Dissertations / Theses on the topic 'Mobile data visualization'

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1

Caspár, Sophia. "Visualization of tabular data on mobile devices." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68036.

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This thesis evaluates various ways of displaying tabular data on mobile devices using different responsive table solutions. It also presents a tool to help web developers and designers in the process of choosing and implementing a suitable table approach. The proposed solution for this thesis is a web system called The Visualizing Wizard that allows the user to answer some questions about the intended table and then get a recommended responsive table solution generated based on the answers. The system uses a rule-based approach via Prolog to match the answers to a set of rules and provide an appropriate result. In order to determine which table solutions are more appropriate to use for which type of data a statistical analysis and user tests were performed. The statistical analysis contains an investigation to identify the most common table approaches and data types used on various websites. The result indicates that solutions such as "squish", "collapse by rows", "click" and "scroll" are most common. The most common table categories are product comparison, product offerings, sports and stock market/statistics. This information was used to implement and establish user tests to collect feedback and opinions. The data and statistics gathered from the user tests were mapped into sets of rules to answer the question of which responsive table solution is more appropriate to use for which type of data. This serves as the foundation for The Visualizing Wizard.
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Bragazzi, Ihrén Maximilian, and Björs Henrik Ingbrant. "Visualizing atmospheric data on a mobile platform." Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138048.

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Weather data is important for almost everyone today. Thedaily weather report, home thermometers, and a lot of otherthings affect our every day life. In order to develop betterand more efficient equipment, tools and algorithms, thepeople working with this data need to be able to access it inan easily accessible and easy to read format. In thisresearch, methods of visualizing data on mobile platformsare evaluated based on what researchers in the field wants,since their respective fields might want to use very specificvisualizations. The implementability of these visualizationsare then evaluated, based on the implementations madethroughout this paper. The results show that the researchersknow what they want, and that what they want isimplementable on mobile platforms given some limitationscaused by performance.
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Hu, Marco. "Data visualization e dispositivi mobile touchscreen: stato dell'arte e sfide." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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Questo elaborato di tesi è incentrato sulla Data Visualization, sui suoi benefici e sulle principali problematiche in contesto mobile. I vantaggi della Data Visualization sono numerosi e riuscire a portarli anche nell’ambito mobile migliorerebbe l’esperienza degli utenti che ne usufruiscono. Poichè non esistono delle linee guida ben definite, rappresentare dati e grafici in uno schermo di ridotte dimensioni rimane ancora una sfida.
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Fjällid, Jimmy, and Adrian Gortzak. "Visualization of IoT Data on Mobile Devices and Modularity of Applications." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211573.

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Wireless sensor networks used in smart cities and elsewhere collect large amounts of sensor data that needs to be made available to respective audiences and have proper visualization. There is a lack of mobile applications capable of visualizing sensor data coming from multiple sources using different protocols and data formats in a clear way; an application that is easy for anyone to use. This paper will present the development and evaluation of Smart City IoT which is an Android application for visualization of IoT data collected from wireless sensor networks. The resulting application Smart City IoT is designed to be modular to the core to allow for easy extension with new sensor types, communication protocols and data formats. It demonstrates that an Android application can be developed to support multiple sources with different protocols and have a unified visualization without requiring extensive set up.
Trådlösa sensornät som används i smarta städer och på annat håll samlar in stora mängder data som behöver göras tillgängliga för respektive publik och använda sig av lämpliga visualiseringar. Det är brist på mobila applikationer som är kapabla att visualisera sensordata som kommer från flera källor med olika protokoll och data format på ett tydligt sätt; en applikation som är enkel att använda. Den här rapporten kommer att presentera utvecklingen och valideringen av Smart City IoT vilket är en applikation till Android för att visualisera IoTdata hämtat från trådlösa sensor-nätverk. Den resulterande applikationen Smart City IoT är designad för att vara modulär i sin kärna för att tillåta enkel utbyggnad av nya sensortyper, kommunikationsprotokoll och dataformat. Den demonstrerar att en applikation för Android kan utvecklas med stöd för flera källor, med olika protokoll och ha en gemensam visualisering utan att kräva en omfattande konfiguration.
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Liu, Shuai. "Mobile Devices for Facilitating Group Fitness and Visualization of Fitness Data." Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/98622.

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Lack of physical activity is a major problem contributing to diseases and poor health. Nowadays, mobile fitness apps serve in important roles in encouraging and facilitating people to do more physical exercise. Many apps focus primarily on individual behavioral strategies, such as displaying individual steps to encourage physical activity. Such strategies help evoke one's internal motivation such as peer recognition and competition achievement. However, such apps usually de-emphasize or ignore interpersonal behavioral strategies, such as team rank. And group-based strategies are very important in aspects such as peer recognition and can facilitate more physical activity. This research explores the design strategies of group-based dynamic approaches for encouraging physical activity in small-size groups. The development effort takes into account the different roles of mobile devices and laptops and the evaluation explored the effectiveness of the design.
Master of Science
Lack of physical activity is a major problem contributing to diseases and poor health. Nowadays, mobile fitness apps like Fitbit and Runkeeper help encourage people to exercise. Many apps focus primarily on things like steps for each person. However, this research shifts the focus to small team goals and motivations, such as team rank and team progress toward an overall goal. This research explores ways to get people motivated through showing them information on their mobile phone or a web site. Several different visual displays were created and evaluated.
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Bose, Ayesha (Ayesha P. ). "Mobile application and data visualization for Sensei : sensing educational interaction in Montessori classrooms." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105940.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 67-70).
Understanding early childhood development can help teachers individualize their methods to facilitate growth in children. The Montessori educational approach emphasizes independence and allows children to guide their own learning. Given this style of learning, a crucial part of this kind of education is observation of the students, so teachers can assist individuals and help address specific developmental needs. Sensei aims to assist this observation through a dynamic range-based sensor network that detects proximity. These sensors are placed on the children's shoes, on lessons, and around the classroom. I developed the mobile application and the visualization dashboard for the Sensei system. Teachers can maintain the sensor deployment in their classroom through a mobile application. This allows teachers to start the sensors in their classroom at the beginning of each day. They can also collect data from the sensors at the end of the day and view an initial graph of the collected data, showing the time they spent with each child. With this unique data set, we also provide detailed visualizations to teachers so they can determine who children are spending their time with, what lessons they are spending time with, and what areas of their classroom are most active. With this data, teachers can, for example, determine the right time to introduce a child to a new lesson or re-arrange their classroom to facilitate learning. These visualizations are easily accessible for teachers in a web application. Sensei helps discover insights for teachers that would have otherwise been lost. This system can help provide a deeper understanding of early childhood development for teachers, educators, and researchers.
by Ayesha Bose.
M. Eng.
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7

