è preso in considerazione il sistema operativo mobile di Apple, iOS7 che rappresenta uno dei Sistemi Operativi mobili maggiormente presenti sul mercato oggigiorno e che possiede un buon bacino di utenze. La parte Server è stata sviluppata secondo l’architettura REST; è presente un Server HTTP che riceve richieste e risponde in modo adeguato ai Client tramite lo scambio bidirezionale di dati in formato JSON. Nella parte Server è inclusa la base di dati: un componente molto importante poiché implementa al suo interno, parte della logica di Sistema tramite stored procedure. La parte Client è un’applicazione per dispositivi iPad e iPhone chiamata Fog Escaping; essa è stata sviluppata secondo il pattern MVC (Model- View-Controller). Fog Escaping implementa un algoritmo Greedy di ricerca del percorso alternativo, che può essere utilizzato per diverse tipologie di applicazioni.
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Negli ultimi anni il mondo ha assistito ad un'espansione esponenziale del mercato mobile, un settore che ha rivoluzionato le nostre vite e le nostre abitudini. Parallelamente, sono entrati in commercio i primi dispositivi commerciali dell'era dell'Internet delle Cose (Internet-of-Things), un paradigma secondo il quale oggetti utilizzati quotidianamente possono dialogare tra loro mediante Internet al fine di migliorare la vita personale e i processi produttivi aziendali. Un'applicazione pratica di Internet-of-Things è costituita dai dispositivi indossabili (wearable) capaci per mezzo di sensori di raccogliere dati sanitari, ambientali e fisici attorno a noi. I dispositivi indossabili attualmente in commercio permettono di collegarsi tramite protocolli e standard come WiFi e Bluetooth ad altri dispositivi, siano essi indossabili, smartphone o computer. Da questo concetto nasce l’idea di far comunicare un indossabile con altri dispositivi utilizzati in un contesto aziendale. In questo documento verrà preso in considerazione un tassello fondamentale nella gestione delle risorse umane e della sicurezza: il controllo degli accessi in un edificio e lo sblocco di un varco, sia esso un tornello, una porta o una serranda. Verrà quindi analizzato e progettato un sistema che possa effettuare le operazioni di timbratura e di apertura di varchi dall'orologio Apple Watch e da iPhone collegandosi ad un terminale dedicato.
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Lo scopo di questa tesi di laurea è di presentare e documentare i risultati della tesi svolta in contesto aziendale presso la start-up "Marketcloud". L’obiettivo è stato quello di progettare, sviluppare e documentare una SDK REST in linguaggio Swift 2.1 per interfacciare eventuali future applicazioni iOS con le API Marketcloud. Viene fornita una panoramica sulla start-up in questione, sul linguaggio Swift, sulle motivazioni dietro lo sviluppo dell’SDK e sulle varie fasi di progettazione e sviluppo di quest’ultima. Tutto il lavoro in questione è documentato e reperibile sul repository Github di riferimento all'indirizzo https://github.com/Marketcloud/marketcloud-swift-sdk.
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In this thesis, I study skin lesion detection and its applications to skin cancer diagnosis. A skin lesion detection algorithm is proposed. The proposed algorithm is based color information and threshold. For the proposed algorithm, several color spaces are studied and the detection results are compared. Experimental results show that YUV color space can achieve the best performance. Besides, I develop a distance histogram based threshold selection method and the method is proven to be better than other adaptive threshold selection methods for color detection. Besides the detection algorithms, I also investigate GPU speed-up techniques for skin lesion extraction and the results show that GPU has potential applications in speeding-up skin lesion extraction. Based on the skin lesion detection algorithms proposed, I developed a mobile-based skin cancer diagnosis application. In this application, the user with an iPhone installed with the proposed application can use the iPhone as a diagnosis tool to find the potential skin lesions in a persons' skin and compare the skin lesions detected by the iPhone with the skin lesions stored in a database in a remote server.
