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1

Kvist, Jonathan, and Pontus Mathiasson. "Progressive Web Apps and other mobile developing techniques: a comparison." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20450.

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Developing an app for Android and iOS traditionally requires you to build two different versions. This is both costly and time consuming, which has led to the creation of many Cross-platform alternatives. One such alternative is to use a Progressive Web App (PWA). They are built like regular Web apps and include features previously unique to Native apps. Our focus is to compare PWAs to other Cross-platform solutions by measuring the performance of a PWA, Web app and Cordova app. Terms in the ecosystem are clarified due to inconsistencies, and the process of converting a Web app into a PWA is described. The measurements showed that the PWA and Cordova app had almost equal overall performance, and they were both faster than the Web app. This indicates that PWAs are a viable Cross-platform alternative, but more quantitative studies with performance in focus needs to be conducted due to the small scale of this work. Other aspects of PWAs also needs to be evaluated, such as app size and ease of development.
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Bekele, Israel. "Mobile Apps for Ethiopian Commodity Exchange." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-27680.

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In the African continent the mobile phones are already contributing theirshare in the development of the continent. Specially in Ethiopia, in onedirection, the users of mobile phones are increasing each year and mostimportantly the small scale farmers who contribute 85% of the country’spopulation are using these devices to trade their surplus products in anefficient manner and better deal thus earn good profit. In anotherdirection, Ethiopia has set up its own Commodity Exchange in 2008 sothat farmers and traders could buy and sell commodities in an efficientand transparent manner. Taking into consideration both of thesedevelopments carried out to encourage smooth trade and modernmarking strategies, this project has a target to come up with mobileapplications for the Android mobile platform and iPhone users in the firstphase of implementation. Accordingly, the app developed will help to getreal time Ethiopia commodity Exchange (ECX) market prices, commodityrelated headlines, weather forecasts and other relevant news. It willcontribute to standardize the way ECX is performing to link up differentparties specially farmers who make up majority of the country’spopulation and support the economy of the country in a great deal withthe traders. Although the mobile app developed does not have an aim tobring in significant change into the existing system at the currentpenetration of Smartphone in the country, it helps to disseminateinformation in standardized manner as in big commodity exchanges andbesides, we believe in the future it will be the convenient and widely usedmeans to reach the traders with necessary information.
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Ford, Caroline Morgan. "Smartphone Apps on the Mobile Web: An Exploratory Case Study of Business Models." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/bus_admin_diss/14.

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The purpose of this research is to explore the business strategies of a firm seeking to develop and profitably market a mobile smartphone application to understand how small, digital entrepreneurships may build sustainable business models given substantial market barriers. Through a detailed examination of one firm’s process to try to commercialize their mobile app, we identify various business model decisions and marketing strategy approaches that hindered the company’s efforts. The case study describes two distinctly different business models adopted in succession, as well as the various adjustments the firm makes to its target market, distribution and pricing approach that led to their current strategy. This research looks closely at business-to-business-to-consumer distribution arrangement for mobile apps and in doing so challenges the rising positive bias that exists for the app store as the dominant actor in the mobile value chain. For practice, this paper suggests unanticipated hurdles small digital entrepreneurs may face if they rely heavily on mobile advertising and the app store to launch and sustain their business.
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Fournier, Camille. "Comparison of Smoothness in Progressive Web Apps and Mobile Applications on Android." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-283653.

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One of the main challenges of mobile development lies in the high fragmentation of mobile platforms. Developers often need to develop the same application several times for all targeted platforms, raising the cost of development and maintenance. One solution to this problem is cross-platform development, which traditionally only includes mobile applications. However, a new approach introduced by Google in 2015 also includes web applications. Progressive Web Apps, as they are called, are web applications that can be installed on mobile and behave like mobile applications. This research aims at studying and comparing their performance to mobile applications on Android, especially in terms of smoothness, memory and CPU usage. To that end, we analyzed the Rendering pipeline of Android and Chrome and deducted a smoothness metric. Then, a Progressive Web App, a Native Android and a React Native Interpreted Application were developed and their performance measured in several scenarios. The results imply that ProgressiveWeb Applications, though they have great benefits, are not as smooth as Mobile applications on Android. Their memory performance and CPU usage lag behind Native Applications, but are similar to Interpreted applications.<br>En av de största utmaningarna med mobilutveckling ligger i den höga fragmenteringen av mobilplattformar. Utvecklare behöver ofta utveckla samma applikation flera gånger för alla riktade plattformar, vilket ökar kostnaderna för utveckling och underhåll. En lösning på detta problem är plattformsoberoendeutveckling, som traditionellt endast innehåller mobilapplikationer. En ny strategi som introducerades av Google 2015 inkluderar emellertid också webbapplikationer. Progressiva webbappar, som de kallas, är webbapplikationer som kan installeras på mobil och bete sig som mobilapplikationer. Denna forskning syftar till att studera och jämföra deras prestanda med mobila applikationer på Android, särskilt när det gäller smidighet, minne och CPUanvändning. För detta ändamål analyserade vi Rendering-pipeline för Android och Chrome och drog en jämnhetsmetrisk. Sedan utvecklades en Progressiv webbapp, en Native Android och en React Native Tolkad applikation och deras prestanda uppmättes i flera scenarier. Resultaten antyder att progressiva webbapplikationer, även om de har stora fördelar, inte är lika smidiga som mobilapplikationer på Android. Deras minnesprestanda och CPU-användning ligger efter Native Applications, men liknar tolkade applikationer.
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An, Kijin. "The Client Insourcing Refactoring to Facilitate the Re-engineering of Web-Based Applications." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/103391.

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Developers often need to re-engineer distributed applications to address changes in requirements, made only after deployment. Much of the complexity of inspecting and evolving distributed applications lies in their distributed nature, while the majority of mature program analysis and transformation tools works only with centralized software. Inspired by business process re-engineering, in which remote operations can be insourced back in house to restructure and outsource anew, this dissertation brings an analogous approach to the re-engineering of distributed applications. Our approach introduces a novel automatic refactoring---Client Insourcing---that creates a semantically equivalent centralized version of a distributed application. This centralized version is then inspected, modified, and redistributed to meet new requirements. This dissertation demonstrates the utility of Client Insourcing in helping meet the changed requirements in performance, reliability, and security. We implemented Client Insourcing in the important domain of full-stack JavaScript applications, in which both the client and server parts are written in JavaScript, and applied our implementation to re-engineer mobile web applications. Client Insourcing reduces the complexity of inspecting and evolving distributed applications, thereby facilitating their re-engineering. This dissertation is based on 4 conference papers and 2 doctoral symposium papers, presented at ICWE 2019, SANER 2020, WWW 2020, and ICWE 2021.<br>Doctor of Philosophy<br>Modern web applications are distributed across a browser-based client and a remote server. Software developers need to optimize the performance of web applications as well as correct and modify their functionality. However, the vast majority of mature development tools, used for optimizing, correcting, and modifying applications work only with non-distributed software, written to run on a single machine. To facilitate the maintenance and evolution of web applications, this dissertation research contributes new automated software transformation techniques. These contributions can be incorporated into the design of software development tools, thereby advancing the engineering of web applications.
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Lane, Taylor S., Julie Armin, and Judith S. Gordon. "Online Recruitment Methods for Web-Based and Mobile Health Studies: A Review of the Literature." JMIR, 2015. http://hdl.handle.net/10150/621267.

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UA Open Access Publishing Fund<br>Background: Internet and mobile health (mHealth) apps hold promise for expanding the reach of evidence-based health interventions. Research in this area is rapidly expanding. However, these studies may experience problems with recruitment and retention. Web-based and mHealth studies are in need of a wide-reaching and low-cost method of recruitment that will also effectively retain participants for the duration of the study. Online recruitment may be a low-cost and wide-reaching tool in comparison to traditional recruitment methods, although empirical evidence is limited. Objective: This study aims to review the literature on online recruitment for, and retention in, mHealth studies. Methods: We conducted a review of the literature of studies examining online recruitment methods as a viable means of obtaining mHealth research participants. The data sources used were PubMed, CINAHL, EbscoHost, PyscINFO, and MEDLINE. Studies reporting at least one method of online recruitment were included. A narrative approach enabled the authors to discuss the variability in recruitment results, as well as in recruitment duration and study design. Results: From 550 initial publications, 12 studies were included in this review. The studies reported multiple uses and outcomes for online recruitment methods. Web-based recruitment was the only type of recruitment used in 67% (8/12) of the studies. Online recruitment was used for studies with a variety of health domains: smoking cessation (58%; 7/12) and mental health (17%; 2/12) being the most common. Recruitment duration lasted under a year in 67% (8/12) of the studies, with an average of 5 months spent on recruiting. In those studies that spent over a year (33%; 4/12), an average of 17 months was spent on recruiting. A little less than half (42%; 5/12) of the studies found Facebook ads or newsfeed posts to be an effective method of recruitment, a quarter (25%; 3/12) of the studies found Google ads to be the most effective way to reach participants, and one study showed better outcomes with traditional (eg in-person) methods of recruitment. Only one study recorded retention rates in their results, and half (50%; 6/12) of the studies recorded survey completion rates. Conclusions: Although online methods of recruitment may be promising in experimental research, more empirical evidence is needed to make specific recommendations. Several barriers to using online recruitment were identified, including participant retention. These unique challenges of virtual interventions can affect the generalizability and validity of findings from Web-based and mHealth studies. There is a need for additional research to evaluate the effectiveness of online recruitment methods and participant retention in experimental mHealth studies.
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Steczko, Jan. "Analysis of companies’ experience with cross-platform development compared to native development for mobile devices." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54424.

