Dissertations / Theses on the topic 'PROTOTYPE MOBILE'

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1

Nøsterud, Øivind. "Mobile and Social Video Games : Prototype, Concepts, and Evaluation." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8903.

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The main goal of this project was to create new game concepts for mobile and social games. The project was a continuation of the depth study performed by the project in the course TDT 4570, Game Technology, at NTNU. The focus of this project was slightly more shifted toward the social side of mobile multiplayer games compared to the depth study. Additionally the project group were to create a prototype game using one of the concepts implemented in Java ME. The project group performed a prestudy of the technologies required to create the prototype(such as Java ME and features specific to mobile phones, such as location), as well as looking at games from a general viewpoint, but also by looking more closely at mobile and social games, current game genres, and multiplayer games available on mobile platforms and looking at how these games implement social game mechanisms. Several concepts were conceived and described during the project, with concepts from both the depth study and concepts created specifically in this project. The textit{Platform-puzzler} concept was chosen to be implemented as the prototype game. The prototype game is a 2D side scrolling platform multiplayer platform game with puzzle elements. The game was implemented in a development process, and at the end of the process the game was tested by two testers not from the project group. The test allowed the project group to assess how it performed in a simulated setting using emulators, as well as testing to see how the cooperative elements of the game performed, and additionally the test was performed in two sessions were in the first session the two testers were located in the same room, whereas in the second test the were located in the same room. The test session performed on the prototype indicated to the project group that there for the prototype game there were quite clear differences between playing the game in the same versus playing the game in different rooms. This indicates further that special care must be taken when designing and creating cooperative games for mobile platforms. The additional research performed by the project group also indicate to the project group that creating mobile and social games for mobile platforms is highly viable, and that social gameplay mechanisms can strengthen the experience of playing games.

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Zhong, Xiaowei. "Mobile collaborative augmented reality: A prototype for industrial training." Thesis, University of Ottawa (Canada), 2002. http://hdl.handle.net/10393/6198.

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Augmented Reality (AR) is a powerful user interface paradigm which enhances a user's perception by incorporating computer-generated information into the real world. Mobile computing, typically realized by a wearable computer, allows users to access and manipulate information anytime, regardless of location. Computer supported collaborative work allows the computer to be used as a medium for human communication. The combination of these three technologies, called mobile collaborative augmented reality, promises exciting new applications. Training costs are a considerable part of development expenses in many industries, especially when the customers or employees need to learn to use devices that are expensive and costly to repair. The problem is compounded when the trainers are far from the would-be trainees. This thesis describes a prototype developed for collaborative industrial teletraining, based on mobile collaborative augmented reality. The prototype enables trainees to engage in a real environment and do a training exercise on task performance.
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Fazeli, Seyed Mohammad. "SMART CITY: A PROTOTYPE FOR CARBON FOOTPRINT MOBILE APP." Thesis, KTH, Industriella informations- och styrsystem, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-152820.

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Global warming has increased significantly over the past decades and at its center, there are human factors which have the greatest impacts on productions of carbon dioxide which is considered as a primary greenhouse gas in development of global warming. Greenhouse gas emissions and, in particular, carbon dioxide emissions are growing significantly to the extent that if no initiatives are taken, it can have dramatic consequences for our future generations and in general for human’s life on Earth, therefore we need means by which we can control and maintain the levels of greenhouse gas emissions and in particular carbon dioxide emissions. One of the efficient solutions that can significantly decrease the levels of carbon dioxide emissions is the construction and development of smart cities. In this context (smart city), individuals can play an important role in reducing the CO2 emissions. By considering the new opportunities that can result from development of Smart Cities and the essential role of information and communication technology (ICT) in such cities, this thesis work tries to introduce the idea of a self-tracking Carbon Footprint mobile application which enables users to keep track of their individual’s carbon dioxide emissions occurred as a result of their daily activities such as eating, transportation, shopping, energy consumption, and etc. in real time. Being able to measure the generated carbon footprint with respect to each of the user’s activities, users will be able to monitor and control it. This monitoring and controlling of one’s carbon footprint can have significant influences in reducing those human factors which result in production of more carbon dioxide gases and consequently more global warming effects.
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Minnaar, Waldo. "Design of a mobile markerless augmented reality prototype platform." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/71623.

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Thesis (MScEng)--Stellenbosch University, 2012.
ENGLISH ABSTRACT: Markerless mobile Augmented Reality (AR) is currently being limited by the processing power available on smartphones and tablet-like devices, which also limits the research that can be done using these devices. To overcome the problem of limited processing power and the problem of being limited to the device's original hardware, the development of a laptop-based prototype platform was proposed. The use of a laptop was motivated by the processing power it o ers and because it is self-contained, but still allows for expansion. The implemented system consists of a handheld tablet-like display with touch input, attached to a backpack which houses the processing unit of the laptop. The tablet portion of the device is equipped with stereo cameras and inertial sensors to allow for optical inertial hybrid tracking. A basic optical inertial Extended Kalman Filter based tracking system was implemented as proof of the concept. A modular design was implemented that allows for components to be added to or removed from the prototype, thereby allowing for rapid prototyping with various combinations of sensors and cameras. Furthermore, multi-core and parallel processing, on both the GPU and CPU, was used to achieve fast processing with only minimal optimisations. The conceptual design, practical implementation, and testing of the prototype platform are covered in this document, along with recommendations for both continued research and the creation of similar systems.
AFRIKAANSE OPSOMMING: Die veld van merkervrye mobiele Toegevoegde Realiteit (TR) word tans beperk deur die verwerkingsvermo e van slimfone en tablette. Die beperking a ekteer ook die vermo e om navorsing te doen op hierdie toestelle. Nog 'n struikelblok met navorsing op hierdie tipe toestel is dat die hardeware nie verander of aangepas kan word nie. Om die beperkings in verwerkingsvermo e en die hardewarebeperking te oorkom, word daar voorgestel dat 'n mobiele stelsel ontwerp word wat oor genoegsame verwerkingvermo e beskik. Die voorgestelde prototipe-stelsel word gebaseer op 'n kragtige skootrekenaar, omdat dit die nodigde verwerkingvermo e besit en mobiliteit verskaf in 'n selfstandigeeenheid. Die voorgestelde stelsel is ge mplementeer deur 'n handdraagbare aanraakskerm te skep, wat verbind is met die rugsak wat die verwerkingse enheid van die skootrekenaar huisves. Die handdraagbare gedeelte van die skerm is toegerus met stereovisie-kameras en inersiesensors. Hierdie sensors en kameras is dan gebruik om 'n basiese hibriede optiese-inersie uitgebreide Kalman lter-gebaseerde posisievolgingsstelsel te skep, as bewys van die voorgestelde konsep. 'n Modul^ere ontwerp is gebruik, omdat dit toelaat dat komponente maklik vervang of bygevoeg kan word. Die modul^ere ontwerp maak dit moontlik om verskeie sensors spoedig te toets en te vergelyk. Verder is beide die SVE- en GVE-eenhede van die skootrekenaar se parallelle verwerkingsvermo e benut. Sodoende is 'n ho e verwerkingspoed bereik, deur slegs minimale optimering toe te pas. Die konsepontwerp, -implementering en -toetsing van die stelsel word in hierdie dokument beskryf. Saam met die beskrywing word daar ook aanbevelings gemaak vir opvolgende navorsing, asook vir die ontwerp van soortgelyke stelsels.
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Boodé, Henrik. "Prototyping of a mobile, Augmented Reality assisted maintenance tool." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105191.

