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1

Foley, Alan, and Heng Luo. "Developing Web Prototypes for Mobile-Learning Design Research." International Journal of Mobile and Blended Learning 4, no. 1 (January 2012): 31–44. http://dx.doi.org/10.4018/jmbl.2012010103.

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This paper explores the challenges in developing prototypes for mobile app development and explains how a web-based prototype addresses these challenges and can assist designers in both the design and testing process. The authors explored issues around prototype development by studying a prototype created for iAdvocate, an educational mobile application. Using data from the process of developing and implementing iAdvocate, the authors explore the criteria and requirements regarding the prototype development in mobile-learning design.
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AlTarawneh, Ragaad, and Shah Rukh Humayoun. "Evolving Mobile Prototypes towards the Best-Suited Design and Interaction Schema Using the Genetic Algorithm." International Journal of Mobile Human Computer Interaction 6, no. 2 (April 2014): 1–9. http://dx.doi.org/10.4018/ijmhci.2014040101.

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The recent advances in the mobile environment, such as multi-touch gestures paradigm, introduce new challenges for the interaction designers in producing the best-suited final prototype. Moreover, the short delivery-time pressure of the current mobile market makes it harder to perform the detailed evaluations for selecting the best prototype amongst the created ones. In this vision paper, we propose an approach for evolving the created prototypes towards the final prototype with the best-suited design and interaction schema. Our approach is based on using the Genetic Algorithm for searching the best solution (prototype with the best-suited design and interaction schema) from the set of created prototypes during the design phase. The proposed approach suits the mobile application development and would enhance the interaction designers' ability of producing the final prototype of the target mobile application in an efficient and effective way.
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Diem, Anna, Patrício Ramalhosa, Eva Cacabelos, Jasmine Ferrario, Nuno Castro, Filipe Henriques, João Gama Monteiro, et al. "Monitoring Non-Indigenous Species with Passive Sampling Methods in an Oceanic Island." Journal of Marine Science and Engineering 11, no. 2 (January 23, 2023): 264. http://dx.doi.org/10.3390/jmse11020264.

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The synergistic effects of biological invasions have long been considered significant causes of biodiversity loss worldwide. Therefore, early detection monitoring is crucial in mitigating nonindigenous species (NIS) threats. In the marine environment, settlement plates were used as monitoring devices in ports, but this method was mainly applied to assess the sessile benthic community and is less efficient in collecting the mobile biota and accessing its diversity. Moreover, as the potential expansion of NIS to the surrounding coastal environment is still poorly understood, a pilot study was conducted focusing on two aspects: (i) improving the feasibility of the settling method under different environmental contexts and (ii) enhancing the capacity of the developed prototypes to collect more representative samples (i.e., sessile and mobile biota). Three different prototypes were designed: a box prototype consisting of PVC plates encapsulated by a plastic bottle, a CD prototype with CDs surrounded by a net, and a PVC prototype with uncovered PVC plates. The prototypes were deployed inside a marina and in an outside area on Madeira Island, Portugal. Results indicate that the PVC prototype was the most efficient regarding monitoring the sessile community, whereas the box prototype showed the highest abundance of the mobile fauna. The location influenced both the sessile community composition and the number of mobile taxa. Our findings suggest combining features from prototypes to encompass the whole benthic community better.
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GOMBOS, Gergő, Tamás MATUSZKA, Balázs PINCZE, Gábor RÁCZ, Attila KISS, and Tamás GAIZER. "A Mobile Browser Prototype for Semantic Information Systems." Acta Electrotechnica et Informatica 13, no. 4 (December 1, 2013): 20–25. http://dx.doi.org/10.15546/aeei-2013-0044.

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Kwon, Sung-Ho, and Jeong Eun Lee. "Development of Prototype for a prototype of mobile learning with 3G mobile phone." Journal of Lifelong Learning Society 7, no. 2 (August 31, 2011): 41–69. http://dx.doi.org/10.26857/jlls.2011.08.7.2.41.

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Hidayat, Wahyutama Fitri, Yesni Malau, and Muhammad Fahmi Julianto. "Prototype Aplikasi Edukasi Anak Berbasis Mobile." Reputasi: Jurnal Rekayasa Perangkat Lunak 3, no. 1 (May 31, 2022): 45–49. http://dx.doi.org/10.31294/reputasi.v3i1.1185.

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Teknologi informasi dunia dimana saat ini sedang berkembang dengan pesat telah menyasar berbagai aspek di masyarakat yaitu ekonomi, kebudayaan, seni, politik, dan tak terkecuali dunia pendidikan. Tujuan dari penelitian yag dilakukan yaitu menghasilkan prototype aplikasi yang berberbasiskan mobile application dengan diberikan nama Aplikasi Edukasi Anak. Batasan yang digunakan di penelitian ini yaitu hanya akan dibahas mengenai merancangan aplikasi berdasarkan model prototype. Hasil dari penelitian ini berupa rancangan Aplikasi Edukasi Anak berbasis mobile yang dirancang menggunakan aplikasi Justinmind. Hasil rancangan yang dilakukan pengujian dengan digunakannya metode BlackBox dapat menghasilkan fitur aplikasi prototype yang dirancang dapat berjalan sesuai dengan rancangan dan diterima.
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Sasongko, Dimas, Akhmad Liana Amrul Haq, and Mukhamad Maftuh Sangiba. "Prototype Aplikasi Cyber Counseling Berbasis Mobile." Journal of Information System Research (JOSH) 3, no. 1 (October 30, 2021): 33–38. http://dx.doi.org/10.47065/josh.v3i1.1126.