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Today, there are a handful of different platforms for mobile phones. Writing an application natively for each mobile operating system is time consuming and expensive. This situation has created a need for using cross-platform frameworks, that allow programmers to create an application once and run it on all platforms. The problem is that it is not certain whether cross-platform apps can fully replace native ones, or if by using cross-platform tools some desired qualities are lost. Investigating this issue would allow to find out which one of these two application development methods is better, or in which situation it is better to choose one over the other. Such knowledge would allow to decrease development time and costs. Companies that create mobile applications on a daily basis have expertise in this area. Thus, thirteen interviews were done with thirteen distinct businesses in order to research this problem. The results showed that native development produces higher quality applications, but there are some situations where it might be better to use cross-platform frameworks.
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Wang, Jiechao. "Approaches for contextualization and large-scale testing of mobile applications." Thesis, Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/49142.

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In this thesis, we focused on two problems in mobile application development: contextualization and large-scale testing. We identified the limitations of current contextualization and testing solutions. On one hand, advanced-remote-computing- based mobilization does not provide context awareness to the mobile applications it mobilized, so we presented contextify to provide context awareness to them without rewriting the applications or changing their source code. Evaluation results and user surveys showed that contextify-contextualized applications reduce users' time and effort to complete tasks. On the other hand, current mobile application testing solutions cannot conduct tests at the UI level and in a large-scale manner simultaneously, so we presented and implemented automated cloud computing (ACT) to achieve this goal. Evaluation results showed that ACT can support a large number of users and it is stable, cost-efficiency as well as time-efficiency.
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Bueno, Danilo Camargo. "HyMobWeb: uma abordagem para a adaptação híbrida de interfaces Web móveis sensíveis ao contexto e com suporte à multimodalidade." Universidade Federal de São Carlos, 2017. https://repositorio.ufscar.br/handle/ufscar/9157.

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Submitted by Milena Rubi ( ri.bso@ufscar.br) on 2017-10-17T13:29:06Z No. of bitstreams: 1 BUENO_Danilo_2017.pdf: 12404601 bytes, checksum: b788f4b11bbb3fb391f608449597ae16 (MD5)<br>Approved for entry into archive by Milena Rubi ( ri.bso@ufscar.br) on 2017-10-17T13:29:18Z (GMT) No. of bitstreams: 1 BUENO_Danilo_2017.pdf: 12404601 bytes, checksum: b788f4b11bbb3fb391f608449597ae16 (MD5)<br>Approved for entry into archive by Milena Rubi ( ri.bso@ufscar.br) on 2017-10-17T13:29:26Z (GMT) No. of bitstreams: 1 BUENO_Danilo_2017.pdf: 12404601 bytes, checksum: b788f4b11bbb3fb391f608449597ae16 (MD5)<br>Made available in DSpace on 2017-10-17T13:29:35Z (GMT). No. of bitstreams: 1 BUENO_Danilo_2017.pdf: 12404601 bytes, checksum: b788f4b11bbb3fb391f608449597ae16 (MD5) Previous issue date: 2017-06-30<br>Não recebi financiamento<br>The use of mobile devices to browse the Web has become increasingly popular as a consequence of easy access to the Internet. However, moving from the desktop development to the mobile platform features, requests from developers an important focus on interaction elements which fit into the interaction demands. There by, several approaches have emerged for adaptation of Web applications. One of the most adopted solution by Web developers are front-end frameworks . Nevertheless, this technique has shortcomings that directly impact in the interaction elements and user satisfaction. In this scenario, the objective of this work is to propose a hybrid adaptation approach of context-sensitive Web interfaces with multimodality support, called HyMobWeb, which aims to help developers to create solutions closer to the device’s characteristics, to the contexts of use and the needs of end-users. The approach is composed of stages of static and dynamic adaptation. Static adaptation subsidizes developers in marking elements to be adapted through a grammar that can reduce the coding effort of solutions that address aspects related to multimodality and context sensitivity. Dynamic adaptation is responsible for analyzing changes in the context of the user and performing the marked adaptations in static adaptation. The approach was outlined from a review of the literature on mobile Web interface adaptation and three exploratory studies. The first and second study dealt with end users’ difficulties regarding the use of non-mobile Web applications. The third is about gaps in traditional adaptations - made through frameworks front-end - in relation to the users needs. Aiming to evaluate the approach, two evaluations were carried out, one from the perspective of the developer and another from the end user. The first one focused on verifying the acceptance of the proposal by software developers in the use of the grammar and resources proposed from it. The second sought to identify if the adaptation, previously implemented by the developers, brought satisfaction to the end-users during its use. The findings suggested that HyMobWeb brought significant contributions to the work of the developers and that the resources explored by the approach provided positive reactions to the satisfaction of end-users.<br>O uso de dispositivos móveis para navegar na Web tornou-se cada vez mais popular devido à proliferação dos aparelhos e sua facilidade de acesso. No entanto, a transição da plataforma desktop para mobile inseriu um novo desafio aos desenvolvedores sobre o uso de elementos de interação e de suas funcionalidades. Com isso, surgiram diversas abordagens para adaptação das aplicações Web. Entre elas, uma das mais comuns entre Desenvolvedores Web é a utilização de frameworks front-end . Contudo, estes frameworks possuem limitantes nas funcionalidades de adaptação das interfaces com deficiências que impactam diretamente nos elementos de interação e na satisfação do usuário. Diante deste cenário, este trabalho tem como objetivo propor a HyMobWeb, uma abordagem híbrida de adaptação de interfaces Web móveis sensíveis ao contexto e com suporte a multimodalidade, que visa a auxiliar os desenvolvedores na criação de soluções mais próximas às características do dispositivo, aos contextos de utilização, e as necessidades dos usuários finais. A abordagem é composta das etapas de adaptação estática e dinâmica. A adaptação estática subsidia os desenvolvedores na marcação de elementos a serem adaptados através de uma gramática que pode reduzir o esforço de codificação de soluções que abordam aspectos relacionados à multimodalidade e à sensibilidade ao contexto. A adaptação dinâmica é a responsável por analisar as mudanças no contexto do usuário e realizar as adaptações marcadas na adaptação estática. A abordagem foi delineada a partir de uma revisão da literatura acerca da adaptação de interface Web em dispositivos móveis e três estudos exploratórios. O primeiro estudo tratou sobre as dificuldades dos usuários finais em relação à utilização de aplicações Web não adaptadas aos dispositivos móveis. O segundo sobre os impactos da adição da multimodalidade em tais ambientes. Enquanto o terceiro, sobre as lacunas existentes nas adaptações tradicionais - realizadas através de frameworks front-end - em relação às necessidades dos usuários finais. Visando avaliar a abordagem, duas avaliações foram realizadas: uma na perspectiva do desenvolvedor e outra do usuário final. A primeira focou em verificar aceitação da proposta por parte dos desenvolvedores de software no uso da gramática e recursos propostos a partir dela. A segunda buscou identificar se a adaptação, previamente implementada pelos desenvolvedores, trazia satisfação para os usuários finais durante seu uso. Os resultados encontrados sugeriram que a HyMobWeb trouxe contribuições significativas para o trabalho dos desenvolvedores e que os recursos explorados pela abordagem propiciaram reações positivas na satisfação dos usuários finais
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Escobosa, Morera Glòria. "Diseño, implementación y evaluación de una web App para la enseñanza-aprendizaje de la educación física en CLIL." Doctoral thesis, Universitat de Barcelona, 2021. http://hdl.handle.net/10803/672774.