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BACKGROUND Efficiently performed basic life support (BLS) after cardiac arrest is proven to be effective. However, cardiopulmonary resuscitation (CPR) is strenuous and rescuers' performance declines rapidly over time. Audio-visual feedback devices reporting CPR quality may prevent this decline. We aimed to investigate the effect of various CPR feedback devices on CPR quality. METHODS In this open, prospective, randomised, controlled trial we compared three CPR feedback devices (PocketCPR, CPRmeter, iPhone app PocketCPR) with standard BLS without feedback in a simulated scenario. 240 trained medical students performed single rescuer BLS on a manikin for 8min. Effective compression (compressions with correct depth, pressure point and sufficient decompression) as well as compression rate, flow time fraction and ventilation parameters were compared between the four groups. RESULTS Study participants using the PocketCPR performed 17±19% effective compressions compared to 32±28% with CPRmeter, 25±27% with the iPhone app PocketCPR, and 35±30% applying standard BLS (PocketCPR vs. CPRmeter p=0.007, PocketCPR vs. standard BLS p=0.001, others: ns). PocketCPR and CPRmeter prevented a decline in effective compression over time, but overall performance in the PocketCPR group was considerably inferior to standard BLS. Compression depth and rate were within the range recommended in the guidelines in all groups. CONCLUSION While we found differences between the investigated CPR feedback devices, overall BLS quality was suboptimal in all groups. Surprisingly, effective compression was not improved by any CPR feedback device compared to standard BLS. All feedback devices caused substantial delay in starting CPR, which may worsen outcome.
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BACKGROUND The European AIDS Clinical Society (EACS) guidelines are intended for all clinicians involved in the care of HIV-positive persons, and are available in print, online, and as a free App for download for iPhone and Android. GUIDELINE HIGHLIGHTS The 2015 version of the EACS guidelines contains major revisions in all sections; antiretroviral treatment (ART), comorbidities, coinfections and opportunistic diseases. Among the key revisions is the recommendation of ART for all HIV-positive persons, irrespectively of CD4 count, based on the Strategic Timing of AntiRetroviral Treatment (START) study results. The recommendations for the preferred and the alternative ART options have also been revised, and a new section on the use of pre-exposure prophylaxis (PrEP) has been added. A number of new antiretroviral drugs/drug combinations have been added to the updated tables on drug-drug interactions, adverse drug effects, dose adjustment for renal/liver insufficiency and for ART administration in persons with swallowing difficulties. The revisions of the coinfection section reflect the major advances in anti-hepatitis C virus (HCV) treatment with direct-acting antivirals with earlier start of treatment in individuals at increased risk of liver disease progression, and a phasing out of interferon-containing treatment regimens. The section on opportunistic diseases has been restructured according to individual pathogens/diseases and a new overview table has been added on CD4 count thresholds for different primary prophylaxes. CONCLUSIONS The diagnosis and management of HIV infection and related coinfections, opportunistic diseases and comorbidities continue to require a multidisciplinary effort for which the 2015 version of the EACS guidelines provides an easily accessable and updated overview.
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Viewing sports on television is a very different experience than viewing a game in-person. Sports commentators on television are seemingly able to pull up random statistics as soon as something unexpected happens during a game. Because these statistics are discussed on television, any sports fan who wants to watch a game in-person misses out on the opportunity to hear them during the game. This study identifies what statistics, both common and uncommon, are considered important or interesting by avid sports fans who watch a particular sport at least two times per week. In addition, it considers the rise of mobile technology and the effects that this change of trend will have on business opportunities and experiences. The purpose of the project is to find a way to mimic the television viewing experience for fans who are watching in-person through the use of mobile technology, and in particular through the use of iPhone applications.
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Attempts to understand China’s role in global value chains have often noted the case of Apple's iPhone production, in particular the fact that the value added during the Chinese portion of the iPhone’s supply chain is no more than 4%. However, when we examine the Chinese economy as a whole in global production networks, China’s share in total induced value added by China’s exports of final products to the USA is about 75% in 2005. This leads us to investigate how Chinese value added is created and distributed not only internationally but also domestically. To elucidate the increasing complexity of China’s domestic production networks, this paper focuses on the measure of Domestic Value Chains (DVCs) across regions and their linkages with global markets. By using China’s 1997 and 2007 interregional input-output tables, we can understand in detail the structural changes in domestic trade in terms of value added, as well as the position and degree of participation of different regions within the DVCs.
