Academic literature on the topic 'Mobile application download'

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Journal articles on the topic "Mobile application download"

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Wang, Yin Yin. "The Analysis of Factors Affecting Android App Download Numbers." Advanced Materials Research 912-914 (April 2014): 1428–31. http://dx.doi.org/10.4028/www.scientific.net/amr.912-914.1428.

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With the rapid development of mobile Internet, mobile device activation volume is gradually rising. It already has become a significant consumer market mobile terminal. Under the background of electricity supplier, the role of mobile applications will continue to be strengthened in the mobile providers. Designed with commercial value, there is a practical application of competitive mobile application. Developers have the primary goal. Based on the 360 phone application downloads Charts analysis, the factors affect the mobile application downloads, and finally propose existing App corresponding solutions.
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Ordóñez-Morales, Esteban Fernando, Martín López-Nores, Yolanda Blanco-Fernández, Efren Patricio Reinoso-Mendoza, Jack Fernando Bravo-Torres, José Víctor Saiáns-Vázquez, José Juan Pazos-Arias, Manuel Ramos-Cabrer, and Alberto Gil-Solla. "Sporadic Cloud-Based Mobile Augmentation on the Top of a Virtualization Layer: A Case Study of Collaborative Downloads in VANETs." Journal of Advanced Transportation 2019 (March 21, 2019): 1–21. http://dx.doi.org/10.1155/2019/3548213.

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Current approaches to Cloud-based Mobile Augmentation (CMA) leverage (cloud-based) resources to meet the requirements of rich mobile applications, so that a terminal (the so-called application node or AppN) can borrow resources lent by a set of collaborator nodes (CNs). In the most sophisticated approaches proposed for vehicular scenarios, the collaborators are nearby vehicles that must remain together near the application node because the augmentation service is interrupted when they move apart. This leads to disruption in the execution of the applications and consequently impoverishes the mobile users’ experience. This paper describes a CMA approach that is able to restore the augmentation service transparently when AppNs and CNs separate. The functioning is illustrated by a NaaS model where the AppNs access web contents that are collaboratively downloaded by a set of CNs, exploiting both roadside units and opportunistic networking. The performance of the resulting approach has been evaluated via simulations, achieving promising results in terms of number of downloads, average download times, and network overhead.
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Wan, Lili. "A Study of Factors Affecting Mobile Application Download." Journal of Digital Convergence 12, no. 7 (July 28, 2014): 189–96. http://dx.doi.org/10.14400/jdc.2014.12.7.189.

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Nasir, Seif, Ryunosuke Goto, Akiko Kitamura, Sahar Alafeef, Ghada Ballout, Majed Hababeh, Junko Kiriya, Akihiro Seita, and Masamine Jimba. "Dissemination and implementation of thee-MCHHandbook, UNRWA’s newly released maternal and child health mobile application: a cross-sectional study." BMJ Open 10, no. 3 (March 2020): e034885. http://dx.doi.org/10.1136/bmjopen-2019-034885.

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ObjectivesIn April 2017, the United Nations Relief and Works Agency for Palestine Refugees in the Near East (UNRWA) released the electronicMaternal andChildHealth Handbook,thee-MCH Handbookapplication. One of the first mobile health (m-Health) interventions in a refugee setting, the application gives pregnant women and mothers access to educational information and health records on smartphones. This study investigated factors associated with the dissemination and implementation of m-Health in the refugee setting.Setting and participantsA cross-sectional study was conducted in 9 of 25 UNRWA health centres for Palestine refugees in Jordan. Self-administered questionnaires were distributed for 1 week to pregnant women and mothers with children aged 0–5 years.Outcome measuresThe outcomes were whether participants knew about, downloaded or used the application. Multiple regression analyses were conducted to determine factors associated with application download and usage.Results1042 participants were included in the analysis. 979 (95.5%) had a mobile phone and 862 (86.9%) had a smartphone. 499 (51.3%) knew about, 235 (23.8%) downloaded and 172 (17.4%) used the application. Having other mobile applications (OR 6.17, p<0.01), staff knowledge of the application (OR 11.82, p<0.01), using the internet as a source of medical information (OR 1.63, p=0.01) and having internet access at home (OR 1.46, p=0.05) were associated with application download. The age of the husband was associated with application usage (OR 1.04, p=0.11).ConclusionsThough m-Health may be a promising means of promoting health in refugees, multiple barriers may exist to its dissemination and implementation. Those who regularly use mobile applications and get medical information from the internet are potential targets of m-Health dissemination. For successful implementation of a m-Health intervention, health staff should have thorough knowledge of the application and users should have access to the internet. Husband-related factors may also play a role.
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Bang, Youngsok, and Dong-Joo Lee. "The Role of Application Rank in the Extended Mobile Application Download." Asia Pacific Journal of Information Systems 25, no. 3 (September 30, 2015): 548–62. http://dx.doi.org/10.14329/apjis.2015.25.3.548.

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Aydin, Gokhan, and Gokhan Silahtaroglu. "Insights into mobile health application market via a content analysis of marketplace data with machine learning." PLOS ONE 16, no. 1 (January 6, 2021): e0244302. http://dx.doi.org/10.1371/journal.pone.0244302.