Lundin, Robin. "mLearn4web Visualization : Identifying appropriate ways of visualizing data collected by mobile learning activities for an educational setting." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65644.

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mLearn4web is a web-based framework aiming to support the creation of mobile applications within the field of mobile learning. The framework consists of three main parts; an authoring tool, automatically deployed mobile applications and a visualization tool. The visualization tool was implemented as part of this thesis’ work. The focus of this thesis was to identify visual representations for data collected in mLearn4web activities and to implement these representations in a new visualization tool. The work has had a design-based research approach and was conducted together with teachers as a part of an iterative design process. The work was initiated by a literature review and a study of previous mLearn4web use. A questionnaire was then sent to teachers, where they were asked to rate different visual representations. This was the basis for the development of the visualization tool. Three workshops involving teachers were conducted throughout the process, finally resulting in a functional visualization tool and a set of visual representations that were found appropriate by teachers. Evaluations with experienced teachers show that the visual representations proposed and implemented can be appropriate in an educational setting. To further validate them the tool and its visual representations need to be tested in real-life settings, and should ideally also include students.
mLearn4web
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Larsson, Mattias. "Geographical Visualization Within Augmented Reality : Using visualization of geographical data through augmented reality to locate nearby city services." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231962.

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Augmented Reality is today one of the most popular upcoming technologies most commonly known for its use within games and advertising. The technology is also used in other less known fields such as task support, navigation and sightseeing but still has additional usages to be discovered. This thesis investigates how Augmented Reality can be used to improve locating city services such as public toilets by visualizing data with the technology instead of more traditional 2D means. To establish a basis on how known Augmented Reality is compared to other visualization methods, a quantitative form was set up and answered by 105 persons. A qualitative study was also conducted that included an experiment with ten users, they were interviewed separately and their answers were recorded when they interacted with the Augmented Reality prototype using a think-aloud approach. The experiment was set up to gain more in-depth knowledge about how users experience using an Augmented Reality product to find nearby objects. The experiment was designed based on information content, functionality and performance, presentation and interaction. The experiment ended with a semistructured interview to gather additional results from what the users had experienced during the interaction with the prototype. The participants of the experiment were people that had used a smartphone before and were selected to create diversity for the study based on gender, age and occupation. The results were negative based on the prototype performance but positive towards a functional product according to both the quantitative and qualitative interview results. The conclusion formed was therefore that Augmented Reality has potential to replace conventional 2D means of finding nearby city services but not in its current state.
Augmented Reality är idag en av de mest populära och uppkommande teknikerna och mest känt för dess användning inom spel och annonsering. Teknologin används också inom andramindre kända områden som uppgift support, navigation och sightseeing men har fortfarande flera användningsområden som inte blivit upptäckta. Den här uppsatsen kommer att undersöka hur Augmented Reality kan användas för att förbättra lokalisering av närliggande stadstjänster som offentliga toaletter genom att visualisera det i Augmented Reality istället för traditionella 2D-tekniker. För att etablera hur väl känt Augmented Reality är jämfört med mer kända visualiseringsmetoder utformades ett kvantitativt formulär som besvarades av 105 personer. En kvalitativ studie var också utför som innehöll ett experiment med tio deltagare som intervjuades individuellt. Deras svar spelades medan de fick interagera med en Augmented Reality prototyp och utföra en think-aloud metod. Experimentet var designat baserat på informationsinnehåll, funktionalitet och prestanda, presentation och interaktion. Experimentet avslutades med en semistrukturell intervju för att samla ytterligare resultat från vad användarna upplevde under interaktionen med prototypen. Experimentets deltagare baserades på användare som använt en smartphone förut och var utvalda för att skapa mångfald baserat på kön, ålder och sysselsättning. Resultaten var negativa baserat på prototypens prestation men positiva mot en mer funktionell produkt enligt både de kvantitativa och kvalitativa intervjuresultaten. Slutsatsen är därav att Augmented Reality har potential till att ersätta traditionella 2D-tekniker för att hitta närliggande stadstjänster men inte i sitt nuvarande stadie.
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Ballarini, Francesco. "Principi di Data Visualization e Responsive Design applicati al Progetto Mentor." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/24293/.