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Esta tesis doctoral tiene como objetivo diseñar, implementar y evaluar una web App para el profesorado de EF en CLIL mediante la investigación basada en el diseño (IBD). El aumento desenfrenad o de la producción de aplicaciones denominadas educativas que no cumplen con los requisitos educativos necesarios ha puesto de manifiesto la necesidad de determinar las características educativas y tecno lógicas que las aplicaciones para el profesorado deben tener y reivindicar el papel del profesorado en la coproducción de estas. Esta investigación utiliza la metodología denominada IBD que se caracteriza por centrarse en problemas educativos complejos reales a través de la colaboración continuada con investigadores, profesorado y diseñadores, para solucionar los problemas y lograr la construcción de teorías que puedan orientar futuras investigaciones. Esta tesis doctoral se ha desarrollado a través de cuatro fases. En primer lugar, la investigación se sitúa en un contexto educativo real, en donde se aborda el análisis de las necesidades del profesorado de EF en CLIL (fase I) y se avanza de fom1a colaborativa (investigadores, profesorado y diseñadores) hacia el diseño del prototipo de la web App (fase U) a través de cuatro ciclos iterativos de mejora y refinamiento (fase III) para lograr una intervención significativa y producir principios de diseño (fase IV). Los resultados de esta investigación aportan en primer lugar, un producto científico que son tres nuevos principios de diseño: principio sobre las características educativas de las webs Apps para el profesorado, principio de perspectiva de género y principio de la cultura del compartir juntamente con un nuevo framework, denominado wAED (web App Educator Design) para orientar la creación de web Apps educativas en IBD para el profesorado del futuro. En segundo lugar, unos resultados prácticos, que recaen sobre el producto diseñado, Clillab®, y, por último, unos resultados en la sociedad, contribuyendo al desarrollo profesional de los participantes en la investigación gracias a la colaboración durante el proceso.<br>This doctoral thesis aims to design, implement, and evaluate a web App for PE teachers in CLI L through design-based research (DBR). The unbridled increase in the production of so-called educational applications that do not meet the necessary educational requirements has highlighted the need to determine the educational and technological characteristics that applications for teachers should have and claim the role of teachers in the co-product ion of these. This research uses the methodology called DBR, which is characterized by focusing on real complex educational problems through continued collaboration with researchers, teachers, and designers, to solve problems and achieve the construction of theories that can guide future research. This doctoral thesis has been developed through four phases. Firstly, the research is situated in a real educational context, where the analysis of the needs of PE teachers in CLIL is addressed (phase I) and progress is made in a collaborative effort (researchers, professors. and designers) towards the design of the web App prototype (phase II) through four iterative cycles of improvement and refinement (phase III) to achieve a meaningful intervention and produce design principles (phase IV). The resullts of this research provide in the first place, a scientific product that are three new design principles: principle on the educational characteristics of web Apps for teachers, principle of gender perspective and principle of the culture of sharing together with a new framework, called wAED ( web App Educator Design ) to guide the creation of educational web Apps in IBD for the teachers of the future; secondly, practical results, which fall on the designed product, Clillab®, and finally results in society contributing to the professional development of research participants thanks to collaboration during the process.
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Randleff, Veronica. "Native app vs Web app: Multi-criteria decision-making for optimised mobile solution." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232001.

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In today’s digital and mobile world it is more important than ever that companies offer a mobile solution for their costumers. Deciding which mobile solution to implement can be difficult. The purpose of this study is therefore to make this decision easier. Two mobile solutions, web apps and native apps, were compared in order to identify the most important factors that differentiate the two. By assigning the two mobile solutions one score each for every factor, we created a multi-criteria decision-making model. The model was then evaluated, improved and implemented as a decision-making tool. The second evaluation showed that the majority of the respondents agreed with the decision-making tool, suggesting that it could be applied as a recommendation for companies choosing between developing a native app and a web app.<br>I dagens digitala och mobila värld är det viktigare än någonsin för företag att erbjuda en mobil lösning för sina kunder. Att bestämma vilken mobil lösning som ska implementeras kan vara svårt och därför har denna studie för avsikt att underlätta detta beslut. Två mobila lösningar, webb-appar och nativ-appar, jämfördes för att kunna identifiera de viktigaste faktorerna som skiljer dem emellan. Genom att ge de två mobila lösningarna ett betyg var för varje faktor så kunde en multikriteriebeslutsmodell skapas, utvärderas och implementeras som ett beslutsverktyg. En andra utvärdering visade att majoriteten av de tillfrågade höll med beslutsverktyget vilket tyder på att det kan användas som rekommendation åt företag som väljer mellan att utveckla en nativ-app och en webb-app.
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To, Jimmy, and Mattias Lithell. "Sigma energy app." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-35326.

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Sigma energy app is a mobile application for subscribers to various energy subscriptions. The subscribers can use this mobile application to access information regarding their consumption, invoices and active subscriptions. The mobile application that was built consists of a GUI and a web API as middleman between the application and the database.<br>Sigma energy app är en mobilapplikation för abonnenter av diverse energiabonnemang. Med denna mobilapplikation kan abonnenterna direkt hämta information om sin förbrukning, fakturor och aktiva abonnemang. Mobiltelefonapplikationen som har konstruerats består av ett GUI samt av ett web-API som mellanhand mellan applikationen och databasen.
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Sciuto, Daniele. "Sviluppo di una App mobile per l'abbattimento dei costi delle chiamate telefoniche internazionali." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7255/.

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Questa tesi riguarda un progetto svolto con l’azienda SMS.it di Bologna la quale, già specializzata nella pianificazione, nello sviluppo e nelle forniture di servizi di telefonia, ha commissionato l’implementazione di un’applicazione cross-platform che sia compatibile con la maggior parte possibile dei sistemi operativi per dispositivi mobili.
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Gondolini, Monica. "Web app per la gestione della propria auto elettrica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10399/.

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In questa tesi viene analizzato il concetto di mobilità elettrica e viene proposta un’applicazione per la gestione della propria auto elettrica. L'applicazione in questione si pone come scopo l’agevolazione delle interazioni dell’utente con l’auto a distanza. Analizzando le caratteristiche principali dell’auto elettrica, ne vengono delineati i benefici e le limitazioni dell’autonomia, per la quale si suggerisce soluzione tramite regole da adottare alla guida. Attraverso la comparazione con le tipologie di applicazioni esistenti per la mobilità si decide che genere di approccio adottare nella realizzazione della nostra applicazione. Seguono la descrizione delle tecnologie di sviluppo del progetto sotto forma di applicazione ibrida, tra le quali ci si sofferma sull'utilizzo di linguaggi di markup, fogli di stile e JavaScript lato client. Di quest’ultimo ne vengono elencate le API utilizzate, in particolare Google Maps e Google Charts. Successivamente si introduce il concetto di simulazione server ed i metodi e le tecniche adottate per renderlo effettivo. Infine vengono spiegate le scelte implementative nonché i metodi e le decisioni presi in ambito di sviluppo per realizzare al meglio l’applicazione, fornendo una presentazione dettagliata delle sue funzionalità.
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Pioggia, Mattia. "Takeaway, un'applicazione mobile per la ristorazione." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8813/.

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Il lavoro svolto in questa tesi è volto alla descrizione dello sviluppo di un'applicazione mobile per Android legata al mondo della ristorazione. Viene descritta l'applicazione "Takeway", che svolge funzioni di presentazione di un ristorante e di gestione di ordini TakeAway. Viene inoltre proposta un'analisi del fenomeno di centralità del web/mobile nel quotidiano, delle tecnologie più recenti e dei limiti di queste piattaforme. Le sezioni più importanti riguardano la progettazione e l'implementazione del progetto, sono di carattere tecnico e analizzano le strutture utilizzate e gli strumenti impiegati nello sviluppo del software.
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Sarti, Davide. "Sviluppo di mobile app con tecnologie web: Tizen come caso di studio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/6424/.

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Lo scopo di questa tesi è quello di valutare l’utilizzo di tecnologie Web, per la creazione di applicazioni per dispositivi mobile, come alternativa allo sviluppo di applicazioni tramite linguaggi nativi. Tra i vari dispositivi mobile esistenti, quello che trova maggior interesse nello sviluppo della tesi è sicuramente lo smartphone, il più recente tra questi dispositivi, che rispetto agli altri dispositivi è caratterizzato da una maggior complessità dovuta a funzionalità e capacità più elevate. Quindi in questa tesi verrà analizzato l’aspetto legato alle applicazioni utilizzate da questo dispositivo mobile. Si è deciso di strutturare la tesi in diversi capitoli, che verranno illustrati qui in seguito, al fine di creare un percorso concettuale per arrivare ad analizzare l’argomento chiave della tesi, le applicazioni mobile basate su tecnologie Web, perciò nei primi due capitoli verrano trattati argomenti riguardanti il mondo dei dispositivi mobile, con particolare riguardo per lo smartphone, con lo scopo di dare una visione dell’ambiente che circonda questo argomento di tesi. Negli ultimi capitoli si entrerà nel cuore della tesi, dove verrà trattato l’argomento chiave nel dettaglio, con la specifica analisi di Tizen come caso di studio. Inoltre si è deciso di approfondire gli aspetti legati a questo argomento di tesi sviluppando un piccola applicazione, con lo scopo di andare a sperimentare le nozioni acquisite durante tutto questo percorso di studio.
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Politi, Fabio. "Uniradio Cesena: Progettazione ed implementazione di una Mobile App per Web radio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7575/.

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L'avvento delle nuove tecnologie e dei nuovi terminali Smartphone, ha portato ad una sempre più ampia implementazioni di applicazioni mobile. L'obiettivo di questa tesi è quello di illustrare il processo di progettazione ed implementazione di una mobile App per la Web Radio degli studenti universitari di Cesena: Uniradio Cesena.
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18

Colonna, Romano Flavio. "Applicazioni ibride a confronto con web app e native." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9098/.