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Background Despite the benefits offered by an abundance of health applications promoted on app marketplaces (e.g., Google Play Store), the wide adoption of mobile health and e-health apps is yet to come. Objective This study aims to investigate the current landscape of smartphone apps that focus on improving and sustaining health and wellbeing. Understanding the categories that popular apps focus on and the relevant features provided to users, which lead to higher user scores and downloads will offer insights to enable higher adoption in the general populace. This study on 1,000 mobile health applications aims to shed light on the reasons why particular apps are liked and adopted while many are not. Methods User-generated data (i.e. review scores) and company-generated data (i.e. app descriptions) were collected from app marketplaces and manually coded and categorized by two researchers. For analysis, Artificial Neural Networks, Random Forest and Naïve Bayes Artificial Intelligence algorithms were used. Results The analysis led to features that attracted more download behavior and higher user scores. The findings suggest that apps that mention a privacy policy or provide videos in description lead to higher user scores, whereas free apps with in-app purchase possibilities, social networking and sharing features and feedback mechanisms lead to higher number of downloads. Moreover, differences in user scores and the total number of downloads are detected in distinct subcategories of mobile health apps. Conclusion This study contributes to the current knowledge of m-health application use by reviewing mobile health applications using content analysis and machine learning algorithms. The content analysis adds significant value by providing classification, keywords and factors that influence download behavior and user scores in a m-health context.
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Alshattnawi, Sawsan. "Utilizing Cloud Computing in Developing a Mobile Location-Aware Tourist Guide System." International Journal of Advanced Pervasive and Ubiquitous Computing 5, no. 2 (April 2013): 9–18. http://dx.doi.org/10.4018/japuc.2013040102.

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Cloud Computing technologies support mobile applications and overcome the low computation resources and limited data storage by providing an on-demand access with pay-as-use rule to large number of computing resources. In this paper, the author describes the architecture of an electronic tourist guide system (Trip@Cloud) as mobile cloud computing application wherein the tourists can access cloudy information in ubiquitous and pervasive manner. The information needs not to be over the user's mobile device, but it will be downloaded to user's device according to user's location and the Internet status connection. The interaction between the mobile device and the cloud is done when possible and transparently from the user. The existing architectures of partitioning the application between the device and the cloud depends deeply on the CPU workloads. The author’s application's nature is different from these applications and this represents the main contribution. The idea is to download the data to the user's device according to the current user location. Therefore the partitioning is done for the data to be sent to the mobile device. This idea is applied by developing a tourist guide application where the data to be installed is very huge and the mobile storage device is very limited.
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Sherwin-Smith, James, and Rowan Pritchard-Jones. "Medical Applications: The Future of Regulation." Bulletin of the Royal College of Surgeons of England 94, no. 1 (January 1, 2012): 12–13. http://dx.doi.org/10.1308/147363512x13189526438512.

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we define 'apps' as discrete, independent pieces of software that run on mobile devices. The use of such software on mobile devices within a health environment is not a new phenomenon – there is academic research discussing the opportunities of this technology as early as 1996. however, the proposition has only really become mainstream with the introduction of the Apple iPhone® and supporting App Store, backed by a hugely successful 'There's an app for that' advertising campaign. opening in July 2008 with a mere 500 applications available for download, the App Store now stocks around 500,000 applications and recently surpassed a staggering milestone: 15 billion downloads. Latterly it has been joined by rival application markets from Blackberry®, Microsoft® and, most successfully, AndroidTM.
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Scherr, Thomas Foster, Carson Paige Moore, Philip Thuma, and David Wilson Wright. "Evaluating Network Readiness for mHealth Interventions Using the Beacon Mobile Phone App: Application Development and Validation Study." JMIR mHealth and uHealth 8, no. 7 (July 28, 2020): e18413. http://dx.doi.org/10.2196/18413.

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Background Mobile health (mHealth) interventions have the potential to transform the global health care landscape. The processing power of mobile devices continues to increase, and growth of mobile phone use has been observed worldwide. Uncertainty remains among key stakeholders and decision makers as to whether global health interventions can successfully tap into this trend. However, when correctly implemented, mHealth can reduce geographic, financial, and social barriers to quality health care. Objective The aim of this study was to design and test Beacon, a mobile phone–based tool for evaluating mHealth readiness in global health interventions. Here, we present the results of an application validation study designed to understand the mobile network landscape in and around Macha, Zambia, in 2019. Methods Beacon was developed as an automated mobile phone app that continually collects spatiotemporal data and measures indicators of network performance. Beacon was used in and around Macha, Zambia, in 2019. Results were collected, even in the absence of network connectivity, and asynchronously uploaded to a database for further analysis. Results Beacon was used to evaluate three mobile phone networks around Macha. Carriers A and B completed 6820/7034 (97.0%) and 6701/7034 (95.3%) downloads and 1349/1608 (83.9%) and 1431/1608 (89.0%) uploads, respectively, while Carrier C completed only 62/1373 (4.5%) file downloads and 0/1373 (0.0%) file uploads. File downloads generally occurred within 4 to 12 seconds, and their maximum download speeds occurred between 2 AM and 5 AM. A decrease in network performance, demonstrated by increases in upload and download durations, was observed beginning at 5 PM and continued throughout the evening. Conclusions Beacon was able to compare the performance of different cellular networks, show times of day when cellular networks experience heavy loads and slow down, and identify geographic “dead zones” with limited or no cellular service. Beacon is a ready-to-use tool that could be used by organizations that are considering implementing mHealth interventions in low- and middle-income countries but are questioning the feasibility of the interventions, including infrastructure and cost. It could also be used by organizations that are looking to optimize the delivery of an existing mHealth intervention with improved logistics management.
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Childs, Benjamin R., Mary A. Breslin, Mai P. Nguyen, Natasha M. Simske, Paul S. Whiting, Aswinkumar Vasireddy, and Heather A. Vallier. "Implementation of a mobile app for trauma education: results from a multicenter study." Trauma Surgery & Acute Care Open 5, no. 1 (June 2020): e000452. http://dx.doi.org/10.1136/tsaco-2020-000452.