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Con il processo di transizione digitale ormai in atto da diversi anni nell'economia globale, la mole di dati prodotti e, di conseguenza, da analizzare, sta crescendo sempre di più, tanto da prendere il nome di "Big Data". Al crescere della loro dimensione cresce di pari passo anche la difficoltà della loro analisi, fino a rendere imperativo l'uso di un metodo più efficiente. In questa situazione può entrare in gioco la Data Visualization, ossia la disciplina che determina il modo in cui i dati possono essere rappresentati in maniera grafica, al fine di fornirne una chiave di lettura più istantanea, chiara ed intuitiva. Lo scopo di questa Tesi consiste nello sperimentare su un caso di studio reale l'applicazione della Data Visualization ad un contesto di Industry 4.0, unito anche all'utilizzo di pratiche di design responsive per dispositivi mobile. Come caso di studio di questo volume di Tesi è stato scelto il progetto Mentor, suite di applicazioni cloud-based creata dal Gruppo Bucci, multinazionale attiva nell'industria e nell'automazione. Il progetto Mentor è stato creato con lo scopo di poter monitorare e fornire informazioni in tempo reale riguardo ai loro macchinari. Dopo un confronto con i responsabili del Mentor per individuare gli obiettivi di lavoro e del progetto di Tesi, ossia quello di migliorare la visualizzazione dei dati in formato responsive di alcune applicazioni del Mentor, si è poi proceduto a suddividere il lavoro in diverse fasi. Anzitutto si è deciso di iniziare con una fase di ricerca e analisi per comprendere meglio il funzionamento della piattaforma Mentor e le tecniche migliori di Data Visualization e Responsive Design da applicare poi in seguito. Studiato il problema, si è proceduto con una fase di design delle sue possibili soluzioni, confrontandole tra loro poi in una fase di selezione: selezionate le soluzioni vincenti, si è poi proceduto con una fase di implementazione e successivamente di presentazione dei risultati ottenuti.
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Musliu, Arlind. "Using Web Technologies to adapt Data Visualizations for Mobile Devices : A use case in Eco Visualizations." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-51076.

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Visualizations, web technologies and mobile devices are subjects which are trending nowadays in the world of technology and many research projects are tackling different issues. The originality of the thesis is in the aspect of bringing all these mentioned subjects together and providing findings that will help web designers when implementing visualizations for mobile phones. The thesis explores the use of web technologies for the visualization of complex data for mobile devices, both looking at the technical state of the art and capabilities, and at the difference in information needs for users in a mobile usage context. The first part deals with an in-depth research of the existing projects that deal with similar issues, analyzing the official documentation of the technologies and the community of developers. The other part of the research is focused on providing insights on the required changes for adapting to the needs of mobile device users by doing a usability testing on a specific visualization. The results provide information valuable for adapting visualizations, such as font sizes, color combinations, animation complexity and data simplicity. The use case that is used for feeding the visualizations with data belongs to the domain of eco visualizations, in particular dealing with sustainable food consumption.
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Weinz, Axel. "Evaluating the Usability and Suitability of a Live Hockey Visualization in Mobile Augmented Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254993.

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During the last couple of years, mobile augmented reality (MAR) has seen an increase in its potential due to improved available hardware and software. Applications such as Pokémon GO and IKEA Place are just a few of the successful ways MAR can be used in. Smartphone user’s tendency to look up information and data, such as live sport feeds, present unexplored opportunities for augmented reality (AR). This thesis aims to explore the usability and suitability using AR for live information visualization. For this purpose, an Android MAR application has been written in Java with Android Studio, using ARCore to visualize live events and statistics from a hockey game. The user can place a virtual hockey rink in a real-world environment and then toggle between a live event feed where current match events are being displayed, and a statistics view, where the user can see the statistics of the match, all in AR. The application was tested by nine participants between the age 1957 years old, which also answered a system usability scale test (SUS). The SUS yielded a score with the mean 76.6 out of 100, which is above the mean of studies using SUS. The user testing yielded mostly positive feedback regarding the concept of using AR to visualize information, and seven out of the nine participants thought it was a fun way of visualizing a hockey game. The result of the user testing also revealed possible problems of using AR to visualize data, such as information occlusion. In conclusion, MAR is a diverse technology which use has much undiscovered potential. The study indicates that it is a suitable and usable method for visualizing information and live data.
Under de senaste åren så har AR (augmented reality) för mobil sett en ökning i dess potential till följd av förbättrad hårdvara och mjukvara. Applikationer som Pokémon GO och IKEA Place är bara ett fåtal exempel på framgångsrika sätt som mobil AR kan användas på. Smartphoneanvändares tendens att kolla upp information och data, till exempel sportsändningar, öppnar möjligheter för AR som än inte har utforskats. Denna uppsats har som mål att undersöka användbarhet och lämplighet för mobil AR som ett verktyg för att visualisera information. För detta ändamål så har en Android mobil AR applikation skapats som använder ARCore för att visualisera livedata och statistik från en ishockeymatch, skriven i Java med Android Studio. Applikationen låter användaren placera en virtuell hockeyrink i verkligheten, och sedan kan byta mellan ett liveflöde där händelser i matchen visas, samt en statistikvy, där användaren kan se statistik från hela matchen, allt i AR. Applikationen testades av nio användare mellan åldrarna 19-57, som också svarade på ett användbarhetstest (SUS). Användbarhetstestet gav ett resultat med medelvärdet 76.6 utav 100, vilket är över medelvärdet av studier som använder SUS. Användartestet gav mestadels positivt resultat angående konceptet att använda AR för att visualisera information och sju utav nio personer ansåg att det var ett roligt sätt att visualisera en hockeymatch. Resultatet av användartestet avslöjade också eventuella problem med att använda AR för att visualisera data, till exempel att information skyms. Sammanfattningsvis så är mobil AR en mångsidig teknik som har mycket outforskad potential. Denna studie indikerar att det är en lämplig metod för att visualisera liveinformation och data.
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Islam, Mohammad Alaul. "Visualizations for Smartwatches and Fitness Trackers." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG018.

