Dissertations / Theses on the topic 'Appr'
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Paaso, H. (Henna). "Direction of arrival estimation algorithms for leaky-wave antennas and antenna arrays." Doctoral thesis, Oulun yliopisto, 2018. http://urn.fi/urn:isbn:9789526220741.
Full textTiivistelmä Tässä väitöskirjassa tutkitaan suunnanestimointialgoritmeja uudelleen konfiguroituville vuotoaaltoantenneille (LWA, leaky wave antenna) ja kehittyneille antenniryhmille. Suuntaavilla antenneilla voidaan parantaa huomattavasti spektrin uudelleen käyttöä ja esineiden ja ihmisten sijaintipaikannusta sekä pienentää häiriöitä. Suunnanestimointialgoritmit ovat myös osoittautuneet hyödylliseksi esimerkiksi seuranta- ja sijaintipaikannuspalvelusovelluksille langattomissa lähiverkoissa. Työn päätavoite on kehittää uusia suunnanestimointialgoritmeja sekä kehittyneille antenniryhmille että vuotoaaltoantenneille (composite right/left-handed (CRLH) LWA). Työssä osoitetaan, miten olemassa olevia suunnanestimointialgoritmeja voidaan muokata uudella tavalla, jotta ne soveltuisivat molemmille antennityypeille reaaliaikaiseen suunnanestimointiin. Vuotoaaltoantennille on kehitetty kolme erilaista suunnanestimointialgoritmia: 1) muunneltu MUSIC- (multiple signal classification), 2) säteilykyvioiden tehojen ristikorrelaatio- (PPCC, power pattern cross correlation) ja 3) vierekkäisten säteilykuvioiden tehosuhdealgoritmi (APPR, adjacent power pattern ratio). APPR-algoritmia on myös käytetty kehittyneelle antenniryhmälle. Työssä esitetään myös parannuksia muunnelluille MUSIC- ja APPR-algoritmeille. Algoritmien kompleksisuutta voidaan pienentää valitsemalla vähemmän vastaanotettuja signaaleja. Tulokset osoittavat, että signaalien valinta on hyvin tärkeää ja ehdotetut algoritmit estimoivat onnistuneesti saapuvan signaalin suunnan todellisessa mittausympäristössä. Yhteenvetona voidaan sanoa, että tämä väitöstyö on hyvä lähtökohta suunnanestimointialgoritmitutkimukselle, jonka tavoitteena on parantaa tulevien sukupolvien langattomien verkkojen suorituskykyä ja paikannuksen tarkkuutta
Forsman, Andreas. "App app app! : iPad och appar – komplement eller konkurrent till traditionella musikinstrument inom grundskolans musikundervisning?" Thesis, Kungl. Musikhögskolan, Institutionen för musik, pedagogik och samhälle, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-2026.
Full textThe technical development in society moves faster and faster, a statement no one question nowadays. The development within computer and IT-area affects us all regardless of age. Computers are a natural tool and the concept of digital tools is included in several different subjects in elementary school program. This examination aims to illuminate the role of the iPad in elementary school music education. I have interviewed three individuals to get an answer to the question if an iPad with custom applications can be used as music instrument in education or even replace conventional music instruments. The individuals I have interviewed are: one representative from national agency for education (Skolverket), one principal from elementary school and one music teacher from elementary school. These qualitative interviews are the foundation of the empirical studies in this examination. The answers from this interview have been analyzed via a hermeneutic perspective, which have led to further questions and answers in this matter. The result clearly illustrates that iPads and applications have a given role as a tool in music education but can not be described as a music instrument. Nevertheless, all individuals interviewed underlines that the answer can be different in the future. This is a clear sign of how fast technology develops.
ZINI, SIMONE. "Image Enhancement and Restoration using Machine Learning Techniques." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2022. http://hdl.handle.net/10281/378899.
Full textDigital cameras record, manipulate, and store information electronically through sensors and built-in computers, which makes photography more available to final users which do not anymore need to rely on the use of chemicals and knowledge of mechanical procedures to develop their pictures. Different types of degradation and artifacts can affect images acquired using digital cameras, decreasing the perceptual fidelity of images and making harder many image processing and analysis tasks that can be performed on the collected images. Three elements can be identified as possible sources of artifacts in an image: the scene content, the hardware limitations and flaws, and finally the operations performed by the digital camera processing pipeline itself, from acquisition to compression and storing. Some artifacts are not directly treated in the typical camera processing pipeline, such as the presence of haze or rain that can reduce visibility of the scene in the depicted images. These artifacts require the design of ad hoc methods that are usually applied as post-processing on the acquired images. Other types of artifacts are related to the imaging process and to the image processing pipeline implemented on board of digital cameras. These include sensor noise, undesirable color cast, poor contrast and compression artifacts. The objective of this thesis is the identification and design of new and more robust modules for image processing and restoration that can improve the quality of the acquired images, in particular in critical scenarios such as adverse weather conditions, poor light in the scene etc… . The artifacts identified are divided into two main groups: “in camera-generated artifacts" and “external artifacts and problems". In the first group it has been identified and addressed four main issues: sensor camera noise removal, automatic white balancing, automatic contrast enhancement and compression artifacts removal. The design process of the proposed solutions has considered efficiency aspects, due to the possibility of directly integrating them in future camera pipelines. The second group of artifacts are related to the presence of elements in the scene which may cause a degradation in terms of visual fidelity and/or usability of the images. In particular the focus is on artifacts induced by the presence of rain in the scene. The thesis, after a brief review of the digital camera processing pipeline, analyzes the different types of artifacts that can affect image quality, and describes the design of the proposed solutions. All the proposed approaches are based on machine learning techniques, such as Convolutional Neural Networks and Bayesian optimization procedure, and are experimentally validated on standard images datasets. The overall contributions of this thesis can be summarized in three points: integration of classical imaging approaches with machine learning optimization techniques, design of novel deep learning architectures and approaches and analysis and application of deep learning image processing algorithms in other computer vision tasks.