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Para introducir y contextualizar los diferentes artículos de este Dossier hace falta recordar los elementos relevantes que justifican su necesidad y urgencia: la revolución en el diseño y comercialización de dispositivos móviles provocada por la aparición del iPhone; la explotación de la información vertida en la Red por un usuario consumidor-productor; la evolución de un sector que, bajo la etiqueta de Mobile 2.0, está provocando cambios radicales en todos los ámbitos, en la gestión de nuestra propia identidad, en nuestro aprendizaje, nuestras relaciones, nuestro quehacer profesional
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La medida de la presión sonora es un proceso de extrema importancia para la ingeniería acústica, de aplicación en numerosas áreas de esta disciplina, como la acústica arquitectónica o el control de ruido. Sobre todo en esta última, es necesario poder efectuar medidas precisas en condiciones muy diversas. Por otra parte, la ubicuidad de los dispositivos móviles inteligentes (smartphones, tabletas, etc.), dispositivos que integran potencia de procesado, conectividad, interactividad y una interfaz intuitiva en un tamaño reducido, abre la posibilidad de su uso como sistemas de medida de calidad y de coste bajo. En este Proyecto se pretende utilizar las capacidades de entrada y salida, procesado, conectividad inalámbrica y geolocalización de los dispositivos móviles basados en iOS, en concreto el iPhone, para implementar un sistema de medidas acústicas que iguale o supere las prestaciones de los sonómetros existentes en el mercado. SonoPhone permitirá, mediante la conexión de un micrófono de medida adecuado, la realización de medidas de acuerdo a las normas técnicas en vigor, así como la posibilidad de programar, configurar y almacenar o trasmitir las medidas realizadas, que además estarán geolocalizadas con el GPS integrado en el dispositivo móvil. También se permitirá enviar los datos de la medida a un almacenamiento remoto en la nube. La aplicación tiene una estructura modular en la que un módulo de adquisición de datos lee la señal del micrófono, un back-end efectúa el procesado necesario, y otros módulos permiten la calibración del dispositivo y programar y configurar las medidas, así como su almacenamiento y transmisión en red. Una interfaz de usuario (GUI) permite visualizar las medidas y efectuar las configuraciones deseadas por el usuario, todo ello en tiempo real. Además de implementar la aplicación, se ha realizado una prueba de funcionamiento para determinar si el hardware del iPhone es adecuado para la medida de la presión acústica de acuerdo a las normas internacionales. Sound pressure measurement is an extremely important process in the field of acoustic engineering, with applications in numerous subfields, like for instance building acoustics and noise control, where it is necessary to be able to accurately measure sound pressure in very diverse (and sometimes adverse) conditions. On the other hand, the growing ubiquity of mobile devices such as smartphones or tablets, which combine processing power, connectivity, interactivity and an intuitive interface in a small size, makes it possible to use these devices as quality low-cost measurement systems. This Project aims to use the input-output capabilities of iOS-based mobile devices, in particular the iPhone, together with their processing power, wireless connectivity and geolocation features, to implement an acoustic measurement system that rivals the performance of existing devices. SonoPhone allows, with the addition of an adequate measurement microphone, to carry out measurements that comply with current technical regulations, as well as programming, configuring, storing and transmitting the results of the measurement. These measurements will be geolocated using the integrated GPS, and can be transmitted effortlessly to a remote cloud storage. The application is structured in modular fashion. A data acquisition module reads the signal from the microphone, while a back-end module carries out the necessary processing. Other modules permit the device to be calibrated, or control the configuration of the measurement and its storage or transmission. A Graphical User Interface (GUI) allows visual feedback on the measurement in progress, and provides the user with real-time control over the measurement parameters. Not only an application has been developed; a laboratory test was carried out with the goal of determining if the hardware of the iPhone permits the whole system to comply with international regulations regarding sound level meters.
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This paper shows an iOS application to guide visual disabled people in the campus of the University of Alicante by voice indications. The user interface is adapted to visual disabled people, using a bigger visual typography and a bigger area for the tactile buttons. Moreover, the application provides voice indications when users touch any of the elements in the interface, telling them where they are and how they can reach destination.