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Il lavoro di questa tesi si basa sul definire quale metodo di programmazione di un'applicazione mobile risulti più idoneo per uno specifico ambiente di sviluppo web, che verrà introdotto nel terzo capitolo. In primis, questa dissertazione presenterà il mondo del mobile, analizzando il suo sviluppo tecnologico nel tempo e come, a causa di ciò, siano cambiati gli usi e i costumi delle attuali generazioni, riportando alcuni grafici che ci mostreranno questa rivoluzione e comparando la diffusione e l’uso odierno dei nuovi cellulari con quella dei PC. A tal proposito, verrà introdotto il concetto di smartphone, inteso come moderno cellulare dalle tantissime ed ampliabili funzionalità che rendono ormai indispensabile il suo utilizzo.
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Corticelli, Enrico. "NursePlus, un supporto smart per l'infermiere libero professionista: web app e applicazione mobile." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18436/.

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Nel 2017 sono stati 12.6 i milioni di italiani che si sono rivolti a un infermiere privato, di questi, 2.3 milioni per avere un’assistenza prolungata nel tempo. Il 20% del totale, cioè circa 2.5 milioni di persone, hanno scelto l’infermiere libero professionista, ovvero con studio privato e che interviene a domicilio. La tendenza ormai, viste le condizioni di lavoro sempre più difficili nel campo infermieristico, è quella di un continuo aumento del mercato delle prestazioni private. Di pari passo è silenzioso, ma in realtà enorme, lo sviluppo dell'HealthCare Informatics, cioè il ramo dell’innovazione e digitalizzazione del campo medico sanitario. Al giorno d’oggi sono tanti i servizi online che mirano ad avvicinare pazienti e professionisti del mondo sanitario: il più comune è quello dei portali per la ricerca di specialisti, nei quali è possibile fissare appuntamenti e lasciare feedback utili ad altri utenti. Parallelamente sono pochi però gli strumenti digitali finalizzati a semplificare il lavoro di tali specialisti, specialmente quello degli infermieri liberi professionisti. Questo lavoro in principio illustra e analizza le soluzioni già presenti sul mercato nel settore dell’informatica sanitaria, specialmente in merito a servizi web e applicazioni mobili; successivamente, studiando le problematiche e le criticità riscontrate, cerca di proporre una soluzione per un supporto smart e veloce che vada a semplificare i compiti quotidiani di tali infermieri aumentando la qualità dei loro servizi e delle loro prestazioni. Infine, illustra il funzionamento di una web app e di una applicazione Android che mettano in pratica tali principi fornendo funzionalità di organizzazione appuntamenti, gestione delle visite, schedatura dei pazienti e analisi statistica di vari dati tra cui le misurazioni dei parametri vitali.
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Kaltofen, Sandra. "Design and implementation of an end-user programming software system to create and deploy cross-platform mobile mashups." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-9300.

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21

Nallbati, Elton. "Progettazione e realizzazione di un Software eCommerce su piattaforma Mobile e Web-based." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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Scopo del lavoro di tesi è stato quello di progettare e realizzare un Software eCommerce su piattaforma Mobile e Web-based. E’ stata realizzata una App iOS per i clienti dell’eCommerce e un'Applicazione Web per il venditore. La piattaforma di commercio elettronico racchiude tutte le tecnologie utili alla comunicazione e interfacciamento con un qualsiasi sistema operativo Mobile o Desktop.
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22

Li, Yuesong, and Mark Powell. "HTML5, A Serious Contender to Native App Development or Not?" Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-10676.

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Many desktop applications have moved away from heavy client-side programs tolighter web-based solutions served from the cloud. Mobile applications have also beentraditionally client-based in the form of native applications. With the use of HTML5,however, there is a growing shift towards web apps as opposed to native. HTML5technologies are enabling mobile apps to run in the browser with some native appfunctionality. HTML5 has received a great deal of attention since its release in 2009,there are numerous articles and discussions on the Internet. Some developers are verynegative and some are very positive towards the idea that it is a serious contender inmobile application development. This report presents research carried out to get theviews of developers as to their current use of HTML5 and how much they expect tobe developing mobile apps using HTML5 in the future. Judging by the level ofresponse gained and comments given, this is a very hot topic right now. The researchshows that HTML5 is a viable alternative to native app development but it has somelimitations and has some way to go before it could begin to replace native appdevelopment altogether.
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Montini, Leonardo. "Un prototipo di Caccia al tesoro per device mobili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14312/.

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La tesi consiste nella ricerca della tecnologia web più adatta per lo sviluppo un software per cellulari su cui realizzare un progetto per la Notte dei Ricercatori 2017, un gioco a scopo di edutainment per ragazzi delle scuole superiori. Per fare ciò, si è deciso di effettuare un'analisi delle tecnologie web dalla nascita delle stesse fino ai tempi odierni, seguendo in particolare lo sviluppo verso l'ambiente mobile, da sempre in crescita in concorrenza con la fruizione dei servizi web tramite browser da computer fisso. Dopo aver percorso la storia delle principali tecnologie e filosofie come responsive design e mobile first, viene studiata la differenza tra le due soluzioni attualmente più popolari secondo lo stato dell’arte: Applicazioni Ibride e Progressive Web App. Di queste due tecnologie vengono approfondite le parti in comune e le differenze, insieme ai vantaggi ed agli svantaggi che un’opzione può portare rispetto all’altra. La scelta finale ricade sulla realizzazione di un’applicazione ibrida tramite il framework Ionic, analizzato dettagliatamente nelle tecnologie che lo compongono. Nello specifico Node, Angular e TypeScript. Infine viene descritta, sia dal lato tecnico che dal lato pratico di utilizzo, l’applicazione realizzata grazie alle ricerche ed agli studi effettuati e riportati nel testo.
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La, Rosa Andrea. "Progettazione di un'applicazione mobile per studenti universitari." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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La tesi presenta la progettazione di servizi destinati all’applicazione mobile dell'Università di Bologna. La trattazione inizia con una panoramica sui servizi scelti correlati alle applicazioni attualmente disponibili. Vengono poi illustrate metodologie di design che tengono conto dell’opinione dell’utenza. Successivamente è descritto il processo di sviluppo di mockup per ogni servizio, partendo dai prototipi low-fidelity per arrivare ai prototipi high-fidelity. Infine sono discussi i dati ricavati da interviste effettuate sull’utenza.
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Ranzi, Giacomo. "Progettazione e sviluppo di un'applicazione mobile ibrida mediante l'utilizzo del framework Ionic 2." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13147/.

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L'obiettivo di questo progetto di tesi è quello di sperimentare il processo di progettazione e sviluppo di un'applicazione mobile ibrida utilizzando il framework Ionic 2. L'applicazione, chiamata FoodMatch, si occupa di registrare le preferenze dell'utente in fatto di abitudini alimentari, suddivise per livelli di priorità, e di utilizzarle per migliorare la sua esperienza quando si tratta di scegliere tra i piatti proposti in un menù di un locale. Il menù, presente nel database e identificato da un id, viene analizzato partendo dalla scansione di un qr con il dispositivo; un algoritmo si occupa di recuperare dal database i piatti inseriti in quel menu ed i tag ad essi associati (che identificano ciascuno una caratteristica specifica del piatto), che vengono confrontati con le preferenze salvate dall'utente. Ad ogni piatto del menu viene poi assegnato un punteggio di compatibilità rispetto all'utente, e tenendo conto di questi l'applicazione mostra una versione personalizzata del menu. La metodologia seguita parte dall'analisi dei requisiti e delle possibili problematiche, per poi passare alla progettazione lato server e lato client includendo la progettazione della base di dati necessaria a supportare l'applicazione, ed infine all'implementazione del database, del server web con relative api e dell'applicazione client vera e propria utilizzando il framework Ionic 2, quindi con sviluppo in ambiente web. Le conclusioni hanno portato a confermare le potenzialità del framework ed in generale del modello ibrido, soprattutto per quanto riguarda la velocità di sviluppo e la portabilità multipiattaforma, evidenziando però alcune problematiche, la principale delle quali è risultata essere la grande quantità di componenti del framework ed il conseguente elevato numero di bug sorti da incompatibilità fra le varie versioni di ciascun componente, oltre alla dipendenza totale dal team di sviluppo del framework per la soluzione di bug e la disponibilità di plugin.
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Jakobsson, Axel, and Daniel Jansson. "Responsiv webbdesign eller app, vad föredrar Traderas användare?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255896.

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Idag används den smarta telefonen i allt större utsträckning för att surfa på Internet. Problemet med att surfa i den smarta telefonen är att den mindre skärmytan ger begränsade möjligheter att rymma alla funktioner hos funktionsrika tjänster. För att lösa detta utvecklas det flera lösningar för en och samma tjänst. Tack vare utökad funktionalitet genom responsiv webbdesign ges utvecklare nya möjligheter att skapa en universell lösning för flera enheter istället för att utveckla en lösning för varje typ av enhet. När responsiv design blir alltmer vanlig blir det intressant att undersöka vad slutanvändarna av dessa tjänster har för åsikter om teknikerna och hur de använder dem. I denna uppsats utformades en enkät baserad på Traderas webbtjänst i syfte att undersöka vad deras användare idag föredrar för lösning i valet mellan app eller responsiv webbsida när de använder Tradera i sina smarta telefoner. Uppsatsen undersöker även de bakomliggande orsakerna till deras val av lösning. Resultatet visade att respondenterna i enkätundersökningen föredrog att använda appen istället för den responsiva webbsidan när de besökte Traderas webbtjänst i sina smarta telefoner. De främsta anledningarna till det var att respondenterna tyckte att appen hade högre grad av användbarhet samt att det var en vana sedan tidigare att använda den lösningen.
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Davidsson, Pajala Therese, and Ansam Augustin. "Mobil applikation eller responsiv webbplats? : En studie om vilka designaspekter som är viktiga vid utökning av ett söksystem på Internet till en smartphone." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18144.