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Cette thèse porte sur la recherche sur la conception et l'utilisation de micro-visualisations pour l'exploration de données mobiles et pervasives sur des smartwatches et des trackers de fitness. Les gens portent de plus en plus de smartwatches qui peuvent suivre et afficher une grande variété de données. Mon travail est motivé par les avantages potentiels des visualisations de données sur les petits appareils mobiles tels que les brassards de suivi de la condition physique et les smartwatches. Je me concentre sur les situations dans lesquelles les visualisations soutiennent des tâches spécifiques liées aux données sur des smartwatches interactives. Mon principal objectif de recherche dans ce domaine est de comprendre plus largement comment concevoir des visualisations à petite échelle pour les trackers de fitness. Ici, j'explore : (i) les contraintes de conception dans le petit espace par le biais d'un atelier d'idéation ; (ii) le type de visualisations que les gens voient actuellement sur le visage de leur montre ; (iii) une revue de conception et l'espace de conception des visualisations à petite échelle ; (iv) et la lisibilité des micro-visualisations en considérant l'impact de la taille et du rapport d'aspect dans le contexte du suivi du sommeil. Les principaux résultats de la thèse sont, premièrement, un ensemble de besoins de données concernant un contexte d'utilisation touristique dans lequel ces besoins de données ont été satisfaits avec une richesse de conceptions de visualisation dédiées qui vont au-delà de celles couramment vues sur les affichages des montres. Deuxièmement, un affichage prédominant des données de santé et de forme physique, les icônes accompagnant le texte étant le type de représentation le plus fréquent sur les faces actuelles des smartwatchs. Troisièmement, un espace de conception pour les visualisations sur les faces de smartwatch qui met en évidence les considérations les plus importantes pour les nouveaux affichages de données sur les faces de smartwatch et autres petits écrans. Enfin, dans le contexte du suivi du sommeil, nous avons constaté que les gens effectuaient des tâches simples de manière efficace, même avec une visualisation complexe, à la fois sur les écrans de la smartwatch et du bracelet de fitness, mais que les tâches plus complexes bénéficiaient de la taille plus grande de la smartwatch. Dans la thèse, je souligne les opportunités ouvertes importantes pour les futures recherches sur la visualisation des smartwatchs, telles que l'évolutivité (par exemple, plus de données, une taille plus petite et plus de visualisations), le rôle du contexte et du mouvement du porteur, les types d'affichage des smartwatchs et l'interactivité. En résumé, cette thèse contribue à la compréhension des visualisations sur les smartwatches et met en évidence les opportunités ouvertes pour la recherche en visualisation sur les smartwatches
This thesis covers research on how to design and use micro-visualizations for pervasive and mobile data exploration on smartwatches and fitness trackers. People increasingly wear smartwatches that can track and show a wide variety of data. My work is motivated by the potential benefits of data visualizations on small mobile devices such as fitness monitoring armbands and smartwatches. I focus on situations in which visualizations support dedicated data-related tasks on interactive smartwatches. My main research goal in this space is to understand more broadly how to design small-scale visualizations for fitness trackers. Here, I explore: (i) design constraints in the small space through an ideation workshop; (ii) what kind of visualizations people currently see on their watch faces; (iii) a design review and design space of small-scale visualizations; (iv) and readability of micro-visualizations considering the impact of size and aspect ratio in the context of sleep tracking. The main findings of the thesis are, first, a set of data needs concerning a sightseeing usage context in which these data needs were met with a wealth of dedicated visualization designs that go beyond those commonly seen on watch displays. Second, a predominant display of health & fitness data, with icons accompanying the text being the most frequent representation type on current smartwatch faces. Third, a design space for smartwatch face visualizations which highlights the most important considerations for new data displays for smartwatch faces and other small displays. Last, in the context of sleep tracking, we saw that people performed simple tasks effectively, even with complex visualization, on both smartwatch and fitness band displays; but more complex tasks benefited from the larger smartwatch size. Finally, I point out important open opportunities for future smartwatch visualization research, such as scalability (e.g., more data, smaller size, and more visualizations), the role of context and wearer's movement, smartwatch display types, and interactivity. In summary, this thesis contributes to the understanding of visualizations on smartwatches and highlights open opportunities for smartwatch visualization research
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Forsrup, Ben. "Designing podcast listening history visualizations on mobile screens : A design study investigating visual representations of temporal data." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280840.

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As listening to podcasts have increased in most western countries, podcast applications need to become more exciting both content-wise, functionally, and visually as well as contain original features, to differentiate them-selves from the competition. One such feature is data visualization, which is in this study argued to deliver additional value for users. This design study investigated the possibility of visually representing personal listening history from podcasts into a mobile application through focusing on the following question: How can visualization of podcast listening history give additional value to the user-experience on a mobile screen? Research on visualization of temporal data and user experience was used as the foundational theory, with additional information from state-of-the-art products. Using a variant of the design process, described in Design Study Methodology, a final design was developed iteratively, with focus groups and usability tests. After designing and implementing a proposed solution, usability tests were conducted remotely, using videos of a hi-fidelity prototype. Concluding the research, one finding is that a successful data visualization of podcast listening history on mobile screens should include only meaningful animations and interactions and separation between visual elements and filtering options. To fully understand the best implementation strategy, more refined and expansive studies are required, with more test participants. User tests in this study were limited due to the Covid-19 outbreak.
Då podcastlyssnandet har ökat i västvärlden behöver podcastmobilapplikationer differentiera sig mot konkurrensen genom att erbjuda ett spännande utbud av podcasts och unika funktionaliteter. I denna studie anses visualisering vara en sådan funktionalitet. Visualisering anses även kunna bidra med ytterligare uppskattning för användaren. Denna designstudie ämnar studera den visuella representationen av lyssningshistorik från podcasts i en mobilapplikation, genom att besvara följande forskningsfråga: Hur kan visualisering av lyssningshistorik från podcasts ge ytterligare värde för användarupplevelsen i en mobilapplikation? Den grundläggande teorin bakom studien består av tidigare forskning om visualisering av tidsrelaterade data samt information från moderna digitala produkter från relevanta ämnen. En slutgiltig design togs iterativt fram med hjälp av en variant av metodiken från Design Study Methodology, som bestod utav fokusgrupper och användarstudier, bland annat. Efter design och implementation av en prototyp undersöktes den med användarstudier. Dessa var gjorda på distans med hjälp utav videoklipp av olika funktionaliteter i prototypen. Resultat från studien visar på att en lyckad datavisualisering av lyssningshistorik från podcasts i mobilapplikationer bör endast inkludera meningsfulla animationer och interaktioner, samt bör man separera visuella komponenter med filtreringsalternativ. En mer expansiv och noga planerad studie med fler testdeltagare behövs för att säkerställa den bästa strategin för en lyckad implementering av de föreslagna visuella metoder som ingick i prototypen. Användarstudien som genomfördes begränsades av Covid-19 pandemin.
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Memedi, Mevludin. "Mobile systems for monitoring Parkinson's disease." Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:du-13797.