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The purpose of this thesis work is to create a prototype for an augmented reality application that isaimed to support service technician when performing service and maintenance of machines andengines. The prototype will be used for investigating what technical limitations there is and toestablish basic usability for the user interface. The method that is used is user studies and analysis toevaluate use cases and user stories. An iterative work process is then applied for design and theprototype is continuously user tested.The resulting prototype uses a Samsung Galaxy Tab 2 running on Android operating system. Theframework used for augmented reality is NyARToolkit which handles marker recognition andconnections to Android. NyARToolkit uses OpenGL to visualize 3D models. The 3D models used isin the metasequoia fileformat. The application that implements the framework gets reasonableperformance on Galaxy Tab 2 and the visualization of 3D model is accomplished. A stabile markerrecognition is not attained.The usability has not been studied thoroughly, but it is designed based on the unofficial standard fordesign on mobile devices and for 3D manipulation on mobile devices. The graphical design is aimingfor an open workspace with as few interrupting objects as possible. Clear descriptions of objects are apart that has resulted from usertesting.Judging by the functionality that the prototype indicates it could be assumed that an application of thistype is possible in the given field, which is worked performed by a service technician. The testingequipment that has been used is not of the latest generation of mobile devices which can mean thatnewer models perform better than the ones used for testing. What seems to be limiting the use of themarker recognition is the quality of the video input. The device’s processing power affects howadvanced the 3D environment can be, which in turn can reduce performance when more complex 3Dmodels are used. Since there are several frameworks for the Android platform there is also severalsolutions to making a prototype with the sane functionality. Since I have only explored oneframework there is a possibility that another framework could have produced a more stabile prototypeThe user testing that has been performed points out that a distinct design is needed. Clearly describingtexts for different objects should be used to make the user less confused. An unofficial user designthat is generally used has to be implemented so that the users fell at home when handling theapplication on mobile devices.
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Fombuena, Valero Arnau. "3D Augmented Reality Mobile Application Prototype for Visual Planning Support." Thesis, KTH, Geoinformatik och Geodesi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-49083.

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The aim of this thesis is to implement a prototype of a 3D Augmented Reality mobile application. Using 3D is becoming more and more common for professionals as well as users. A good example of that is Google Earth and its 3D view. Implementing a mobile application that takes advantage of 3D and Augmented Reality may be very useful for planning new constructions in both urban and non-urban areas allowing to visualize how the construction will be in the future and how it will interact with its surrounding environment. There is a great potential for such kind of applications. An example could be the modification of a certain area of a city; allowing the inhabitants of that city to preview the project and, hopefully, avoiding unnecessary conflicts related to that project. In non-urban areas this application is also very useful for helping decision making by visualizing, on site, how the project will be and its impact on the environment. In order to preview a future construction there is the need to have a 3D model. Therefore, a 3D format for that model is necessary. Since COLLADA is a 3D standard interexchange format it is used in this thesis. Together with COLLADA, the computer graphics imagery and gaming technology called OpenGL ES 2.0 is used. Using COLLADA and OpenGL ES 2.0 combined with the properties of the views’ layers, the camera input, the sensors in the mobile device and the positioning technologies permit obtaining successful results displaying a 3D object in an Augmented Reality mobile prototype application. Interface elements are implemented as well in order to bring basic usability tools. The results show the advantages of combining technologies in a mobile device and the problems derived from the low accuracy in positioning in such kind of devices. Thus, ideas for improving the positioning accuracy are discussed as well.
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Pěnčík, Jan. "Návrh prototypu mobilní aplikace pro studenty FM VŠE." Master's thesis, Vysoká škola ekonomická v Praze, 2016. http://www.nusl.cz/ntk/nusl-262254.

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This study looks at creating a mobile application prototype of Faculty of Management of University of Economics Prague. The theoretical section discusses the digital product design process, the particularities of the mobile user interface and general cognitive theory. In the practical section, personas and product functional requirements are modelled using user research. The key application structure is designed on the basis of these requirements and cases of use. Finally, an interactive prototype is created and the most important parts of the application are refined using visual design.
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Isene, Jan Sindre, and Petter Hwan Eide Johannessen. "CityMob : Prototype Development of a Commercial City Information Portal for Mobile Phones." Thesis, Norwegian University of Science and Technology, Department of Telematics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8825.

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The extensive list of cultural offerings in big European cities has resulted in a variety of city guides in magazines and on the Internet. However, users often require information when they are on the run. A city guide available on mobile phones would therefore be advantageous in many situations. In January 2007, the company CityMob was founded by four students in order to commercialise the idea of a city guide for mobile phones. A working prototype of the system has been designed and implemented. The prototype consists of a J2ME client, which is installable on mobile phones, and communication with an internet server using the mobile data access networks. Furthermore, business aspects related to the idea has been investigated and market research has been carried out. A business plan, which is based on the findings, has been formulated. Based on contributions from the prototype and the business plan, CityMob has obtained grants of, in all, 135 000 NOK. Moreover, a collaboration with the Munich located city magazine, Munichx, has been established. On this basis, a foundation for a viable company has been laid. CityMob will, in collaboration with Munichx, launch a final version of the mobile city guide on the German market 22 September 2007. After the scope of this thesis, several items are left to be resolved before the service is ready for market launch. Firstly, device portability and content provider scalability has not been emphasized while developing the prototype. Secondly, CityMob must enter into additional collaborations in order to provide a complete system.

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Ferreira, Gonçalo Lopes. "User-centered design of the interface prototype of a business intelligence mobile application." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/10034.

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Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão Industrial
In a society in constant technological evolution, companies try to equip themselves with tools that allow them to achieve, or maintain, the leadership position in the markets in which they compete in. Success often lies in the ability to exploit the existent Business Intelligence (BI) in the best possible way. Moreover, mobile devices such as smartphones and tablets assume themselves as elements with an increasingly preponderant use in the everyday life. In the convergence of these two factors, emerges the need to develop mobile “management facilitators”, capable of providing companies’ workers the access to BI, anywhere and at a few touches distance. To make this possible, not only does the correct information needs to be selected, but also organized and presented in a highly intuitive and easy to use way. It’s in this context that the work present in this dissertation emerges: User-Centered Design of the interface prototype of a Business Intelligence mobile application for a company in the retail industry. Thus, the goal of this dissertation resides in the development of an adequate interface, through the continuous interaction with a group of representative users in activities such as users’ needs assessment, interface design, heuristic evaluation and usability tests. From meetings with the users, 29 needs were identified for the BI application. These needs were later converted into functional requirements which originated two prototypes, one for smartphones and the other for tablets. These were subjected to a heuristic evaluation and tested through the application of the Cognitive Walkthrough method to representative users, to collect performance and satisfaction metrics. It was concluded that the designed interfaces were in accordance with 14 of the 16 heuristics, which led to three modifications on the interfaces. The Cognitive Walkthrough results showed that the interfaces are intuitive since all the tasks were completed with 100% success, in reasonable times and with a number of actions close to the ideal.
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Nwachukwu, Tochi. "CIRCUIT TUTOR: PROTOTYPE OF A WEB-BASED MOBILE INTELLIGENT TUTOR IN CIRCUIT THEORY." Master's thesis, Temple University Libraries, 2012. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/196673.

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Electrical Engineering
M.S.E.E.
This thesis describes the design, implementation, and assessment of a web-based mobile tutoring application. The goal of this application, called Circuit Tutor, is to address the educational needs of students with the aid of intelligent tutoring systems that are available on mobile devices and are used outside of the traditional classroom environment. The growth of sophisticated intelligent tutoring applications and systems has helped gradually change the preconceived notion that intelligent tutoring systems cannot be relied upon in secondary education. More so, with the advent of mobile learning applications, learning can no longer be restricted to a specific location or time to acquire knowledge or a place and time to apply knowledge. While many intelligent tutoring systems (ITS) have been mostly developed as desktop applications, the equivalent of these applications have only lately begun to be implemented for mobile devices. The proposed design aims to employ the various spheres of mobile human-computer interaction and mobile learning in the structure and implementation of an ITS for contemporary mobile tablets (for example, the iPad®). Circuit Tutor will not substitute traditional instruction; however, it will provide undergraduate electrical engineering students with intelligent support when instructors are not available. This tutoring system will perform some actions traditionally done by a teacher or instructor - such as detecting errors, identifying concepts that the student is finding difficult to comprehend, as well as referring the student back to the appropriate learning material if the student does not show progress after a set of exercises. Most importantly, this thesis aims to serve as a foundation for future research that investigates the design of mobile intelligent tutoring systems as well as research in the techniques of effectively converting existing desktop tutoring applications to mobile applications.
Temple University--Theses
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Persson, Anton, and Ahmed Eleyan. "Student Perspectives on School Surveillance : an Explorative Study Using a Mobile Application Prototype." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160849.