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Denna uppsats redovisar en studie i hur en söktjänst på Internet kan kompletteras, antingen via en mobilapplikation eller genom en responsiv webbplats, för att underlätta användning via en smartphone. Fokus för undersökningen ligger på Riksarkivets söktjänst Nationell ArkivDatabas (NAD) som för tillfället inte är anpassad till mobila enheter. Vårt mål är även att undersöka hur inställningen ser ut för applikationer och responsiva webbplatser bland användare samt hur dessa åsikter skiljer sig mellan olika användarmålgrupper. Tillsammans med information från tidigare forskning har en studie utförs för att undersöka för- och nackdelar mellan appar respektive responsiva webbplatser. I våra undersökningar har vi valt att använda oss av två datainsamlingsmetoder: en kvantitativ webbenkät och semistrukturerade kvalitativa intervjuer, som komplement till varandra. Totalt nio intervjuer har gjorts med tre personer ur varje Riksarkivets huvudmålgrupper. En webbenkät har även publicerats på Riksarkivets och Stockholms stadsarkivs webbplatser.<br>This paper reports a study in how a search service on the Internet can be completed either through a mobile application or through a responsive website, to facilitate use on a smartphone. The focus of the study is on the National Archives' search service National Archives Database (NAD), which is not currently adapted to mobile devices. Our aim is also to investigate how the attitude looks for applications and responsive websites among users and how these views differ between user groups. Together with data from previous research, a study was conducted to examine the pros and cons between apps and responsive websites. In our investigations we have chosen to use two methods of data collection: a quantitative web survey and semi-structured qualitative interviews, to complement each other. A total of nine interviews were conducted with three members from each of National Archives' main target groups. An online survey has also been published on the National Archives and Stockholm stadsarkivs websites.
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Terzi, Federico. "NAD-APP: Analysis and Development of a Telemedicine System for Patients Suffering from Intestinal Failure." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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The recent technological advancements are bringing substantial improvements in several different fields, with an important one being medicine. Specifically, the use of telemedicine systems enables doctors to perform a wide variety of procedures remotely, reducing the number of hospital visits for patients, and therefore, increasing the overall efficiency. Remote diagnosis and triage became even more important during the recent COVID-19 global pandemic, in which limiting the chances of exposure has been a top priority. In our work, we present a novel telemedicine system designed to support patients suffering from intestinal failure, a condition that requires constant monitoring to guarantee the well-being of patients. In particular, the goal is to replace the traditional, paper-based monitoring techniques with an efficient digital system, which allows patients to conveniently record the monitoring data on their smartphones, and doctors to receive it on a dedicated web-application.
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Marcantognini, Luca. "Sviluppo di un applicativo per la gestione di eventi." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8256/.

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Nel documento viene descritta la creazione del servizio ivi presentato partendo da una visone del mondo mobile e da altre app simili sullo store, passando per la progettazione sia della parte server che della parte client per concludere con l'implementazione di entrambe e le con conclusioni sul lavoro svolto oltre che possibili sviluppi futuri che il progetto potrebbe avere.
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30

Camassa, Fabrizio. "Progettazione ed implementazione di un'applicazione mobile per la visualizzazione di Open Data ambientali." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11989/.

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Gli Open Data sono un'utile strumento che sta via via assumendo sempre più importanza nella società; in questa tesi vedremo la loro utilità attraverso la realizzazione di un'applicazione mobile, che utilizza questi dati per fornire informazioni circa lo stato ambientale dell'aria e dei pollini in Emilia Romagna, sfruttando i dataset forniti da un noto ente pubblico (Arpa Emilia Romagna). Tale applicazione mobile si basa su un Web Service che gestisce i vari passaggi dei dati e li immagazzina in un database Mongodb. Tale Web Service è stato creato per essere a sua volta messo a disposizione di programmatori, enti o persone comuni per studi e sviluppi futuri in tale ambito.
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31

Wu, Xi. "METADATA-BASED IMAGE COLLECTING AND DATABASING FOR SHARING AND ANALYSIS." UKnowledge, 2019. https://uknowledge.uky.edu/cs_etds/80.

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Data collecting and preparing is generally considered a crucial process in data science projects. Especially for image data, adding semantic attributes when preparing image data provides much more insights for data scientists. In this project, we aim to implement a general-purpose central image data repository that allows image researchers to collect data with semantic properties as well as data query. One of our researchers has come up with the specific challenge of collecting images with weight data of infants in least developed countries with limited internet access. The rationale is to predict infant weights based on image data by applying Machine Learning techniques. To address the data collecting issue, I implemented a mobile application which features online and offline image and annotation upload and a web application which features image query functionality. This work is derived and partly decoupled from the previous project – ImageSfERe (Image Sharing for Epilepsy Research), which is a web-based platform to collect and share epilepsy patient imaging.
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32

Pasqualini, Elia. "SMart Health." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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Questo progetto si propone di semplificare, grazie all’innovazione tecnologica, il lungo ed obbligatorio procedimento da seguire per acquistare un qualsiasi farmaco. L’elaborato in questione costituisce dunque un servizio che permette all’utente di farsi consegnare qualsiasi tipologia di farmaco direttamente a casa propria, in un contesto nel quale il bisogno non è urgente. Il sistema si compone di 2 sottosistemi che comunicano tra loro. Il primo è un’applicazione nativa per dispositivi iOS che sarà utilizzata sia dal paziente che dal fattorino. Il paziente grazie a quest’app potrà ordinare farmaci che non necessitano di prescrizione medica e decidere in quale momento della giornata farseli recapitare. La stessa applicazione consentirà al fattorino di monitorare in tempo reale quali ordini è possibile consegnare. E per ordinare i farmaci etici? Qui entra in gioco il secondo sottosistema, un sito web responsive accessibile esclusivamente al medico. Il medico potrà, su richiesta e per conto del paziente, ordinare anche quei farmaci che richiedono prescrizione medica. Il progetto presentato si propone di disegnare ed implementare efficacemente le funzionalità descritte.
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Pfanstiel, Jörn, Christine Keller, Alexandra Funke, Tristan Heinig, and Thomas Schlegel. "Mobile Reisebegleitung mit NFC-Unterstützung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-101011.

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Die zunehmende Nutzung [1] persönlicher mobiler Geräte durch immer mehr Fahrgäste des öffentlichen Personenverkehrs (ÖPV) begünstigt die Entwicklung neuer Applikationen, die den allgegenwärtigen Zugriff auf domänenspezifische Inhalte und Echtzeitdaten über variable Schnittstellen und Informationskanäle realisieren. Near Field Communication (NFC) gilt in diesem Zusammenhang als eine vielversprechende Technologie, die neben kontaktloser Datenübertragung auch Bezahlvorgänge direkt über das mobile Endgerät ermöglicht. Mit Blick auf die unterschiedlichen Einsatzmöglichkeiten von NFC in der mobilen Reisebegleitung wird in diesem Beitrag eine ikonografische Klassifikation für die visualisierte Analyse von Anwendungsszenarien vorgestellt, welche zur Planung ubiquitärer Applikationen im ÖPV eingesetzt werden kann.
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34

Jakova, Gjulio. "Personalizzazione di percorsi urbani attraverso beni culturali tangibili e intangibili: un prototipo per device mobili." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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L’obiettivo di questo lavoro di tesi è studiare un prototipo di applicazione per device mobili che offra agli utenti la possibilità di personalizzare percorsi urbani attraverso punti di interesse identificabili come beni culturali tangibili e intangibili, utilizzando meccanismi di augmented reality per ottenere un maggiore engagement da parte loro. Il prototipo realizzato nell’ambito di questo lavoro di tesi, si basa sui punti di interesse geolocalizzati per le città di Bologna e Cesena, per cui l’utente avrà una panoramica dei principali beni culturali tangibili e intangibili. I target users individuati per questo tipo di prototipo non sono solo gli appassionati di beni culturali, viaggiatori, turisti, ma anche semplicemente i cittadini che desiderano raggiungere un punto di interesse in città. Per agevolare l’utilizzo si è deciso di creare una app cross-platform che funzioni sia su Android che su iOS, attraverso l’uso del framework React Native. Il volume di tesi presenta una rassegna delle applicazioni presenti nel panorama attuale che hanno obiettivi simili a quella oggetto di questa tesi, ovvero progetti di intangible cultural heritage, progetti di cultural heritage, augmented reality in ambiente mobile, progetti per il calcolo del percorso personalizzato, con possibilità di configurazione da parte dell’utente e descrive le fasi di design, di implementazione e di testing del prototipo realizzato.
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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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36

Bonacini, Elisa. "La valorizzazione digitale del patrimonio culturale in Europa e in Italia. Forme di fruizione e di valorizzazione museale attraverso le nuove tecnologie e i social media. Una proposta di turismo wireless per Catania." Doctoral thesis, Università di Catania, 2014. http://hdl.handle.net/10761/1611.