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A challenge for the clinical management of Parkinson's disease (PD) is the large within- and between-patient variability in symptom profiles as well as the emergence of motor complications which represent a significant source of disability in patients. This thesis deals with the development and evaluation of methods and systems for supporting the management of PD by using repeated measures, consisting of subjective assessments of symptoms and objective assessments of motor function through fine motor tests (spirography and tapping), collected by means of a telemetry touch screen device. One aim of the thesis was to develop methods for objective quantification and analysis of the severity of motor impairments being represented in spiral drawings and tapping results. This was accomplished by first quantifying the digitized movement data with time series analysis and then using them in data-driven modelling for automating the process of assessment of symptom severity. The objective measures were then analysed with respect to subjective assessments of motor conditions. Another aim was to develop a method for providing comparable information content as clinical rating scales by combining subjective and objective measures into composite scores, using time series analysis and data-driven methods. The scores represent six symptom dimensions and an overall test score for reflecting the global health condition of the patient. In addition, the thesis presents the development of a web-based system for providing a visual representation of symptoms over time allowing clinicians to remotely monitor the symptom profiles of their patients. The quality of the methods was assessed by reporting different metrics of validity, reliability and sensitivity to treatment interventions and natural PD progression over time. Results from two studies demonstrated that the methods developed for the fine motor tests had good metrics indicating that they are appropriate to quantitatively and objectively assess the severity of motor impairments of PD patients. The fine motor tests captured different symptoms; spiral drawing impairment and tapping accuracy related to dyskinesias (involuntary movements) whereas tapping speed related to bradykinesia (slowness of movements). A longitudinal data analysis indicated that the six symptom dimensions and the overall test score contained important elements of information of the clinical scales and can be used to measure effects of PD treatment interventions and disease progression. A usability evaluation of the web-based system showed that the information presented in the system was comparable to qualitative clinical observations and the system was recognized as a tool that will assist in the management of patients.
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Nyström, Björn. "Inomhuspositionering och applikationsanalys : Sammanställning och visualisering av relevant data vid event." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-45667.

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The main task of this thesis was to create a software prototype of an analysing tool that would work as a compliment to IT-Maskinens event application, which is used as a digital tool for events. The requirement for the prototype was that it would be able to identify the user, gather relevant data from a possible storage location and visualize this in an aesthetically pleasing manner.   The thesis contained two different parts, investigation and implementation. The investigation included to determine which tool that would be used for the visualization of the data, which data likeminded companies thought was important and which information that was possible to extract from IT-Maskinens event application and indoor positioning system. How the software prototype was going to be implemented was also something that was investigated, in terms of which programming environment, library and language that could meet the requirements that were set for the prototype.   The implementation part of the thesis included the creation of a software prototype in ASP.NET MVC5 and Google Chart Tools. The creation of the software prototype was created using the programming languages C#, HTML, Razor, CSS, JavaScript and jQuery.
Huvuduppgiften i detta examensarbete har varit att skapa en programprototyp avett analyseringsverktyg tillhörande företaget IT-Maskinens eventapplikationen, som används som ett digitalt hjälpmedel vid event. Kravet på prototypen var att den skulle kunna identifiera användaren, samla in relevant data från en eventuell lagringsplats samt visualisera denna på ett estetiskt tillfredsställande sätt.   Examensarbetet innehöll två olika delar, utredning och implementation. Utredningen innefattade att fastslå vilket visualiseringsverktyg som skulle användas, vilken information liknande företag ansåg vara viktig samt vilken information som var möjlig att ta fram från IT-Maskinens eventapplikation och inomhuspositioneringssystem. Hur programprototypen skulle implementeras var också något som utreddes, i form av vilken programmeringsmiljö, vilket programmeringsbibliotek/programmeringsspråk som kunde uppfylla de krav som fanns på prototypen.   Implementationsdelen av examensarbetet innefattade skapande av programprototypen i ASP.NET MVC5 och Google Chart Tools. Skapandet av programprototypen gjordes i programmeringsspråken C#, HTML, Razor, CSS, JavaScript och jQuery.
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Holstensson, Erik, Ram Hamid, and Sarbast Jundi. "Evaluation of augmented reality in a manufacturing environment : A feasibility study." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15766.

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Augmented Reality (AR) is a fast-emerging technology and it has been applied in many fields e.g. education, health, entertainment, gaming and tracking systems in logistics. AR technology combines the virtual world with the reality by superimposing digital information onto the physical world. This study evaluates the usability of the AR in industrial environment focusing on effectiveness, efficiency, and user acceptance in comparison to other instructional medium e.g. paper-based instructions or manuals. An AR prototype was developed to be used in the usability evaluation. To evaluate the AR application in the field of industry an experiment was conducted. To get the user experience and acceptance questionnaires and interviews were used involving real assembly workers where they used the AR prototype. The results of the study show that when using AR as assistance in the assembly assurance process, the number of faults and task completion time were reduced significantly compared to the traditional methods. Also, the users had a positive attitude and a high level of satisfaction when using AR.
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Duarte, Felipe Simões Lage Gomes. "Explorando dados provindos da internet em dispositivos móveis: uma abordagem baseada em visualização de informação." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-30062015-102001/.