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Schools should be safe places for young people to learn through freely expressing and sharing ideas. This requires respecting student privacy, as they otherwise feel distrusted and uncomfortable. At the same time, surveillance is becoming an increasingly important part of facilitating a safe school environment. This has created an interesting dynamic where increasingly pervasive surveillance solutions seeking safety and other benefits are threatening student privacy. Therefore, researchers stand before the urgent challenge of figuring out what is a desirable direction for this technology. This qualitative study focuses on students’ perspectives on surveillance and privacy. Data was collected through interviews, card sorting, and the use of a prototype together with scenarios. The results of the study expand upon current research and reveal that actively involving students in design and research processes is important to ensure sustainable solutions. Students desire more value in terms of control, assistance, safety and information. At the same time, many concerns about discomfort, distrust and abuse are present. A set of guidelines on important considerations for future surveillance research and design are presented which focus on collaboration, responsibilityand creativity. Key issues causing inefficient communication between studentsand researchers are discussed, and the need for providing further education on the topic is motivated.
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Marshall, Tommy. "Moving the museum outside its walls : An Augmented Reality Mobile Experience." Thesis, KTH, Kommunikationssystem, CoS, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-91027.

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This thesis project examines how to design an Android application that uses augmented reality to help users navigate in the City of Stockholm. The main users of the application are assumed to be first time visitors to Stockholm. The thesis project concerns design, technologies, and usability issues - while focusing on how to design a suitable application. The application will maybe be used by the Nobel Museum to offer information, and assistance to tourists who are looking for and visiting different locations connected with the Nobel Prize. The focus will be to achieve an easy to use system for these users, as the user will not be able to get support after leaving the museum. The application is meant to be distributed as freeware that will contribute to a positive experience by museum visitors. One of the aims is that the users should find the application appealing, motivating them to learn more about the Nobel Prize following their visit to the Nobel Museum. For tourists this means that they get the possibility to experiencing Stockholm in a new way, where information is stored at different locations. They get a guided tour of Stockholm without a guide, they can take the time they want. The museum gets the possibility to spread their message about the Nobel Price around in Stockholm in a new and exciting way. With the use of technology it is possible to spread the museum experience outside its walls, which will be shown in this report.
Det här examensarbetet undersöker hur man kan designa en Android-applikation somanvänder förstärkt verklighet för att hjälpa användare navigera i Stockholms stad. Denhuvudsakliga användaren antas vara förstagångsbesökare i Stockholm.Examensarbetet avser design, teknik och användarvänlighet - med fokus på hur man utformaren lämplig applikation. Applikationen kommer eventuellt att användas av Nobelmuseetför att erbjuda information och hjälp turister som är intresserade av olika platser som ärrelaterade till Nobelpriset.Fokus kommer vara att uppnå ett lättanvänt system för dessa användare. Användarenkommer inte kunna fånågot stöd efter att de lämnat museet. Applikationen är tänkt att delasut som freeware, som bidrar till en positiv upplevelse för museets besökare. Ett av syftena äratt användarna ska anse att applikationen är intressant och motivera dem att lära sig mer om Nobelpriset efter deras besök på Nobelmuseet.För turister innebär detta att de får möjlighet att uppleva Stockholm på ett helt nytt sättdär information lagras på olika platser. De får en guidad tur i Stockholm som sker utan enguide, de kan ta den tid de vill. Museet får möjlighet att sprida sitt budskap om Nobelprisetrunt i Stockholm på ett nytt och spännande sätt. Med hjälp av teknik är det möjligt att spridamuseiupplevelse utanför dess område, som kommer att visas i denna rapport.
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Tesanovic, Manuela, and Summia Al-mufti. "Mobile application design for contextual usability and operability in underground mines." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168375.

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The aim of the thesis was to develop a usable mobile application prototype to be used in the underground mining environment. In order to fulfill the aim, the research question How can a mobile application be designed for usability with focus on operability for an underground mine? was researched, analysed and answered. The main methods for driving the design process were ISO 9241-210, Human-centred design for interactive systems, requirement engineering and  conceptual design. The results of the thesis were based on qualitative data, collected from semi-structured interviews from five respondents. These respondents had a background as a operator in underground mines in different countries. The qualitative data was analysed and interpreted into functional and non-functional user requirements. The user requirements in parallel with design principles were used to produce a final concept that would be transformed from a low fidelity into a high fidelity prototype. The high fidelity prototype was developed using Android Studio, Java and later tested and evaluated using SUS questionnaire and usability heuristics to rate the overall usability of the application . The answer to the research question lied in the methodology used in this thesis. This was achieved by involving the stakeholders, people affected by the future design in the entire process, with different methodology during the different phases of the design process.
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Huang, Wei-Che (Darren). "Design and implementation of a mobile wiki : mobile RikWik." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16475/1/Wei-Che_Huang_Thesis.pdf.

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Wikis are a popular collaboration technology. They support the collaborative editing of web pages through a simple mark-up language. Mobile devices are becoming ubiquitous, powerful and affordable. Thus it is advantageous for people to get the benefits of wikis in a mobile setting. However, mobile computing leads to its own challenges such as limited screen size, bandwidth, memory and battery life; they also have intermittent connectivity due to the mobility and the coverage of network. I investigate how wikis can be made mobile; that is how wiki forms of collaborative editing can be achieved through mobile devices such as PDAs and smart phones. A prototype mobile wiki has been created using .NET, which addresses these issues and enables simple collaborative working whilst on and offline through smart mobile devices. A cut down wiki runs on the mobile device. This communicates with a main central wiki to cache pages for off line use. When sitting in a powered cradle eager, downloading and synchronization of pages is supported. During mobile operation, pages are cached lazily on demand to minimize power use and to save the limited and expensive bandwidth. On re-connection, offline edited as well as new pages are synchronized with the main wiki server. Finally a pluggable page rendering engine enables pages to be rendered in different ways to suit different sized screens.
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Huang, Wei-Che (Darren). "Design and implementation of a mobile wiki : mobile RikWik." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16475/.

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Wikis are a popular collaboration technology. They support the collaborative editing of web pages through a simple mark-up language. Mobile devices are becoming ubiquitous, powerful and affordable. Thus it is advantageous for people to get the benefits of wikis in a mobile setting. However, mobile computing leads to its own challenges such as limited screen size, bandwidth, memory and battery life; they also have intermittent connectivity due to the mobility and the coverage of network. I investigate how wikis can be made mobile; that is how wiki forms of collaborative editing can be achieved through mobile devices such as PDAs and smart phones. A prototype mobile wiki has been created using .NET, which addresses these issues and enables simple collaborative working whilst on and offline through smart mobile devices. A cut down wiki runs on the mobile device. This communicates with a main central wiki to cache pages for off line use. When sitting in a powered cradle eager, downloading and synchronization of pages is supported. During mobile operation, pages are cached lazily on demand to minimize power use and to save the limited and expensive bandwidth. On re-connection, offline edited as well as new pages are synchronized with the main wiki server. Finally a pluggable page rendering engine enables pages to be rendered in different ways to suit different sized screens.
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Valík, Michal. "Návrh mobilního robotu." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-318858.

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This diploma thesis deals with design of machinware of mobile robot. The purpose of this work is to design complete technical product documentation for manufacturing of a prototype. In first theoretical part of this thesis there is an analysis of contemporary situation of mobile robots. In second practical section, there is a design of all needed mechanical parts for tracked vehicle, all needed calculations are included. Diploma thesis contains hazard analysis, complete technical product documentation with 3D model included and final price statement.
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Collberg, Johan, and Anders Sjögren. "A user-centered development of a remote Personal Video Recorder prototype for mobile web browsers." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94403.