Karlsson, Malin. "Internet banking app quality compared to other utilitarian apps." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-33013.
Full textKepley, Spencer. "Rapid development of mobile apps using App Inventor and AGCO API." Thesis, Kansas State University, 2014. http://hdl.handle.net/2097/17563.
Full textDepartment of Biological & Agricultural Engineering
Naiqian Zhang
Mobile apps are useful tools for many different purposes. In agriculture, apps can be used to check the weather and markets, control irrigation, and monitor machine activity among other uses. This research project is a collaboration between Kansas State University and AGCO and includes the development of two apps, using MIT Application Inventor and Google App Engine. Kansas State University was responsible for developing the apps user interface and functionality while AGCO provide the data needs for the apps through Google App Engine. The first app is called Crop Maturity App and measures Growing Degree Days from a crops planting date. The second app is called Combine Efficiency App and determines the performance of a combine harvesting based on its speed. AGCO provided the server support for these apps from a weather service and their own combines that are connected. This project demonstrates the possibility of an open-source development environment with AGCO machine data.
Haines, Jøran Christiansen, and Alexander Hanssen. "In-Application Payment from Mobile Apps : A study of In-App Payment." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23041.
Full textKnutsson, Lena, and Jannice Rahm. "Att appa eller inte appa - det är frågan : Gymnasieelevers användning av appar och annan pedagogisk teknologi - med fokus på elever i läs- och skrivsvårigheter." Thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-133156.
Full textA computer for every student is more and more common in high school. With the computer come endless possibilities for teaching and learning but also many dilemmas for teachers. There is often an over-reliance on technology to “fix” these educational dilemmas and that teachers automatically will know how to use this new technology. Research on students with reading and writing disorder show that there are many advantages to gain with the use of educational technology. Motivation, increased self confidence, more possibilities for learning and better school results for students in need but also for other students. Educational apps are constructed according to the theory of scaffolding and can, if used correctly, increase every student’s ”zone of proximate development”. The purpose of this essay is, through the means of a survey aimed at high school/ upper secondary students, examine their use of educational technology and apps and also their perception of the possible gain of these. The results show that nearly every student use a computer/PC made available from their schools. However it is almost exclusively in the subjects Swedish and English they use any support in the form of spelling apps or text read out loud. Usage and knowledge of apps and other supportive software are low. Even if many students answer that they have difficulties in spelling only 10 % say that they regularly use any support when spelling. So the usage is low although the study also shows that the students perceive positive effects from using educational technology, taking the form of increased motivation and control. Our result gives rise to a number of questions concerning the cause of the low usage. Among others: Do teachers have too little technological knowledge and competence? Do they know too little about how to use apps or what app to use? Do schools buy the wrong technological tools for their students? Do we really give students with reading or writing disorder the support and knowledge that would achieve school success and later a working social life?
Ballaei, Sahar. "Utveckling av skylt samt en parkerings app för Visby innerstad." Thesis, Högskolan på Gotland, Institutionen för humaniora och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1537.
Full textIn this examination project, at candidate level with extent of 15 credits has been going on for ten weeks and been in collaboration with the municipality of Gotland, Region Gotland.This assignment has been about developing a new parking sign for Visby’s inner town and to facilitate navigation in traffic through a parking app. The parking sign and the app interact with each other and create a unity over the traffic problems in Visby. The problem formulation of the project has been:“How can I develop a new navigational system to facilitate the traffic flow in Visby and a new parking sign that is easily understood, while blending in with the cultural heritage with reasonable measures for Region Gotland to produce?” I have through studies of color, form, function analyzed and come up with a graphic symbol, in a choice that is recognizable to the signs related to parking machines and payment of them adapted for Visby’s inner town as well as it should blend in with the environment. You should easily be able to interpret the signs and find the parking machines as well as the parking app gives you direction to the nearest parking space and inform you if any parking spaces are available or not, all this give you more comprehensive and facilitate information.The project has been adapted to human from an ergonomic perspective and the cultural heritage of Visby old town, with reasonable measures for the municipality to realize and produce.
Fritzson, Annika, and Jenny Svensson. "Upplevelser av att använda mobila applikationer för egenvård vid långvarig sjukdom : en litteraturöversikt." Thesis, Hälsohögskolan, Högskolan i Jönköping, HHJ, Avd. för omvårdnad, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30330.