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One of the innovations utilizing the development of Information Technology in counseling services is Cyber Counseling services, often called online counseling. This research aims to prepare a system to support the online counseling process in the form of a mobile application. In this study, we will only discuss the design of applications with a prototype model. This Cyber Counseling mobile application development model is in the process of needs analysis and system design using the prototyping method. This research has produced a prototype of a mobile-based Cyber Counseling Application. The test results using the BlackBox testing method show that the features in the prototype of the Cyber Counseling Application have been running well and can be accepted.
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Dahroni, Andi, Muhammad Fadli Prathama, and Eka Putra. "Prototype Mobile-Based Smart Power Strip." Journal of Physics: Conference Series 1477 (March 2020): 052011. http://dx.doi.org/10.1088/1742-6596/1477/5/052011.

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9

Kotenko, Bohdan, Olena Shaposhnikova, and Oksana Mnushka. "Developing a mobile educational application prototype." Bulletin of Kharkov National Automobile and Highway University, no. 99 (December 29, 2022): 170. http://dx.doi.org/10.30977/bul.2219-5548.2022.99.0.170.

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Problem. Over the past few decades, the use of information and computer technology has expanded exponentially. In many fields of activity during this period, various software tools were integrated, and some of the fields were almost completely automated. For educational software development, it is crucial to correctly and accurately identify needs, draw up requirements, and consider the necessary simplicity, creating a concise and understandable program structure. Goal. The purpose of this work is to identify the needs of application users, formulate requirements for the application, create a program model, draw up its structure, determine the means that will be used for its implementation and compose a description of the main set of methods necessary for the function-analysis of a developing application. Methodology. Analytical research methods, requirements elicitation, application structuring using UML diagrams, and teaching software development methods. Results. An analysis of the needs of users of the learning application for young children was carried out, the requirements were collected and traced, and the program's application control structure and the static structure of the program were drawn up. The means for the implementation of the program were selected and described, and the implementation of the program was described. Originality. Requirements, structure, and approach to creating an application are based on the analysis of children's knowledge levels and needs. Practical value. Such software can be adapted for different knowledge levels and various topics unrelated to children's education.
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Xu, He, Da Wei Tan, Zhen Yu Zhang, Kai Xue, Yun Kun Luan, and Gao Liang Peng. "Configuration Design of a Novel Mobile Robot with 5th Wheel." Key Engineering Materials 419-420 (October 2009): 605–8. http://dx.doi.org/10.4028/www.scientific.net/kem.419-420.605.

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A mobile robot prototype with independent propulsion and individual steering and a 5th steerable propulsive wheel has been developed. Different prototypes with diversified wheelbase, wheel stance, clearance, stability margin, altitude of center of gravity and 5th wheel posture can be achieved by reconfiguration. And a special prototype has been made to deal with the situation that the robot will go on traverse after it is flipped over.
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11

Usada, Elisa. "Rancang Bangun Modul Praktikum Teknik Digital Berbasis Mobile Augmented Reality (AR)." JURNAL INFOTEL - Informatika Telekomunikasi Elektronika 6, no. 2 (November 10, 2014): 83. http://dx.doi.org/10.20895/infotel.v6i2.20.

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Praktikum merupakan salah satu jenis pembelajaran yang dilaksanakan untuk mengasah keterampilan dan memperdalam pemahaman mahasiswa akan suatu materi, dengan menggunakan peralatan-peralatan praktek. Pelaksanaan praktikum mengacu pada petunjuk praktikum dan modul berisi materi yang akan dipraktekkan. Perkembangan teknologi media belajar memungkinkan modul praktikum untuk dikemas dalam bentuk yang lebih menarik, selain dalam bentuk buku teks konvensional. Media belajar berbasis AR (Augmented Reality) telah digunakan untuk mendukung aplikasi edukasi dalam berbagai domain, seperti sejarah, matematika, dan sebagainya. Penelitian ini bertujuan merancang dan membangun modul praktikum mata kuliah Teknik Digital berbasis mobile AR. Metodologi yang akan digunakan adalah melalui pendekatan prototype dengan langkah-langkah: mengumpulkan dan menganalisa kebutuhan; perancangan; membangun protototype. Hasil dari penelitian ini adalah sebuah prototype modul mata praktikum Teknik Digital berbasis mobile-AR. Prototype yang dihasilkan belum menampilkan model 3D yang lengkap. Sebagai langkah penelitian lanjutan, pembuatan model 3D yang lengkap akan dibuat dan prototype ini harus melalui proses evaluasi oleh konsumen, dilanjutkan dengan perubahan rancangan dan prototype apabila diperlukan, sebelum dibuat dalam skala besar dan diimplementasikan.
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12

Juansyah, Frans, and Dwi Rosa Indah. "APPLICATION OF DESIGN THINKING METHOD IN REDESIGNING THE UI/UX OF SIMAK (ACADEMIC INFORMATION SYSTEM) OF SRIWIJAYA UNIVERSITY BASED ON A MOBILE PLATFORM." Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) 8, no. 1 (April 30, 2023): 61–72. http://dx.doi.org/10.20527/jtiulm.v8i1.157.