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The Ericsson IPTV Solution Area within Business Unit Multimedia is interested in involving users in their IPTV development. The reason for this is to increase the efficiency and effectiveness in the graphical user interface and to get a more competitive product with better usability. The aim of this thesis is to use the concept of User Centered Design and methods from Usability to create a prototype of the graphical user interface of a remote Personal Video Recorder for mobile web browsers. The thesis also seeks to answer what needs, demands and expectations the users have on both functionality and the graphical user interface. To answer this, well-known methods such as interviews, usability goals, prototyping, heuristic evaluations and usability tests have been used. The theory behind these methods and how they were executed in this work is presented together with discussions and conclusions based on the results obtained. The results indicate that the users’ needs, demands and expectations on the prototype have been satisfied since all of the usability goals have been fulfilled. At the end of the report the authors suggest changes that Ericsson should consider to facilitate improvements in product usability.
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Keefer, Robert B. "A User Centered Design and Prototype of a Mobile Reading Device for the Visually Impaired." Wright State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=wright1306329825.

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Alssbaiheen, Anan. "Mobile challenges and opportunities for e-government in Saudi Arabia." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/13711.

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This thesis analysed the challenges and opportunities associated with the implementation of mobile government services in Saudi Arabia using a mixed method approach combining surveys and semi-structured interviews with Saudi citizens and employees of the Ministry of Communications and Information Technology. Three studies were conducted for the purpose of achieving the aims and objectives of the thesis. The first study shows that the high level of mobile penetration in the country suggests that there is already a demand of a greater range of m-government services despite the fact that still a large proportion of the Saudi population who do not have access to mobile technologies. Nevertheless, the results suggest that there is still a strong desire among users for the provision of mobile government services and the majority of respondents were willing to use such services and understand the benefits of using m-government. This thesis also shows a strong consensus among both government employees and citizens that m-government implementation would contribute to the technological development of the country. The findings of the second study suggest that the high level of mobile penetration offers an opportunity for the Saudi government to offer mobile government services. However, a number of barriers to mobile government exist, including poor quality and speed of internet, lack of customisation of services and data security and privacy issues as well as infrastructural challenges and bureaucratic attitude of the government departments. The third study focussed on the practicality of a mobile phone application, and for this purpose a mobile application for utility bills was developed and evaluated in terms of its usability, reliability and validity of the service. The thesis revealed that the majority of respondents were satisfied with the service usage, as application was easy to use without complications. However, participants were not comfortable to leave their details pertaining to credit card or any personal information. Misuse of information was major threat to participants, which further added reluctance to usage of the application. Respondents were willing to provide financial details if the service was authorised by government agencies. By exploring the opportunities of, and challenges facing m-government in Saudi Arabia, this thesis contributes to the m-government literature on developing countries in particular. This thesis offers important lessons for the m-government policy makers in Saudi Arabia and around the developing world.
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Le, Phong D. Hsu Michael. "The design and implemtation of a prototype web-portal for the integrated mobile alerting system (IMAS). /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Jun%5FHsu%5FLe.pdf.

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Daniel, Fehrm. "Creating a prototype with the most important features in a mobile system for real estate brokers." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-428381.

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Mspecs is a web application used by real estate brokers and is primarily used on devices with larger screens but it can also be used with a mobile phone. However, from a user perspective the mobile version is difficult to use since real estate brokers have to spend a lot of time searching for the feature they are looking for. Thisthesis aims to find a possible solution by creating a new mobile view that contains shortcuts to the features the real estate brokers   really need when they must use their phone. This is done by first identifying the most important features by sending out a survey to a group of Mspecs users. With those features in place, the next stepsare to create a prototype and evaluate how many fewer clicks and how much less time it takes to reach a specific feature with theprototype. From the survey we identify 7 features that are considered important to have in the new mobile view. From the prototype we conclude that reaching the 7 features takes one click and less than  one second to reach, which is a large decrease compared to the current solution.
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Hsu, Michael. "The design and implemtation of a prototype web-portal for the integrated mobile alerting system (IMAS)." Thesis, Monterey, California. Naval Postgraduate School, 2006. http://hdl.handle.net/10945/2746.

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The Integrated Mobile Alert System (IMAS) is a mobile device message alerting system that provides a means for people to stay connected and receive information in a modality that is constantly available to them. The focus of this research is to develop a proof of concept for the common data format and common platform aspect of the proposed architecture. This project concentrates on the design characteristics of the IMAS-portal and server-side database. The thesis determines a way to aggregate, integrate, and sort different message formats in order to be easily displayed on a variety of mobile devices according to user profiles. It demonstrates that a web-portal written in PHP script supported by a relational database is a good configuration for IMAS. Additionally, a proof of concept system that converts messages into disseminated mobile alerts is presented. This thesis marks the founding steps in developing the IMAS.
US Navy (USN) author.
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Blanes, Christian. "Guidage visuel d'un robot mobile autonome d'inspiration bionique. 2e partie : Implémentation opto-électronique et réalisation du prototype." Grenoble INPG, 1991. http://www.theses.fr/1991INPG0061.

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Ce memoire presente l'elaboration opto-electronique de la chaine sensori-motrice d'un robot mobile autonome de faibles dimensions, a guidage bas-niveau purement visuel. Ce robot se deplace dans un environnement inconnu, evite les obstacles et poursuit une eventuelle cible. Le prototype valide concretement les principes de vision et de navigation qui gouvernent le robot, et qui ont ete testes en simulation sur calculateur (these j. M. Pichon, 1991). Le prototype met en uvre une interface parallele entre une centaine d'entrees visuelles et une sortie unique, qui indique par un signal analogique, l'amplitude de l'angle de braquage. Notre approche bionique s'inspire des systemes vivants et en particulier de l'il compose de la mouche, tant sur le plan traitement du signal en temps reel que sur l'aspect architecture parallele. La chaine optomotrice fait appel a divers concepts de traitement de signal parallele: optique multifacettes, architecture parallele, reseaux. Monte sur le robot en deplacement a vitesse constante, le systeme visuel exploite la detection locale du mouvement relatif de l'environnement pour estimer la position des obstacles. Un reseau de detecteurs de mouvement (il d. E. M. ) genere une centaine de signaux provenant d'une distribution angulaire non-uniforme de directions de visee dans le plan azimutal. Le systeme anticollision combine les multiples signaux de l'il d. E. M. Et realise une fusion avec les sorties paralleles d'un autre il (detecteur de cible) qui realise un echantillonnage visuel uniforme sur les 360 du plan azimutal. Des reseaux electroniques passifs (faisant appel uniquement a des resistances et a des diodes), ainsi que des couronnes de composants analogiques actifs assurent les interconnexions entre ces nombreux signaux d'entree, de facon a extraire l'unique signal analogique de commande des moteurs du robot
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Chigudu, Kumbirai. "Design of a prototype mobile application interface for efficient accessing of electronic laboratory results by health clinicians." Thesis, University of Cape Town, 2018. http://pubs.cs.uct.ac.za/archive/00001267/.