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Com o progresso da computação e popularização da Internet, a sociedade entrou na era da informação. Esta nova fase é marcada pela forma como produzimos e lidamos com a informação. Diariamente, são produzidos e armazenados milhares de Gigabytes de dados cujo valor é reduzido se a informação ali contida não puder ser transformada em conhecimento. Concomitante a este fato, o padrão da computação está caminhando para a miniaturização e acessibilidade com os dispositivos móveis. Estes novos equipamentos estão mudando o padrão de comportamento dos usuários que passam de leitores passivos a geradores de conteúdo. Neste contexto, este projeto de mestrado propõe a técnica de visualização de dados NMap e a ferramenta de visualização de dados web aplicável a dispositivo móvel SPCloud. A técnica NMap utiliza todo o espaço visual disponível para transmitir informações de grupos preservando a metáfora distância-similaridade. Teste comparativos com as principais técnicas do estado da arte mostraram que a técnica NMap tem melhores resultados em preservação de vizinhança com um tempo de processamento significativamente melhor. Este fato coloca a NMap como uma das principais técnicas de ocupação do espaço visual. A ferramenta SPCloud utiliza a NMap para visualizar notícias disponíveis na web. A ferramenta foi desenvolvida levando em consideração as características inerentes aos dispositivos moveis o que possibilita utiliza-la nestes equipamentos. Teste informais com usuários demonstraram que a ferramenta tem um bom desempenho para sumarizar grandes quantidades de notícias em um pequeno espaço visual.
With the development of computers and the increasing popularity of the Internet, our society has entered the information age. This era is marked by the way we produce and deal with information. Everyday, thousand of Gigabytes are stored, but their value is reduced if the data cannot be transformed into knowledge. Concomitantly, computing is moving towards miniaturization and affordability of mobile devices, which are changing users behavior who move from passive readers to content generators. In this context, in this master thesis we propose and develop a data visualization technique, called NMap, and a web data visualization tool for mobile devices, called SPCloud. NMap uses all available visual space to transmit information preserving the metaphor of distance-similarity between elements. Comparative evaluations were performed with the state of the art techniques and the result has shown that NMap produces better results of neighborhood preservation with a significant improvement in processing time. Our results place NMap as a major space-filling technique establishing a new state of the art. SPCloud, a tool which uses NMap to present news available on the web, was developed taking into account the inherent characteristics of mobile devices. Informal user tests revealed that SPCloud performs well to summarize large amounts of news in a small visual space.
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Santos, Tiago Pomponet Carmo dos. "INCENTV: agente incentivador no enriquecimento da qualidade de experiência em TV social." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/581.

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Made available in DSpace on 2016-06-02T19:06:17Z (GMT). No. of bitstreams: 1 6293.pdf: 6594637 bytes, checksum: 313540db5bd44c0b02cd3d086cf8c310 (MD5) Previous issue date: 2014-05-29
Financiadora de Estudos e Projetos
Since its creation television has undergone major paradigm shifts, from black and white images to color displays, from analog systems to digital transmissions, from low quality display to high quality displays, from passive programs for fully interactive programs. Currently the term Social TV is gaining popularity in television and innovating once again the way people watch TV, combining computing and communication mechanisms to provide new ways to entertain and inform the viewer. The object of this work lies in the context of Social TV, explores the concept of support agents that have the role to stimulate social interactions, having the aim of enrich the quality of experience in watching television. This paper proposes a model of interaction between the agent and the viewers in Social TV systems and tests with users using a tool developed for the interaction model. Finally the paper compares the results of interactions to investigate the influence generated by inserting the support agent in an environment of Social TV.
Desde sua criação a televisão sofreu algumas mudanças de paradigmas, de imagens em preto e branco para telas coloridas, de sistemas analógicos para transmissões digitais, de qualidade de exibição de baixa resolução para sistemas de alta qualidade de imagem, de programas passivos para programas totalmente interativos. Atualmente o termo TV Social vem ganhando popularidade no meio televisivo e inovando mais uma vez a forma como as pessoas assistem televisão, combinando mecanismos de comunicação e computação para fornecer novas formas de entreter e informar o telespectador. O objeto de estudo deste trabalho situa-se no contexto de TV Social, explora o conceito de Agentes Incentivadores que possuem o papel de estimular interações sociais, possuindo a finalidade de alcançar enriquecimento da qualidade de experiência em assistir televisão. O trabalho propõe um modelo de interação entre o Agente Incentivador e os telespectadores de um sistema de TV Social e realiza testes com usuários utilizando a ferramenta de interação desenvolvida para o modelo. Por fim o trabalho analisa os resultados das interações para averiguar a influência gerada pela inserção do agente incentivador em um ambiente de TV Social.
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Sidenvall, Adrian, Andy Truong, Erik Boman, Mikael Szreder, Oskar Lind, Simon Eriksson, and Simon Petersson. "Visualisering av svarstider mellan mobila klienter och datacenter." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119686.

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Rapporten är en sammanställning av gruppens samlade erfarenheter och lärdomar av ett projekt vars syfte var att utveckla ett verktyg som ska visualisera svarstider mellan mobila klienter och datacenter. Genom att använda kontinuerlig prototypning har gruppen kunnat arbeta på ett användarna sätt för att uppfylla kundens verkliga behov. För att uppnå detta användes utvecklingsmetodiken Kanban. Under projektets gång anpassades metodiken för att bättra passa in i arbetet. Projektets användartester har lett till sammanfattande erfarenheter om visualisering av data. Visualiseringar som projektgruppen ansetts tydliga uppfattades inte alltid på samma sätt av användarna. Att visualisera flera parametrar på en världskarta anses vara problematiskt då kartan i sig endast består av länder. För visualisering av flera parametrar måste då även externa användas, exempelvis cirklar eller andra former.
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20

Woelk, Matthew. "A platform for mobile visualization of SHM data." 2014. http://hdl.handle.net/1993/23941.

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This thesis presents a system to display Structural Health Monitoring (SHM) data interactively at multiple scales that range from milliseconds to years. Typically, visualizing large SHM datasets produce static plots that take significant time to render. Our system improves upon standard tools by providing an interactive interface and a speed-optimized binning algorithm. Using the interface, a user is able to view data collected from a bridge's sensors at multiple scales in a web browser. This allows a user to visually inspect the entire range of their data to see both short and long-term trends. To render the data, the system uses a binning algorithm to calculate a five-number summary of a range of data. Those bins are combined to generate increasingly high levels of bins, which are then rendered as a binned line chart. The chart is rendered using a standard web browser on both desktop and mobile devices.
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21

"An Adaptable iOS Mobile Application for Mobile Data Collection." Master's thesis, 2016. http://hdl.handle.net/2286/R.I.38434.

