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1

Lian, Li. "GeoChat on iPhone : A Map-based Chat Application on iPhone." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-130846.

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Mobile applications, which have been widely used, are influencing our daily lives more and more deeply. A considerable number of advanced technologies and innovative experiments are being undertaken by developers in order to bring more convenience and enjoyment to people. One of the hot investigations in mobile applications is map based services for smart phones.

This thesis will address the implementation of a map-based chat application for iPhone subscribers named GeoChat, which has been previously developed using Java ME. As implied by the name, a user can search and join chat rooms on geographical locations, and talk with the others who are interested in this location too. A user is also allowed to create chat rooms and propose topics for the places according to his or her preferences.

Since the development of iPhone application is not as fledged as that of Java ME, a comparison between the development processes of iPhone SDK and Java ME will be presented after introducing the implementation procedure of GeoChat on iPhone, through which we can learn advantages from these two development platforms and achieve more with less effort in the future.

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Meleouni, Alexandra, and Andrea Eriksson. "Generationer och iPhone." Thesis, Stockholms universitet, Institutionen för journalistik, medier och kommunikation (JMK), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-58917.

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Bakgrund och syfte: Medieutbudets mångfacetterade skepnader är ett resultat av ett samhälle under utveckling och som ständigt tvingar nya innovationer och tillverkningar att ta form. Iphone är ett exempel på en ny innovation som har rusat i svensk försäljning både hos ungdomar och äldre. Den yngre generationen ser dagens mediala utbud som ett normalt inslag i livet medan äldre personer fått vänja sig vid dessa breda alternativ senare i livet. Denna skillnad på hur man vuxit upp med medier kan också komma att styra hur generationerna använder sin Iphone ifråga om hur ofta man utnyttjar dess funktioner eller vilken nytta den utgör för personen. Syftet med denna uppsats är att jämföra de två olika generationernas sätt att använda iPhone. Metod/Material: Metoden som använts för denna uppsats är en kvalitativ forskningsintervju med semistrukturerade/strukturerade intervjuer som verktyg. En intervjuguide med redan förbestämda frågor har legat till grund för intervjuerna. Teori: Uses and Gratifications, mobilitet, medieanvändningens historia, globalisering och olika teoretiska påståenden om yngre och äldres medieanvändning genom tiderna. Huvudsakliga resultat: Genom våra förförståelsen inför intervjuerna och efter genomförda intervjuer kan konstateras att användningen de två generationerna emellan skiljer sig ganska markant. Mer information kommer efter genomförd analysdel.
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Sandström, Claes, and Johanna Hallberg Karlson. "Webbdesign för iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3170.

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Detta kandidatarbete utgår ifrån vilka aspekter som är viktiga att tänka på när man anpassar av en webbsida till en mobil enhet och de problem som uppstår när en webbsida skalas ner till en låg skärmupplösning. Vi har behandlat användarvänlighet, designprinciper, grafiska element och tekniska aspekter för att svara på problemformuleringen. Slutsatsen vi kommit fram till är ett antal punkter inom områdena ovan.
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Lundqvist, Tobias. "3D mapping with iPhone." Thesis, Linköpings universitet, Datorseende, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71689.

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Today, 3D models of cities are created from aerial images using a camera rig. Images, together with sensor data from the flights, are stored for further processing when building 3D models. However, there is a market demand for a more mobile solution of satisfactory quality. If the camera position can be calculated for each image, there is an existing algorithm available for the creation of 3D models. This master thesis project aims to investigate whether the iPhone 4 offers good enough image and sensor data quality from which 3D models can be created. Calculations on movements and rotations from sensor data forms the foundation of the image processing, and should refine the camera position estimations. The 3D models are built only from image processing since sensor data cannot be used due to poor data accuracy. Because of that, the scaling of the 3D models are unknown and a measurement is needed on the real objects to make scaling possible. Compared to a test algorithm that calculates 3D models from only images, already available at the SBD’s system, the quality of the 3D model in this master thesis project is almost the same or, in some respects, even better when compared with the human eye.
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Hellstrand, Peter. "Optimized iPhone Real-TimeRendering." Thesis, Umeå universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-41003.

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Rendering is the process of generating an image from a model. This process requires heavy computations. The iPhone has very limited hardware. The purpose of this project is to optimize the rendering process in the iPhone game "Top Gear, Stunt School" developed by Resolution Interactive AB. This thesis describes the evaluation and implementation of different optimizations used for the game.
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Emilsson, André. "Indoor Navigation Using an iPhone." Thesis, Linköping University, Department of Electrical Engineering, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57890.

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Indoor navigation could be used in many applications to enhance performance in

its specific area. Anything from serious life critical tasks like aiding firefighters or

coordinating military attacks to more simple every day use like finding a desired

shop in a large supermarket could be considered. Smartphones of today introduce

an interesting platform with capabilities like existing, more clumsy, indoor

navigation systems. The iPhone 3GS is a powerful smartphone that lets the programmer

use its hardware in an efficient and easy way. The iPhone 3GS has a

3-axis accelerometer, a 3-axis magnetometer and hardware accelerated image rendering

which is used in this thesis to track the user on an indoor map. A particle

filter is used to track the position of the user. The implementation shows how

many particles the iPhone will be able to handle and update in real time without

lag in the application.

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Lundell, Gustaf. "Trummor för iPhone & iPad." Thesis, Umeå universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-51298.

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This project is about development of virtual drums for iPhone and iPad. The project aims to provide the company Toontrack AB with a good foundation to build drumbased apps. The focus has been on getting a quick response when playing and that user interfaces should be easy to use, intuitive and customizable. The result is impressive and both audio and graphics are of excellent quality thanks to good collaboration with Toontrack, that previously has developed drum-based software. The drum kit offers a variety of articulations and even the ability to play various dynamics, although the screens are not pressure sensitive.
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Engman, Mats. "Forensic investigations of Apple's iPhone." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-23674.

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The use of smartphones has grown increasingly over the last few years. These devices contain much information that could be interesting during a police investigation. One of the most used smartphones, to date, is the Apple iPhone. You can assume, if it's not already the case, that these devices will have a bigger significance when it comes to gathering evidence and information about a person's social connections and whereabouts. In this study I am going to perform three experiments based on different conditions we may face in forensic investigations, and gather certain information from the iPhone. I am also investigating what challanges this presents to us from a law enforcement point of view.
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Fabián, Ondřej. "Asistent pilota balónu pro iPhone." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-412849.

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This thesis concerns the development of a mobile application for the Apple iPhone plat- form for hot-air balloon pilots. The main functionality is to create up-to-date map of wind strength and direction for each flight level and navigation tools. Accompanying functions include pilot logbook management, flight recording and recall. A crucial aspect of this appli- cation is the GUI design, which meets the conditions in which the application will be used. The application will also be evaluated in test conditions during an actual balloon flight.
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Engström, Rikard. "Introducing Piclair.com to the iPhone platform." Thesis, Umeå University, Department of Computing Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-34187.

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iPhone is one of the latest smartphones and it has grown in popularity ever since it was first released in 2007. The iPhone has more advanced features than a regular cell phone and is more suitable for internet related tasks because of its WiFi and 3G support. This report describes the development of a server API and a photo sharing application aimed to run on the iPhone platform. The project was issued by Piclair, the image uploading service located at http://piclair.com. Piclair already possesses efficient image uploading software for Windows and Mac OS X. The idea was to broaden the user base by entering one of the fastest growing smartphone platforms. The objective of the project was to develop a powerful but simple photo uploader dedicated to Piclair.com running on the iPhone and to create a lightweight API to handle the uploads server side. This report spans from the idea stage to a finished product. The result was a fully functional API and a non cumbersome Piclair characteristic photo uploader, suitable not only for WiFi connected devices but also 3G and EDGE.