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Students at Sriwijaya University are having difficulty accessing academic information through SIMAK using their mobile devices due to a user interface that is not optimized for smartphones. In this study, the author used the Design Thinking method because it has stages that are very helpful in creating prototypes, such as the Empathize stage where the author can directly interact with users' personal opinions, up to the testing stage, which helps the author analyze the results of prototype creation so that further development can be more responsive and better. The prototype was tested through Maze, a platform that helps users test product or service prototypes quickly and efficiently. This platform is integrated with various prototype-making applications and allows users to collect qualitative and quantitative data in one place and the User Experience Questionnaire (UEQ) to analyze data from prototype testing. Based on the results of usability testing, the UEQ scores from 26 SIMAK users were above 1.6, with almost all assessment categories such as "Appeal", "Efficiency", "Accuracy", "Stimulation", "Novelty", and 1.3 in " Perspicuity". Therefore, it can be concluded that the SIMAK prototype design has a good user experience, and the design can be used as a reference for SIMAK mobile-based displays in the future.
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Saldaña Bartra, Jean Pierre, Jhony Felix Huayllani Puja, Margarita Giraldo Retuerto, and Laberiano Andrade-Arenas. "Prototype of Mobile Application Oriented to the Educational Help for Blind People in Peru." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 17 (September 8, 2022): 130–47. http://dx.doi.org/10.3991/ijim.v16i17.32075.

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The article focuses on the orientation of educational aids for blind people. The prototype was made with the Scrum methodology and the prototype design tool called Balsamiq was used. Its objective is to design Prototypes of mobile application oriented to educational aid for blind people in Peru so that they have a decent and adequate education. The prototype is represented by 4 sprints, the first of user validation, the second of user registration, the third of classes or courses and the last of videoconferencing. In the application, a validation of the existing or new user's data was performed, where the user accesses the courses, he/she takes, so that he/she can choose a class by voice message, choosing to have a videoconference with a teacher. The proposed result for blind people to have a proper education is to optimize the learning process, through a prototype application, for each user or student where they can adapt in their studies, in addition to having blind people to make appropriate decisions in education, in the same way enhance the skills that these people have in education with a prototype of help for blind people designed in a prototype mobile application in Peru.
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Muhammad, Alwi, Budi Prayitno, Rakhmadi Irfansyah Putra, Eka Putra, and Pritasari Palupiningsih. "Rancang Bangun Sistem Monitoring dan Controlling Penggunaan Daya Peralatan Listrik Rumah Tangga Menggunakan IoT." PETIR 15, no. 1 (December 31, 2021): 57–62. http://dx.doi.org/10.33322/petir.v15i1.1383.

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Sektor rumah tangga menyumbang persentase terbesar dari total konsumsi listrik Indonesia pada tahun 2019. Pengguna di sektor ini tidak mengetahui secara detail peralatan rumah tangga mana yang paling banyak mengkonsumsi listrik. Penelitian ini bertujuan untuk menghasilkan sistem kontrol dan monitoring peralatan listrik rumah tangga dengan paradigma internet of things. Proses pemantauan dan pengendalian dilakukan untuk mendukung beberapa perangkat rumah tangga. Pada penelitian ini metode yang digunakan untuk membuat prototype alat dengan beberapa tahapan yaitu pembuatan prototype alat, pengumpulan data, dan pembuatan aplikasi mobile. Bagian utama dari perangkat prototipe terdiri dari mikrokontroler NodeMCU, sensor PZEM004T, dan relay. Hasil pembacaan sensor berupa data arus, tegangan, dan daya listrik yang kemudian dikirim dan disimpan dalam database. Setelah itu, data listrik dapat ditampilkan pada aplikasi mobile. Selain itu, juga dapat mengontrol on/off perangkat. Hasil dari penelitian ini adalah prototype perangkat dan aplikasi mobile yang dapat mengontrol dan memonitoring listrik untuk peralatan kelistrikan di rumah. Konsumsi listrik setiap alat listrik rumah tangga dapat dipantau dalam kilowatt-hour (KWH), sehingga pengguna dapat menggunakannya untuk menilai konsumsi listrik rutin peralatan listrik rumah tangga mereka.
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Henderi, Henderi, Praditya Aliftiar, and Alwan Hibatullah. "Prototype User Interface Mobile App E-Learning." Journal CERITA 7, no. 1 (February 24, 2021): 61–70. http://dx.doi.org/10.33050/cerita.v7i1.1480.

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Information technology has developed rapidly from time to time. One of the technologies commonly owned by many people today is smartphones with the Android and IOS platforms. By knowing this factor, mobile developers compete with each other to design applications with attractive user interfaces so that users are interested in using them. At this stage in mobile application development, starting from designing a user interface prototype. This stage aims to visualize user needs, improve user experience and simplify the coding process by programmers. In this study, researchers applied the prototype method. This research produces a prototype design for the e-learning application user interface which consists of a high fidelity prototype.
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Gocheva, Margarita, Elena Somova, Nikolay Kasakliev, and Vladimira Angelova. "Mobile Math Game Prototype on the Base of Templates for Primary School." Mathematics and Informatics LXIV, no. 2 (April 30, 2021): 141–52. http://dx.doi.org/10.53656/math2021-2-2-mob.

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The paper presents the first steps in the creation of a package with mobile math educational games for primary school. Examples of mobile math learning games in primary school are examined. The role of games and especially mobile games in learning and game specific elements are presented. Classification of game problems with 13 types, suitable for mobile software development, is shown. For each type, the software template is designed and developed, appropriate for the target group. The prototype of an educational game on the base of the templates is created, where learners have to pass levels, solve math problems and receive bonuses and virtual rewards.
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Ciszewski, Michał, Tomasz Buratowski, Mariusz Giergiel, Krzysztof Kurc, and Piotr Małka. "Mobile Inspection Robot." Applied Mechanics and Materials 319 (May 2013): 385–92. http://dx.doi.org/10.4028/www.scientific.net/amm.319.385.