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BackgroundIn an era of shared decision making, patient expectations for education have increased. Ideal resources would offer accurate information, digital delivery and interaction. Mobile applications have potential to fulfill these requirements. The purpose of this study was to demonstrate adoption of a patient education application (app: http://bit.ly/traumaapp) at multiple sites with disparate locations and varied populations.MethodsA trauma patient education application was developed at one trauma center and subsequently released at three new trauma centers. The app contains information regarding treatment and recovery and was customized with provider information for each institution. Each center was provided with promotional materials, and each had strategies to inform providers and patients about the app. Data regarding utilization was collected. Patients were surveyed about usage and recommendations.ResultsOver the 16-month study period, the app was downloaded 844 times (70%) in the metropolitan regions of the study centers. The three new centers had 380, 89 and 31 downloads, while the original center had 93 downloads. 36% of sessions were greater than 2 min, while 41% were less than a few seconds. The percentage of those surveyed who used the app ranged from 14.3% to 44.0% for a weighted average of 36.8% of those having used the app. The mean patient willingness to recommend the app was 3.3 on a 5-point Likert scale. However, the distribution was bimodal: 60% of patients rated the app 4 or 5, while 32% rated it 1 or 2.DiscussionThe adoption of a trauma patient education app was successful at four centers with disparate patient populations. The majority of patients were likely to recommend the app. Variations in implementation strategies resulted in different rates of download. Integration of the app into patient education by providers is associated with more downloads.Level of evidenceLevel III care management.
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Dissertations / Theses on the topic "Mobile application download"

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Dabbous, Fouad. "App download decision from the perspective of Transaction Costs influence on App revenue model." Thesis, Blekinge Tekniska Högskola, Institutionen för industriell ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15352.

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Despite the huge market size of mobile applications and the large number of involved stakeholders fewresearch about app users’ intentions to download apps and factors affecting their decision had been carriedout. Current study examine app download decision from a transaction costs perspective and the effect of itselements on app download taking into consideration free and paid revenue model type for app. An onlinesurvey is developed to collect field data. One hundred and one valid response are obtained and used to testthe proposed research model. The findings indicated that transaction costs for app and market weresignificant driving factors that negatively impacted download for free model. Temporal asset specificityshowed to be an essential driving factor for app download. The research model gave positive indicationsabout transaction costs theory being a good framework to analyze app download decision.
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Zhang, Chenjie. "Why do We Choose This App? A Comparison of Mobile Application Adoption Between Chinese and US College Students." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1529856226667762.

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Costa, Hugo Miguel dos Santos. "O impacto das online reviews no download das aplicações móveis, em Portugal." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19508.

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Mestrado em Gestão de Sistemas de Informação
O objetivo deste projeto pretende contribuir para o estudo de mercado das aplicações móveis em Portugal. Ao perceber e interpretar o feedback dos utilizadores portugueses os programadores, designers, comerciais e todas pessoas envolvidas nos lançamentos de aplicações poderão investigar e investir mais em aspetos, configurações e características que os utilizadores encontrem ser mais importantes e relevantes levando, então, quer ao sucesso da equipa, quer à satisfação dos utilizadores. Para tal, foi realizado um estudo através da formulação de um questionário, onde foram definidas variáveis com base nas preferências gerais de análise dos utilizadores e ainda com base nas normas internacionais criadas pela organização ISO, mais especificamente as normas ISO/IEC 9126-1:2000 e a ISO/IEC 25012. Posteriormente foi feita uma análise estatística com recurso a dois softwares Microsoft Office Excel e IBM SPSS Statistcs 25, que permitiram organizar a informação, assim como obter os resultados dos testes e análises estatísticas. Concluiu-se que, para os utilizadores portugueses, os comentários detalhados são mais impactantes que os comentários emocionais, que a avaliação geral de uma aplicação tem mais valor que os comentários e ainda que a norma ISO/IEC 9126-1:2000 é mais importante para a avaliação de uma aplicação.
The objective of this project will contribute to the market study of mobile applications in Portugal. By understanding and interpreting feedback from Portuguese users the developers, designers, commercials and everyone involved in releasing applications will be able to investigate and invest more in aspects, configurations and features that users find to be most important and relevant, thus leading to both team's success and user satisfaction. To this end, a study was carried out through the formulation of a survey, where variables were based on the general preferences of users analysis and also based on the international standards created by the ISO organization, specifically ISO / IEC 9126-1: 2000 and ISO / IEC 25012. Subsequently, a statistical analysis was performed using two softwares, the Microsoft Office Excel and the IBM SPSS Statistcs 25, which allowed the information to be organized, as well as find the results of the tests and statistical analyzes. It was possible to conclude that for the Portuguese users, detailed comments are more impactful than emotional comments, that the overall evaluation of an application has more value than comments, and that ISO / IEC 9126-1: 2000 is most important for the evaluation of an application.
info:eu-repo/semantics/publishedVersion
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Hopkins, Ashley R. "Privacy Within Photo-Sharing and Gaming Applications: Motivation and Opportunity and the Decision to Download." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556821782704244.

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Skogsberg, Peter. "Quantitative indicators of a successful mobile application." Thesis, KTH, Radio Systems Laboratory (RS Lab), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-123976.