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Li, Songke. "Tourist Guiding design based on iPhone." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-176645.

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This paper presents the designing process of Tourist Guiding app on iPhone. This app aims for assisting tourists to schedule their trip plan in detail. The designing process consisted of three phases: research, interface design, user evaluation. In order to focus on user-centered  research, two methods were carried out questionnaire survey, interview with participants. After the research was done, the results of research were analyzed and summarized so that the potential requirements were collected. Those requirements would decide the inclusive features of this app, such as navigation,plan a trip,search for transportation.  Meanwhile, the interfaces of this app were designed on the platform: Photoshop. Lastly, the paper prototype's evaluation was conducted with four participants. The valuable feedbacks was given and the improvements of the interfaces were done.
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Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.

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Augmented reality opens up a lot of possibilities for new types of games, where the real and the virtual world are mixed. Despite this, augmented reality games are still not very common, probably due to the fact that head-mounted displays (which are often used for augmented reality) are expensive. However, in recent years mobile phones have become more and more powerful, and since many of them have built-in cameras and rather large screens, they are a potential platform for augmented reality games. This thesis explores some of the problems and possibilities associated with the creation of augmented reality games for the Apple iPhone. In order to do that, a multi-player augmented reality game for the iPhone was implemented, and then a number of performance tests and a user study were conducted. The most important conclusion that was reached is that performance is a definite problem when creating augmented reality games for the iPhone.
Augmented reality (förstärkt/utökad verklighet) öppnar upp nya möjligheter för spel där den virtuella världen kombineras med den verkliga. Trots detta så finns det inte många augmented reality-spel tillgängliga, vilket kan bero på att head-mounted displays (som ofta använda till augmented reality) är dyra och inte särskilt lätt att få tag på. Mobiltelefoner är däremot väldigt lättillgängliga och de senaste åren har de blivit mer och mer kraftfulla. Eftersom många av dem dessutom har inbyggda videokameror och relativt stora skärmar, så har mobiltelefoner blivit en potentiell plattform för augmented reality-spel. Denna rapport utforskar några av de problem och möjligheter som är associerade med skapandet av augmented reality-spel för Apples mobiltelefon, iPhone. Ett multi-player augmented reality-spel implementerades för iPhone, och sedan genomfördes ett antal prestanda-tester och en användarstudie. Den viktigaste slutsatsen som drogs var att prestanda är ett stort problem när man skapar augmented reality-spel för iPhone.
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Chin, Tze Kwang. "Augmented reality on the iPhone platform." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61277.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 69).
In this thesis, I designed and implemented an iPhone implementation of the Outdoor Augmented Reality client developed by the Schellar Teacher Education Program at MIT. The work began as a simple port, but it soon became clear that a redesign of the current system architecture was necessary to provide better cross platform compatibility, especially in light of the possibility of a future Android implementation of the game client. I designed a flexible and extensible new architecture that achieves that purpose. Furthermore, the new architecture also adds more features to the game such as having basic Al for game characters.
by Tze Kwang Chin.
M.Eng.
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Ondrůj, Daniel. "Tutoriál tvorby aplikací pro Apple iPhone." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237249.

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The purpose of this thesis is to create a tutorial that could help developers interested in creating new applications for Apple iPhone to pass their initial unfamiliarity with the phone, its development environment, the programming language and the use of other components of the phone. The tutorial should be helpful for readers who have at least basic knowledge of the application development. There are also some useful links for readers who have no previous knowledge of programs' development. These materials describe some basic features and then clarify the common issues in more depth. Not only does this tutorial describe the phone's features and development tools, it also explains development procedures of concrete application. The phone has been introduced with a lot of new features such as accelerometer, large touch screen, etc. Therefore the application is trying to take advantage of most of these characteristics. The motive of this application stems from the old Russian game Tetris. This document describes only the functional and graphical design, concrete implementation and the source code are included in attachments.
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Zitková, Iva. "Komerční komunikace aplikací pro IPhone/ipad." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-81405.

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The Master's Thesis with a title Commercial communication of iPhone and iPad applications is focused on the analysis of the effectivness of the individual elements that are neccessary for a successful application with a special attention on commercial communation. The paper is divided into two parts where the first (theoretical) one talks about the role of commercial communication in today's world, description the mobile phone market and its customers and specifying the activites recommanded to become successful with one's iPhone/iPad application. The main output of this part is the creation of hypothesis related to the recommended activities. The second (practical) part describes the life of two applications and compares the realized actitivites to the sales. The final part provides the evaluation of the hypothesis regarding the findings of the practical part.
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Zhao, Hongyi. "Augmented Reality Technologies on iPhone : What and how iPhone could achieve with Augmented Reality and 3D-graphics." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-130628.

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Augmented Reality Technology becomes closer to normal life when found in hand-held devices. And hand-held devices get more and more computing power as the rising of chip energy efficiency. iPhone, as a quickly growing handset, is a promising platform for Augmented Reality application with its various built-in sensors. The author gave a review of iPhone platform regarding Augmented Reality. Then, the author attempted to carry out two prototypes of Augmented Reality games and performed evaluation of the two prototypes in terms of performance, noise and calibration. Finally, the author gave the conclusion of how iPhone could deal with Augmented Reality based on the data collected in the evaluation of prototypes.

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Söderberg, Fredrik. "High frequency Verlet integration physics on iPhone." Thesis, Umeå University, Department of Computing Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-34669.

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When Apple first introduced the iPhone it was thought by many to be groundbraking. The main visible difference was that the phone had no keypad, just a touch screen. Another interesting feature in this phone was the addition of accelerometers. With this the device knows the forces applied to it and therefore knows how it is tilted. In april 2010 Steve Jobs announced 85 million iPhone OS devices sold. This makes it a very interesting OS from a developers point of view.This project aims to explore those two new key features and the iPhone OS by implementing a simplified version of the game Mad Skills Motocross by Turborilla. This is a fast paced sideways scrolling motocross game with demanding physics simulation. The physics is modeled via high frequency (1000 Hz) Verlet integration. Important aspects of the project are therefore also if the iPhone can handle the game and if it still will be a fun game considering the changes going from desktop to iPhone.The results were a game playable on one track with accurate physics, running with a visible frame rate of 30 frames per second and some interesting insights in what you need to think about when developing for iPhone OS.

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Torgersen, Kim. "Synaptic Time : Android, Windows Phone and iPhone." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-102066.

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Jag har gjort mitt examensarbete på Synaptic AB i Stockholm. Synaptic är ett konsultföretag som jobbar mycket med Microsofts produkter och med mobila lösnignar. De har ett system där alla konsulter redovisar sin tid. Detta system har tidigare bara haft ett webbgränssnitt, men det har inte vart så praktiskt som man skulle önska. Mitt uppdrag har vart att utöka detta system med mobila klienter för att göra det lättare och snabbare för konsulterna att redovisa sin tid. Dessa applikationer har fått namnet Synaptic Time. Idag har detta system tre mobila klienter, en till varje av de vanligaste mobila plattformarna. En till Android, en andra till Windows Phone 7 och en tredje till iPhone/iOS5. Dessa har gjorts som tre fristående applikationer. Det vill säga att jag inte gjort någon generell lösning i HTML5 eller dylikt som körs på alla tre plattformar. Jag har då lärt mig att göra applikationer till alla tre enheter. Alla applikationer har samma grundläggande funktionalitet. Skapa nya poster, översikt per vecka, och ett läge för att ta tid när man jobbar som underlättar när man jobbar med flera olika projekt. Alla applikationer är publicerade på respektive marknad. Google Play, Windows Market och App Store.
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Abdlbari, Abdulbari. "Parkeringsapplikationen : Utveckling av en mobilapplikation för iPhone." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19060.