Full textBackground: The need of healthcare is growing all over the world and the amount of people with chronic diseases increases. This causes more pressure on the healthcare and the personnel, but also on the patients. Self-care is a growing phe- nomenon in healthcare; the way to manage self-care is different for everyone and is developed with healthcare personnel and the patient. A new tool used is m-health; in the m-health applications diaries, monitoring, and a way to communicate with other people in the same situation and with healthcare personnel. Aim: Describe how peo- ple with chronic deceases experience m-health during self-care. Method: Literature review based on fourteen articles from the databases; PubMed, Cinahl, and Medline. Result: The attendants saw m-health as a tool for self-care. The motivation was though decreasing during a long-term use and increased feelings of anxiety and stress was describes from some of the users. Discussion: M-health was mostly a positive experience for the attendants and they got a better overview of their disease and early warning signs if the illness was aggra- vating. The downside of m-health was the feeling of being addicted to the technology and that was lowering the feeling of independents.
Ayalew, Romel. "Consumer behaviour in Apple's App Store." Thesis, Uppsala universitet, Institutionen för informatik och media, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-166547.
Full textReynolds, Lauren Wargelin. "The Effect of the iPad Math Intervention Mathspace on High School Algebra Computation Skills." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1531828859488563.
Full textFransén, Ellen. "Förskollärares resonemang vid valet och användandet av böcker och appar." Thesis, Karlstads universitet, Institutionen för pedagogiska studier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-66281.
Full textThe purpose of this study is to find out and compare how preschool-teachers choose literature and appendices to the departments based on their age and orientation. To answer my questions and my purpose, I use interviews in two different preschools. One preschool has a lot of focus on language and literature, from which I interview three preschool teachers from three different departments. The second preschool has more focus on digitization and various digital tools, from which I interview two preschool-teachers from the youngest as well as the oldest department. Choices of books and choices of apps are handled in a similar manner in the same department, but it may differentiate between preschools. It differs in planning and the influence of the children. According to the preschool-teachers, the quantity of books and apps have a big influence on the children’s learning and interaction.
Elwin, Elin. "Homosexualitetens baksida : En skildring om hur homosexualitet hanteras i vardagen." Thesis, Linköpings universitet, Institutionen för kultur och kommunikation, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-123874.
Full textThis master thesis examines what strategies homosexual men and women use to meet other homosexuals. By using the method of qualitative semi-structured interview and talking with 3 men born before 1952 as well as 3 men and 3 women born between 1979 and 1989, the result shows the informants have and uses strategies in different ways. The informants experience that society is heteronormative and therefor the process of “coming out” have been a meaningful part of their life. It is in this process of their forming of identity strategies become especially noticeable to themselves. The result highlights that strategies varies depending on what time in society they are used. Before 1979 when homosexuality was considered a disease certain strategies were needed. At the time certain meeting places, symbols and signals were used to attract the “right” people. Nowadays when homosexuality is accepted by society certain strategies are still used to avoid being exposed to violence. In addition to gay clubs, internet and apps are used as meeting places. Certain meeting places, clothes, language and signals in the form of for examples gestures remain within the physical room but have changed over time. The conclusion which have been drawn is that there is a need to use strategies to hide ones homosexuality while at the same time highlight it for the right people but that the strategies varies with the changing of society. Symbols used ten years ago does not necessarily mean the same thing to day and internet and apps have replaced the need for usage of symbols to a higher degree.
Hulha, Antonia. "Visual instructions for toddlers : Designing instructions in a medical iPad app." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-27790.
Full textZak, Edvard. "Including Smartphone End User Apps in the Context of the Company Contact Center." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-229094.
Full textÅström, Joakim. "Användandet av mobila enheter med appsystem och appars fackmannamässiga potential inom byggbranshen." Thesis, Uppsala universitet, Byggteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-221171.
Full textEdblom, Sara. "A Comparison of Two Immunoturbidimetric Assay Methods for Serum Amyloid A in Cats." Thesis, Uppsala universitet, Institutionen för medicinsk biokemi och mikrobiologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-154803.
Full textGubbels, Jeroen Henricus Hubertus, and Sophie Verona Langer. "Monetization when the time is limited : A multiple case study on temporary mobile apps." Thesis, Internationella Handelshögskolan, Jönköping University, IHH, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48944.
Full textSirvent, Mazarico Carlos, and Carrera Marc Campillo. "Comparison between Native and Cross-Platform Apps." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-40886.
Full textTouati, Eliette. "La phosphatase acide de ph optimum 2,5 d'escherichia coli : un systeme pour l'etude des effets negatifs de l'amp cyclique." Paris 6, 1986. http://www.theses.fr/1986PA066531.