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The smartphone industry has grown immensely in recent years. The two leading platforms, Google Android and Apple iOS, each feature marketplaces offering hundreds of thousands of software applications, or apps. The vast selection has facilitated a maturing industry, with new business and revenue models emerging. As an app developer, basic statistics and data for one's apps are available via the marketplace, but also via third-party data sources. This report regards how mobile software is evaluated and rated quantitatively by both endusers and developers, and which metrics are relevant in this context. A selection of freely available third-party data sources and app monitoring tools is discussed, followed by introduction of several relevant statistical methods and data mining techniques. The main object of this thesis project is to investigate whether findings from app statistics can provide understanding in how to design more successful apps, that attract more downloads and/or more revenue. After the theoretical background, a practical implementation is discussed, in the form of an in-house application statistics web platform. This was developed together with the app developer company The Mobile Life, who also provided access to app data for 16 of their published iOS and Android apps. The implementation utilizes automated download and import from online data sources, and provides a web based graphical user interface to display this data using tables and charts. Using mathematical software, a number of statistical methods have been applied to the collected dataset. Analysis findings include different categories (clusters) of apps, the existence of correlations between metrics such as an app’s market ranking and the number of downloads, a long-tailed distribution of keywords used in app reviews, regression analysis models for the distribution of downloads, and an experimental application of Pareto’s 80-20 rule which was found relevant to the gathered dataset. Recommendations to the app company include embedding session tracking libraries such as Google Analytics into future apps. This would allow collection of in-depth metrics such as session length and user retention, which would enable more interesting pattern discovery.
Smartphonebranschen har växt kraftigt de senaste åren. De två ledande operativsystemen, Google Android och Apple iOS, har vardera distributionskanaler som erbjuder hundratusentals mjukvaruapplikationer, eller appar. Det breda utbudet har bidragit till en mognande bransch, med nya växande affärs- och intäktsmodeller. Som apputvecklare finns grundläggande statistik och data för ens egna appar att tillgå via distributionskanalerna, men även via datakällor från tredje part. Den här rapporten behandlar hur mobil mjukvara utvärderas och bedöms kvantitativt av båda slutanvändare och utvecklare, samt vilka data och mått som är relevanta i sammanhanget.  Ett urval av fritt tillgängliga tredjeparts datakällor och bevakningsverktyg presenteras, följt av en översikt av flertalet relevanta statistiska metoder och data mining-tekniker. Huvudsyftet med detta examensarbete är att utreda om fynd utifrån appstatistik kan ge förståelse för hur man utvecklar och utformar mer framgångsrika appar, som uppnår fler nedladdningar och/eller större intäkter. Efter den teoretiska bakgrunden diskuteras en konkret implementation, i form av en intern webplattform för appstatistik. Denna plattform utvecklades i samarbete med apputvecklaren The Mobile Life, som också bistod med tillgång till appdata för 16 av deras publicerade iOSoch Android-appar. Implementationen nyttjar automatiserad nedladdning och import av data från datakällor online, samt utgör ett grafiskt gränssnitt för att åskådliggöra datan med bland annat tabeller och grafer. Med hjälp av matematisk mjukvara har ett antal statistiska metoder tillämpats på det insamlade dataurvalet. Analysens omfattning inkluderar en kategorisering (klustring) av appar, existensen av en korrelation mellan mätvärden såsom appars ranking och dess antal nedladdningar, analys av vanligt förekommande ord ur apprecensioner, en regressionsanalysmodell för distributionen av nedladdningar samt en experimentell applicering av Paretos ”80-20”-regel som fanns lämplig för vår data. Rekommendationer till appföretaget inkluderar att bädda in bibliotek för appsessionsspårning, såsom Google Analytics, i dess framtida appar. Detta skulle möjliggöra insamling av mer detaljerad data såsom att mäta sessionslängd och användarlojalitet, vilket skulle möjliggöra mer intressanta analyser.
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von, Wenckstern Michael. "Web applications using the Google Web Toolkit." Master's thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2013. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-115009.

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This diploma thesis describes how to create or convert traditional Java programs to desktop-like rich internet applications with the Google Web Toolkit. The Google Web Toolkit is an open source development environment, which translates Java code to browser and device independent HTML and JavaScript. Most of the GWT framework parts, including the Java to JavaScript compiler as well as important security issues of websites will be introduced. The famous Agricola board game will be implemented in the Model-View-Presenter pattern to show that complex user interfaces can be created with the Google Web Toolkit. The Google Web Toolkit framework will be compared with the JavaServer Faces one to find out which toolkit is the right one for the next web project
Diese Diplomarbeit beschreibt die Erzeugung desktopähnlicher Anwendungen mit dem Google Web Toolkit und die Umwandlung klassischer Java-Programme in diese. Das Google Web Toolkit ist eine Open-Source-Entwicklungsumgebung, die Java-Code in browserunabhängiges als auch in geräteübergreifendes HTML und JavaScript übersetzt. Vorgestellt wird der Großteil des GWT Frameworks inklusive des Java zu JavaScript-Compilers sowie wichtige Sicherheitsaspekte von Internetseiten. Um zu zeigen, dass auch komplizierte graphische Oberflächen mit dem Google Web Toolkit erzeugt werden können, wird das bekannte Brettspiel Agricola mittels Model-View-Presenter Designmuster implementiert. Zur Ermittlung der richtigen Technologie für das nächste Webprojekt findet ein Vergleich zwischen dem Google Web Toolkit und JavaServer Faces statt
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Hung, Chia-Chun, and 洪嘉駿. "Study on Download Intention of Mobile Application." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/56386409977924723201.

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碩士
正修科技大學
經營管理研究所
102
This study aims to discuss the mobile application users’ relationship between source of information and user's perceived value. And what will cuse to source of information and user's perceived value in different demographic variables. Most users think information as a fact, and have tend to reference the information. The information sources even will affect to an application users’ download evaluation decisions. However, the perceived value will further affect the users to use applications’ willing. Therefore, this study wants to discuss the influence of two variables, "source of information" and "perceived value" to the mobile application users’ download intention. This study was used investigated by the questionnaire and network questionnaire. Survey was in 2014 during April 20 to May 20 for one month. We got 610 valid questionnaires and 236 internet questionnaires. After reliability analysis, the Cronbach's α values are all above 0.8, shows the good reliability. Some suggests are proposed from these results.
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Chiu, Che-Yin, and 邱哲寅. "The Influence of the eWOM on the Consumer’s Intention to Download of Mobile Application – A Perspective of Prospect Theory." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/6n8227.