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This report describes procedures and preparations made for developing a mobile application.Using a questionnaire and usability tests, I have developed a design document for a parkingapplication for the iPhone 4. The purpose of the application is to help drivers find allowedparking spaces thus making roads safer for everyone while the driver avoids parking tickets.
Denna rapport beskriver tillvägagångssätt för framtagning av en mobilapplikation. Genom att använda mig av en enkätundersökning och användartester har jag tagit fram ett designdokument på en parkeringsapplikation för iPhone 4-modellen. Syftet med applikationen är bland annat att hjälpa bilförare att hitta laglig parkering för att därmed göra vägarna säkrare för alla och hjälpa bilförarna att slippa parkeringsböter.
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Scudder, Alvin. "Porting of an iPhone Application to Android." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10345.

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The smartphone market has grown to a significant size these recent years. Currently several platforms are competing against one another - each holding a noticeable market share. It is therefore beneficial to release a product on several platforms to reach more customers. Two of the most popular platforms for smartphones are the iOS and Android operating systems. The aim of the thesis is to create a full portation of an iPhone application to the Android platform, based upon the requirement specification and source code for the iPhone application. Making changes to better suit the Android platform where needed. The application being ported fetches truck travel data from a web service and visualizes the data for the user. The results show that the portation was successful even though some components did not have exact equivalents. This was solved by creating something from Slight changes was performed to accommodate the differences between the two platforms e.g. incorporating the back button.
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Karlsson, Jonas, and Alexander Lindebrand. "Captr.net - Utveckling av iPhone-applikation och hemsida." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15690.

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Nukala, Leela Anusha. "An iPhone app of Konza Prairie LTER." Kansas State University, 2012. http://hdl.handle.net/2097/13960.

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Master of Science
Department of Computing and Information Sciences
Daniel Andresen
The objective of this project is to develop an iPhone application for the Konza Prairie LTER and play a significant role in the development of their website. The data of the Konza Prairie LTER is vast and includes the spatial datasets, weather reports, text archives, information about the flora and fauna at Konza Prairie Natural Area, integrated project areas, Dataset Codes, LTER Core Areas, Related projects, Konza Documents and Permits, and Publications. The module which was developed by me provides users information like publications, personnel information and datasets. The titles of the publications along with their PIs will be retrieved from the database and formatted onto the webpage. The 'Personnel' page has links directing to Primary Contacts, Faculty and Staff and Graduate Students. The attractive feature of this personnel page is that each personnel in the list will have a '+' link which enables the user more information about that particular personnel like their field of interests, mailing address and a link to view their profile. As the website already has all the required data and information in detail, the mobile app only briefs about them. People who are working on-site can make of this app efficiently as its features includes list of upcoming events, map of Konza with GPS feature, Post Card feature, Primary personnel to be contacted and other features. The website is developed using Visual Studio 2010 and SQL Server 2008 database. The iPhone app enhanced my knowledge and provided me with real-time exposure to iPhone SDK tools, X-code, Interface builder and its development environment.
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Godbole, Anupam. "TV schedules App for iPhone/iPod Touch." Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/2340.

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Valentini, Luca. "Database di film e citazioni per iPhone." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amslaurea.unibo.it/1418/.

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Käll, Johan, and Tomas Green. "Neverlost Calendar : En applikation för iPhone och Android." Thesis, Karlstad University, Faculty of Economic Sciences, Communication and IT, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5943.

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Lust-Hed, Freddie, and Viktor Hedin. "Android vs iPhone : En jämförande studie i applikationsutveckling." Thesis, Uppsala University, Computer Systems Sciences, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-126461.

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Datormobiler (smartphones) har blivit ett populärt fenomen bland mobilanvändare. Det har dykt upp ett flertal stora aktörer på marknaden och i takt med att fler smartphones har utvecklats har också intresset för applikationsutveckling blivit större. En av dessa aktörer är Apple som idag har en betydande marknadsandel efter lanseringen av iPhone. Dock har Google tillsammans med Open Handset Alliance blivit en betydande konkurrent med deras mobila plattform Android.

Syftet med denna uppsats är att göra en jämförande studie av applikationsutveckling för dessa plattformar. I detta ingår att undersöka plattformarnas programmeringsspråk med tillhörande aspekter, utvecklingsmiljöer, krav på utvecklaren och de ekonomiska aspekter som hör till utveckling och publicering. Denna studie genomförde vi genom att undersöka tillgänglig och aktuell litteratur och försäljningsstatistik. Vi använde även egna erfarenheter i applikations-utveckling på plattformen Android.

Vår undersökning visar att utveckling för iPhone är endast möjligt via företagets egna produkter. Detta är inte fallet med Android då det är mer valfritt vilken plattform man vill utveckla på. Båda programmeringsspråken är objektorienterade men har några märkbara skillnader. Båda plattformarna erbjuder en pedagogisk och lätthanterlig utvecklingsmiljö där man som utvecklare snabbt kan se resultat. Det är gratis att införskaffa nödvändiga programvaror och som utvecklare får man behålla större delen av intäkterna om man väljer att publicera sin applikation med ett pris i någon av applikationsbutikerna.

Vår slutsats är att plattformarna har fler likheter än olikheter när det gäller applikations-utveckling. En av skillnaderna är att utveckling på iPhone innebär att lära sig ett programmeringsspråk som används nästan exklusivt på Apples produkter och eventuellt betala en årlig avgift. I Androids fall används ett välspritt programmeringsspråk och enda kostnaden är en relativt liten engångssumma för publicering. I sin helhet kan man tolka skillnaden som att utveckling för iPhone innebär en stängd tillvaro, men fri från skadlig kod medan utveckling för Android är mer öppen som får till följd att den är mer osäker.

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Tahir, Muhammad, and Mobashir Ahmad Rasheed. "iPhone & Android Client For Mobile Webshop Framework." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-15805.

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Smartphone and wireless network made cell phone a latest channel for trade, helping in shopping independent of time and place. Sellers are already doing online business and it is accessible to PC users but after visible growth of mobile users, they wants to extend business accessibility to mobile users but websites or web applications for PC users are not user friendly for mobile users. It is expensive and cumbersome to customize for mobile. So it is mandatory to develop an application for Smartphone which is cost effective, user friendly and efficient. Unavailability of this application can result in loss of potential customer to sellers and resources to end users.In this thesis our task is to present a framework that provides Smartphone application for Webshop. The application will be built in accordance with Webshop that will offer the end user the facility to achieve same behavior as experienced on Webshop instead of troubling through using with small mobile screen. This will result in facilitation to both customer and seller.
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Kannan, Harini D. "Eye tracking for the iPhone using deep learning." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113142.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 45).
Accurate eye trackers on the market today require specialized hardware and are very costly. If eye-tracking could be available for free to anyone with a camera phone, the potential impact could be great. For example, free eye tracking assistive technology could help people with paralysis to regain control of their day-to-day activities, such as sending email. The first part of this thesis describes the software implementation and the current performance metrics of the original iTracker neural network, which was published in the CVPR 2016 paper "Eye Tracking for Everyone." This original iTracker network had a 1.86 centimeter error for eye tracking on the iPhone. The second part of this thesis describes the efforts towards creating an improved neural network with a smaller centimeter error. A new error of 1.66 centimeters (11% improvement from the previous benchmark) was achieved using ensemble learning with the ResNet10 model with batch normalization.
by Harini D. Kannan.
M. Eng.
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29

Fiala, Petr. "Vývoj grafických aplikací na iPhone a iPad platformě." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-412864.