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There is a significant increase in demand for rapid laboratory medical diagnoses for various ailments in order for clinicians to make informed medical decisions and prescribe the correct medication within a limited specified time. Since no further informed action can be taken on the patient until the laboratory report reaches the clinician, the delivery of the report to the clinician becomes a critical path in the value chain of the laboratory testing process. The National Health Laboratory Service (NHLS) currently delivers lab results in three ways: via a physical paper report, and electronically through a web application. The third alternative is for short and high-priority test results, like human immunodeficiency virus (HIV) and tuberculosis (TB), that are delivered via short message service (SMS) printers in remote rural clinics. However, despite its inefficiencies, the paper report remains the most commonly used method. As turnaround times for basic and critical laboratory tests remain a great challenge for NHLS to meet the specified targets; there is need to shift method of final delivery from paper to a paperless secured electronic result delivery system. Accordingly, the recently-implemented centralised TrakCare Lab laboratory information system (LIS) makes provision for delivery of electronic results via a web application, 'TrakCarewebview'. However, the uptake of TrakCarewebview has been very low due to the cumbersomeness of the application; this web application takes users through nine steps to obtain the results and is not designed for mobile devices. In addition, its access in remote rural health care facilities is a great challenge because of lack of supportive infrastructure. There is therefore an obvious gap and considerable potential in diagnostic result delivery system that calls for an immediate action to design and development of a less complex, cost effective and usable mobile application, for electronic delivery of laboratory results. After obtaining research ethics clearance approval from the University’s Faculty of Science Research Ethics Committee a research was sanctioned. A survey of public sector clinicians across South Africa indicated that 98% have access to the internet through smartphones, and 93% of the clinicians indicated that they would use their mobile devices to access electronic laboratory results. A significant number of clinicians believe that the use of a mobile application in health facilities will improve patient care. This belief, therefore, set a strong basis for designing and developing a mobile application for laboratory results. The study aims to design and develop a mobile application prototype that can demonstrate the capability of delivering electronic laboratory test results to clinicians on their smart devices, via a usable mobile application. The design of the mobile application prototype was driven by user-centred design (UCD) principles in order to develop an effective design. Core and critical to the process is the design step which establishes the user requirements specifications that meet the user expectations. The study substantiated the importance of the design aspect as the initial critical step in obtaining a good final product. The prototype was developed through an iterative process alternating prototype development and evaluation. The development iterations consisted of a single paper prototyping iteration followed by further two iterations using an interactive Justinmind prototyping tool. Respective to the development iterations, cognitive walk-through and heuristic principles were used to evaluate the usability of the initial prototype. The final prototype was then evaluated using the system usability scale (SUS) survey quantitative tool, which determines the effectiveness and perceived usability of the application. The application scored an average SUS score of 77, which is significantly above the average acceptable SUS score of 68. The standard SUS measurement deems 80 to be an excellent score. Yet a score below 68 is considered below average. The evaluation was conducted by the potential user group which was involved in the initial design process. The ability of the interactive prototyping tool (Justinmind) to mimic the actual final product offered end users a feel of the actual product thus giving the outcome of the evaluation a strong basis to develop the actual product.
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Konda, Sashi Kumar. "Design and testing of a marsupial/companion robot prototype for a powered wheelchair." [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000490.

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Danielsson, Pehr-Henric. "Exploring the effects of different fidelities in an early design process of mobile prototyping." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3716.

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There are a vast number of research and studies undertaken within the domain of user-centered design concerning the design process of an artifact, but still there are questions being raised of the relatively new and successful field of mobile design. During recent years mobile technology have surpassed the standardized thoughts of how to prototype and evaluate such a ubiquitous device. The paper addresses this predicament by discussing aspects of fidelity differences in an early design process of a mobile design. The example being presented refers to a design study of an iPhone-application, where two different types of prototypes were created and user tested, a low-fidelity paper prototype and a mixed-fidelity interactive prototype. The paper sets focus on the various differences between these fidelities closely related to the case. It also reflects on how mobile design approaches can mature during the early stages of a design process.

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Thurston, Michael J. "A pragmatic view of MANET performance evaluation and design of a prototype MAC level routing algorithm." Link to electronic thesis, 2003. http://www.wpi.edu/Pubs/ETD/Available/etd-0108103-122903.

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Lindström, Daniel. "Visualizing future buildings : User-centered design process and evaluation of a sensor-based MAR prototype." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215771.

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Mobile Augmented Reality (MAR) is an emerging technology that, when done right, can offer the users a rich experience. However, as with most emerging technologies, it is primarily technology-driven, often leaving the user needs aside. In this study a sensor-based MAR prototype was developed and evaluated, following a User-Centered Design process. The prototype visualized a future building in the city of Stockholm, Sweden. However, sensors in today’s smartphones are not perfect, which is a problem when used as tracking method to augment 3D-content. Also, developing a MAR experience includes some challenges and issues that need to be addressed in order to develop a good experience for the user. One of those challenges is to test and validate ideas at an early stage of the development. Usually when following a User-Centered Design process, prototyping is a useful tool for testing and validating. Though, even the simplest MAR experience requires an advanced infrastructure, which is expensive and time-consuming to develop. In this study both the inherited problems of smartphone sensors and the challenges regarding MAR development were taken into account during the development. To counteract these problems, cleverly designed functions were implemented. To evaluate the final version of the prototype, a user test was conducted in an urban environment. The most important lessons learned during this study were that today’s smartphones do not provide robust and accurate sensor data in an urban environment. Resulting in incorrect placement and flickering of the augmented 3D-object. Also, the functions that were developed to counteract these problems helped in some degree, indicating the potential of overcoming hardware problems with cleverly designed functions. Last, using existing AR framework to produce an interactive and AR-enabled prototype, to a low cost and relatively fast, proved successful.
Mobil förstärkt verklighet (Mobile Augmented Reality, eller MAR) är en teknik på frammarsch som utvecklas i snabb takt. MAR har möjligheten att leverera en rik upplevelse till användaren. Dock är utvecklingen av MAR, likt de flesta tekniker under snabb utveckling, teknikdriven vilket ofta medför att användarens behov glöms bort. I denna studie står användaren i fokus när en sensorbaserad MAR-prototyp utvecklas och utvärderas. Allt detta sker med hjälp utav en användarcentrerad designprocess och prototypen används för att visualisera en kommande byggnad i Stockholm, Sverige. Vid utveckling av en sensorbaserad MAR-upplevelse står man inför ett flertal utmaningar och problem som alla behöver adresseras för att kunna leverera en bra upplevelse till användaren. Dels finns hårdvaruproblem så som att sensorer i dagens smartphones är långt ifrån perfekta, detta medför problematik i placeringen utav 3D-objekt som baseras på sensordata. En annan utmaning är att testa och validera idéer i ett tidigt skede av utvecklingen. Vanligtvis när man följer en användarcentrerad designprocess är tidiga prototyper ett användbart verktyg för testning och validering. Dock kräver även den enklaste MAR-upplevelsen en avancerad infrastruktur, som är både dyr och tidskrävande att utveckla. I denna studie tas dessa problem och utmaningar i beaktning redan i ett tidigt utvecklingsstadium. Väldesignade funktioner utvecklas för att motverka och minska inverkan utav dessa problem. För att utvärdera den slutgiltiga prototypen utfördes ett användartest i stadsmiljö. En viktig lärdom från denna studie är att dagens smartphones inte erbjuder tillräckligt robust och precis mätning av sensordata i stadsmiljö för att leverera en bra användarupplevelse. Detta resulterade i felaktig och hoppande/skakig placering av 3D-objekt. De funktioner som utvecklades för att motverka problemen med MAR hjälpte i viss utsträckning, dessa påvisade en potential att överkomma hårdvarubrister med smarta och väldesignade funktioner. Att använda AR-ramverk för att producera interaktiva MAR-prototyper, till en låg kostnad och med relativt kort utvecklingstid, visade sig lyckat.
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Aldulaymi, Mohammed. "Transparency between consumers and grocery stores : Evincer - A design prototype to empower consumer experience during grocery shopping." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45807.

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This study explores how the interaction design techniques approach can contribute to enabling more transparency in physical shopping by creating bridges between consumers and various stakeholders. The aim is to empower the consumers to make informed decisions through obtaining and understanding health and environmental information for individual commodities. Through close collaboration with users, and with the support of active designers, the design process results in the development of an interactive mobile application proposal. The prototype aims to create a hub between consumers and different stakeholders concerning individual products. Furthermore, the prototype grants consumers access to the information they desire, sharing or requesting product feedback from stakeholders and consumers, focusing on the environment and health aspects.
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Batchelor, Jacqueline. "Mobile information communication and technology use in secondary schools a feasibility study /." Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-09102007-161045/.