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Questo lavoro si organizza in tre parti. Nella Parte I, dopo un inquadramento generale su Internet, sulle nuove tecnologie e sul loro impatto nel settore dalla comunicazione e valorizzazione culturale, con una particolare attenzione al fenomeno del divario digitale in Italia e in Sicilia, agli sviluppi del Web 2.0 e alle forme di partecipazione digitale dell utenza alla produzione di contenuti culturali, l interesse si focalizza dapprima sulle politiche culturali di valorizzazione digitale del patrimonio culturale europeo, dunque sulle corrispondenti politiche culturali italiane e siciliane, valutando anche i dati statistici sulla penetrazione delle ICT nella popolazione (europea, italiana e siciliana), sull uso di Internet e dei dispositivi portatili, per il consumo di beni e servizi culturali. La Parte II della ricerca si apre con una presentazione delle tecnologie digitali variamente utilizzate nel settore della comunicazione mobile e delle possibilità di interazione che le nuove piattaforme digitali offrono nel campo della comunicazione culturale, con un ampio repertorio di esempi di dispositivi ad applicativi per la fruizione in modalità mobile del patrimonio culturale, sia all estero che, soprattutto, in Italia e in Sicilia. Nella Parte III viene proposto il progetto CataniaPocketWifi, un progetto di fruizione mobile integrato e georefenziato del patrimonio culturale, ricettivo ed informativo di Catania attraverso l utilizzo di una guida mobile, sviluppata secondo specifici itinerari tematico-cronologici, che si presenti dunque come una sorta di navigatore, non solo nello spazio ma anche nel tempo, e che costituisca per l utente uno strumento utile a identificare il significato della vita stratificata e a trasformare Catania in un Museo Digitale Diffuso. Nell ambito di questo progetto più ampio, qui delineato nelle sue linee generali, si presenta il progetto MuDiCtWifi: un percorso di guida wireless per la fruizione e comunicazione multimediale del circuito culturale e artistico formato dal Museo Diocesano con le Terme Achilliane e il Duomo di Catania.
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Bentlöv, Hans, Linus Persson, and Claes Tillborg. "Utveckling av hybrid mobilapplikation för flera plattformar." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-20968.

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Marknaden av smarta mobila enheter blir större och större och det kan vara ett bra sätt att nå ut med sin tjänst eller produkt till den breda massan genom att driftsätta en mobilapplikation. De applikationer som kan installeras på de mobila enheterna och som använder sig av enhetsspecifika funktioner kallas native-applikationer och är bundna till en plattform. De kan därför bara användas av de enheter som använder sig av den plattformen. De två största plattformanar är iOS(används av mobila enheter från Apple) och Android(används av en mängd olika enheter varav Samsung, LG och HTC är några av dem). Detta betyder att om målet är att nå ut till flera plattformar måste en separat applikation för varje plattform utvecklas. Det krävs också att utvecklaren/utvecklarna har en viss kunskap om de programmeringsspråk som används för varje plattform. Detta kan bli både tidskrävande och dyrt, speciellt om ett företsg ska anställa utvecklare att utveckla sin app. Syftet med denna undersökning är att ta reda på om det med hjälp utav Phongap går att utveckla en mobilapplikation som kan distribureras och installeras på flera mobila plattformar genom att använda webbtekniker som CSS, HTML och JavaScript. I denna undersökning ska en mobilapplikation skapas och utvärderas. Det kommer att undersökas om någon speciell hänsyn behöver tas till de olika enheterna med olika egenskaper och funktioner. Användartester kommer dessutom genomföras för att bestämma hur nära en native-känsla denna teknik kan ge. Resultatet visar att Phonegap är ett utmärkt verktyg för åtkomst av enhetsspecifika funktioner och tillsammans med gränsnittsbibliotek som jQuery Mobile kan större delen av de nyare mobila enheterna som finns i dag nås. Analyser om applikationens omfattning kräver ett gränssnittsbibliotek kan dock vara nödvändig att utföra då tillgängliga sådana kan prestera sämre på vissa mobila operativsystem.<br>The market of smart mobile devices is getting bigger and bigger and it can be a great way to reach out with your service or product to the crowed by deploying a mobile application. The installable applications on the mobile devices that uses device-specific functions is called native applications, and are tied to one platform. They can therefore only be used by those devices that make use of that platform. The two largest platforms is iOS (used by mobile devices from Apple) and Android (used by a variety of devices including Samsung, LG and HTC). This means that if you want to reach out to multiple platforms you will have to create a separate application for each platform. It also requires the developer/developers to have the proper knowledge of the programming languages in which the platform is compatible to. This can be both time consuming and expensive, especially if you as a company is hiring developers to develop your app. The purpose of this study is to determine whether the open source library known as Phonegap can be used to develop a mobile application that ultimately can be distributed and installed on multiple mobile platforms, this by using Web technologies such as CSS, HTML and JavaScript. During this study a mobile application will be created and evaluated. Studies will be done on how to go about and if there is anything one might need to take in consideration when it comes to the variety of units with different properties and functions. Usability testing will also be performed to determine whether a near native performance can achieved with this technique. The results show that Phonegap is an excellent tool for access of device-specific functions and that you together with interface frameworks such as jQuery Mobile can reach out to most of the newer mobile devices available today. However, one would do well to analyze if the scope of the application requires an interface library, as those who are available may perform poorly on certain mobile operating system.
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Su, Liren. "Web Accessibility in Mobile Applications of Education Sector: The accessibility evaluation of mobile apps of higher education sector in Portugal." Master's thesis, 2021. http://hdl.handle.net/10348/11002.

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Dissertation presented by Liren Su to the University of Trás-os-Montes and Alto Douro to fulfill the necessary requirements to obtain the Master's degree in Informatics Engineering<br>The development of science and technology evolution are advancing with each passing day. The number of smartphone users has increased significantly and the development of mobile applications has brought convenience to the daily life. However, large numbers of users who have various barriers, such as visual or hearing impairments, and physical disorders, are not able to fully access and use the referred applications, which is unfair to them, especially when considering its use by students in a university campus where all users should be able to enjoy equal opportunities and experiences. But since the barrier-free development has not kept up with the speed of app development, and many developers are not aware of the special needs of users who have impairments or disorders, students with disabilities cannot fully enjoy the convenience of using those apps as another tool for a successful student life. Hence, this project aimed to explore the weaknesses of mobile applications regarding their accessibility, to generate a set of guidelines that would allow for the above mentioned right to equality to be leveled up, and focus on the particular case of the higher education sector in Portugal. This project starts by presenting an analysis to the existing accessibility guidelines and accessibility testing tools and applications which were already available in the market. The results indicated that there are no proper accessibility standards and guidelines in the market for mobile applications, as the most recognized set of guidelines (WCAG – Web Content Accessibility Guidelines), are mainly focused on computer-based access to Web content. In addition, only five applications were found that perform accessibility testing in mobile applications (two of them are automatic, two are only possible to run in developer mode and the other is quite limited; the rest is similar to a manual test). The document finalizes with a summary of the most common accessibility issues detected in evaluated apps, and with the establishment of accessibility recommendations that should incorporated by mobile application designers, developers.<br>A evolução da ciência e da tecnologia avança a cada dia que passa. O número de utilizadores de smartphones aumentou significativamente e o desenvolvimento de aplicações móveis trouxe conveniência à vida quotidiana. No entanto, um grande número de utilizadores que é condicionado por um largo número de barreiras, tais como deficiências visuais ou auditivas, e perturbações físicas, não são capazes de aceder e utilizar plenamente as aplicações disponíveis nos dispositivos móveis, o que é injusto para eles, especialmente quando se considera a sua utilização por estudantes num campus universitário onde todos os utilizadores devem poder usufruir de igualdade de oportunidades e experiências. Mas uma vez que o desenvolvimento sem barreiras não acompanhou a velocidade do desenvolvimento de aplicações, e muitos desenvolvedores não estão conscientes das necessidades especiais dos utilizadores com deficiências, os estudantes com deficiência não podem desfrutar plenamente da conveniência proporcionada pelo software como uma outra qualquer ferramenta para uma vida estudantil bem-sucedida. Assim, este projeto visava explorar as fraquezas das aplicações móveis no que respeita à sua acessibilidade, gerar um conjunto de orientações que permitam nivelar o direito à igualdade acima mencionado e centrar-se no caso particular do sector do ensino superior em Portugal. Este projeto começa por apresentar uma análise às diretrizes de acessibilidade existentes e às ferramentas e aplicações de teste de acessibilidade que já estavam disponíveis no mercado. Os resultados evidenciam que não existem normas e diretrizes adequadas de acessibilidade no mercado para aplicações móveis, como o mais reconhecido conjunto de diretrizes (WCAG - Web Content Accessibility Guidelines), centram-se principalmente no acesso informático ao conteúdo da Web, além disso, apenas cinco aplicações móveis foram encontradas que realizam testes de acessibilidade. O manuscrito termina com um sumário das questões de acessibilidade mais comuns detetadas nas aplicações avaliadas e com o estabelecimento de diretrizes de acessibilidade que devem ser incorporadas pelos designers, desenvolvedores e avaliadores de aplicações móveis.
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Chu, Shih-hsuan, and 朱詩軒. "Performance Measurements of Web 2.0, Social Media, and Mobile Apps for Municipal Emergency Management." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/tbfzdy.