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The project deals with the creation of graphical applications for iOS system, describes the basics of OpenGL ES 2.0, development environment Xcode, Cocoa Touch Framework and Objective-C language. It focuses on the description of creation OpenGL game in the genre of "line drawing" games.
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Vodák, Jakub. "Návrh a realizace mobilní aplikace pro zařízení iPhone." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2013. http://www.nusl.cz/ntk/nusl-223959.

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The purpose of this thesis is to design and build mobile application for iPhone by Apple. Application is placed and sold in the online store App store. Work contains several marketing campaigns for sales support.
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31

Stokstad, Oscar. "iPhone 5c: Den mörka sidan av dagens medieteknik : En kritisk fallstudie av Apples riskkommunikation kring produkten iPhone 5c inom hållbar utveckling." Thesis, Stockholms universitet, Institutionen för mediestudier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-104641.

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I denna uppsats har jag ämnat göra en kritisk fallstudie av Apples riskkommunikation kring iPhone 5c och dess miljöpåverkan. Detta innefattar ett holistiskt perspektiv av informations- och kommunikationsteknik i vardagen som medievetenskapen börjat inkludera allt mer. Det är vidare också ett exempel på hur utvecklingen av medietekniken börjat få en allt större uppmärksamhet. Främst från teknikjournalister men också, som redovisat i denna uppsats, från medieteoretiker. Anmärkningar och synpunkter som handlar om att dagens medieteknik hade kunnat göras miljövänligare än vad den gjorts. I denna studie har jag ämnat utforska och besvara frågan:   –      Hur kommuniceras iPhone 5c:s livscykel och hur kan denna kommunikation sättas i förhållande till den kritik som riktats mot dagens informations- och kommunikationsteknik?   Genom att ha undersökt och samlat ihop de källor som behandlat kritiken inom miljö- och medieforskningen, har jag i denna uppsats kunnat värdera men inte avgöra slutgiltigt hur detta förhållande ser ut. Snarare har min uppsats inneburit en kritisk granskning som kan påbörja att belysa dessa komplexa samband. Jonas Jonsson skriver om företags olika kommunikationsstrategier där företag kommunicerar ut sin verksamhet för att bejaka kraven från allmänheten (Larsson, 2008:135), men hur ska allmänheten veta vilka krav som ska/kan ställas på företagen? De ny-materiella medieteoretikerna har bevisat att det finns ett flertal ouppmärksammade faktorer som företagen borde ta hänsyn till (Parikka 2012:3). Med större spridning av denna kunskap kan vi bredda vår förståelsehorisont och hjälpa varandra att tillsammans ställa högre krav på företagen. Det jag kommit fram till är att det finns ett flertal problematiska faktorer och att iPhone 5c kanske inte är så miljövänlig som Apple påstått. Deras produktion må vara mer miljövänlig än andra företags, trots detta vill jag poängtera att studier som denna är viktig - speciellt då de visar på att företag definitivt kan göra mer än vad de påstår sig göra.   Nyckelord: riskkommunikation, media arkeologi, planerat åldrande, black-box och livscykelanalys.
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STJERNE, THOMAS. "Map-matching på iPhone mot ett digitaliseratgångvägnät i stadsmiljö." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-142373.

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I rapporten utreds villkoren för personlig navigering på en aktuell mobilplattform (iPhone 4). I kapital 3 redogörs för geometriska, topologiska och probabilistiska metoder för map-matching. I kapital 4 diskuteras kvalitetsmått för map-matchingalgoritmer. Implementerade algoritmer beskrivs ingående i kapitel 6 och en kombinerad GPS/DR-metod presenteras. Att positionera en gående person i ett digitalt gångvägnät i stadsmiljö givet enbart en smarttelefon med icke-differentierad GPS och ett antal lågkostnads MEMS- sensorer är väsentligt svårare än att positionera en bil som kör på en väg. En algoritm såsom den som presenteras i rapporten kan ofta avgöra vilken gata användaren befinner sig på, däremot är det i praktiken svårt att bedöma vilken sida av vägen användaren befinner sig på. Bristen i positioneringsprecision är i huvudsak GPSbunden, exempelvis är precisionen på GPS-mottagaren generellt sett för låg för att kunna avgöra användarens startposition inom 10 sekunder.
This report investigates conditions for personal navigation on a contemporary mobile platform (iPhone 4). Chapter 3 describes geometrical, topological and probabilistic methods for map-matching. In Chapter 4, quality metrics used for evaluating map-matching lgorithms are discussed. Implemented algorithms are thoroughly described in Chapter 6 and a combined GPS/DR method is presented. Determining the position of a pedestrian in a digital road network of an urban environment using only a smartphone with a non-differentiated GPS and a number of low-cost MEMS sensors is considerably more difficult than determining the position of a car driving down a road. An algorithm such as the one presented in this report can often determine which street the user is on. However, determining which sidewalk a user is on proves very difficult. Lack of positioning precision is mainly GPS-bound. For instance, precision is too low to determine the users starting position within 10 seconds.
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Axelsson, Kristoffer, and Maciej Bauer. "Identifiering av designprinciper för migrering av spel till iPhone." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12980.

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Syftet med denna uppsats var att identifiera designprinciper vid migrering av stationära spel till Apples iPhone. Litteraturstudier, heuristisk utvärdering, enkätundersökning och djupintervjuer användes som metoder. Resultaten visade på att framför allt inmatningsmetoder, brist på feedback och skärmstorlek är problemområden i migrerade spel. Slutsatser inkluderar att spel aldrig bör migreras exakt som de stationära versionerna, nya inmatningsmetoder hos mobiltelefoner bör utnyttjas bättre och det bör övervägas om vissa spel överhuvudtaget bör migreras beroende på genre.
The purpose of this thesis was to identify design principles for use at migrations of stationary games to Apple’s iPhone. Literature studies, heuristic evaluation, survey and in-depth interviews were used as methods. The results showed that especially input methods, lack of feedback and screen size are problematic ares in migrated games. Conclusions include that games should never be migrated exactly like the stationary versions, new input methods in mobile phones should be utilized in a better way and it should be considered if some games are suitable to be migrated at all depending on genre.
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Potter, George Alexander. "Iphone to IMAX: the social implications of screen size." Thesis, Montana State University, 2008. http://etd.lib.montana.edu/etd/2008/potter/PotterG1208.pdf.

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Screen size changes the way the moving image affects viewers and specific content is more likely to be influential if screened on the most appropriate media type. The ever-increasing popularity of portable devices, like the iPhone, means that viewers are watching more content on smaller screens than ever before. At the same time, movie theatres and Imax screens are still as popular as ever and seeing something on the big screen holds some kind of magic for the viewer. This fact has not been lost on environmental filmmakers who are increasingly finding ways of using different sized screens to promote their cause. Ultimately, the size of the screen not only determines what viewers watch, and how they are affected by what they see, but can actually be the deciding factor for whether they take action on an issue.
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35

Byström, Gustaf. "User centred prototyping – iPhone visualisation of XMS Penvision statistics." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94736.