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31

Gurajena, Caroline. "Investigation of the NFC technology for mobile payments and the development of a prototype payment application in the context of marginalized rural areas." Thesis, University of Fort Hare, 2014. http://hdl.handle.net/10353/d1020243.

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Both communication, and the methods and tools of commerce have evolved over time through the invention of new technologies. The latest of these technologies are mobile devices and electronic commerce respectively. The combination of these two technologies has resulted in the creation of electronic commerce which also enables mobile payments. Mobile payments (mpayments) are enabled by many technologies with Near Field Communication (NFC) being the most recent one. NFC is a wireless technology that enables mobile devices in close proximity to exchange data. The mobile device has already been enthusiastically accepted by the customers and they carry it with them wherever they go and this makes it a good device for providing a payment method alternative. This research looks at contactless mobile payment as a payment method. Customers in marginalized rural areas lack a payment alternative to cash hence in this research we are investigating and proposing the use of a NFC enabled mobile payment application for Marginalized Rural Areas. This research extensively evaluates and assesses the potential of using NFC enabled m-payments in Marginalized Rural Areas in South Africa by carrying out an investigation of the technology and its acceptance by customers. The investigation of the technology included implementation of a prototype application which was used to introduce the technology to the consumers. The customer acceptance of the NFC enabled mobile payments was evaluated using the Technology Acceptance model (TAM). The model was modified to suit the context of this study by adding more constructs. This research concluded that Near Field Communication enabled m-payments have great potential to be used and accepted by people in the marginalized rural areas.
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Hannink, Julius [Verfasser], Björn M. [Akademischer Betreuer] Eskofier, Björn M. [Gutachter] Eskofier, Lorenzo [Gutachter] Chiari, and Jochen [Gutachter] Klucken. "Mobile Gait Analysis : From Prototype towards Clinical Grade Wearable / Julius Hannink ; Gutachter: Björn M. Eskofier, Lorenzo Chiari, Jochen Klucken ; Betreuer: Björn M. Eskofier." Erlangen : FAU University Press, 2019. http://d-nb.info/1182682634/34.

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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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Mpofu, Handsome C. "Development of an M-Payment system prototype for a marginalized region (Dwesa case study)." Thesis, University of Fort Hare, 2011. http://hdl.handle.net/10353/458.

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Wireless technologies, such as Worldwide Interoperability for Microwave Access (WiMAX) and Wireless Fidelity (WiFi), are making it easier to provide the much needed telecommunications infrastructure in marginalized areas worldwide. These technologies enable the rapid deployment of network services as well as their redistribution throughout these marginalized areas. The ability to bring Internet connectivity to previously underserviced and marginalized areas has the potential to leap-frog socio-economic development and improve participation in the global knowledge economy. This study investigated how wireless access technologies, such as WiMAX and WiFi, can be integrated and used to deliver ubiquitous distributed Internet connectivity with increased capillarity in rural areas. The research was undertaken within an ICT for Development (ICT4D) intervention called Siyakhula Living Lab (SLL) which is based in the Eastern Cape province of South Africa. The research further eliminated the accessibility constraints associated with long distances and remoteness from the Digital Access Nodes (DANs) and provided increased penetration in the network in contrast to the traditional Telecentre model which has been used extensively in ICT4D interventions. This was achieved by deploying WiFi hotspots around the DANs and extending the existing SLL WiMAX backbone to increase the network footprint to neighboring communities. The technical result of the research has been the provision of increased capillarity on the network and service redistribution throughout the entire Dwesa community. Consequently, this has given local community members an opportunity to access network services easily and ubiquitously. Finally, the research investigated and presented the benefits of such wireless network deployment configurations on ICT4D activities in marginalized areas.
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Pentz, Audrey. "Designing a mobile application interface to support mid-career professionals in creating better financial futures." Master's thesis, Faculty of Science, 2021. http://hdl.handle.net/11427/32916.

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South Africans borrow more and save less than other nations (Discovery Bank, 2018). One reason is a lack of financial knowledge. If a mobile application could guide individuals to modify their financial habits slightly by spending less and saving more, they could dramatically improve their financial future. When designing visualisation systems such as a mobile application interface, users' qualitative design feedback and quantitative usability evaluation are both important and complementary. The benefit of usability feedback in software development is undisputed. The importance of qualitative design feedback from users however, seems to be controversial in Science. Gathering users' qualitative design feedback, ahead of usability evaluation, can have a substantial impact on downstream development costs. The researcher used design as a tool for thinking (imagining new possibilities) and communicating (sharing ideas). The purpose was to clarify ways in which a mobile application interface could support users in making better financial decisions and creating better financial futures for themselves and consequently for society. A user centred design (UCD) approach was followed, emphasising design before development, with a strong focus on user involvement in all three phases, namely requirements gathering, design and evaluation. A primary client archetype for mid-career professionals was developed, split into two personas, Alan and Zoe, based on personality and self-rated motivational attributes which were used in an unconventional way to inspire two parallel, diverse designs. In early design stages, before an idea is well formed, producing multiple contrasting designs in parallel and qualitative design feedback from users is beneficial to establishing utility (solving the right problem), tapping into users' domain knowledge, improving the quality of the design and reducing fixation on one idea. Once the concept has been socialised and evolved sufficiently with users' input, converging on one final design and testing usability (solving the problem in the right way) become more important. This research offers two refinements of the UCD process guidelines for the benefit of researchers and practitioners.
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Hoske, Petra, Günter Kunze, Kai Bürkle, Martin Schmauder, Mark Brütting, and Christian Böser. "Interaktiver Simulator für mobile Arbeitsmaschinen – Virtuelle Prototypen im Einsatzkontext erleben." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228234.

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Beim Einsatz mobiler Arbeitsmaschinen bestimmt der Maschinenführer die Arbeitsleistung und -sicherheit wesentlich mit. Er muss in die Lage versetzt werden, die Maschine ohne Gefahr für sich und andere zu steuern und ihr Leistungspotential voll zu nutzen. Deshalb sind Maschinenführer als reale oder virtuelle Bediener frühzeitig in die Maschinenentwicklung mit einzubeziehen. In einem global härter werdenden Markt reichen den Herstellern empirische Untersuchungen allein nicht mehr aus. Die Zusammenhänge im System Bediener-Maschine-Prozess sollen möglichst objektiv und reproduzierbar erfasst werden. Das kann aufwändige experimentelle Untersuchungen erfordern. Der Bau realer Testmaschinen und ihre Ausstattung mit Messtechnik kosten viel Zeit und Geld. Reale Einsatzversuche sind oft nicht unter gleich bleibenden Bedingungen durchführbar, was die Auswertung erschwert. Hingegen bieten Werkzeuge der Simulation und Virtuellen Realität eine effiziente Möglichkeit, Maschinenführer in frühen Phasen der Produktentwicklung mit einzubeziehen.
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Hoske, Petra, Günter Kunze, Kai Bürkle, Martin Schmauder, Mark Brütting, and Christian Böser. "Interaktiver Simulator für mobile Arbeitsmaschinen – Virtuelle Prototypen im Einsatzkontext erleben." TUDpress - Verlag der Wissenschaften GmbH, 2012. https://tud.qucosa.de/id/qucosa%3A30502.