Full textCardoso, Leandro da Conceição. "A importância do conhecimento teórico dos designers digitais, no desenvolvimento de interfaces em aplicativos para smartphones relacionados ao monitoramento da saúde cardíaca do usuário." Pontifícia Universidade Católica de São Paulo, 2016. https://tede2.pucsp.br/handle/handle/18209.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
This study shows the relation between the importance of how digital designers practice their theoric knowledgments, nowadays people live technological changes and technologic inovations, mainly with smartphones, that are considered a technological revolution, the strongest impact of last times, after Internet advents and social medias. The interaction acts through of apps interfaces, there is a prevision that until 2016, 300 billions of apps will be developmented having a big research base. The goal of this study is helps Brazilian researches. The main of issues in health researches is people with cardiacs problems. The focus of this study was to show apps that describes characteristics of the people that want to have good health. Yet it is important show that this research has not relation to medical aspect. The methodology of this study establishes an analysis of many theoric thoughts about apps and its application for the designers that development interfaces of apps. The ideas of many authors are presented here and their studies about design and interaction. This study presents, moreover, some aspects that are not considered in a critical analysis for the reason that it was presently a short study that shows only the results and the importance that digital designer has in a academic knowledge to develops interfaces that not follow concepts of theoretic students. The main is to show how an app can be faster and more efficient than if it could not obey the rules, although in a specific objective
Esta dissertação é pautada na importância de como os designers digitais colocam em prática os seus conhecimentos teóricos, em um momento que estamos vivendo em constantes e aceleradas mudanças de inovações tecnológicas, especialmente com os smartphones, que é considerado como a revolução tecnológica de maior impacto nos últimos tempos, após a causada pela internet e pelas redes sociais. Nos smartphones a interação se dá através das interfaces dos aplicativos, que já podem estar instalados ou serem baixados pela internet. Existe uma previsão que até 2016, 300 bilhões de aplicativos serão desenvolvidos, tendo uma grande base de pesquisa. O objetivo deste trabalho é de também colaborar no que os brasileiros consideram que deva ser prioridade, que são os serviços de saúde, onde o mais grave do Brasil são os cardíacos. Assim, o foco foi em abordar os aplicativos que em sua descrição têm características que podem servir para o monitoramento da saúde cardíaca do usuário. É importante salientar que este estudo não tem nenhuma relação do aspecto médico. Esta pesquisa propõe a análise de como foi aplicado pelos designers que desenvolveram as interfaces dos aplicativos aqui apresentados, os conceitos de vários autores relacionados ao design, usabilidade e interação, como também um levantamento de alguns aspectos que não foram considerados através de uma análise crítica que foi curta, o que evidencia o resultado obtido, da relevância do designer digital ter o conhecimento acadêmico para o desenvolvimento de interfaces, não sendo possível imaginar como funcionaria interfaces que não obedecesse os conceitos dos estudiosos, que tornam o tempo de execução de uma tarefa muito mais rápida e eficiente do que se o aplicativo não obedecesse estas regras, salvo que seja um aplicativo experimental com este objetivo específico
Lamming, Laura. "Characteristics and quality of physical activity apps which provide feedback on user affect. A systematic review and evaluation of public and academic apps." Thesis, University of Bradford, 2019. http://hdl.handle.net/10454/18221.
Full textRebreniuk, Oleksii. "Comparing HTML5 Based Apps With Native Apps." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-31258.
Full textSanchis, Gandía Álvaro. "Diseño de experiencia de usuario en la museografía interactiva. Metodología proyectual para aplicaciones móviles de museos y espacios expositivos." Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/90583.
Full textLa importante tecnificación de las sociedades desarrolladas ha tenido su reflejo dentro de la museografía contemporánea. La llegada de los dispositivos móviles inteligentes planteó modos de consumo cultural completamente nuevos, afectando inevitablemente a la producción de activos digitales desarrollados por y para espacios expositivos. La utilización de la tecnología en entornos culturales se ha convertido en una tendencia generalizada, a la que recurren infinidad de instituciones para complementar sus fondos y contenidos. En esta investigación profundizaremos en los factores que determinan la calidad de las aplicaciones móviles publicadas por museos. Para ello, analizaremos la evolución del medio en los últimos años para obtener una visión amplia de la situación actual de este ámbito de estudio. Posteriormente, propondremos un cambio de enfoque en la conceptualización y diseño de estas propuestas, estableciendo al visitante como eje vertebrador de todo el proceso. Por este motivo, analizaremos en profundidad la disciplina del diseño de la experiencia de usuario y su implementación en el ámbito museístico, comprobando a través de sus fundamentos su validez en el entorno expositivo. Finalmente, desarrollaremos una metodología específica basada en estos principios de diseño, donde se relacione la producción de aplicaciones móviles con la práctica expositiva. Esta tendrá como objetivo organizar las fases necesarias en un proyecto de estas características, determinar los principales aspectos que asegurarán la calidad del resultado final y, en definitiva, ser de utilidad en el desarrollo de experiencias digitales significantes para espacios museísticos.
La important tecnificació de les societats desenvolupades s'ha vist reflectida dins de la museografia contemporània. L'aplegada dels dispositius mòbils intel·ligents plantejà mitjans de consum cultural completament nous, afectant inevitablement a la producció d'actius digitals desenvolupats per i per a espais expositius. La utilització de la tecnologia en entorns culturals s'ha convertit en una tendència generalitzada, emprada per infinitat d'institucions per a complementar els seus fons i continguts. A aquesta investigació profunditzarem en els factors que determinen la qualitat de les aplicacions mòbils publicades per museus. Per a aconseguir-ho, analitzarem l'evolució del mitjà en els últims anys, per a obtenir una visió amplia de la situació actual d'aquest àmbit d'estudi. Posteriorment, proposarem un canvi d'enfocament en la conceptualització i disseny d'aquestes propostes, establint al visitant com a eix vertebrador de tot el procés. Per aquest motiu, analitzarem en profunditat la disciplina del disseny de l'experiència d'usuari i la seva implementació a l'àmbit museístic, comprovant a través dels seus fonaments la seva validesa a l'entorn expositiu. Finalment, desenvoluparem una metodologia específica basada en aquests principis de disseny, on es relacioni la producció d'aplicacions mòbils amb la pràctica expositiva. Aquesta tindrà com a objectiu organitzar les fases necessàries a un projecte d'aquestes característiques, determinar els principals aspectes que garantiran la qualitat del resultat final i, en definitiva, ser d'utilitat al desenvolupament d'experiències digitals significants per a espais museístics.