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abstract: Mobile data collection (MDC) applications have been growing in the last decade especially in the field of education and research. Although many MDC applications are available, almost all of them are tailor-made for a very specific task in a very specific field (i.e. health, traffic, weather forecasts, …etc.). Since the main users of these apps are researchers, physicians or generally data collectors, it can be extremely challenging for them to make adjustments or modifications to these applications given that they have limited or no technical background in coding. Another common issue with MDC applications is that its functionalities are limited only to data collection and storing. Other functionalities such as data visualizations, data sharing, data synchronization and/or data updating are rarely found in MDC apps. This thesis tries to solve the problems mentioned above by adding the following two enhancements: (a) the ability for data collectors to customize their own applications based on the project they’re working on, (b) and introducing new tools that would help manage the collected data. This will be achieved by creating a Java standalone application where data collectors can use to design their own mobile apps in a userfriendly Graphical User Interface (GUI). Once the app has been completely designed using the Java tool, a new iOS mobile application would be automatically generated based on the user’s input. By using this tool, researchers now are able to create mobile applications that are completely tailored to their needs, in addition to enjoying new features such as visualize and analyze data, synchronize data to the remote database, share data with other data collectors and update existing data.
Dissertation/Thesis
Masters Thesis Computer Science 2016
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22

Lin, Jing-Wei, and 林璟薇. "Data Analysis by visualization-induced SOM-A Case of Mobile-Phone Data." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/10605668217573859887.

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碩士
國立雲林科技大學
資訊管理系碩士班
95
According to statistics of International Telecommunication Union (ITU), everyone has one more two mobiles in average in Taiwan. Furthermore, the network auction and online shopping are more and more popular in the present, so how to let a user easily select a mobile, which accords with his need from Internet, is an important thing for running a commercial Web site. When customers browse Web pages of network auction or online shopping, they often encounter difficulty of how to choose from overly abundant products. In our study, we try to tackle this problem in hope to help customers seek out the best buy. We propose a model, which can visually cluster product data from product’s function view, and then a customer can choose product from a proper product cluster. In particular, we collect hundreds of mobile data from Internet and utilize visualized clustering technique to segment those products. From customer’s perspective, they can find out the mobile that best meets his demand in terms of functionality and price. Besides standing in consumer’s view, we can also analyze the data from manufacturer’s perspective. It can help manufacturers to understand how competitors have their products distributed in different market segments, such as low-end or high-end, and also how their pricing strategy is. Manufacturers can therefore use the results to design their future product and pricing strategy. In our experimental, we use the real mobiles datasets collected in the fourth season of 2005 from the Web to analyze. The preliminarily experimental results demonstrate that the proposed framework of data mining is feasible for online shopping in terms of seeking out the best buy for consumers and comparing product and pricing strategies for manufacturers. In the future, we hope to extend the analytic model further to find out more useful knowledge from the collected product dataset.
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23

Chen, Chun-Kai, and 陳俊凱. "Data Analysis by Self-Organizing Map and Its Improvement in 3D Visualization-A Case of Mobile-Phone Data." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/63795164696979154042.

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碩士
國立雲林科技大學
資訊管理系碩士班
94
Internet brings us not only sufficient information, but also the overloading of information. The development of information technology let users easily obtain information they need. However, people are usually fed too much information. They have to read lots of articles to make sure they get the right information they need. Traditionally, people acquired the needs of mobile-phones’ users by marketing survey. Nevertheless, they can not find out the relationships between different mobile-phone types in this way. Generally, users may want to know the features or the price distribution of certain products. The data we got from the Internet must be reorganized to provide the users right and detailed information they need. This study shows a 3D cluster map, combining techniques from interactive information visualization and self-organizing map can better organize information to users for inspection. We use the product data of mobile phones taken from the Internet to find out more organized information by SOM in this study. Experimental results show that the analysis model proposed in the study offer a convenient means for users to analyze vast product information on the Internet.
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24

(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).

In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.
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25

Moreira, Aline Simone Mendes da Fonseca. "Opendata Cabo Verde: novos modelos de disponibilização de dados aplicados a realidade de Cabo Verde." Master's thesis, 2015. http://hdl.handle.net/10071/10914.