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In this paper, the design of a tracked in-pipe inspection mobile robot with a flexible drive positioning system is presented. The robot would be able to operate in circular and rectangular pipes and ducts, oriented horizontally and vertically with cross section greater than 200 mm. The paper presents a complete design process of a virtual prototype, with usage of CAD/CAE software. Mathematical descriptions of the robot kinematics and dynamics that aim on development of a control system are presented. Laboratory tests of the utilized tracks are included. Performed tests proved conformity of the design with stated requirements, therefore a prototype will be manufactured basing on the project.
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Dahroni, Andi, Muhammad Fadli Pratama, and Eka Putra. "Pembuatan Prototype Smart Power Strip Berbasis Mobile." KILAT 9, no. 1 (April 25, 2020): 18–27. http://dx.doi.org/10.33322/kilat.v9i1.752.

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Controlling electrical equipment within a certain time frame is one thing that is quite important. By controlling existing equipment in the house such as air conditioning, TV, fans, etc. It is often found that some electrical tools that survive are not used, in addition to waste also shortens the life of the electrical appliances. Therefore we need control and supervision of electrical devices using intelligent power strips. IoT or commonly known as the internet from things that are concepts that are intended to get the concept of the benefits of internet connectivity that is connected continuously. This concept can be used for monitoring and controlling electrical equipment that connects smart electrical terminals or power strips. By using an electrical terminal device that is paired with a system and module that can be controlled using a smartphone. Android is one of the many smartphone OSes that can bridge or facilitate all human work, one of which is in terms of control, which functions from this android as a remote control media that can be accessed by electronic devices in the home and certainly has connected first with the IoT module. This study discusses making smart sockets or smart power strips that can be rotated using a smartphone so that any electrical equipment can be used on users who do not use home.
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De Silva, C. "Mobile ICT prototype in public health awareness." Sri Lanka Journal of Bio-Medical Informatics 1 (October 24, 2011): 6. http://dx.doi.org/10.4038/sljbmi.v1i0.3538.

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Alnabhan, Mohammad, Ahmad Abu Al Aish, and Sultan A. Al Masaeed. "Collaborative and ubiquitous mobile learning system prototype." International Journal of Computer Applications in Technology 58, no. 4 (2018): 296. http://dx.doi.org/10.1504/ijcat.2018.095939.

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Al Masaeed, Sultan A., Mohammad Alnabhan, and Ahmad Abu Al Aish. "Collaborative and ubiquitous mobile learning system prototype." International Journal of Computer Applications in Technology 58, no. 4 (2018): 296. http://dx.doi.org/10.1504/ijcat.2018.10017209.

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Wang, J., and M. Sugisaka. "Camera calibration for a mobile robot prototype." Artificial Life and Robotics 7, no. 3 (September 2003): 91–94. http://dx.doi.org/10.1007/bf02481154.

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23

Pedersen, Morten V., Janus Heide, Frank H. P. Fitzek, and Torben Larsen. "A mobile application prototype using network coding." European Transactions on Telecommunications 21, no. 8 (October 10, 2010): 738–49. http://dx.doi.org/10.1002/ett.1448.

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Fajar R, Allak, Dwi Setyawan, Irwandi Refraugati, Muhammad Dafa C, and Ina Sholihah Widiati. "Perancangan Prototype Aplikasi Review Wisata Berbasis Mobile." Jurnal Ilmiah IT CIDA 8, no. 1 (July 10, 2022): 55. http://dx.doi.org/10.55635/jic.v8i1.158.

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<p><em>Jumlah wisatawan di Indonesia tentu sangat banyak, sebagai akibatnya pertumbuhan destinasi wisata di Indonesia bertumbuh sangat pesat, tetapi terkadang para wisatawan tidak mengetahui informasi yang cukup perihal wisata yang akan dituju, mulai dari lokasi daerah wisata, harga tiket masuk, jam buka dan tutup, informasi kuliner khas di wilayah suatu daerah yang dituju, dan pengalaman dari wisatawan lain yang sudah berkunjung pada kawasan tersebut (review) . Maka dari itu penulis membuat aplikasi review tempat wisata bernama "Keliling", yang bertujuan untuk memudahkan para wisatawan menerima informasi yang cukup tentang wisata yang akan dituju. Pembuatan aplikasi ini merupakan solusi terbaik untuk memecahkan permasalahan-permasalahan yang dihadapi oleh para wisatawan, dengan menggunakan aplikasi ini para wisatawan diharapkan dapat berlibur dengan lebih berkesan dan menarik. Selain manfaat untuk user, aplikasi ini juga bermanfaat untuk beberapa aktor juga, antara lain bagi pengelola wisata dapat memudahkan mereka untuk mengoptimalkan objek wisata tersebut, bagi pemerintah dapat mempromosikan wisata dan event kota mereka, dan juga bagi pelaku umkm kuliner dan cinderamata mendapat media promosi secara tidak langsung.</em></p><p><strong><em>Kata Kunci: </em></strong><em>Aplikasi Review Tempat Wisata, Desain Aplikasi, UMKM, Keliling</em></p>
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Letsoin, Sri Murniani Angelina, Suwarjono Suwarjono, and Yohanes Letsoin. "PROTOTYPE ANDROID MOBILE LINE TRACKING ROBOTIC (AM-LTR)." MUSTEK ANIM HA 5, no. 2 (August 2, 2016): 128–35. http://dx.doi.org/10.35724/mustek.v5i2.617.