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XMS Penvision provides a platform to its customers for the creation of paper forms with the special technique this demands and management of their digital pens. The platform spans multiple operating systems but has not yet taken the step over to the iPhone. The ambition of XMS Penvision is to implement this and want to begin by showing statistical administrative information regarding their platform. The purpose of this thesis is to highlight the needs and wishes of XMS Penvision customers with the help of user‐centered methods and to create a prototype of an administrative interface for the iPhone. Usability goals, prototyping, heuristic evaluation and user tests are some of the methods applied during the work and the report describes these methods in theory but also through a discussion around their execution. The end result is a prototype implemented on the iPhone. The prototype uses data taken directly from XMS Penvision systems and users' views are documented.
XMS Penvision tillhandahåller idag en plattform till sina kunder för skapande av pappersformulär med den speciella teknik som detta kräver och hanteringen av tillhörande digitala pennor. Plattformen sträcker sig över flera olika operativsystem men har ännu inte tagit steget över till iPhone. XMS Penvisions ambition är att genomföra detta och vill då börja med att visa statistisk administrativ information gällande deras plattform. Syftet med detta examensarbete är att lyfta fram behov och önskemål från XMS Penvisions kunder med hjälp av användarcentrerade metoder och skapa en prototyp över ett administrativt gränssnitt för iPhone. Användbarhetsmål, prototyping, heuristisk utvärdering och användningstest är några av de metoder som under arbetet tillämpades och rapporten beskriver dessa metoder, dels genom teori men också genom diskussion kring tillämpandet. Slutresultatet är en prototyp implementerad på iPhone. Prototypen använder sig av data direkt hämtad från XMS Penvsions system och användarnas åsikter finns dokumenterade.
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Ladisa, Paolo. "Video registrazione con valore legale su iPhone: Legal Rec." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6669/.

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37

Rogers, Stephen John. "'VOR' - an interactive iPad model of the combined angular and linear vestibulo-ocular reflex." Thesis, The University of Sydney, 2014. http://hdl.handle.net/2123/13536.

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The mammalian vestibular system consists of a series of sensory organs located in the labyrinths of the inner ear that are sensitive to angular and linear movements of the head. Afferent inputs from the vestibular end organs contribute to balance, proprioception and vision. The vestibulo-ocular reflex (VOR) driven by these sensory inputs produces oculomotor responses in a direction opposite to head movement which tend to stabilise visual images on the retina. We present a model, in the form of a software application called VOR, which represents a simplified view of this complex system. The basis for our model is the hypothesis that afferent vestibular signals are integrated to maintain a notional internal representation of the head position (RHP). The vestibulo-ocular reflex maintains gaze towards a world-fixed point relative to the RHP, regardless of the actual head position. The RHP will imperfectly match the real head position when end organ input imperfectly reports head movements, such as can occur in cases of organ dysfunction and even in healthy subjects due to adaptation to motion stimuli. We do not claim that any specific observable part of the real vestibulo-ocular system corresponds to the RHP, but it seems reasonable to suggest that it might exist as a literal "neural network", trained through evolution and experience to maintain gaze during head movement. We hypothesise that the real VOR is supported by this internal representation, continually updated by afferent signals from the vestibular end organs, and that VOR eye responses tend to direct the eyes towards a fixed point in the world. Human vestibulo-ocular research typically employs equipment to which a subject is securely attached and allows rotation around, and sometimes linear movement along, one or more axes ("rotating chair") while attempting to maintain gaze on a fixation point, fixed relative to the head or world. A series of consecutive movements are referred to as a "motion profile". Meanwhile eye movements are recorded, using scleral search coils (or, more recently, video cameras and image-processing software) which can detect the horizontal, vertical and torsional components of the direction of each eye. VOR allows the user to define motion profiles and predicts the eye movements that a researcher or clinician might expect to observe in a real subject during such motion profiles. For example, the "on-centre rotation" motion profile specifies that the subject's head is positioned upright and centred around the vertical axis of the rotating chair, with a chair-fixed fixation point 1m in front of the subject. The chair accelerates angularly to 200°/sec over 20 seconds, rotates at a constant 200°/sec for 60 seconds, then decelerates to stationary over 20 seconds. The model accurately predicts the transient nystagmus that would be expected: its direction, duration, phase velocity and even the brief secondary nystagmus which is characteristic of adaptation to constant velocity rotation. VOR also allows the user to define end organ condition configurations, e.g. "normal", "bilateral vestibular loss", "unilateral superior neuritis", which are represented as a series of response gains attached to the sensory inputs from each end organ, relative to a nominal perfect gain of 1, and various other parameters which are derived from the human vestibular system, including the rate of drift of gaze to fixation point in light and dark, the rate at which the end organs adapt to constant stimuli, and quick-phase trigger dependencies. The VOR is not the only source of eye movement while attempting to maintain gaze on a fixation point. In our model, eye position drifts towards the fixation point at a nominal fixed rate. If this slow drift is insufficient to maintain gaze on the fixation point, a saccade or quick phase is triggered. Hence the transduction of mechanical forces at the labyrinths into sensory signals, subject to end organ conditions and adaptation that reduce the strength of the neuronal signals, maintain the RHP. Eye movement is then determined entirely by (a) the direction from RHP to the (world-referenced) fixation point, and (b) the disparity between eye direction and actual fixation point (which may be head-referenced). To validate the model, we prepared 24 motion profile/end organ condition combinations, compared the outputs from our model with real world observations, and found the results to be similar. Similarities include a simple first approximation of the linear and angular VOR; nystagmus caused by a subject's attempts to maintain fixation on a head-referenced target during head movement; decay of nystagmus through adaptation to stimulus, including secondary nystagmus; indefinitely prolonged nystagmus during off-vertical axis rotation (OVAR); rapid decay of nystagmus during the "tilt dump" motion profile, and dynamic cyclovergence during vertical linear acceleration. VOR is programmed in Objective-C using Xcode and runs on the Apple iPad. Its screen displays a 3d graphical representation of the virtual subject's head and eyes, including imaginary lines of sight to clarify eye movements. The user may program an effectively unlimited series of linear and angular motions of the rotating chair, and of the virtual subject's head relative to the chair. They may also program the gain (roughly, the sensitivity) associated with each end organ and other variables relating to the subject. They may select a series of internal variables to chart during the motion profile such as head velocity, eye direction, neuron firing rates, etc., while simultaneously displaying the head and eyes. VOR can record a video screen capture of the virtual head, eyes and lines of sight during the execution of a motion profile, a CSV file containing the internal variables at each time interval, a PNG image of the labelled chart, PDF descriptions of the motion profile and end organ condition configurations, and data files defining the motion profiles and end organ conditions which can then be exchanged between researchers/clinicians. Predefined motion profiles include: lateral, LARP and RALP head impulses; lateral head impulse with close fixation point; sinusoidal yaw, on-centre rotation, linear heave along Y axis, linear oscillation along X, Y and Z axes; linear sled along Y axis; forward- and backward-facing centrifugation; off-vertical axis rotation; tilt dump; and head tilt. Predefined conditions include: normal; left unilateral vestibular loss; bilateral vestibular loss; left superior neuritis; and "perfect" (unrealistic gain of 1 in otoliths, producing perfect linear VOR). All of these motion profiles and conditions may easily be modified, created and shared.
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Cottin, Victor. "Utveckling av en iPhone-app med back-end i .NET." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-75167.

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39

Kannan, Naryanan. "Developing an iPhone application with focus on the user interface." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-174829.