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A presente proposta de dissertação pretende estudar as atuais tendências de Open Data e descrever o conceito e implementação de referência. Com base no que já existe implementado noutros países, pretende-se disponibilizar uma solução para Cabo-verde, de forma a acompanhar as evoluções que têm surgido nestes últimos anos. Atualmente o Governo de diversos países estão apostar no Open Data para promoverem a transparência de dados, e eu como um cidadã cabo-verdiana que sou, também sou da opinião que Cabo verde deveria fazer a mesma aposta. Esta tese compreende a hipótese que é possível disponibilizar informação útil aos cidadãos a partir de dados governamentais. Para tal, foi analisado os dados disponíveis e estudado a forma de disponibilizar a informação. Para demonstrar os conceitos estudados e a metodologia analisada, foi desenvolvido uma plataforma. Essa plataforma consiste num site Web e um aplicativo móvel em formato aberto, abordando Data Visualization de forma a facilitar a leitura dos dados, que irá ajudar os cidadãos a encontrar, explorar, entender e reutilizar os dados disponibilizados pelo governo. A plataforma irá dar a conhecer ao cidadão o que existe em termos de impostos e o que é feito com as receitas arrecadas. Vai permitir com que obtenham uma visão geral de onde vem o dinheiro e para onde vai, como também, permitirá ver quanto deduziram dos impostos e onde o dinheiro é gasto. Podem calcular os impostos e deduções, IRPS, INPS e salário líquido, onde eles podem usar esta informação para preencher declaração IRPS. Aplicação móvel que só pode ser usado para calcular os impostos dedução, IRPS, INPS e o salário líquido dos funcionários. Nesta dissertação foram abordados vários pontos que se consideram interessantes para a sua elaboração. A metodologia desta pesquisa assenta no método quantitativo, através do estudo descritivo, onde foi feito um questionário com 136 indivíduos. Para além do questionário foi feito um levantamento exaustivo de informações referente ao estado de cabo-verdiano, tanto em Portugal como em Cabo Verde para onde viajei para recolher os dados necessários Descrita a melhor forma de disponibilizar as páginas e os seus componentes, a comparação das ferramentas de forma a facilitar a sua escolha. Por fim como não se quer ficar por aqui é apresentado alguns pontos que se pretende desenvolver no futuro e a respetiva conclusão da tese, em que relata se o objetivo foi alcançado.
The purpose of this dissertation is to study the current tendencies of Open Date Government and describe the concept and reference implementation. Based on what has been implemented in other countries, it aims to provide a solution for Cape Verde in order to monitor developments that have arisen in recent years. Currently the governments of several countries are betting on Open Data to promote data transparency and it is also my opinion, as a Cape Verdean citizen, that Cape Verde should make the same bet. This thesis comprises the hypothesis that it is possible to provide useful information to citizens from government data. For that, the available data were assessed and the way to make the information available was studied. To demonstrate the concepts studied and the analyzed methodology, a platform has been developed. This platform consists of a Website and a mobile application in an open format, addressing Data Visualization in order to facilitate the reading of the data, which will help citizens to find, explore, understand and re-use data made available by the government. The platform will inform citizen what exists in terms of taxes and what is done with the earrings income. It will also allow them to get a view in what concerns the origin of the of the money as well as allow citizens to see how much they deducted in taxes and where their own money is spent. They can also calculate the deduct taxes IRPS, INPS and net salary and use this information to fill IRPS declaration. Mobile application can only be used to calculate taxes deduction, IRPS, INPS and net salary for an employe. This dissertation addressed several points that are considered important for its development. The methodology of this research is based on quantitative method through descriptive study, which was made a questionnaire with 136 individuals. In addition to the questionnaire was made an exhaustive survey of information regarding the state of Cape Verdean, both in Portugal and in Cape Verde where traveled to collect the necessary data Described how best to provide the pages and their components, comparison of tools to facilitate their choice. Because it is not supposed to stop at this point, some points of future work will be developed where it will be reported if the goal was or was not achieved.
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26

Lopes, João José Marques. "Aplicação Android para Análise de Consumo de Bateria de Dispositivos Móveis." Master's thesis, 2021. http://hdl.handle.net/10316/96133.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia
A utilização de dispositivos móveis tem crescido exponencialmente ao longo dos últimos anos. No nosso dia-a-dia é possível realizar um grande conjunto de tarefas com este tipo de dispositivos, desde uma simples chamada, até tarefas mais complexas e técnicas como edição de vídeo. O aumento da utilização dos dispositivos móveis leva a que o desempenho da bateria seja cada vez mais um factor importante para os seus utilizadores, pois existe a necessidade de melhorar o tempo útil de utilização destes dispositivos. Existem vários factores responsáveis pela variação do consumo energético de um dispositivo móvel, o que por vezes torna-se difícil de entender a razão por umpior desempenho da bateria, num determinado momento. Neste relatório serão apresentadas as etapas que levaram ao desenvolvimento de uma aplicação que permite aos seus utilizadores analisar o desempenho da bateria do seu dispositivo móvel. Esta aplicação foi desenvolvida para dispositivos móveis com o sistema operativo Android. Na aplicação o utilizador pode investigar o comportamento da sua bateria ao longo do tempo, analisando a percentagem de bateria que o dispositivo descarregou durante um período. Além disso a aplicação permite ao utilizador analisar o estado do seu dispositivo (aplicações activas, sensores activos, memória utilizada, etc.) para todos os momentos de descarga da bateria. Com isto o utilizador poderá averiguar os factores que possam ter causado, por exemplo, uma excessiva descarga de bateria. Para avaliar a aplicação desenvolvida foi efectuado um estudo empírico com 25 utilizadores. Osresultados do estudo demonstram que a grande maioria dos utilizadores conseguiu usar a aplicação,e com esta, retirar informações acerca do consumo energético da bateria de um dispositivo móvel. Os resultados do estudo mostram ainda que num questionário com 15 perguntas sobre tarefas realizadas na aplicação, 88% dos participantes errou no máximo 3 questões. Além disto foi pedido aos participantes para responderem a um questionário de usabilidade da aplicação (System UsabilityScale), e os resultados classificam a usabilidade da aplicação entre o nível bom e o excelente.
The usage of mobile devices has grown exponentially over the past few years. In our daily routine, it is possible to carry out a wide range of tasks with this type of device, from a simple call to more complex and technical tasks such as video editing. The increased use of mobile devices means that battery performance is increasingly an important factor for its users, as there is a need to improve the useful time of using these devices. There are several factors responsible for the variation in the energy consumption of a mobile device, which sometimes makes it difficult to understand the reason for a worse battery performance at any given time. This report will present the steps that led to the development of an application that allows its users to analyze the battery performance of their mobile device. This application was developed for mobile devices with the Android operating system. In the application, the user can investigate the behavior of his battery over time, analyzing the percentage of battery that the device has discharged during a period. In addition, the application allows the user to analyze the status of their device (active applications, active sensors, used memory, etc.) at all times when the battery is discharged. With this, the user will be able to investigate the factors that may have caused, for example, an excessive battery discharge. To evaluate the developed application, an empirical study was carried out with 25 users. The results of the study demonstrate that the vast majority of users were able to use the application, and with it, extract information on the energy consumption of a mobile device’s battery. The study results also show that in a questionnaire with 15 questions about tasks performed in the application, 88% of the participants missed a maximum of 3 questions. In addition, participants were asked to answer an application usability questionnaire (System Usability Scale), and the results rank the application's usability between Good and Excellent.
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