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Laboratorium Jurusan Sistem Informasi Universitas Musamus sebagai salah satu laboratorium yang menyelenggarakan praktikum yang berkaitan dengan perekayasaan perangkat lunak, saat ini belum memiliki alat peraga atau prototype yang dapat memvisualisasikan arah gerak. Adanya prototype akan membantu pemahaman fungsi-fungsi yang diterapkan dalam bahasa pemrograman tertentu misalnya Bahasa C. Metode penelitian yang digunakan yaitu metode prototyping untuk pengembangan sistem perangkat lunak, DFD untuk desain aliran data dalam sistem. Pada tahapan implementasi atau pengkodean diterapkan bahasa C pada lingkungan pengembang CodeVisionAVR yang kemudian setelah dikompilasi diupload pada prototype obyek yang akan digerakkan. Pengontrolan obyek dilakukan via bluetooth smartphone android untuk gerak maju, mundur, belok kanan, dan kiri. Tahapan akhir penelitian yaitu tahap pengujian dengan menggunakan metode blackbox berdasarkan skenario simulasi 4 test case, yaitu arah gerak prototype, arah belok, pengontrolan dengan dan tanpa bidang halangan serta spesifikasi smartphone. Hasil penelitian ini berupa perangkat keras prototype obyek dan perangkat lunak yang dapat menggerakan fungsi prototype untuk belok kiri, kanan, mundur dan maju sesuai navigasi pada smartphone android. Pengguna dapat melakukan pairing terlebih dahulu dengan menggunakan button menu pada smartphone dan hasil konfigurasi terlihat pada LCD prototype
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Zhang, Ting, Pei-Luen Patrick Rau, Gavriel Salvendy, and Jia Zhou. "Comparing Low and High-Fidelity Prototypes in Mobile Phone Evaluation." International Journal of Technology Diffusion 3, no. 4 (October 2012): 1–19. http://dx.doi.org/10.4018/jtd.2012100101.

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This study compared usability testing results found with low- and high-fidelity prototypes for mobile phones. The main objective is to obtain deep understanding of usability problems found with different prototyping methods. Three mobile phones from different manufactures were selected in the experiment. The usability level of the mobile phones was evaluated by participants who completed a questionnaire consisting of 13 usability factors. Incorporating the task-based complexity of the three mobile phones, significant differences in the usability evaluation for each individual factor were found. Suggestions on usability testing with prototyping technique for mobile phones were proposed. This study tries to provide new evidence to the field of mobile phone usability research and develop a feasible way to quantitatively evaluate the prototype usability with novices. The comparisons of paper-based and fully functional prototypes led us to realize how significantly the unique characteristics of different prototypes affect the usability evaluation. The experiment took product complexity into account and made suggestions on choosing proper prototyping technique for testing particular aspects of mobile phone usability.
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Riwinoto, Riwinoto, and William Tan. "Analisis Performa Prototype Game Pada Platform Android." JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING 5, no. 2 (December 29, 2021): 102–9. http://dx.doi.org/10.30871/jamn.v5i2.3781.

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Saat ini, Perkembangan teknologi sudah sangat maju. Sebagian masyarakat sudah menggunakan dan memiliki Smart Phones ataupun Mobile Phones. Salah satu aspek didalam Smart Phones adalah Game Mobile yang dapat didownload di App Store, maupun Play Store. Game Mobile memiliki kesesuaian dengan pengguna saat ini. Dalam pengembangan game mobile, salah satu yang penting adalah perfomansi yang optimum game bisa berjalan di perangkat. Penelitian merupakan penelitian awal untuk mengetahui perfomasi prototype game yang sedang dikerjakan. Analisa perfomansi mencakup komputasi rendering, scripting, phyics, animasi, garbage collection, global illumination, UI dan others. Perfomasi dilakukan dengan menggunakan tools unity profiler yang tersedia di unity 3D IDE. Hasil observasi menunjukan bahwa prototype game yang sudah dikembangkan masih mempunyai perfomansi komputasi yang buruk karena FPS yang dihasilkan hanya sampai level 15-20 FPS di mana idealnya mendapatkan 60 FPS. Diperlukan riset lanjutan untuk menentukan langkah optimasi pada prototype game sebelum melangkah ke pengembangan game yang full fitur.
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Putri, Rahmi Eka, and Taufik Akbar Wibowo. "Prototype of Smart Minimarket." Journal of Information Technology and Computer Engineering 3, no. 01 (March 29, 2019): 39–53. http://dx.doi.org/10.25077/jitce.3.01.39-53.2019.

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Penelitian ini bertujuan untuk membangun sistem minimarket yang dapat bekerja dengan otomatis dengan memanfaatkan smartphone sebagai media pemesanannya. Sistem ini bertujuan mempermudah pelanggan dalam membeli barang tanpa harus repot membawa keranjang belanja, dan juga mencegah serta mengurangi ancaman pencurian. Sistem ini terdiri atas tiga bagian yaitu aplikasi mobile, Prototype alat, dan aplikasi PC. Aplikasi mobile digunakan oleh pelanggan untuk memesan barang dengan cara memindai barcode barang. Prototype alat terdiri dari komponen berupa NodeMCU sebagai inti pemrosesan, motor DC dan motor driver sebagai penggerak barang dan keranjang, serta laser diode dan sensor cahaya sebagai pendeteksi barang dan keranjang yang lewat. Dari penelitian yang telah dilakukan aplikasi PC dapat memesan barang secara sukses dengan persentase 100% dan dapat memindai barcode dengan kecepatan minimum 0.54 detik pada jarak maksimum 60cm pada barcode 3.5cm x 3.5cm. Kemudian prototype alat dapat membaca data pemesanan secara sukses dengan persentase 100% dan memproses data pemesanan secara sukses dengan persentase 100%. Terakhir aplikasi PC dapat membaca informasi pemesanan melalui masukan nomor keranjang secara sukses dengan persentase 100%.
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Manuaba, Ida Bagus Kerthyayana. "Performance Comparison of Text Based Game Prototypes Using GTmetrix." Journal of Games, Game Art, and Gamification 6, no. 1 (October 19, 2021): 1–6. http://dx.doi.org/10.21512/jggag.v6i1.7482.