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碩士<br>國立中央大學<br>企業管理學系<br>101<br>The utilizing of Web 2.0, social media, and mobile Apps tools can increase the participation and interaction among citizens, municipal governments, and emergency management organizations. It is viewed as a convenient way to improve disaster response and governmental efficiency. With the extensive use of these social collaboration tools, the governmental agencies of emergency management need measurements to determine the performance of these tools, which help them to understand the direction of improvements. Therefore, this paper aims to provide performance measurements of Web 2.0, social media, and mobile Apps for the governmental agencies of emergency management. This paper involved a survey of top 20 cities in U.S. The quantitative analysis of the survey was conducted by descriptive statistics. In this survey, the performance of Web 2.0 in San Diego is the best among these 20 cities. New York is the first place in the performance of social media. As for mobile Apps, New York still has the best performance. Otherwise, in order to understand the improvement of the performance of social collaboration tools through e-governance, the paper tries to investigate the relationships between social collaboration tools and e-governance capability. Under this objective, the stepwise regression was used to identify the relationships between 5 components provided by U.S. Municipalities E-Governance Report and the social collaboration tools. Findings suggest that Web 2.0 is related to “Citizen Participation” component. In addition, social media is related to “Services” and “Citizen Participation” components. As for mobile Apps, it has close connection with “Usability”. The findings of relationships help municipal administration understand how to improve social collaboration performances through e-governance capabilities.
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Modesto, Gonçalo Miguel Xavier. "Integration of Mobile Health Apps and Web-Based Interventions in the Self-Management of Low Back Pain: A Systematic Review." Master's thesis, 2018. http://hdl.handle.net/10316/81892.

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Trabalho Final do Mestrado Integrado em Medicina apresentado à Faculdade de Medicina<br>Conhecimento prévio: A dor lombar (LBP) é um problema de saúde pública com um impacto substancial na capacidade funcional do indivíduo e nas suas atividades de vida diária. O tratamento da LBP é desafiador e complexo e, por isso, requer novas abordagens que promovam uma reabilitação de qualidade, segura e de baixo custo.Objetivo: O objetivo deste estudo é fornecer uma visão geral da evidência disponível e avaliar se os estudos incluídos seguem uma estrutura comum e homogénea que permita avaliar o impacto da utilização de apps e intervenções baseadas na web na auto gestão da dor lombar.Materiais e Métodos: As bases de dados eletrónicas PubMed/Medline, PubMed Central (PMC), PubMed Health, Cochrane CENTRAL e PEDro foram pesquisadas de 2007 até dezembro de 2017. A estratégia de pesquisa incluiu o uso de termos MESH e termos de texto livre, combinando 3 conceitos: LBP, aplicações móveis e autocuidado/autogestão. Foram incluídos ensaios de controlo randomizado (RCTs) e protocolos de RCTs, que usam apps ou intervenções baseadas na web como parte do tratamento para doentes com LBP. Resultados: Um total de 17 artigos relativos a 14 estudos diferentes - 9 ensaios de controlo randomizado e 8 protocolos de RCTs - cumpriram os critérios de inclusão. Os nove RCTs incluíram um total de 1659 participantes, variando de 51 a 398 participantes por estudo. A maioria dos participantes eram mulheres com níveis educacionais elevados (faculdade parcial ou superior). Nenhum estudo analisou a utilização dos cuidados de saúde. Três estudos utilizaram uma app, acessível a partir de vários dispositivos. Elementos interativos foram relatados em todos os estudos.Conclusões: Foi fornecida uma visão geral da evidencia disponível relativamente à integração de apps e intervenções baseadas na web na auto gestão da dor lombar. Os estudos incluídos não seguiram uma estrutura homogénea e apresentaram inúmeros resultados e dados heterogéneos. Desta forma, não foi possível estabelecer uma ideia clara do seu verdadeiro impacto. Os protocolos de RCTs parecem avaliar resultados mais homogéneos e provavelmente fornecerão dados úteis no futuro. A utilização dos cuidados de saúde e períodos de seguimento mais longos devem ser avaliados em ensaios futuros. Os aplicativos e as intervenções baseadas na web podem ser a solução para superar barreiras atuais e aumentar o acesso a uma reabilitação de qualidade, segura e de baixo custo.<br>Background: Low back pain (LBP) is a highly prevalent public health related problem with a substantial impact on the individual's disability and daily functioning. The challenging and complex treatment of LBP requires new motivational, time and cost-effective approaches. Objective: The aim of this study is to provide an overview of the available evidence and to determine if the included studies follow a well-structured and homogenous design that allow an effective assessment of the impact of mobile health apps and web-based interventions in the self-management of LBP.Methods: Electronic databases such as PubMed/Medline, PubMed Central (PMC), PubMed Health, Cochrane CENTRAL and PEDro were searched from 2007 until December 2017. The search strategy included the use of MESH terms and free-text terms, combining 3 concepts: low back pain, mobile applications and self-care. Randomized control trials (RCTs) and RCT protocols using mobile health apps or web-based interventions as part of the treatment for patients with LBP were included.Results: A total of 17 articles concerning 14 different studies - 9 randomized control trials and 8 RCT protocols - met the inclusion criteria. The nine completed RCTs included a total of 1659 participants, ranging from 51 to 398 participants per study. The majority of the participants were females and reported educational levels as partial college or higher. A wide range of outcome measures were used, although none of the studies reported on health care utilization. There was a significant variation in the reported results, even though some studies indicated improvement in certain outcomes favouring the intervention group. Three studies delivered the content through an app, accessible from multiple devices. Interactive elements were reported in every study.Conclusions: An overview of the available evidence, concerning the integration of mobile health apps and web-based interventions in the self-management of LBP was provided. The included studies did not follow a homogenous design, reporting numerous outcomes and heterogenous data. Therefore, it was not possible to establish a clear idea of its true impact. The protocols for future trials seem to evaluate more homogenous outcomes and are likely to provide future useful data. Health care utilization and longer follow-up periods should be assessed in future trials. Apps and web-based interventions may be the solution to overcome current barriers and increase access to a quality, safe and cost-effective rehabilitation for LBP.
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Antunes, João Luís de Jesus. "Virtual retail theater: a aplicação das práticas de gamificação e transmedia storytelling a um canal de pagamentos." Doctoral thesis, 2022. http://hdl.handle.net/10400.2/11843.

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Uma das maiores transformações comportamentais do homem no final do século XX resulta da mobilidade permitida pelas comunicações. Para os 6,648 biliões de smartphones que se estima existirem em 2022 (Statista, 2022), convergem serviços que tornam a função original destes dispositivos completamente assessória, perante a panóplia de funcionalidades e aplicações de entretenimento que invadem o utilizador. O presente documento representa uma proposta de investigação profunda do meio móvel virtual, focada na identificação de espaços virtuais que valorizem a convergência da mobile media art com as funções de utilidade, e explore o impacto da aplicabilidade das práticas de transmedia storytelling na criação de uma cultura de fãs. Como resultado desta investigação espera-se que artistas de mobile media art identifiquem espaços estéticos de promoção e valorização das suas obras, e à indústria focada na utilidade aplicacional, que valorize o potencial criado pela introdução da estética da mobile media art na criação de novas narrativas mediáticas associadas às suas aplicações, para que criem âncoras que mantenham utilizadores ativos no meio tecnológico, para além da componente de utilidade.<br>One of the greatest behavioural transformations of man at the end of the 20th century results from the mobility allowed by communication devices. For the 6.48 billion smartphones that are estimated to exist in 2022 (Statista, 2022), services are converging that makes the original function of these devices completely auxiliary, compared with a panoply of entertainment features and applications that invades the user interface. This document, represents a proposal for a deep investigation of the virtual mobile medium, focused on identifying virtual spaces that value the convergence of mobile media art with utility functions, to explore the applicability impact of the transmedia storytelling practices in the creation of a culture of fans. As an investigation result, we expect that mobile media art artists could identify spaces for the promotion and appreciation of their works, and for the industry focused on applicational utility, can value the potential created by the introduction of mobile media art aesthetics in the creation of new narratives associated with their applications, as a way to create anchors that keep users active in the technological environment, beyond the utility functionality.
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Dao, Tung Thanh active 2013. "iTrak : a social mobile diary and web blogging utility for travelers." 2013. http://hdl.handle.net/2152/22776.