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Smartphones are becoming increasingly popular day by day. The reason why they are called ‘Smart phones’ is that they can perform advanced computing and have a better connectivity to the Internet. Smartphones usually run a complete operating system. For example, iOS runs on Apple Inc.’s mobile devices like iPhone, iPod Touch and iPad [1]. A Smartphone allows the user to run applications. These applications are aimed at making life simpler for the users. This Master Thesis aims at developing one such application called ‘Help4Dinner’ with focus on user-interface and usability. The application can make the life easier for people who want to manage the groceries they have at home and their shopping list. The interface has been carefully designed so that users can get used to the application very soon and also feel comfortable with it. Throughout the process of design and development an iterative method of development was used. With continuous interaction with my supervisor and member of No1 Advisor, the design changes were discussed after every sprint. Testing was done at regular intervals both in device and simulator and finally the application was submitted to Apple’s AppStore on June 17th 2011.  After inspection by Apple the application was published on June 25th 2011 and was available for download.
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Danielsson, Jakob. "Comparison study of cross-platform development tools for iPhone devices." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-27324.

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Developing applications for mobile devices is nowadays a very large business. However, the process of developing an application can be both very time consuming and costly due to different languages used for different devices. Lately, a lot of tools have been developed to handle the different languages problem going under the name “cross-platform” - so many that it might get hard for the developer to make a choice between the different products. This thesis presents 4 different approaches for programming cross-platform applications: Web based, cross-compiled, interpreted and hybrid solutions. For each category, one product is chosen and is evaluated according to comparison tests suggested in the thesis, including benchmark tests, technical evaluation tests seen from both the developing perspective and the infrastructure perspective and last a functionality evaluation. Other important parameters to think about when developing an application are also presented. At the end of the thesis, a taxonomy of applications is presented in order to give examples when a cross-platform solution is suitable and which cross-platform tool should be used. Finally, there are some important points taken up about what the developer should think about, when choosing a solution according to this thesis as there is no straight forward way to say that one cross-platform solution is the best of them all.
Utvecklandet av mobila applikationer är idag en väldigt stor marknad, men utvecklingsprocessen kan ibland vara både tidskonsumerande och kostsam eftersom de olika mobila enheterna använder olika utvecklingsspråk. Den senaste tiden har många verktyg utvecklats för att hantera detta problem, dessa verktyg ingår i kategorin cross-plattform verktyg. I själva verket är det så många verktyg som har utvecklats att det kan bli svårt för utvecklarna att välja mellan de olika verktygen. Denna uppsats presenterar 4 olika tillvägagångssätt för att programmera cross-plattforms applikationer: web baserade lösningar, hybrid lösningar, översatta lösningar och cross-kompilerade lösningar. För varje kategori väljs sedan en produkt, som skall evalueras enligt ett jämförelsetest som denna uppsats föreslår, detta test inkluderar ett benchmark test, en teknisk evaluering och en funktionsevaluering. Förutom dessa test ges även andra viktiga parametrar gällande cross-plattforms utveckling. I slutet av uppsatsen är en taxonomi av mobila applikationer presenterad vars syfte är att ge exempel när ett cross-plattforms verktyg är passande för en mobil applikation, och även vilket verktyg som är passande. Slutligen tas några viktiga punkter upp som utvecklaren bör tänka på när ett cross-plattforms verktyg skall användas för utveckling, eftersom det inte finns något direkt sätt att säga att ett cross-plattforms verktyg är bättre än ett annat.
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41

Azam, Muhammad, and Luqman Ahmad. "A Comparative Evaluation of Usability for the iPhone and iPad." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6023.

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Many everyday systems and products seem to be designed with little regard to usability. This leads to the frustration, wasted time and errors. So the usability of the product is important for its survival in the market. In many previous studies the usability evaluation of the iPhone and iPad carried out individually and very little work has been done on the comparative usability evaluation. However, there was not any study conducted on the comparative usability evaluation and measuring the performance of the iPhone versus iPad in a controlled environment. In this research work, the authors performed the comparative usability evaluation and measured the performances of the iPhone and iPad on the selected applications by considering the young users as well as the elderly users. Another objective of this study is to identify the usability issues in performances of the iPhone and iPad. A survey and experiment techniques were used to achieve the dened objectives. The survey questionnaire consisted of 42 statements that presented the different usability aspects. The objectives of the survey study were to validate the identified issues from the literature study, identify new issues and measure the signicant difference in user opinions for the iPhone and iPad. However, the experiment studies helped to measure the performance significances between the devices against the three user groups (novice user, experienced user, elderly user) and among the groups over the devices. Further, objective was to measure the satisfaction level of the participated users against the iPhone and iPad. The experiment was performed in a controlled environment. Total six tasks (two tasks per application) were dened and each participant performed the same task on both devices. Generally the authors found that the participants performed better on the iPad with lower error rates as compare to the iPhone.
The aim of this study was to evaluate and measure the comparative usability performances of the iPhone an iPad. The preliminary focus of the study was to nd the usability issues regarding both the devices. Several dierent methods have been used in the study when investigating the answers of predened research questions. The study in this thesis was a literature review, a survey study and an empirical usability testing experiment. In the literature review, the authors studied the dierent usability issues such as inconsistency in applications, applications crashes and accidental errors.The detail list of the issues also presented in Table 2. However, the survey responses validated such issues and highlighted some additional issues such as low battery time, Blue-tooth connectivity problems, wireless connectivity problem, week signal strength and missing help. Two participants commented on the missing of a swyping feature. According to them if the iPhone and iPad had such feature then their typing performance should be improved. A survey study was conducted to evaluate and measure the significance in the four main parts of the devices i.e. system, touch screen, keypad and applications. Each part contained the multiple related statements that explored the different usability aspects. The detail and results of each statement are given in Table 4. After the statistical analysis, the authors did not nd a signicant dierence between the statements regarding the iPhone and iPad apart from in four statements. In the two statements (i.e. nding a new application in the Apple store and replacing the contents location on the interface) the users agreed that the iPad performance was better than the iPhone. However, in the other two statements (i.e. use of system in the sun light and zooming gestures) they preferred the iPhone rather than the iPad. Its means 90.47% users addressed the same issues in the iPhone and iPad. There is no dierence in their preferences regarding the iPhone and iPad. 4.76% users preferred the iPhone and 4.46% users preferred the iPad in above mentioned conditions. The empirical usability testing experiment focused on studying the usability performances of the iPhone and iPad considering three target groups. The performances comparisons were conducted by comparing the dierent participants groups and both devices. In total 60 users participated in the empirical usability performance testing study. The selection of the participants was based on their earlier experience with mobile phones usage. The detail of the participant are given in Figure 13. The comparisons results of the participant groups are shown in Table 7, the devices in Table 8 and the errors on both devices in Table 9 provided the signicance in the performances. The novice users versus experienced users comparison results across the iPhone (all six tasks) and the iPad (rst ve tasks) presented that the experienced users performed faster than the novice users with lower error rate. The results of the novice users versus elderly user comparison presented that the novice user using the iPhone ( first four tasks) and using the iPad (facebook login, location close view, new note and Evernote logout) performed faster than the elderly users with lower error rate. Similarly the results in the last comparison of the experienced users versus elderly users shown that the experienced users performed all the six tasks faster than the elderly users with lower error rate. Based on such nding the authors can conclude that the experienced users performances were better than the other two groups on both devices. The authors can also conclude that if someone is using the iPhone he/she could easily use the iPad. In the devices comparison results, the performances of the iPad across the novice users (in tasks facebook login, send a message, location close view, new note Evernote logout), the experienced users (in tasks facebook login, send a message, location close view and new note) and the elderly users (st ve tasks) were better than the iPhone with lower error rate. Base on such ndings of the empirical usability testing, the authors conclude that in the controlled environment the performance of the iPad was better than the iPhone. Three participant groups performed each task faster on the iPad than the iPhone apart from in one task. The task named location identication the iPhone and iPad performed the same across the novice user and experienced user but across the elderly user, the iPad performed better than the iPhone. Table 10 presents the results of the satisfaction level of the participants in a control environment for both devices. The satisfaction level acquired through the post test questionnaire during the experiment. The results of the novice users and the experienced users presented that their satisfaction levels were higher for the iPad than the iPhone. The experienced users results shown that their satisfaction levels were same for the iPhone as well as for the iPad. However, with the keypads performances they looked more satisfied on the iPad than the iPhone.
Near Chungi number 1 Chitterpari Mirpur Azad Kashmir Pakistan.
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42

Marahimi, Narmin. "The position of Apple Incorporated in the World Economy." Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-142281.