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Access to the internet and the advanced of technology allow people to experience in playing a game, not limited to their game console or through a PC, but also through their gadget like mobile-phones. Based on our initial study, a text-based game prototype has shown its potentiality as an alternative media to enhance youth literacy. The prototype has been developed in web-based platform that allow users to play this game through their mobile-phone. This paper describes an extend study to explore on how well the performance of text- based game prototype, when it was run online through a mobile device. For this purpose, a testing tool, named “GTmetrix” is used to review the performance of mobile device that run two different text-based game prototype platforms, which are Quest and Ink Platforms. For further comparison, this paper also included additional test scenario to see the performance of these two prototype platforms through a desktop device. These testing was conducted through different mobile network speeds (2G/3G/4G). Two different test approaches, PageSpeed and YSlow, were used to analyze the performance. Based on the results, it can be concluded that both prototype platforms are still compatible to be played through mobile devices, with Ink platform perform slightly better compare to the Quest platform in several test setting.
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Sahfitri, Vivi. "Prototype E-Katalog Dan Peminjaman Buku Perpustakaan Berbasis Mobile." Jurnal Sisfokom (Sistem Informasi dan Komputer) 8, no. 2 (August 23, 2019): 165. http://dx.doi.org/10.32736/sisfokom.v8i2.665.

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Pepustakaan dapat diartikan sebagai kumpulan informasi yang berkaitan dengan Ilmu Pengetahuan, Hiburan, Rekreasi dan Ibadah yang merupakan salah satu kebutuhan hidup manusia agar tidak tertinggal dalam memperoleh informasi sehingga dapat berinteraksi secara aktif dengan manusia lain sebagai mahkluk sosial. Penelitian ini bertujuan untuk membangun prototype Katalog dan peminjaman buku perpustakaan berbasis mobile yang mampu memberikan informasi tentang katalog buku yang ada diperpustakaan, informasi ketersediaan buku tersebut diperpustakaan dan mendaftarkan diri untuk meminjam buku yang diinginkan yang dilakukan secara mobile. Metode penelitian yang digunakan adalah Metode Development Research yaitu suatu kegiatan penelitian yang bertujuan dan berusaha mengembangkan atau melengkapi pengetahuan yang sudah ada atau diketahui. Penelitian ini menghasilkan Permodelan Sistem secara visual menggunakan Unified Modeling Language (UML), Rancangan Basis Data, serta Prototipe yang menghasilkan gambaran lengkap siste, yang dapat digunakan untuk mengatasi permasalah yang terjadi.
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CHONG, Vui Kiong, Mitsuji MONTA, Kazunori NINOMIYA, Naoshi KONDO, Kazuhiko NAMBA, Takao NISHI, and Tanjuro GOTO. "1A1-G03 Mobile Eggplant Grading Robot : Construction of prototype and field test." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2007 (2007): _1A1—G03_1—_1A1—G03_4. http://dx.doi.org/10.1299/jsmermd.2007._1a1-g03_1.

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Nurbaiti Oktaviani, Siti, Chairul Fikri Aziz, and Besus Maula Sulthon. "Analisa UI/UX Sistem Informasi Penjualan Berbasis Mobile Menggunakan Metode Prototype." KLIK: Kajian Ilmiah Informatika dan Komputer 2, no. 6 (June 30, 2022): 225–33. http://dx.doi.org/10.30865/klik.v2i6.401.

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In general, companies have problems that make a job more difficult. Apart from taking a long time, ineffective processing can also have a negative impact on a company. PT. Anugerah Mitra Semesta is a company engaged in PVC trading. The problem that exists in PT. Anugerah Mitra Semesta is the Sales Information System which is still done manually. Thus making the company slower in pursuing sales targets. Therefore, the solution that can help these problems is to conduct an analysis in order to create a good sales program, easy to use and become an illustration for making a sales program for the company. This analysis is used with UI/UX design using the prototype method. The Prototype method is a design display system design process that is created as an example to develop a product as an illustration for the user directly, and the types presented are Wireframe, Mockup and prototypes
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Roosan, Don, Yan Li, Anandi Law, Huy Truong, Mazharul Karim, Jay Chok, and Moom Roosan. "Improving Medication Information Presentation Through Interactive Visualization in Mobile Apps: Human Factors Design." JMIR mHealth and uHealth 7, no. 11 (November 25, 2019): e15940. http://dx.doi.org/10.2196/15940.

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Background Despite the detailed patient package inserts (PPIs) with prescription drugs that communicate crucial information about safety, there is a critical gap between patient understanding and the knowledge presented. As a result, patients may suffer from adverse events. We propose using human factors design methodologies such as hierarchical task analysis (HTA) and interactive visualization to bridge this gap. We hypothesize that an innovative mobile app employing human factors design with an interactive visualization can deliver PPI information aligned with patients’ information processing heuristics. Such an app may help patients gain an improved overall knowledge of medications. Objective The objective of this study was to explore the feasibility of designing an interactive visualization-based mobile app using an HTA approach through a mobile prototype. Methods Two pharmacists constructed the HTA for the drug risperidone. Later, the specific requirements of the design were translated using infographics. We transferred the wireframes of the prototype into an interactive user interface. Finally, a usability evaluation of the mobile health app was conducted. Results A mobile app prototype using HTA and infographics was successfully created. We reiterated the design based on the specific recommendations from the usability evaluations. Conclusions Using HTA methodology, we successfully created a mobile prototype for delivering PPI on the drug risperidone to patients. The hierarchical goals and subgoals were translated into a mobile prototype.
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Terán, Guillermo, Fausto Ávalos, Washington Lomas, and Iliana Quintana. "Development of Experimental Prototypes for the Teaching of Science." EPJ Web of Conferences 248 (2021): 02008. http://dx.doi.org/10.1051/epjconf/202124802008.