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Beim Einsatz mobiler Arbeitsmaschinen bestimmt der Maschinenführer die Arbeitsleistung und -sicherheit wesentlich mit. Er muss in die Lage versetzt werden, die Maschine ohne Gefahr für sich und andere zu steuern und ihr Leistungspotential voll zu nutzen. Deshalb sind Maschinenführer als reale oder virtuelle Bediener frühzeitig in die Maschinenentwicklung mit einzubeziehen. In einem global härter werdenden Markt reichen den Herstellern empirische Untersuchungen allein nicht mehr aus. Die Zusammenhänge im System Bediener-Maschine-Prozess sollen möglichst objektiv und reproduzierbar erfasst werden. Das kann aufwändige experimentelle Untersuchungen erfordern. Der Bau realer Testmaschinen und ihre Ausstattung mit Messtechnik kosten viel Zeit und Geld. Reale Einsatzversuche sind oft nicht unter gleich bleibenden Bedingungen durchführbar, was die Auswertung erschwert. Hingegen bieten Werkzeuge der Simulation und Virtuellen Realität eine effiziente Möglichkeit, Maschinenführer in frühen Phasen der Produktentwicklung mit einzubeziehen.
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Erkendal, Linn. "Utvärdering av responsiv design : En kvalitativ användarstudie av responsiv webbdesign för utvärdering av Hi-Fi prototyp." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19295.

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In my study, I have chosen to examine how the user interface and content must conform to design guidelines for responsive design makes it suitable for diverse desktop environment and for varied mobile platforms. The purpose of this study is to examine the extent recommended design guidelines based on scientific research has a positive impact on user performance and perception when using this study delivered hi-fi prototype. The goal of this study is to provide a Hi-Fi prototype with high usability that will introduce and inform the public about BrasilCine according specifications. Study findings from user testing and supplementary questionnaires show that the implemented technologies as design guidelines for responsive design and design features have a positive impact on user performance and perception. The study results are therefore relevant for further prototype development.
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Hohl, Fritz. "Konzeption eines einfachen Agentensystems und Implementation eines Prototyps." [S.l.] : Universität Stuttgart , Fakultät Informatik, 1995. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB6783660.

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Kylin, Oskar, and John Wibrand. "Konstruktion och implementering av mobil prototyp: The Lovebomb." Thesis, Linköping University, Department of Electrical Engineering, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1191.

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The idea for the thesis “Construction and implementation of a mobile prototype; The Lovebomb” originates from doctoral candidates Rebecca Hansson and Tobias Skog from PLAY Research Group at the Interactive Institute in Gothenburg. The object of the master thesis is to construct two working LoveBomb prototypes, one mother console belonging to the LoveBomb and blueprints for both. The LoveBomb (the picture to the right shows a possible design) is intended to encourage people to express themselves emotionally when situated amongst strangers in public spaces. Two buttons control the device, which contains a radio transceiver. By pushing the buttons the user can either send a happy message or a sad message. The LoveBombs in the vicinity receive the sent message and lets its user know which message that has been received by vibrating either a sad irregular pulse or a happy continuous pulse. While vibrating the LoveBomb send out a confirm message. The confirm message can only be received by a LoveBomb which has recently sent out a message. After receiving a confirm message the LoveBomb conveys this to the user by turning on a red LED (light emitting diode) and letting the LED shine for about half a minute. During this time the LoveBomb can only receive messages. If it receives a message, during these 30 seconds, the LED is turned off and the prototype starts vibrating according to the received message. Should a LoveBomb which has sent a message fail to receive a confirm message it conveys this to the user by turning on and off the LED three times. After this the prototype is ready to send another message. The picture below shows a state diagram of the LoveBomb. The mother console registers all the communication between the LoveBomb, by pushing a button the user can see how many happy respectively sad messages that has been sent. Our workstarted with the doctoral candidates communicating their thoughts and wishes concerning the prototype to us. We organized this information into a requirement specification. We started the development of the Lovebomb and the belonging mother console by selecting a suitable micro controller. We choose PIC16C84 from Microchip but changed later to its successor PIC16F84, because the latter was easier to get a hold of. The micro controller controls all the other components. When we knew how to program the micro controller, we started working with a transceiver, suggested by the doctoral candidates, DR3001 from RFM. After establishing a meaningful communication between two micro controllers connected with on transceiver each, this was the hardest and most important part, we began working with not so vital component such as diodes, vibrators and buttons. When we were finished with the implementation and construction we examined the prototype and compared it to the requirement specification. To our satisfaction the prototype did not differ a lot from the requirements and the existing differences were improvements from the original idea. During the development process both of us learned a lot about assembler programming, electrical engineering and radio communication.

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41

Montini, Leonardo. "Un prototipo di Caccia al tesoro per device mobili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14312/.

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La tesi consiste nella ricerca della tecnologia web più adatta per lo sviluppo un software per cellulari su cui realizzare un progetto per la Notte dei Ricercatori 2017, un gioco a scopo di edutainment per ragazzi delle scuole superiori. Per fare ciò, si è deciso di effettuare un'analisi delle tecnologie web dalla nascita delle stesse fino ai tempi odierni, seguendo in particolare lo sviluppo verso l'ambiente mobile, da sempre in crescita in concorrenza con la fruizione dei servizi web tramite browser da computer fisso. Dopo aver percorso la storia delle principali tecnologie e filosofie come responsive design e mobile first, viene studiata la differenza tra le due soluzioni attualmente più popolari secondo lo stato dell’arte: Applicazioni Ibride e Progressive Web App. Di queste due tecnologie vengono approfondite le parti in comune e le differenze, insieme ai vantaggi ed agli svantaggi che un’opzione può portare rispetto all’altra. La scelta finale ricade sulla realizzazione di un’applicazione ibrida tramite il framework Ionic, analizzato dettagliatamente nelle tecnologie che lo compongono. Nello specifico Node, Angular e TypeScript. Infine viene descritta, sia dal lato tecnico che dal lato pratico di utilizzo, l’applicazione realizzata grazie alle ricerche ed agli studi effettuati e riportati nel testo.
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42

LOSIOUK, ELEONORA. "MULTIPLE PERSPECTIVES FOR MOBILE HEALTH APPLICATIONS: DESIGN, DEVELOPMENT AND EVALUATION OF DIFFERENT PROTOTYPES." Doctoral thesis, Università degli studi di Pavia, 2018. http://hdl.handle.net/11571/1214846.

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43

Mambelli, Giacomo. "Wayfinding e navigazione: un prototipo di app mobile accessibile per percorsi indoor personalizzati." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18519/.

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In questa tesi vengono presentati lo studio e la realizzazione di una applicazione accessibile per la navigazione indoor. Gli scopi di questo software, disponibile sia per device Android che per quelli iOS, sono molteplici e includono l'intenzione di migliorare l'accessibilità degli edifici pubblici mediante uno strumento a basso costo. I principi all'origine del lavoro sono l'inclusione di utenti con disabilità sia visive che motorie abilitando la navigazione turn-by-turn indoor per gli individui che spesso trovano negato l'accesso a questo genere di strumenti. Inoltre, trattandosi di navigazione in palazzi storici, il sistema si occupa anche della presentazione di informazioni turistico/culturali legate alla posizione dell'utilizzatore. L'autore di questa tesi ha, in seguito allo studio delle tecnologie, partecipato all'implementazione del sistema sia per gli aspetti tecnologici come la gestione del segnale dei beacon (tecnologia adottata per il progetto), che per la realizzazione delle interfacce e l'esecuzione di test di usabilità.
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44

Abaza, Khaldoun Zimmermann Klaus. "Ein Beitrag zur Anwendung der Theorie undulatorischer Lokomotion auf mobile Roboter : Evaluierung theoretischer Ergebnisse an Prototypen /." Ilmenau : Univ.-Verl. Ilmenau, 2007. http://www.gbv.de/dms/ilmenau/toc/538657642.PDF.

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45

Abaza, Khaldoun. "Ein Beitrag zur Anwendung der Theorie undulatorischer Lokomotion auf mobile Roboter Evaluierung theoretischer Ergebnisse an Prototypen /." Ilmenau : Univ.-Verl, 2007. http://d-nb.info/997482613/34.

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46

Krinaki, Maria. "Usability of Content Management Systems on touchscreen mobile devices." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210569.