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My Diploma Thesis is aimed to clarify the position of the Apple Incorporated in the world economy, as well as expectations and anticipations for future. I decided to write about Apple not only because it's one of the leading company in the technology Market, but because interest to its production is increasing day by day, making it highly competitive. Coming to the content of my work: It consists of 3 chapters, with several subchapters being included into each chapter. The first chapter is an overview of the company's history, showing step by step its growth, rise and fall periods, first computers and production. As all the history of Apple existence is connected with the name of Steve Jobs, I decided to express my opinion about Post-Steve Jobs era. Second chapter consists of PEST,SWOT,Competitor and product analysis of the company's product, where iPhone, Ipad and Mac were analyzed. and the third and last chapter reveals vision and mission of the company,its preferences, values, finishing with very positive note, such as the short overview of the most successful products of the company.
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43

Berman, Alex. "FlipGlobe: Developing an iPhone App That Turns the World Upside Down." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/cmc_theses/372.

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This thesis describes building an iPhone application called FlipGlobe that finds a given location's antipode and then displays location-relevant content about it. FlipGlobe extracts knowledge from the many geo-tagged data sources available via RESTful APIs to give antipodes context and relevance. This thesis discusses the following challenges encountered while building FlipGlobe: accessing location-aware data stores on a mobile device simultaneously; locating and relating an iPhone's current location in a user-readable format; and optimizing performance using multithreading and asynchronous API calls. The process of learning iPhone development with Objective-C, too, will be discussed at length. The many technologies leveraged to build FlipGlobe that will be covered include: forward and reverse geocoding, asynchronous HTTP requests, asynchronous image fetching, multithreading with Grand Central Dispatch, automated reachability testing, and Google MapKit. Finally, the building and evaluation of FlipGlobe’s user interface using Agile and Lean development methodologies is discussed.
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44

Makrill, Emelie, and Katrine Kolström. "iNeed : En kvalitativ studie om motiv till att konsumera en iPhone." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, HLK. Medie- och kommunikationsforskning, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-17741.

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Den här studiens ambition är att bredda kunskapen kring användarens motiv till att konsumera en iPhone. Särskild uppmärksamhet har riktats kring behov som motiverar till användning samt iPhones roll i användarens konstruktion av jaget och den sociala identiteten. Syftet med studien är att undersöka en grupp användares motiv till att använda en specifik typ av smartphone, en med ett starkt varumärke, för att förstå bakomliggande motiv till användningen. Smartphones, i synnerhet iPhone, har under de senaste åren blivit ett populärt kommunikationsmedel bland många. Därför är det är det av vikt att bedriva forskning kring ämnet för att skapa förståelse för varför vi använder viss teknologi och i synnerhet hur användaren uppfattar denna teknologi. Genom kvalitativ forskningsstrategi med fokusgruppsintervju som metod svarar denna studie på frågor som: vilka motiv finns det till att använda en iPhone, vilken betydelse har iPhone för människan vid konstruktionen av jaget och den sociala identiteten samt vilka behov ligger bakom användarens motiv till att använda en iPhone? De motiv som var mest framträdande i studien kan sammanfattas i följande teman: konstruktionen av jaget, tillgång till information, social interaktion, underhållningsvärdet och det så kallade iPhone-behovet. Vid konstruktionen av jaget fungerar iPhone både som en symbolisk ägodel och som ett hjälpmedel. Den fungerar som en materiell förlängning av ens jag och ens sociala identitet. En användare av iPhone kan tillhöra tre olika typer av klaner: Apple-entusiaster, mediaeliten och ekonomisk välfärd. Den lättillgängliga och snabba tillgång till information som iPhone erbjuder samt möjligheten till social interaktion är starka motiv till användning. När det gäller underhållningsvärdet i att konsumera en iPhone så framgår det i studien att människan konsumerar en iPhone för att få leka av sig och bli underhållen. Avslutningsvis framträder fenomenet iPhone-behovet i studien. Det uppfattas av användaren som ett helt nytt behov som personen ifråga upplever att de anammar i och med konsumtionen av en iPhone. Användarna upplever att iPhone skapar ett nytt behov och beroende. Dock handlar det inte om ett nytt behov, utan snarare en förstärkning eller förlängning av några mänskliga grundläggande behov.
This studies ambition is to broaden the knowledge of the users motive to consume an iPhone. Particular attention has been focused around the need to justify the use and the iPhones role in the user's construction of the self and the social identity. The purpose of this study is to investigate a group of users motives for using a specific type of smartphone, one with a strong brand, to understand the underlying reasons for the use. Smartphones, especially the iPhone, has in recent years become a very popular means of communication. Therefore, it is important to conduct research on the topic to get a deeper understanding of why we use certain technology and in particular how the user perceive this technology. Through a qualitative strategy of research with focusgroup-interview as a method, this study answers questions like: what motives are there to use an iPhone, what impact have iPhone on humans in their construction of the self and the social identity, and what needs are behind the users motive to use an iPhone? The subjects which were most prominent can be summarized in following themes: the construction of self, access to information, social interaction, entertainment value and the so-called iPhone-need. In the design of the ego, iPhone functions both as a symbolic possession and as an aid. It is a tangible extension of one's self and one's social identity. A user of the iPhone can belong to three different kinds of clans: Apple-enthusiasts, media elite and the economical prosperous. The easy and quick access to information that the iPhone offers, and the opportunities for social interaction are strong incentives to the use of the phone. When it comes to the entertainment value in the consumption of an iPhone it appears in the study that humans consume an iPhone to simple play and to be entertained. The consumer uses the iPhone to explore their playfulness. Finally, an emerging phenomenon in the study is the iPhone-need. It is perceived as an entirely new needs by the users when they consume the iPhone. Users feel that the iPhone creates a new need and dependence. However, it is not a new need, but rather a reinforcement or extension of some of the basic needs of humans.
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45

Neelam, Jagadish Rajalakshmi. "User centered design of an Iphone application for women business travelers." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-233528.

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This thesis walks through the user centric design of an iphone application specific to a hotel service for women business travelers. It aims at providing the luxury of performing tasks such as remote hotel check-in/check-out, ordering food/transport/room services, emergency help, complaining services, order history and safety measures. This thesis covers the initial design and developmental iterations of the application. Android Version with added features of the same application will be the future enhancements. I would like to thank my reviewer Mr. Lars Oestreicher,  Uppsala University and supervisor Mrs. Tahira Sultan, MicroUsability for their exceptional guidance throughout my thesis. Finally,  I am so grateful to my parents, as this Masters wouldn’t have been possible without their never ending support and love.
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46

Lyding, Annie, and Elin Nilsson. "Privatkopieringsersättning för iPhone : En avgift som bör belasta en multifunktionell anordning?" Thesis, Linköpings universitet, Affärsrätt, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129288.