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Saade, Gabriel. "Mobile data in handcuffs : how limited mobile data affect people’s behavior on mobile data usage and megabyte allocation in different locations." Master's thesis, 2020. http://hdl.handle.net/10400.14/31273.

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In the era of mobile data, there have been many changes regarding human behavior on data consumption. Having abundant or “unlimited” data is becoming more and more common. However, what would happen to the behaviors of people if they were under extreme conditions of data limitations. This study shows the behavioral outcome of the participants of this survey when exposed to limitations regarding data consumption. Some of the most chosen applications in terms of importance when travelling abroad and when staying home were mobility applications, communication, social media, and restaurant search downloads. There exist many different types of research on mobile data but very few highlight the importance of behavioral change and data prioritization. Under the umbrella of mobile data, many different businesses are being disrupted due to the mass interconnectivity of people and differentiated networks. Using real-life data, this study shows us that people do prioritize their applications when exposed to certain data limitations in different scenarios. The outcomes of the survey show us businesses could be affected by mobile data and the pulling of information that participants have. The exposure to limited data further increased this disruption as people only require applications that were necessary and most of these were related to some specific industries such as tourism and gastronomy. This study shows us that people in general, prefer to download information with an average mean of 70.2 megabytes rather than upload information with an average mean of 29.8 with a certain pattern in application prioritization.
Em tempos modernos com o crescimento da importância do mundo digital, tem havido muitas mudanças no comportamento dos utilizadores de dados móveis. Cada vez mais, os consumidores têm acesso a tarifários de dados móveis ilimitados. Porém, o que aconteceria se o uso de dados viesse a ser limitado? Este estudo analisa as mudanças nos comportamentos dos participantes quando confrontados com limitações no tarifário. Parte das aplicações mais importantes para o consumidor são aplicações dos setores da mobilidade, comunicação, redes sociais e pesquisas de restaurantes. Existem diferentes investigações na área dos dados móveis, mas poucas dos mesmas realçam a importância das mudanças no comportamento e na priorização dos dados. Com o crescimento dos dados móveis, múltiplos negócios têm sido perturbados pela interconectividade dos consumidores e pela diferenciação das redes. Através de dados reais, este estudo mostra como as pessoas priorizam as suas aplicações quando expostas a limitações nos dados móveis. Os resultados da nossa pesquisa mostram-nos que, de facto, certos negócios podem ser afetados pelos dados móveis e pela sondagem de informação sujeita aos mesmos. A exposição à limitação de dados continuou a aumentar esta distorção, visto que os consumidores só usaram as aplicações que consideram mais importantes, a maioria dos quais relacionados com indústrias específicas como o turismo e a gastronomia. O estudo concluí que os consumidores no geral preferem ter velocidades de download de 70.2 megabytes por segundo do que velocidades de upload de 29.8 megabytes.
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Books on the topic "Mobile application download"

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Hörnle, Julia. Internet Jurisdiction Law and Practice. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780198806929.001.0001.

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Jurisdiction is the foundational concept for both national laws and international law as it provides the link between the sovereign government and its territory, and ultimately its people. The internet challenges this concept at its root: data travels across the internet without respecting political borders or territory. This book is about this Jurisdictional Challenge created by internet technologies. The Jurisdictional Challenge arises as civil disputes, criminal cases, and regulatory action span different countries, rising questions as to the international competence of courts, law enforcement, and regulators. From a technological standpoint, geography is largely irrelevant for online data flows and this raises the question of who governs “YouTubistan.” Services, communication, and interaction occur online between persons who may be located in different countries. Data is stored and processed online in data centres remote from the actual user, with cloud computing provided as a utility. Illegal acts such as hacking, identity theft and fraud, cyberespionage, propagation of terrorist propaganda, hate speech, defamation, revenge porn, and illegal marketplaces (such as Silkroad) may all be remotely targeted at a country, or simply create effects in many countries. Software applications (“apps”) developed by a software developer in one country are seamlessly downloaded by users on their mobile devices worldwide, without regard to applicable consumer protection, data protection, intellectual property, or media law. Therefore, the internet has created multi-facetted and complex challenges for the concept of jurisdiction and conflicts of law. Traditionally, jurisdiction in private law and jurisdiction in public law have belonged to different areas of law, namely private international law and (public) international law. The unique feature of this book is that it explores the notion of jurisdiction in different branches of “the” law. It analyses legislation and jurisprudence to extract how the concept of jurisdiction is applied in internet cases, taking a comparative law approach, focusing on EU, English, German, and US law. This synthesis and comparison of approaches across the board has produced new insights on how we should tackle the Jurisdictional Challenge. The first three chapters explain the Jurisdictional Challenge created by the internet and place this in the context of technology, sovereignty, territory, and media regulation. The following four chapters focus on public law aspects, namely criminal law and data protection jurisdiction. The next five chapters are about private law disputes, including cross-border B2C e-commerce, online privacy and defamation disputes, and internet intellectual property disputes. The final chapter harnesses the insights from the different areas of law examined.
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Book chapters on the topic "Mobile application download"

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M., Thangavel, Divyaprabha M., and Abinaya C. "Threats and Vulnerabilities of Mobile Applications." In Encyclopedia of Information Science and Technology, Fifth Edition, 473–92. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3479-3.ch034.