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The following document presents the development of educational experimental prototypes. The themes of the prototypes cover principles or concepts of physics. Like kinematics, oscillatory movements and shocks. Each prototype has sensors that allow measurements of the variables involved in the experimentation. At the same time, mobile applications are developed for devices with Android operating system, which allow the user to control the prototype from their cell phone and also view the variables measured by the experimentation prototypes. The applications also have a data export system that allows to obtain a file in csv format. In this way, the measurements are obtained in the form of a table to later be processed through office automation tools or other numerical computing software such as Matlab.
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Ariyani, Sofia, Herry Setyawan, and Denny Aptagus Dimas. "Prototype Sistem Parkir Bergerak Berbasis IoT Menggunakan Respberry Pi." Jurnal Teknik Elektro dan Komputasi (ELKOM) 2, no. 2 (September 24, 2020): 96–111. http://dx.doi.org/10.32528/elkom.v2i2.3438.

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div Permasalahan ini sering dijumpai ketika kita berkunjung disuatu tempat khusus seperti, mall, apartemen atau kantor-kantor. Kebanyakan tempat parkir pada hari libur menumpuk dan tidak tertata rapi karena tidak dilengkapi akses informasi slot tempat parkir. Melihat permasalahan tersebut, maka tugas akhir ini membahas tentang mengembangkan teknologi akses tempat parkir berbasis mobile apps android yang bertujuan untuk memberikan solusi teknologi tempat parkir yang berupa rancang bangun prototype sistem parkir bergerak berbasis IoT menggunakan respberry pi. Sistem parkir ini mempermudah pengguna parkir untuk mengetahui akses informasi lokasi yang akan dijadikan tempat parkir. Dari sisi keamanan tempat parkir telah di lengkapi dengan pengaman yang hanya dapat dibuka dengan mobile apps android. Prototype menggunakan sensor infra merah yang digunakan untuk mengetahui kondisi slot keadaan kosong atau terisi oleh mobil, motor servo digunakan untuk untuk membuka dan menutup palang pintu, mikrokontroller arduino mega 2560 disini adalah sebagai pusat panel yang menerima kondisi hasil pembacaan sensor dari beberapa slot tempat parkir, raspberry pi sebagai pengolah informasi yang kemudian ditampilkan terhadap apps android, IoT (Internet of Things) di gunakan untuk raspberry pi mentransfer data ke apps android begitu juga sebaliknya. Selain prototype juga dihasilkan aplikasi android yang dimana digunakan untuk mendukung kerja prototype tersebut. Pada aplikasi android ini terdapat fitur-fitur seperti menu home, menu riwayat, menu parkir, menu akun, dan menu untuk login. Dengan cara pengujian integrasi antara mobile apps android dengan prototype tempat parkir di dapatkan waktu rata rata akses pintu masuk membutuhkan waktu 1.58 menit dan waktu rata rata akses pintu keluar memerlukan waktu 2.48 menit. Rata rata waktu respon pengguna kolom parkir memerlukan waktu 2.52 menit.
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Gutarova, S. L., Ye A. Maksakova, Ye A. Mosina, Ye V. Nekrasova, and S. P. Rassadina. "THE DESIGN OF THE PROTOTYPE MOBILE MUSIC APPLICATION." Technologies & Quality 50, no. 4 (December 23, 2020): 27–32. http://dx.doi.org/10.34216/2587-6147-2020-4-50-27-32.

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The article analyses the UI and UX concepts of popular music platforms and streaming services in terms of usability and functionality. Popular analogues of music apps are analysed – Apple music, YouTube music, Yandex music, Boom. The results of a design study devoted to the problem of promoting young performers to the music market are presented. Topicality of the problem is confirmed by the growing popularity of music services and applications among users. The stages of developing a prototype of a music application using the Figma programme are presented. The process of team work on a prototype of a mobile application with planning of project stages and distribution of tasks between team members, using scrum technology is shown.
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R. G., Jimoh, OLOUBO Abdel M. F.O., COCO K. B., Abdulsalam S. O., and Isiaka R. M. "M Payment Prototype for Mobile Bill Payment System." International Journal of Computer Applications Technology and Research 2, no. 4 (July 1, 2013): 400–408. http://dx.doi.org/10.7753/ijcatr0204.1003.

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Rafiq, Riyad Bin, Syed Araib Karim, Annie Liu, and Mark V. Albert. "A Gesture-to-Speech Recognition Mobile Application Prototype." Archives of Physical Medicine and Rehabilitation 102, no. 10 (October 2021): e95. http://dx.doi.org/10.1016/j.apmr.2021.07.759.

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Harris, Amanda J., and Amy E. Fathman. "Diabetes education mobile APP prototype for Hispanic communities." Journal of Nursing Education and Practice 10, no. 7 (April 3, 2020): 26. http://dx.doi.org/10.5430/jnep.v10n7p26.

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When compared with the general United States population, Hispanic Americans are at an increased risk of developing type 2 diabetes mellitus (DM2) and are far more likely to suffer devastating complications related to the disease. The purpose of this quality improvement project was to determine whether the use of a culturally tailored, mobile application prototype educational tool increased DM2 prevention knowledge among Hispanic patients at risk for DM2. The educational tool contained information about DM2 including risk factors, prevention, and health maintenance. The prototype was developed to function like a working mobile application and a pre/posttest was administered to participants at three local Hispanic community health fairs in Cincinnati, Ohio. Paired t test analysis of the 27 completed surveys showed a statistically significant improvement in posttest scores. The results showed that the average score was 4.1 out of a total of five possible points in the pre-test. The mean total score of the post-test was 4.7, with a total improvement of the mean score of 0.6 (0.0001). It was concluded that there was a statistically significant improvement in the knowledge of DM2 prevention after reviewing the material presented in the application prototype. In addition, participants expressed a strong interest in a working mobile application that offers culturally tailored DM2 prevention education.
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Mon, Chit Su, Tan Khee Tee, and Amir ‘Aatieff Amir Hussin. "A Prototype of a Mobile Car Rental System." Journal of Physics: Conference Series 1529 (April 2020): 032023. http://dx.doi.org/10.1088/1742-6596/1529/3/032023.