Sanchis Gandía, Á. (2017). Diseño de experiencia de usuario en la museografía interactiva. Metodología proyectual para aplicaciones móviles de museos y espacios expositivos [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90583
TESIS
Hansson, Stefan. "Militära ”mobil-appar” : Den militära nyttan med kommersiell teknik för militära ändamål." Thesis, Försvarshögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:fhs:diva-4668.
Full textHaddad, Elias, and Dany Abdelke. "SharePoint apps." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-128569.
Full textThis project is about apps in Microsoft Sharepoint 2013. We are two students that will during this thesis create a task management system for the company Precio Systemutveckling AB. We will use the great new app model that is a way to develop Sharepoint apps. The result of this project is a task management system that the company can use to keep track of their tasks.
Silva, Poliana Risso da. "Fatores de influência na urbanização em APPs áreas de preservação permanente : O caso da APP do córrego do Gregório - São Carlos." Universidade Federal de São Carlos, 2010. https://repositorio.ufscar.br/handle/ufscar/4326.
Full textFinanciadora de Estudos e Projetos
This dissertation is a theoretical study developed on urbanization processes involving Permanent Preservation Areas (APP) marginal to water bodies. The verification of a constant breach on the principle of inviolability attributed to APP, especially in urban areas, motivated this research. The objective focused on identifying and discussing the factors that influence the processes of urbanization in Permanent Preservation Areas marginal to water bodies. From the literature review, 28 factors of influence could be pointed out and organized into 08 dimensions. The case study conducted in São Carlos-SP, on the Conservation Areas of the Gregory stream, allowed the identification of influencing factors in the four analyzed periods in the history of urbanization of the municipality: 1857-1965, 1965-1979, 1979-1986 and 1986 to 2010. The results obtained in this research enabled the understanding that some permanent preservation areas, present in urban areas have been urbanized for assuming the value of urban land as defended by Villaça (2001). The value added to them is thus, not only restricted to their environmental value, but also to values of location, culture and affection among others related to the local context.
Esta dissertação corresponde a um estudo teórico desenvolvido sobre os processos de urbanização envolvendo Áreas de Preservação Permanente (APP) marginais a corpos d água. A verificação de um constante descumprimento ao princípio da intangibilidade atribuído às APPs, principalmente no meio urbano, motivou a realização desta pesquisa. O objetivo concentrou-se em identificar e discutir os fatores que influenciam os processos de urbanização em Áreas de Preservação Permanente marginais a corpos d água. A partir da revisão bibliográfica realizada, registrou-se 28 fatores de influência organizados em 08 dimensões. O estudo de caso desenvolvido em São Carlos -SP, sobre as Áreas de Preservação do córrego do Gregório possibilitou a identificação de fatores de influência nos quatros períodos analisados da história da urbanização do município: 1857 a 1965, 1965 a 1979, 1979 a 1986 e 1986 a 2010. Os resultados obtidos na pesquisa possibilitaram o entendimento de que algumas Áreas de Preservação Permanente, presentes no meio urbano, têm sido urbanizadas por assumirem o valor de terra urbana defendido por Villaça (2001). O valor agregado a elas, dessa forma, não se restringe somente ao valor ambiental, mas também ao valor de localização, de afetividade e cultura e a outros surgidos com o contexto local.
Lundgren, Thoreson Ann-Sofie. "App som hjälpmedel i egenvård vid diabetes : patienterfarenheter." Thesis, Sophiahemmet Högskola, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:shh:diva-1651.
Full textPettersson, Sara, and Malin Sundberg. "En app blir vad jag för den till : En enätstudie om hur förskolepersonal upplever arbetet kring appar och lärplattor i förskolans verksamhet." Thesis, Högskolan i Gävle, Avdelningen för utbildningsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-26409.
Full textKvist, 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.
Full textMahyari, Parisa. "Luxury brand identity : the influence of mobile digital technology." Thesis, Queensland University of Technology, 2014.
Find full textDemi, Thorsteinsson. "Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-59823.
Full textMastronicola, Natália Ojeda. "Trigonometria por apps." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/4469.
Full textIn this work the author intends to show an experience of implementation of alternative activities to traditional teaching of trigonometry in 9th year of Fundamental School (Brazilian curriculum). The theme choice came from the author's finding of difficulties presented by pupils in face of a great amount of formulas without meaning for them. The goal of these activities was to stimulate the students to make them construct their own knowledge, culminating in a meaningful learning. It was intended to formulate activities with the use of smartphones and tablets. The technological advance of cell phones has provided a range of different tools that fit in someone's palm and can be accessed immediately. Some of these tools provide the use of tablets and smartphones in the educational context, aiding student's learning in an innovative form, making it more pleasurable. All activities followed the guidelines of didactical engineering as research methodology. The activities were applied in a school were the author is a teacher.
Neste trabalho, a autora pretende mostrar uma experiência de aplicação de atividades alternativas ao ensino tradicional de trigonometria no 9º ano do Ensino Fundamental. A escolha do tema veio da constatação dessa pesquisadora das dificuldades apresentadas pelos alunos ao se depararem com um amontoado de fórmulas sem significado algum para eles. O objetivo das atividades foi estimular os alunos a construir o seu próprio saber, culminando em uma aprendizagem significativa. Pretendeu-se formular atividades com o uso de aplicativos para smartphones e tablets. O avanço tecnológico dos celulares tem proporcionado um leque de diferentes ferramentas que cabem na palma da mão e podem ser acessadas instantaneamente. Algumas dessas ferramentas proporcionam o uso de tablets e smartphones no contexto educacional, auxiliando a aprendizagem dos alunos de forma inovadora, tornando-a mais prazerosa. Todas as atividades seguiram o percurso da Engenharia Didática como metodologia de pesquisa. As atividades foram aplicadas em uma escola em que a pesquisadora é professora.