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Upphovsrätten innebär en ensamrätt till ett av upphovsmannen skapat litterärt eller konstnärligt verk. Denna ensamrätt kan emellertid inskränkas enligt 12 § URL, genom så kallad privatkopiering. Detta innebär att en enskild person får kopiera ett verk och framställa ett eller några få exemplar för privat användning. Verket får dock inte spridas vidare. När ett verk görs tillgängligt för allmänheten har upphovsmannen rätt att få ekonomisk ersättning när verket nyttjas. Vid kopiering för privat bruk utges dock ingen sådan ersättning. Istället läggs en avgift på priset till sådana anordningar som anses vara särkilt ägnade för privatkopiering. Denna avgift kallas privatkopieringsersättning och är till för att kompensera det inkomstbortfall upphovsmännen lider då privatkopiering sker av deras verk. Ersättningen ska vara “rimlig” i enlighet med EU-rättslig lagstiftning. Avgiften ska betalas av näringsidkaren som tillverkar eller importerar anordningen. I slutändan är det dock konsumenten som betalar avgiften när denne betalar för anordningen.   I 26 k § URL anges att privatkopieringsersättning ska utgå för anordningar som är särskilt ägnade för privatkopiering. Vilka anordningar som ska anses vara “särskilt ägnade” är dock rättsligt inte helt klarlagt. Hur begreppet ska tolkas har tagits upp till avgörande ett fåtal gånger. I samtliga fall har fastslagits att begreppet ska tolkas brett och även innefatta anordningar där privatkopieringsfunktionen inte är huvudsaklig, så kallade multifunktionella anordningar. Det senaste avgörandet har dock beviljats prövningstillstånd i HD men har i skrivande stund ännu inte tagits upp till prövning.   I denna uppsats undersöks vad begreppet ”särskilt ägnad” innebär, om iPhone ska falla in under begreppet och i så fall hur stor privatkopieringsersättningen för iPhone rimligen bör vara. Av analysen i uppsatsen framkommer att begreppet ”särskilt ägnad” ska ges en vid tolkning. På grund av att begreppet ska tolkas brett ska iPhone anses vara särskilt ägnad för privatkopiering och således utgöra underlag för privatkopieringsersättning. En rimlig kompensation härför bör inte överstiga 80 kr, vilket är takbeloppet för både surfplattor och externa hårddiskar.
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47

Costa, Marx Furtado da. "A sociedade de hiperconsumo: interação online no caso do IPhone 5." Master's thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/12219.

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Mestrado em Comunicação Multimédia
“Como as interações entre membros de uma comunidade virtual na Internet podem influenciar o interesse e o comportamento acerca de um produto tecnológico de comunicação pessoal?”; “O que leva as pessoas a interagirem com outras acerca de produtos ou serviços de que usufruíram?” e “Porque é que produtos como o iPhone 5 geram tanta repercussão nos média e desejo por parte das pessoas?”. Para responder aos questionamentos da investigação, realizou-se uma pesquisa netnográfica com os membros do fórum da marca Apple (everythingicafe), para a aplicação de inquéritos com os consumidores do produto, os quais são oriundos das comunidades virtuais da marca. Os dados recolhidos revelam que existe uma busca por status a fim de definir melhor a identidade pessoal perante os demais e que a fidelidade à marca chega a uma fase de devoção. Por outro lado, observa-se que a influência das comunidades virtuais na intenção de compra também está relacionada com a busca de informação, oriunda dos vídeos de opinião e review, e que a participação em comunidades de marca, muitas vezes, faz-se pela tentativa de ingresso num determinado grupo, mesmo não possuindo o produto “tema” da rede.
“How can the interactions among members of a virtual community on the Internet influence the interest and behavior about a technological product of personal communication?"; “What causes people to interact with others about products or services that benefited them?” and “Why is that products like the iPhone 5 generate such a massive media buzz and desire on the the individuals?” To answer the research question a netnographic study was carried on an Apple forum (everythingicafe) in which surveys were conducted to consumers of Apple coming from the virtual brand communities. The collected data shows that there is a quest for status in order to better define personal identity to others and that brand loyalty reaches a stage of devotion. Moreover it is observed that the influence of virtual communities on purchase intention is also related to finding information coming from the opinion videos and reviews, and that participation in brand communities often asserts itself in an attempt to join a particular group, even not having the product "theme" of the forum.
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48

De, Panbehchi Maria L. "Nostalgia and iPhone Camera Apps: An Ethnographic Visual Approach to iPhoneography." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4639.

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The iPhone is the most popular smartphone and camera on social media. iPhoneography, the photography taken or edited with the iPhone, has set the trend of nostalgic photography on social media during the 2010s; thus, the iPhone, a high-tech camera, produces low-tech-looking images. This dissertation attempts to find out why iPhone photographers (iPhoneographers) take, edit, and share images that mimic photographs taken with analog photographic equipment. I argue that nostalgia allows iPhoneographers to use the iPhone as a creative tool and to belong to a community. Based on the arguments of Vilém Flusser—who suggested that photographers are more interested in the camera and the process of taking pictures than in the photographs produced—this work focuses first on the iPhone camera and the camera apps. (This work also considers the writings of Roland Barthes, Susan Sontag, and W. J. T. Mitchell, as they pertain to photography and iPhoneography.) It traces the beginning of the nostalgic photograph style to 2008, when the Apple App Store offered apps that behaved like toy cameras and rendered images similar to those produced by toy and Polaroid cameras. The Hipstamatic app set the trend in 2009, and Instagram made it mainstream. Nostalgia is more a source of inspiration and creativity than a source of melancholy and longing for the past. The iPhoneography community on Facebook tends to form small groups that share and curate specific topics, such as clouds, portraits, flowers, and images produced with Hipstamatic. A small survey of the iPhoneography community shows that the community considers iPhoneography an art.
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49

Lundborg, Gabriella. "Digital doggy bag : iPhone applikation som tar med dina mat- och dryckupplevelser." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-217372.

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In this project an iPhone application for storing food and drink experiences was developed with focus on an easy interaction design. The already existing market of similar applications were studied and evaluated to extract their positive and negative features. Interviews with experts within the food and drink business where made in the pre study to get a good perception of how to divide and categorize the sections in the application. To optimize the usability, workshops with potential users with different technical experiences where continuously held during the development of the design. During the development two variants of development environments where evaluated. The final result of the application was developed in the environment that made the best impression and seemed to be the best alternative. The resulting product has a thought out design meant to be easy to understand, even for the first time users. Since focus until this stage has been on design and functionality, the application is a working prototype but needs further development before it is ready to be published on the market.
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50

Stratton, Nicholas. "Mind & matter| The discursive construction of the iPhone in Apple's advertising." Thesis, The University of Wisconsin - Milwaukee, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1573766.

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The widespread adoption of smartphone technology in the contemporary United States requires critical reflection on its role within society. This thesis compares the way Apple's television advertising discourse, from 2007 to 2011, frames the iPhone to consumers with the way Apple's iAd promotional material frames the iPhone to advertisers, and considers what the disparity between these two frameworks says about the still-evolving role of smartphone technology in society. It argues that the disparity between these two frameworks is indicative of a fundamental tension within smartphone technology. This tension is reflected in Apple's ability to discursively construct the iPhone as a tool of user empowerment, while at the same time discursively constructing the iPhone as a sophisticated market research and advertising platform. This study shows that user agency is complicated by the iPhone's technical design which produces information about the user in an effort to modify their behavior for commercial purposes.

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