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Smart devices like mobile phones, tablets, and laptops have become necessities in our lives due to the services they provide. However, in recent days, mobile applications have become a major threat for an attack. One of the most attractive features of smartphones is the availability of a large number of apps for users to download and install. However, it also means hackers can easily distribute malware to smartphones, launching various attacks. Each day, a mobile device attack is changing dynamically, and it is very difficult to represent a complete set of threats and vulnerabilities. Mobile phone security has become an important aspect of security issues in wireless multimedia communications. The development of mobile applications has increased drastically; hence, it is our responsibility to protect our devices and the data within them. Being aware is the first step to protect data. Thus, to prevent the mobile from the threats, efforts are required to form the application developer, app market administrator, and user to defend against the malware. This article explores those threats and vulnerabilities of mobile applications.
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M., Thangavel, Divyaprabha M., and Abinaya C. "Threats and Vulnerabilities of Mobile Applications." In Research Anthology on Securing Mobile Technologies and Applications, 560–80. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-8545-0.ch031.

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Smart devices like mobile phones, tablets, and laptops have become necessities in our lives due to the services they provide. However, in recent days, mobile applications have become a major threat for an attack. One of the most attractive features of smartphones is the availability of a large number of apps for users to download and install. However, it also means hackers can easily distribute malware to smartphones, launching various attacks. Each day, a mobile device attack is changing dynamically, and it is very difficult to represent a complete set of threats and vulnerabilities. Mobile phone security has become an important aspect of security issues in wireless multimedia communications. The development of mobile applications has increased drastically; hence, it is our responsibility to protect our devices and the data within them. Being aware is the first step to protect data. Thus, to prevent the mobile from the threats, efforts are required to form the application developer, app market administrator, and user to defend against the malware. This article explores those threats and vulnerabilities of mobile applications.
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Yow, Kin Choong, and Nitin Mittal. "Mobile Commerce Multimedia Messaging Peer." In Mobile Computing, 1194–203. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch099.

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In a mobile-commerce world, shops could provide product brochures, cards, sounds, songs and so forth in the form of multimedia messaging presentations, which could be used by a customer to send to friends. Shopping malls will have information kiosks equipped with wireless access capabilities, and could perform searches across the mall’s network to update its multimedia message repository. Customers can download and distribute to their friends such multimedia content via mobile messaging, leading to increased revenue for the shops. Over the years, mobile messaging has become an essential means of communication, and it is going to be even more so with the merging of the Internet and Mobile Networks. The ability to message from a phone to a computer on the Internet and vice versa is making messaging a powerful means of communication (Yeo, Hui, Soon, & Lau, 2001). This article discusses the development of a multimedia messaging client for a personal digital assistant (PDA) and a Kiosk providing multimedia messages composition, search, share and send capabilities. Various messaging technologies, enabling wireless technologies and the peer-topeer model, are also discussed and evaluated in this article. We substantiate the ideas discussed in this article with a description of an MMS PDA client application using JXTA with specific references to a shopping mall scenario.
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Hu, Wen-Chen, Yanjun Zuo, Lei Chen, and Chyuan-Huei Thomas Yang. "Adaptive Mobile Web Browsing Using Web Mining Technologies." In Business Web Strategy, 198–207. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-024-0.ch010.

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Using mobile handheld devices such as smart cellular phones and personal digital assistants (PDAs) to browse the mobile Internet is a trend of Web browsing. However, the small screens of handheld devices and slow mobile data transmission make the mobile Web browsing awkward. This research applies Web usage mining technologies to adaptive Web viewing for handheld devices. Web usage mining is the application of data mining techniques to the usage logs of large Web data repositories in order to produce results that can be applied to many practical subjects, such as improving Web sites/pages. A Web usage mining system must be able to perform five major functions: (i) usage data gathering, (ii) data preparation, (iii) navigation pattern discovery, (iv) pattern analysis and visualization, and (v) pattern applications. This approach improves the readability and download speed of mobile Web pages.
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Balusamy, Balamurugan, Malathi Velu, Saranya Nandagopal, and Shirley Jothi Mano. "Achieving Security to Overcome Attacks and Vulnerabilities in Mobile Banking Security." In Online Banking Security Measures and Data Protection, 237–62. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0864-9.ch014.

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Mobile Banking is a means of connectivity between bank and its customers. It would be impractical to expect customers to regularly visit banks or connect to a web site for regular upgrade of their mobile banking application. Mobile Banking is a provision and availability of both banking and financial services with the help of mobile telecommunication devices as an Application. It would be expected that the mobile application itself check the upgrades and updates and download necessary patches. Mobile banking has brought the advantage to have an alternate to debit and credit card usage. Mobile banking has the below three inter-related concepts: Mobile accounting, Mobile brokerage, Mobile financial information services. Mobile banking services are Account information provision, Monetary Transaction, Investment facilitation, Support and Content services. The threats involved in Mobile Banking are categorized as, Threats against end user and end user device, Threats against communication network, Threats against remote banking service. The impact of various threats is discussed below.
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Fleet, G., and J. Reid. "Browser-Less Surfing and Mobile Internet Access." In Encyclopedia of Mobile Computing and Commerce, 78–83. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-002-8.ch014.

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Lately, we have seen the use of a number of new technologies (such as Javascript, XML, and RSS) used to show how Web content can be delivered to users without a traditional browser application (e.g., Microsoft Explorer). In parallel, a growing number of PC applications, whose main job previously was to manage local resources, now are adding Internet connectivity to enhance their role and use (e.g., while iTunes started as a media player for playing and managing compressed audio files, it now includes Web access to download and purchase music, video, podcasts, television shows, and movies).While most attempts at providing Internet access on mobile devices (whether wireless phones or personal digital assistants) have sought to bring the traditional browser, or a mobile version of the browser, to these smaller devices, they have been far from successful (and a far cry from the richer experience provided by browsers on the PC using standard input and control devices of keyboards and a mouse). Next, we will highlight a number of recent trends to show how these physical and use-case constraints can be significantly diminished.
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França, Reinaldo Padilha, Ana Carolina Borges Monteiro, Rangel Arthur, and Yuzo Iano. "A Review of MIMO." In Design Methodologies and Tools for 5G Network Development and Application, 209–35. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-4610-9.ch011.