Karlsson, Malin. "Internet Banking Apps." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-32928.
Full textMastronicola, Natália Ojeda [UNESP]. "Aritmética por apps." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/136258.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Neste trabalho, utilizamos aplicativos para smartphones e tablets (apps) no ensino da Aritmética, abordando tópicos como divisibilidade através da decomposição em fatores primos; mínimo múltiplo comum e máximo divisor comum. Este trabalho foi desenvolvido junto aos alunos do Ensino Fundamental. Além disso, tratamos também de temas normalmente não trabalhados no Ensino Básico como Teorema de Bézout e Função de Euler. O uso desses aplicativos aproveita-se dessa crescente tecnologia em poder dos alunos, auxiliando a aprendizagem de forma inovadora e tornando-a mais atraente.
In this work, we use some special apps for smartphones and tablets to teach Arithmetic, covering topics such as divisibility, prime decomposition of numbers, least common multiple and greatest common divisor. This study was developed with the students of elementary school. We also treat topics which are not normally worked in basic Education as Bézout's theorem and Euler function. We notice the use of these apps in the classroom brought more enthusiasm for students.
Mastronicola, Natália Ojeda. "Aritmética por apps /." São José do Rio Preto, 2016. http://hdl.handle.net/11449/136258.
Full textBanca: Juliano Gonçalves Oler
Banca: Flávia Souza Machado da Silva
Resumo: Neste trabalho, utilizamos aplicativos para smartphones e tablets (apps) no ensino da Aritmética, abordando tópicos como divisibilidade através da decomposição em fatores primos; mínimo múltiplo comum e máximo divisor comum. Este trabalho foi desenvolvido junto aos alunos do Ensino Fundamental. Além disso, tratamos também de temas normalmente não trabalhados no Ensino Básico como Teorema de Bézout e Função de Euler. O uso desses aplicativos aproveita-se dessa crescente tecnologia em poder dos alunos, auxiliando a aprendizagem de forma inovadora e tornando-a mais atraente
Abstract: In this work, we use some special apps for smartphones and tablets to teach Arithmetic, covering topics such as divisibility, prime decomposition of numbers, least common multiple and greatest common divisor. This study was developed with the students of elementary school. We also treat topics which are not normally worked in basic Education as Bézout's theorem and Euler function. We notice the use of these apps in the classroom brought more enthusiasm for students
Mestre
Wiking, Maria, and Traldi Francesca. "App, app, app, lyssna nu! En musikdidaktisk studie av musikappar i förskola." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34232.
Full textRytterström, Andy. "Tvångsavslutning av appar : en undersökning kring varför användare tvångsavslutar mobila appar regelbundet." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-17544.
Full textI have observed some users that force-quit apps regularly. It's interesting to know why users do this because multiple sources indicate that it probably use more battery-power than not doing it. Representatives from both Google and Apple confirm that force-quitting apps regularly on Android and iOS devices may be more battery-demanding. Relative to this is how the battery-icon is designed in the mobile operative system where a research report that users have a hard time know for certainty how much battery there is left. There is also a research from 2009 that report that users in their studie did not know that there was energysaving funktions available to use in the mobile operatingsystem. My study started with a pilot study that checked why users force-quit apps on their mobile devices. There are several reasons why users force-quit apps regularly on mobile devices. It was shown in the study that 46% of all participants in the pilot-study force-quitted apps regularly on mobile devices to save battery power. My pilot-study shows that the second biggest reason for force-quitting regularly is that users want to have control over which apps are open. That is 7% of all the participants in the pilot-study. The main reason that users force-quit apps regularly is to save battery power. This category of users constitutes 28% of all the participants in the pilot-study. Based on the data from the pilot-study, interviews with smartphone users were made to find out more about what users think about this function. Multiple participants in the interviews do force-quit apps on their smartphone. They even told us why they do it. Most of the participants in the interviews that force-quit apps do it because they think it will save battery. This research is made to get data about if users force-quit apps on mobile devices and why they do it. This research report is made to help and inform designers to design interfaces from this data provided.
Gunnarsdotter, Ylva. "Appar i matematikundervisningen : En intervjustudie om lärares användning av appar i matematikundervisningen." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Övrig skolnära forskning, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36260.
Full textTablets and apps are more and more often used in math teaching. An app is a software program used for tablet computers. The purpose of this study is to create knowledge about how teachers in classes 1–3 teach math with help of different apps. The study was made through qualitative interviews with six teachers who work continuously with applications in math teaching. The result shows that if apps are to be used in teaching there should be a clear goal and purpose of the use. It should also be possible to relate to the curriculum and the course book. Furthermore, the study reveals that there are different ways and purposes of using apps. The apps are mainly described as complementary tools and as an asset in order to introduce a mathematical area. The teachers’ purposes were, for example, to increase the amount of practice, individualization, or to create a higher accomplishment rate. Other purposes of using apps were to produce direct feedback, increase student motivation, or for evaluation and follow-up. The selections of apps which were used for teaching varied and were chosen in three different ways; through free choice, via an ICT responsible, or via an IT office.