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Content Management Systems (CMS) can support the creation and maintenance of an e-commerce website and its content. Together with the advance of mobile technology and Internet, it is now possible for business owners to manage their online store using their mobile touchscreen devices. This thesis aims to define the usability problems of the existing CMSs when they are used on mobile touchscreen devices. Heuristic evaluation was performed in three CMSs in order to gain a better understanding of how CMS on touchscreen works and what are the major issues that could downgrade usability. Based on the results of the evaluation, a prototype was implemented and evaluated in order to find out if the design characteristics of the prototype can enhance usability. The impact of the prototype is discussed in terms of efficiency and heuristics violations. Moreover, design guidelines are suggested and uncovered usability problems for further research are provided.
Innehållshanteringssystem (från engelskans Content Management System, CMS) kan stödja skapandet ochunderhållet av en e-handelswebbplats och dess innehåll. Utvecklingen av mobilteknik och internet har gjort detmöjligt för företagare att hantera sin webbutik med hjälp av sina mobila enheter. Denna studie syftar till attdefiniera användbarhetsproblemen hos befintliga CMS när de används på mobila enheter. En heuristiskutvärdering av tre CMS utfördes för att få en bättre förståelse av hur CMS fungerar på en pekskärm, samt för attidentifiera de största problem som kan minska användbarheten. Baserat på resultaten av utvärderingenutvecklades och utvärderades en prototyp för att ta reda på om prototypens designegenskaper kunde förbättraanvändbarheten. Prototypens inverkan diskuteras med avseende på effektivitet och heuristiska oegentligheter. Designriktlinjer föreslås och funna användbarhetsproblem presenteras för vidare forskning.
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47

Guillaume, Hervé. "Explorer pour reconnaître : approche probabiliste pour la reconnaissance visuelle de lieux par un robot mobile." Paris 11, 2009. http://www.theses.fr/2009PA112109.

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Dans cette thèse, nous présentons deux modèles de reconnaissance et de catégorisation visuelle de lieux pour la robotique. L’idée centrale est de tirer parti des capacités exploratoires du robot pour améliorer la reconnaissance : contrairement aux approches classiques qui tentent de reconnaître des lieux à partir d’images fixes sans prise en compte de la notion de continuité inhérente aux vidéos, nous insistons sur l’utilité d’intégrer les informations récoltées lors de l’exploration. Les scènes visuelles sont encodées au moyen de descripteurs globaux ou localisés autour d’un focus d’attention. L’architecture attentionnelle développée pour détecter les régions saillantes intègre un module de mémoire spatiale qui permet de déterminer les points les plus robustes dans le flux vidéo. Ce module utilise un champ neuronal pour représenter l’environnement dans un repère géo-centré. Il permet de garder trace des régions de l’espace précédemment fixées et donc de déterminer les plus stables. Les scènes visuelles sont ensuite classées de façon non supervisée au moyen d’une carte auto-organisatrice. Les prototypes visuels obtenus sont ensuite injectés en entrée de deux modèles. Le premier modèle utilise un classificateur bayésien naïf tandis que le second repose sur une approche stochastique, un lieu étant modélisé sous la forme d’une chaîne de Markov dont les états observables correspondent aux différents prototypes visuels. Finalement, bien que l’environnement soit décrit au moyen de quelques prototypes visuels relativement frustes, l’intégration temporelle des informations permet d’atteindre de bonnes performances en reconnaissance et en catégorisation
In this thesis, two models for visual places recognition and categorization for robotics are presented. The main idea is to use the exploratory capacities of a robotic platform to enhance place recognition. Indeed, while classical approaches try to recognize places on fixed and independent images, we emphasise the importance of integrating the information collected during the exploration. Visual scenes are encoded using global descriptors or with local descriptors in the neighbourhood of the focus of attention. The attentional architecture developed to find the salient regions is thus presented. This architecture integrates a spatial memory module which aims to delineate robust salient points in a video stream. This module uses a neural field representing the environment in a geocentric reference frame. It allows the system to keep track of the salient regions and thus to determine the most stable ones. The visual scenes are then classified in an unsupervised way by the mean of a self-organizing map. The resulting visual prototypes are used as input of two classification models. The first one uses a naive Bayes classifier, a place being represented by a collection of visual prototypes. The second one relies on a stochastic model, a place being represented by a Markov chain whose observable states correspond to the visual prototypes. Although we use a few rough visual prototypes to describe the environment, the temporal information integration leads to good performances in terms of recognition and categorization
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Korzetz, Mandy, Romina Kühn, Karl Kegel, Franz-Wilhelm Schumann, Leon Georgi, and Thomas Schlegel. "MilkyWay: A Toolbox for Prototyping Collaborative Mobile-Based Interaction Techniques." Springer, 2019. https://tud.qucosa.de/id/qucosa%3A71301.

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Beside traditional multitouch input, mobile devices provide various possibilities to interact in a physical, device-based manner due to their built-in hardware. Applying such interaction techniques allows for sharing content easily, e.g. by literally pouring content from one device into another, or accessing device functions quickly, e.g. by facing down the device to mute incoming calls. So-called mobile-based interaction techniques are characterized by movements and concrete positions in real spaces. Even though such interactions may provide many advantages in everyday life, they have limited visibility in interaction design due to the complexity of sensor processing. Hence, mobile-based interactions are often integrated, if any, at late design stages. To support testing interactive ideas in early design stages, we propose MilkyWay, a toolbox for prototyping collocated collaborative mobile-based interaction techniques. MilkyWay includes an API and a mobile application. It enables easily building up mobile interactive spaces between multiple collocated devices as well as prototyping interactions based on device sensors by a programming-by-demonstration approach. Appropriate sensors are selected and combined automatically to increase tool support. We demonstrate our approach using a proof of concept implementation of a collaborative Business Model Canvas (BMC) application.
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49

Tegström, Emma. "Mobile first design vs. desktop first design : En jämförelse av en prototyp och en befintlig webbplats ur ett användbarhetsperspektiv." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-23541.

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Detta examensarbete har haft till syfte att åskådliggöra eventuella skillnader och/eller likheter i den upplevda användbarheten vid användandet av en webbplats skapad via mobile first design och desktop first design. Målsättningen med examensarbetet har varit att ta fram en hifi-prototyp, skapad utifrån mobile first design, som visualiserade ett designförslag för flygfotoföretaget HimlaFotos startsida. Jämförelsen har utgått ifrån en egendefinierad version av begreppet användbarhet baserad på ISO:s definition, där användbarhet består av tre faktorer; kraftfullhet, effektivitet och tillfredställelse. För att samla in data om den upplevda användbarheten har användartester genomförts. Flera likheter har identifierats gällande användbarhetsmåtten kraftfullhet och effektivitet, medan skillnader har funnits vid måttet för tillfredställelse. Bland nyckelfynden fanns att innehållsprioriteringen, som är en viktig del av mobile first design, kan vara ett användbart verktyg vid skapandet av tekniska artefakter till mobila enheter.
The aim of this study has been to explore if there is any similarities and/or differences in usability characteristics of a website created with mobile first design versus desktop first design. A design suggestion of the aerial photo company HimlaFoto’s homepage, visualized by a hifi-prototype using mobile first design, has been the goal of the study. Based on ISO:s definition of usability, a  definition by the author has been used in the study where usability consists of three factors; efficiency, effectiveness and satisfaction. To gather data about the usability when using both the hifi-prototyp and HimlaFotos default website, usability testing has taken place. For efficiency and effectiveness several similarities has been found, while some differences was identified with the usability factor satisfaction. Among the key findings was that the content prioritization, a key principle of mobile first design, could be a useful tool when developing technical artefacts for mobile devices.
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Abaza, Khaldoun [Verfasser]. "Ein Beitrag zur Anwendung der Theorie undulatorischer Lokomotion auf mobile Roboter : Evaluierung theoretischer Ergebnisse an Prototypen / von Khaldoun Abaza." Ilmenau : Univ.-Verl, 2007. http://d-nb.info/997482613/34.

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