Dissertations / Theses on the topic 'IPhone'
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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.
Full textMobile 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.
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.
Full textSandström, 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.
Full textLundqvist, Tobias. "3D mapping with iPhone." Thesis, Linköpings universitet, Datorseende, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71689.
Full textHellstrand, Peter. "Optimized iPhone Real-TimeRendering." Thesis, Umeå universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-41003.
Full textEmilsson, 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.
Full textIndoor 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.
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.
Full textEngman, 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.
Full textFabián, 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.
Full textEngström, 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.
Full textiPhone 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.
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.
Full textRösler, 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.
Full textAugmented 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.
Chin, Tze Kwang. "Augmented reality on the iPhone platform." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61277.
Full textCataloged 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.
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.
Full textZitková, Iva. "Komerční komunikace aplikací pro IPhone/ipad." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-81405.
Full textZhao, 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.
Full textAugmented 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.
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.
Full textWhen 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.
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.
Full textAbdlbari, 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.
Full textDenna 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.
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.
Full textKarlsson, 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.
Full textNukala, Leela Anusha. "An iPhone app of Konza Prairie LTER." Kansas State University, 2012. http://hdl.handle.net/2097/13960.
Full textDepartment 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.
Godbole, Anupam. "TV schedules App for iPhone/iPod Touch." Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/2340.
Full textValentini, Luca. "Database di film e citazioni per iPhone." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amslaurea.unibo.it/1418/.
Full textKäll, 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.
Full textLust-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.
Full textDatormobiler (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.
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.
Full textKannan, Harini D. "Eye tracking for the iPhone using deep learning." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113142.
Full textThis 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.
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.
Full textVodák, 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.
Full textStokstad, 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.
Full textSTJERNE, 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.
Full textThis 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.
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.
Full textThe 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.
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.
Full textByström, 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.
Full textXMS 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.
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/.
Full textRogers, 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.
Full textCottin, 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.
Full textKannan, 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.
Full textDanielsson, 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.
Full textUtvecklandet 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.
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.
Full textThe 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.
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.
Full textBerman, Alex. "FlipGlobe: Developing an iPhone App That Turns the World Upside Down." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/cmc_theses/372.
Full textMakrill, 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.
Full textThis 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.
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.
Full textLyding, 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.
Full textCosta, 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.
Full text“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.
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.
Full textLundborg, 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.
Full textStratton, 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.
Full textThe 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.