Burgos, Peter. "Mittuniversitetets Android-app : Studentportalen som mobilapplikation." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-16647.
Full textThis project is made for creating a stabil and useful mobile application developed in Java. The purpose of this project is to make the access and communication easier between the student and the student portal. The product of this project is the unofficial app of Mid Sweden University, called Mittuniversitetets Android-app, that in first hand is limited to Android-devices. By doing research, both by letting students answer a survey online on Mid Sweden University's student portal and by asking student physically at Mid Sweden University campus Sundsvall, the investigation tells which parts of the student portal students would like to have in the mobile application and it is according to those answers that the direction of the application has been developed. The product, which is the application, is considered complete when the students are able to for exempel reach their information and get the information presented in a good way. Three different suggestions for a solution is given and by comparing the benefits of those only one solution is chosen. The solution chosen is ”direct-connection as solution”. To be able to give the reader better basical and understandable knowledge some parts are explained in more detail in this report. The report also shows that the access to the student portal is more effective now that only 5 taps are required by using the Mid Sweden University application to get a students information instead of 24 taps by using the web-browser on the cellphone. All goals in this thesis is considered accomplished and screenshots shows this in the report. Finally there is also suggestions for some future works given in this report.
Lundén, Ida. "App app app : En studie om förskollärares erfarenheter av att använda surfplattor i förskolan." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-312923.
Full textArdizzoni, Marco. "App-Economy: analisi del mercato degli App Store." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3140/.
Full textTrygg, Johan, and Damir Pervan. "App-sniffer." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-17175.
Full textBaldeon, Vergara Katherine, Pittman Rodolfo Isrrael Bustamante, Torres Max Henrry Espinoza, and Lupuche Patricia Quispe. "Study App." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/625296.
Full textThe present research work corresponds to a Business Project that allows the interaction between the school and parents to know the student's activities within the school, a real-time monitoring to know the academic status as well as the assistance and contacts with the teachers. . Studyapp as it has been called the tool is didactic and friendly will understand loose information points to strengthen the communication based on technology available in order to maintain contact with the school and in the same way with parents, students and teachers. The internal and external factors that must be taken into account to know the viability of the tool have been analyzed. Also, it shows marketing strategies that will be used during the development of the project so that the objectives and the profitability of the investment are achieved.
Trabajo de investigación
Pracucci, Nicolò. "Instant App." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/23180/.
Full textLópez, Alejandra, and Luis E. Lee. "Party App." Tesis, Universidad de Chile, 2016. http://repositorio.uchile.cl/handle/2250/140887.
Full textAlejandra López [Parte I], Luis E. Lee [Parte II]
En una industria que mueve alrededor de 22 millones de dólares al año y que crece más del 6% anual, existe una necesidad latente en el mercado de licores en Panamá que actualmente no está siendo cubierta, pues el 71% de las personas entre 18 y 35 años de edad, residentes de las zonas metropolitanas de Panamá de estratos medio-altos, recurren a los supermercados, para ir en busca de licor u otros artículos en medio de una fiesta, arriesgándose a tener accidentes de tránsito, si se encuentran en estado de embriaguez. Este hecho se hace aún más evidente cuando cerca del 82% de las personas manifiesta que no conoce un servicio que le brinde al mismo tiempo comodidad, seguridad y rapidez en la venta de productos a la hora de realizar celebraciones sociales en sus casas u oficinas, y que cerca del 80% estaría dispuesto a pagar por un servicio que se lo brinde. Apuntando a cubrir dicha necesidad, nace PartyAPP, una propuesta innovadora que busca crear valor para los clientes, brindándoles rapidez, comodidad, seguridad, a través de una aplicación móvil con acceso GPS en la cual se ofrece venta a domicilio de gran variedad de productos para sus celebraciones, como licores, productos comestibles y artículos decorativos, el cual estará disponible hasta altas horas de la noche. El equipo gestor de esta grandiosa idea de negocio posee amplios conocimientos en Administración de Negocios; además cuenta con una amplia red de contactos y suficiente experiencia en áreas como planeamiento comercial, manejo de inventarios, planeación de la demanda, logística y distribución, que les permitirá tener las herramientas necesarias para llevar a cabo el proyecto exitosamente. Con una ventas proyectadas de más de $1 millón de dólares anuales en promedio, y con ratios financieros bastante atractivos, PartyAPP promete ser una excelente inversión como negocio, pues con un monto de capital requerido de $190.390, proyecta un ROI de 47%en promedio, y generará un VAN de $408.107.