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MIMO is the technology that allows equipment to work with both polarizations at the same time, both horizontally and vertically, and the devices make this function as a download-only polarization and another upload-only polarization. Others still do not do either of these controls and connect using both biases at the same time, so the data transfer rate can double. MIMO is an integral part of modern wireless communications technologies, whether you're talking about 802.11ac or 4G LTE Wi-Fi network data. It arose from a need to increase the transmission capacity of an access point and is basically the access point's ability to receive and send simultaneous streams. This technology has a feature that the higher the speed and the more antennas the device has, the more data it can transfer at one time, meaning faster wireless download and upload speeds. This chapter examines the MIMO technology and developments over the recent past as well as the upcoming integration into new mobile technologies, approaching its success, categorizing, and synthesizing the potential of technology.
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Jain, Geetika, and Sapna Rakesh. "Understand the Frequency of Application Usage by Smartphone Users." In Advances in Business Information Systems and Analytics, 291–303. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0997-4.ch016.

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Smartphone users download the apps after the enormous popularity in this mobile world and then eventually delete those apps. There are various factors like frequency, relevance and space it consumes in the phone, which decide a user's preference for an app. All the app provider companies are trying hard to fit into right place, so that they can increase the engagement with the users. Companies are upgrading their technology to make an app convenient and relevant based on user's requirement. This study is trying to understand the frequency of application usage and the importance of various factors like time to complete transaction, relevance, space it consumes, features, User Index, and ease of use for a user which leads to purchase intention. The study has found that UX/UI is the most important factor followed by other factors. The output of the study has the practical implication for online retailer.
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Rao, Madhuri, and Narendra Kumar Kamila. "Wireless Sensor Network Enabled Vehicle Parking System." In Sensor Technology, 895–916. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2454-1.ch043.

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Wireless Sensor Network (WSN) has many applications and its application in vehicle parking systems is increasing as finding parking space for four wheeler and two wheeler vehicles is a growing challenge in many fast growing cities. Consumers are indeed looking for automated parking systems with reservations being made online so as to save time that is spent finding parking space. Vehicle Parking Systems are adopting wireless sensor networks for monitoring and also create possibilities of online bookings using sensor clouds when connected to the internet via the sink node, however maneuvering vehicles into the parking slots is challenging. Users can download and use mobile application of this parking system to book their parking slots which may be available due to a sensor cloud. These possibilities have many constraints which are multi objective as well. The chapter explores these dimensions.
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Rao, Madhuri, and Narendra Kumar Kamila. "Wireless Sensor Network Enabled Vehicle Parking System." In Advances in Wireless Technologies and Telecommunication, 439–61. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0501-3.ch018.

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Wireless Sensor Network (WSN) has many applications and its application in vehicle parking systems is increasing as finding parking space for four wheeler and two wheeler vehicles is a growing challenge in many fast growing cities. Consumers are indeed looking for automated parking systems with reservations being made online so as to save time that is spent finding parking space. Vehicle Parking Systems are adopting wireless sensor networks for monitoring and also create possibilities of online bookings using sensor clouds when connected to the internet via the sink node, however maneuvering vehicles into the parking slots is challenging. Users can download and use mobile application of this parking system to book their parking slots which may be available due to a sensor cloud. These possibilities have many constraints which are multi objective as well. The chapter explores these dimensions.
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Conference papers on the topic "Mobile application download"

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Wang, Liang, and Runtong Zhang. "An anti-piracy intelligent download system for mobile E-learning application." In 2012 2nd International Conference on Applied Robotics for the Power Industry (CARPI 2012). IEEE, 2012. http://dx.doi.org/10.1109/carpi.2012.6356315.

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Venson, José Eduardo, Fernando Bevilacqua, Carlos Edmilson Maia, and Marcos D'Ornellas. "Dynamic Optimization for Fast Image Transfer and Visualization for Mobile and Stationary Devices: A Performance Evaluation Using Animati Viewer." In ncipais do Simpósio Brasileiro de Computação Aplicada à Saúde. Sociedade Brasileira de Computação - SBC, 2015. http://dx.doi.org/10.5753/sbcas.2015.10376.

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medical application running outside the workstation environment has to deal with several limitations, such as reduced available memory and low network bandwidth. Adaptations and novel approaches are required to make applications overcome such problems. This paper presents an approach that uses a combination of client- and server-side procedures to dynamically optimize the data flow for fast image transfer and visualization on mobile and stationary devices. The main goal of our approach is to minimize the amount of data transferred to and used in the host device without sacrificing the user experience. Our approach was implemented and validated using a real use case, the application Animati Viewer, which is a web visualizer for diagnostic images. The evaluation was measured using metrics such as the accumulated amount of network transferred data and the amount of memory used in the host device. The results show that our approach is feasible and, in one of our tests, it transferred only 7.73% of the amount of data downloaded by the OsiriX mobile.
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Gomes, Ludymila L. A., Awdren L. Fontão, Allan J. S. Bezerra, and Arilo C. Dias-Neto. "An Empirical Analysis of Mobile Apps’ Popularity Metrics in Mobile Software Ecosystems." In XV Simpósio Brasileiro de Qualidade de Software. Sociedade Brasileira de Computação - SBC, 2016. http://dx.doi.org/10.5753/sbqs.2016.15123.