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En este proyecto se pretende diseñar un sistema embebido capaz de realizar procesamiento de imágenes y guiado de un hexacóptero. El hexacóptero dispondrá a bordo de una cámara así como las baterías y todo el hardware necesario para realizar el procesamiento de la información visual obtenida e implementar el controlador necesario para permitir su guiado. OpenCV es una biblioteca de primitivas de procesado de imagen que permite crear algoritmos de Visión por Computador de última generación. OpenCV fue desarrollado originalmente por Intel en 1999 para mostrar la capacidad de procesamiento de los micros de Intel, por lo que la mayoría de la biblioteca está optimizada para correr en estos micros, incluyendo las extensiones MMX y SSE. http://en.wikipedia.org/wiki/OpenCV Actualmente es ampliamente utilizada tanto por la comunidad científica como por la industria, para desarrollar nuevos algoritmos para equipos de sobremesa y sobre todo para sistemas empotrados (robots móviles, cámaras inteligentes, sistemas de inspección, sistemas de vigilancia, etc..). Debido a su gran popularidad se han realizado compilaciones de la biblioteca para distintos sistemas operativos tradicionales (Windows, Linux, Mac), para dispositivos móviles (Android, iOS) y para sistemas embebidos basados en distintos tipos de procesadores (ARM principalmente). - iPhone port: http://www.eosgarden.com/en/opensource/opencv-ios/overview/ - Android port: http://opencv.willowgarage.com/wiki/AndroidExperimental Un ejemplo de plataforma embebida es la tarjeta Zedboard (http://www.zedboard.org/), que representa el estado del arte en dispositivos embebidos basados en la arquitectura Cortex de ARM. La tarjeta incluye un procesador Cortex-A9 dual core junto con una gran cantidad de periféricos y posibilidades de conexión a tarjetas de expansión de terceras partes, lo que permite desarrollar aplicaciones en muy distintos campos de la Visión por Computador.
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Purpose To assess the validity and repeatability of the Aston Halometer. Setting University clinic, United Kingdom. Design Prospective, repeated-measures experimental study. Methods The halometer comprises a bright light-emitting-diode (LED) glare source in the center of an iPad4. Letters subtending 0.21° (∼0.3 logMAR) were moved centrifugally from the LED in 0.05 degree steps in 8 orientations separated by 45 degrees for each of 4 contrast levels (1000, 500, 100, and 25 Weber contrast units [Cw]) in random order. Bangerter occlusion foils were inserted in front of the right eye to simulate monocular glare conditions in 20 subjects (mean age 27.7 ± 3.1 years). Subjects were positioned 2 meters from the screen in a dark room with the iPad controlled from an iPhone via Bluetooth operated by the researcher. The C-Quant straylight meter was also used with each of the foils to measure the level of straylight over the retina. Halometry and straylight repeatability was assessed at a second visit. Results Halo size increased with the different occlusion foils and target contrasts (F = 29.564, P <.001) as expected and in a pattern similar to straylight measures (F = 80.655, P <0.001). Lower contrast letters showed better sensitivity but larger glare-obscured areas, resulting in ceiling effects caused by the screen's field-of-view, with 500 Cw being the best compromise. Intraobserver and interobserver repeatability of the Aston Halometer was good (500Cw: 0.84 to 0.93 and 0.53 to 0.73) and similar to the straylight meter. Conclusion The halometer provides a sensitive, repeatable way of quantifying a patient-recognized form of disability glare in multiple orientations to add objectivity to subjectively reported discomfort glare.
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Sentiment analysis over Twitter offer organisations a fast and effective way to monitor the publics' feelings towards their brand, business, directors, etc. A wide range of features and methods for training sentiment classifiers for Twitter datasets have been researched in recent years with varying results. In this paper, we introduce a novel approach of adding semantics as additional features into the training set for sentiment analysis. For each extracted entity (e.g. iPhone) from tweets, we add its semantic concept (e.g. Apple product) as an additional feature, and measure the correlation of the representative concept with negative/positive sentiment. We apply this approach to predict sentiment for three different Twitter datasets. Our results show an average increase of F harmonic accuracy score for identifying both negative and positive sentiment of around 6.5% and 4.8% over the baselines of unigrams and part-of-speech features respectively. We also compare against an approach based on sentiment-bearing topic analysis, and find that semantic features produce better Recall and F score when classifying negative sentiment, and better Precision with lower Recall and F score in positive sentiment classification.