Una de las preocupaciones más latentes hoy en día es la cantidad de accidentes de tránsito ocasionados por conductores en estado de embriaguez. Aparte de este problema, existe inconformidad en el mercado de recurrir a supermercados a altas horas de la noche, encontrándose con largas files y arriesgando sus vidas al manejar en estado de embriaguez. Por los motivos antes mencionados y muchos otros más existe una solución rápida y sencilla llamada “PartyAPP” que consiste en una aplicación online móvil en que los clientes podrán organizar sus reuniones sociales en sus casas u oficinas con tan un solo click de esta aplicación. Investigaciones realizadas para este proyecto resaltan la necesidad latente de un mercado que busca un servicio el que le pueda brindar en la comodidad de sus casas u oficinas, bebidas alcohólicas, comestibles y artículos complementarios para fiestas. El mercado objetivo se centra en residentes del área metropolitana de la ciudad de Panamá que tengan entre 18 a 35 años y que tengan una vida social activa. La industria en la que se está apostando muestra ser solida, con un crecimiento anual en ventas del 6%. Es considerada dinámica y estable como también siendo la de mayor consumo per cápita a nivel latinoamericano. Con este servicio se esperan ingresos cerca del millón de dólares anuales, un VAN positivo de $408.190, una TIR de 75%, un Payback en el año 3, y un margen neto promedio de 17%. Concluyendo, información proporcionada por los estudios realizados cerca del 80% del mercado objetivo utilizaría PartyAPP como una solución a las necesidades de este mercado. Se destacan como atributos la seguridad, rapidez y comodidad, siendo los antes mencionados objetos diferenciadores de este servicio. De esta manera, se comprueba la viabilidad de este proyecto dentro del mercado.
Del, Pozo Pereda Jeaneth, Llamoca Sady Fernández, Neyra Alonso Javier Rodrigo, and Martinez Edgar Jesús Asin. "Diet APP." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/653334.
Full textThis business plan has been developed in order to respond to a current situation faced by the population concerning the growing disease of envelope weight and obesity which over the years has grown and has become one of the main causes of deaths around the world. Our project consists in the creation of a nutrition service through an application oriented in providing personalized attention through professional nutritionists who interact online with registered users, which are still a diet based on the peculiarity of adapting to your daily routine. 124,000 new soles for the application and website development will be needed for investment to be carried out, as well as acquisition of computer equipment, advertising and marketing, finally also have sufficient own funds during the first six months. Our team of entrepreneurs committed to the project would contribute 60% of the required amount, but is needed for the remaining external investors. In three and a half years you will reach the break-even point in profitability, reached a monthly turnover of 71,500 new soles and attending 625 subscribers in proportion. Entrepreneurs have work experiences which will allow us to contribute in this project especially in areas: operations, sales, human resources and systems. In addition, we are committed to the development and growth of the business, as well as maintain and preserve a high level of satisfaction of our customers.
Trabajo de investigación
Fernandez, Cubas Stalin, Edery Katherine Arleth Iglesias, Raya Gustavo Javier Martínez, Rodriguez Mario Alonso Wissar, and Choy Aragón Cinthia Yi. "MAYORISTAPE. APP." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/654922.
Full textThe project focuses on meeting the need of two customer segments that are interdependent with each other according to the business model. The first is made up of wholesale clients and the second by clients of the winery segment (traditional channel). In this project which has been baptized as MayoristaPe. It seeks to meet the needs of both segments through the use of the application from where wineries can make and manage their purchases to supply their stores, and wholesalers have the possibility to increase their sales, publish offers and generate value for their customers, managing to create time and cost efficiency in their businesses. Initially MayoristaPe. will focus on the City of Lima and Callao, where the largest concentration of wholesale markets and warehouses are located, in the future it will seek to expand to other strategic points. The sources of income will be generated through a monthly membership charge and / or through a percentage of sales, which will depend on the segment where each one is located.
Trabajo de investigación
Jara, Apolaya Lesly de los Angeles, Acosta José Rodolfo Paredes, Gutiérrez Omar Alexander Rivadeneyra, Puscan Juan Manuel Sanchez, and Osorio Jordan Marcelo Serquen. "APP “HABLAPROFE”." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655090.
Full textThis project is a virtual consultancy that can be carried out in a personalized way. In addition, these consultancies can be separated through the app or through the project's social networks. Its viability is developed based on the research carried out on pre-university students of socioeconomic level C of Metropolitan Lima and university students of UPC, University of Lima and USIL of Metropolitan Lima of socioeconomic levels A and B. Therefore, it has been identified in the analysis of a group of students who need or require advice to prepare for their application to the public university or during the university stage, in the circumstance that they do not understand or master a particular topic. To validate this solution, publications were made where it was presented to the public to be released on the market. Finally, a concierge plan was made to estimate the intention to purchase the service and project the financial statements, which are supported by timely strategic developments that carry out a business plan.
Trabajo de investigación
Claudio, Cabrera Yenny Elizabeth, Lopez Rosangela Espinoza, Mori Jhoswi Tafur, and Cora Giorggi Maximo Valverde. "Huarique APP." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/655512.
Full textAs a result of the health crisis that the country is experiencing, the government opted to close the customer service operations in restaurants, which undoubtedly drastically affected the sector's income and growth projections (Government of Peru, 2020 and Rpp, 2020). Consequently, reopening and staying active has meant an increase in their costs, since they must comply with all the sanitary protection measures required by the standard, despite this, sales in the previous months have been low, which affected all restaurants and specifically those small establishments such as the huariques. Currently, these huariques do not have the necessary capital to implement new technological tools or have a delivery service with greater scope. For this reason, the “Huarique app” was created, a mobile application to support all these huariques that have reduced the volume of their orders and seek to position their brand in the market. In this sense, the company will function as an intermediary between these huariques and the consumers of Lima Metropolitana to locate the preferred establishment and request their orders for breakfast, lunch or dinner, and with the option of delivery. Finally, after analyzing the cash flows of five years to know the profitability indicators, it was shown that this is an extremely profitable, viable business and a generator of value over time, with good projections to expand throughout Peru and internationally.
Trabajo de investigación