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iTrak is a combined mobile and web application that takes advantage of the GPS to allow travelers to share their experience while travelling. The application gathers GPS data and broadcasts it via a web interface or social networks such as Facebook to update user’s status during a trip. iTrak is also equipped with other features such as writing notes or recording video journals to offer a rich experience and provide an interactive diary, along with a real-time tracking ability, for travelers.<br>text
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Wong, Wei-Hong, and 翁瑋鴻. "A Mobile App for Real-time Text Recognition Based on WEB OCR Engine." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/21161004072031633863.

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碩士<br>國立高雄第一科技大學<br>電腦與通訊工程研究所<br>101<br>As the smart phone and network links application and popularization, the user life also changed. In addition to telephone functions ,smart phone features like a small computer , many of the computer''s functions are also included, therefore, let many users for smart phones become dependent on more and more. Nowadays many mobile application design for user aspects in order to achieve "Software is the service" concept of the demand for life. In this thesis, the proposed mobile App is implemented in the smart phones based on the Android platform . First, the image of target text is captured by the camera function and then to upload the image to the Web OCR text real-time system replace the traditional form of keys to get the message with WI-FI/3G network function .Finally, the relative information of the image is sended back to the smart phone. Hoped that the technology of mobile applications in this research that can bring users more convenient life.
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HSU, YA-TING, and 許雅婷. "Verify learning effectiveness and Satisfaction by Mobil Learning - Example by APP Mobil Digital Learning Web." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/7adb8f.

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碩士<br>正修科技大學<br>資訊管理研究所<br>102<br>Nowadays, Smartphone (SP) has been commonly be used by human and the human's life is strongly dependent on the SP. Through the deep-learning and APP Mobil digital learning platform to collect and analyze data, the influence of learning effectiveness and satisfaction were discussed in this research. There are three main objectives as follows: 1) To understand the effect between the length of online study time and study result. 2) To understand the level of satisfaction when the user practice this e-learning platform. In this research, the dependent variable is “result of learning”; the independent variable is “online study time”. The result shows that 1) The learner’s performance is strongly dependent on spending of online study time. 2) The length of online study time affects the learner’s performance. 3) The learning effectiveness and satisfaction are satisfactory improvement after use of the APP Mobil digital learning platform to study.
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Tseng, Yen, and 曾彥. "Message Passing of Real-Time Interaction between Web Page and Mobile App in Internet." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/6yagk3.

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碩士<br>國立臺灣科技大學<br>資訊管理系<br>100<br>People can connect to the Internet where the phone&apos;s signal can be received due to the growing internet and widely wireless&apos; coverage, software service provider also released many cloud services which can be access by smart phone, for instance, Apple iCloud. But it is too difficult to develop different platforms’ software, if programmers want to develop a system with less logical bugs, they have to concern about compatibility and efficacy for different platforms. This paper will propose architecture based on XML format to resolve the bottleneck on programming software in different platforms. Programmers can develop mobile application and interact with web page by using web service.
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46

甘仲維. "Mobile Web Application Accessibility - Operation on Visually Impaired User Experience on Smart Devices APP." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/294gu7.

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LIN, SHOU-YEN, and 林碩彥. "A Study on Mobile Banking Service Demands-A Comparison of APP and Web Browser Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/24004190216151347384.

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博士<br>中華大學<br>科技管理博士學位學程<br>105<br>With the development trend of mobile services, the financial industry from correspondent banking, to transaction banking, then to today's collaborative banking, mobile services has become an important channel for people to contact with banks and financial institutions. The result is clear that there are many research compare the differences between banking entities and Internet banking in services field. However, the main difference between online banking and mobile banking is about the device platform,. And the goal of this study expectations is to explore the difference between service demand and service lack of mobile banking platform (network platform and mobile APP platform). This study aimed to explore the customer demands for service quality on both the APP platform and Web browser platform, and compare the differences of service demands among customers of different ages regarding the APP platform and Web browser platform. A questionnaire survey was conducted on banking customers of the APP platform and Web browser platform in Taiwan. This study utilized the moderated regression model to classify Kano two-dimensional quality, and use coustomer satisfaction and continuous usage intention as service goals to discuss the different result. The findings showed that under the goal of customer satisfaction, strengthening the personalized service can be used as a key factor to enhance the satisfaction of mobile banking on APP platform, while in the Web browser platform is to strengthen the compensation dimension. In addition, under the goal of continuous usage intention, a good personalized page is common key factor for both APP platform and Web browser platform. The service demands among customers of different ages were also quite different regarding the APP and Web browser platforms. These results suggested that the management strategies of mobile banking should be put forward according to customer demands for service quality on the different platforms.
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Lopes, Eduardo Manuel Rosas Nobre Quinteiro. "Opportunities and threats for the launch of a smartphone app." Master's thesis, 2015. http://hdl.handle.net/10362/15517.

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Field lab: Entrepreneurial and innovative ventures<br>The following work project illustrates the opportunities and threats of the industry for the launch of a smartphone app. In the first part, the technological and economic contextual drivers are analyzed in-depth through the study of key variables for the proliferation of the industry. In the second part, the characteristics of the market are exposed through a market assessment including an analysis of the industry rivalry and industry mapping. The political, legal and ethical concerns emergent from the launch of a new smartphone app are then illustrated with the use of two case studies.
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Marques, Nuno Álvaro da Silva. ""SMART STORIES", Histórias virtuais geradas a partir de dados obtidos automaticamente." Master's thesis, 2019. http://hdl.handle.net/10362/77047.

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Smart Stories é um produto digital concebido para gerar histórias virtuais automáticas ou personalizadas. Estas histórias são geradas a partir de toda a informação registada através dos sensores e outros dispositivos conectáveis nos novos veículos inteligentes (autonomous cars). Utiliza como base de registo visual uma câmara de fotografia e vídeo em 360°. Com a ajuda do sistema de geoposicionamento, a funcionar em conjunto com a Inteligência Artificial (AI), é possível processar e mapear toda esta informação. Com base na ciência da Teoria dos Conjuntos1 (Set Theory), é possível gerar Mundos Virtuais, de uma forma simples e prática, interligados entre si. Em simultâneo, este produto também permite recolher e registar informação diária de interesse científico a nível micro-territorial. Cada registo de conteúdo, por parte de qualquer utilizador, tem contidos em si dados, como: localização, temperatura, humidade, condição do ar, direção do vento, entre outros. A longo prazo, este produto permite a pesquisa e a consulta destes dados, para que possam ser utilizados como caso de estudo no futuro.<br>Smart Stories is a digital product designed to generate automatic or personalised virtual stories. These stories are generated from all the information recorded through the sensors and other connectable devices in the new intelligent vehicles (autonomous cars). As a base of visual recording, it uses a 360 camera for photography and video. With the help of the Geo-positioning system, working in conjunction with Artificial Intelligence (AI), it is possible to process and map all this information. Based on the science of Set Theory, it is possible to generate Virtual Worlds, in a simple and practical way, interconnected with each other. At the same time, this product also allows collecting and recording daily information of scientific interest at the micro-territorial level. Each record of content, by any user, has contained data such as location, temperature, humidity, air condition, the direction of the wind, among others. In the long term, this product allows the research and the consultation of this data, so it can be used as a case study in the future.
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LIN, CHIA-YI, and 林佳儀. "A Technical Report on Mobile APP Interactive Game Music and Sound Production Using Female Entrepreneurial Learning Program WE boss as an Example." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/h8k5yg.

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碩士<br>世新大學<br>廣播電視電影學研究所(含碩專班)<br>104<br>Nowadays, life of human beings has been more connected to technology due to the rise of wireless internet and the development of portable devices; especially what has been heavily used on any portable devices – APP. Plenty of APPs are released for variety of reasons, which also enhance our lives; however, it can’t be denied that the affections and reliability of smart portable devices on human beings are getting remarkably higher. Nowadays, life of human beings has been more connected to technology due to the rise of wireless internet and the development of portable devices; especially what has been heavily used on any portable devices – APP. Plenty of APPs are released for variety of reasons, which also enhance our lives; however, it can’t be denied that the affections and reliability of smart portable devices on human beings are getting remarkably higher. In the survey “The behavior of Taiwanese in using portable devices along with Apps”, published by Institute for Information Industry FIND project, indicates that the following categories are the most popular among the others: 01. Social communication related 02. Media related entertainment 03. Games According to the result, it is inferred that this may implicate the possible success of an APP combining the above mentioned. Thus, “WE boss” is introduced. This APP is knowledge based; with “Tool Kit” conception built in, future users, who plan to start their own business, can be benefit from it by comprehending the expert Q&A in commerce and business industry. This project involved with the following as joint: - Department of Innovation for Women and Economics Development, APEC - Gender Equality Committee (GEC), Executive Yuan - HEX Technology - Shih Hsin University and - National Taipei University of Technology In this study, the researcher was mainly in charge of music and related sound effect of WE Boss. Readers will find out the process with detailing information on music and sound design; starting from mapping out, preparation of a digital music work shop, composing and recording, and the back-stage editing. This study certainly serves as documentation as it contains real-life music industry work. What makes it outstanding from other study is that it involves the element of “World Music.” By reading this study, readers will have idea on how music is completed, as well as what it is to be World Music.
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