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The growing of mobile platforms in the last years has changed the software development scenario and challenged developers around the world in building successful mobile applications (apps). Users are the core of a mobile software ecosystem (MSECO). Thus, the quality of an app would be related to the user satisfaction, which could be measured by its popularity in App Store. In this paper, we describe the results of a mapping study that identified and analyzed how metrics on apps’ popularity have been addressed in the technical literature. 18 metrics were identified as related to apps’ popularity (users rating and downloads the most cited). After that, we conducted a survey with 47 developers acting within the main MSECOs (Android, iOS and Windows) in order to evaluate these 18 metrics regarding their usefulness to characterize app's popularity. As results, we observed developers understand the importance of metrics to indicate popularity of apps in a different way when compared to the current research.
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McCauley, Brian, Li Ping Thong, Mathews Nkhoma, and Nhan Nguyen. "Vietnam Run: An Alternative Approach to Mobile Learning." In InSITE 2017: Informing Science + IT Education Conferences: Vietnam. Informing Science Institute, 2017. http://dx.doi.org/10.28945/3773.

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Aim/Purpose: How to spread an anti-littering message amongst Vietnamese youth. Background: We outline the design of a mobile game aimed at educating the target audience on the value of not littering. Methodology : We use key theory from the literature to inform the design of the game. Contribution: This paper outlines an approach to education that could provide value in re-conceptualizing mobile learning in future. A unique mobile game, Vietnam Run, was designed and developed for the Vietnamese audience, and its game design considerations outlined. There is a lack of studies conducted in the area of mobile serious games within the context of Vietnam. This paper addresses the existing gap in the present literature from that perspective. The game design considerations outlined in this paper could be adapted and applied to the future development of similar mobile serious games in Vietnam. Findings: Localization as a starting point increases value when a key problem and target audience has been identified. Social cognitive theory and elaboration likelihood model forms the overarching theory that defines game design to sustain player interest and engagement. Recommendations for Practitioners: Academic theory can provide a conceptual starting point for designing educational tools. Recommendation for Researchers: Application of theory in real world applications lends credence and delivers measurable impact in order to demonstrate value of previous work. Impact on Society: It is anticipated that Vietnam Run will have value in spreading positive anti-littering message within Vietnam and provide a starting point for future projects that can expand the aims of this project further. Future Research: The future success of the game will be analyzed through media reach, game downloads and in-game analytics in order to provide a strong conceptual basis for future work in this area.
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Lugo, David, and Juan Ortega. "Mobile Data Collection." In ASME 2015 34th International Conference on Ocean, Offshore and Arctic Engineering. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/omae2015-42230.

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A key process in the oil industry to make decisions is data collection. To improve productivity it is important data and information analysis. For many organizations is not profitable data automation, which has an impact in the way organizations, collect data. Data collection is taken by manual processes that create uncertainty for analysis because it is not reliable. As consequence, making a decision has not the planned results. After working for many years in the oil industry was identified: 1. People collecting data in a manual process normally by using a piece of paper which could be lost or damage. 2. After taking data at the well, data are brought to the office. Then, data are downloaded by another worker in computer software. It can be modified intentionally or not. 3. Accuracy of data collection activity is carried out. How do we know if the staff really went to work area? 4. Training to new staff, lack of experience? 5. There are “risks zones” due vandalism, facilities are damaged by people who stole devices which causes great money losses to companies. All these mentioned factors affect decision making which has a big impact in the production process. This application helps the whole process from collection data until data are registered in databases. This application considered several observations, suggestions and comments from people involve in the oil industry, especially at the production area. As a result, it is a tool that support data collection, standardize information in databases, improve data quality (it doesn’t matter localization), shows time and photographic position in a mobile device. Information is generated digitally taking advantage of easy handling. To summarize advantages of the whole system: • Reduce time of the data re-collection process • Improve data quality • Reduce amount of people working on data registration • Data reliability • Support decisions making • Minimize the use of paper in order to help ambient environment • Improve vehicle logistics • Minimize use of gasoline which helps to reduce costs • Help to optimize routes for vehicles on the field • Productivity, Maintenance, etc., reports can be generated • Vandalism is not a problem
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Nossire, Zyad, Julius Dichter, Navarun Gupta, and Jamal Fathi. "A new selected points to enhance radio wave propagation strength outside the coverage area of the mobile towers in the dead spots of cellular mobile WiFi downloads." In 2015 IEEE Long Island Systems, Applications and Technology Conference (LISAT). IEEE, 2015. http://dx.doi.org/10.1109/lisat.2015.7160194.

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Berezovski, Robert, and Eugenia Jianu. "Using QR Codes as Compensatory Measure for Students with TSI." In ATEE 2020 - Winter Conference. Teacher Education for Promoting Well-Being in School. LUMEN Publishing, 2021. http://dx.doi.org/10.18662/lumproc/atee2020/05.

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In the context of new informational and communicative technologies (NTIC), the support for students with specific learning disabilities (TSI) should become increasingly easy to offer and implement. In accordance with the legal provisions of the methodological rules and their objectives, among the compensatory measures that can be offered to students with TSI during the teaching-learning process, is the use of computer / tablet with a software - vocal synthesizer, that turns the reading theme into a listening theme. In this category should also be included a smartphone with an application that allows reading the QR codes and that has the role of interpreting an image and decipher that code. The application can be downloaded from the App Store (for Apple products) or from the Play Store (for Android). Taking into consideration that these codes allow a huge data storage due to the fact that the writing of data is done both vertically and horizontally, their use in the educational process takes on new dimensions. QR codes can be used in the teaching-learning process for students with dyslexia, simply by scanning the code with the mobile. Once generated, this code is applied on the manual or on teaching material for which it was generated and simply by scanning the code with the phone, the students can access the manual or teaching material in audio, video and text formats.
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