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Stein, Corey D., Xiang Xiao, Steven Levine, Titus K. L. Schleyer, Harry Hochheiser, and Thankam P. Thyvalikakath. "A prototype mobile application for triaging dental emergencies." Journal of the American Dental Association 147, no. 10 (October 2016): 782–91. http://dx.doi.org/10.1016/j.adaj.2016.03.021.

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Tran-Nguyen, Kevin, Caroline Berger, Roxanne Bennett, Michelle Wall, Suzanne N. Morin, and Fateme Rajabiyazdi. "Mobile App Prototype in Older Adults for Postfracture Acute Pain Management: User-Centered Design Approach." JMIR Aging 5, no. 4 (October 17, 2022): e37772. http://dx.doi.org/10.2196/37772.

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Background Postfracture acute pain is often inadequately managed in older adults. Mobile health (mHealth) technologies can offer opportunities for self-management of pain; however, insufficient apps exist for acute pain management after a fracture, and none are designed for an older adult population. Objective This study aims to design, develop, and evaluate an mHealth app prototype using a human-centered design approach to support older adults in the self-management of postfracture acute pain. Methods This study used a multidisciplinary and user-centered design approach. Overall, 7 stakeholders (ie, 1 clinician-researcher specialized in internal medicine, 2 user experience designers, 1 computer science researcher, 1 clinical research assistant researcher, and 2 pharmacists) from the project team, together with 355 external stakeholders, were involved throughout our user-centered development process that included surveys, requirement elicitation, participatory design workshops, mobile app design and development, mobile app content development, and usability testing. We completed this study in 3 phases. We analyzed data from prior surveys administered to 305 members of the Canadian Osteoporosis Patient Network and 34 health care professionals to identify requirements for designing a low-fidelity prototype. Next, we facilitated 4 participatory design workshops with 6 participants for feedback on content, presentation, and interaction with our proposed low-fidelity prototype. After analyzing the collected data using thematic analysis, we designed a medium-fidelity prototype. Finally, to evaluate our medium-fidelity prototype, we conducted usability tests with 10 participants. The results informed the design of our high-fidelity prototype. Throughout all the phases of this development study, we incorporated inputs from health professionals to ensure the accuracy and validity of the medical content in our prototypes. Results We identified 3 categories of functionalities necessary to include in the design of our initial low-fidelity prototype: the need for support resources, diary entries, and access to educational materials. We then conducted a thematic analysis of the data collected in the design workshops, which revealed 4 themes: feedback on the user interface design and usability, requests for additional functionalities, feedback on medical guides and educational materials, and suggestions for additional medical content. On the basis of these results, we designed a medium-fidelity prototype. All the participants in the usability evaluation tests found the medium-fidelity prototype useful and easy to use. On the basis of the feedback and difficulties experienced by participants, we adjusted our design in preparation for the high-fidelity prototype. Conclusions We designed, developed, and evaluated an mHealth app to support older adults in the self-management of pain after a fracture. The participants found our proposed prototype useful for managing acute pain and easy to interact with and navigate. Assessment of the clinical outcomes and long-term effects of our proposed mHealth app will be evaluated in the future.
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Ismirle, Jennifer, Ian O’Bara, Sarah J. Swierenga, and James E. Jackson. "Touchscreen Voting Interface Design for Persons with Disabilities." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 780–84. http://dx.doi.org/10.1177/1541931213601179.

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Using specifications gathered from previous research focused on mobile and/or accessible design, our research team designed and created a mobile voting user interface prototype for individuals with and without disabilities. Thirty-two participants, including individuals who have dexterity limitations, dyslexia, low vision, and those with no disabilities, evaluated the usability of our mobile voting prototype. Our study generally confirmed previous research, and we discovered further considerations for a universal mobile voting interface design. The majority of participants had a positive reaction and experience while voting using our prototype, and indicated they would use it in an election if it were available. Based on our results, recommendations are provided to inform user interface designers, election officials, voting system manufacturers, and the general public on the specific needs of different user groups and design considerations for a universal mobile voting interface.
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Munadi, Munadi, R. Andhika Pandu, Rizky Wiradinata, Hari Peni Julianti, and Rudy Setiawan. "Model and prototype of mobile incubator using PID controller based on Arduino Uno." Jurnal Teknologi dan Sistem Komputer 8, no. 1 (January 24, 2020): 69–77. http://dx.doi.org/10.14710/jtsiskom.8.1.2020.69-77.

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One of the causes of the high infant mortality rate in Indonesia is the lack of health support facilities in remote areas, including incubators, to keep the baby's body warm at a specific temperature. This research develops a model and prototype of a mobile incubator to carry and maintain the baby's temperature during emergencies to get further treatment to hospitals that have better facilities than incomplete health clinic facilities. The mobile incubator prototype uses a PID controller system with the optimum gain value Kp 1.501, Ki 0.016, and Kd -1,319 from the results of modeling and tuning in Matlab. The results of the bode plot analysis show that system stability was achieved with a gain margin of 109 dB. The incubator's operational mobility can last up to 59.6 minutes with two 12 V, 5 Ah batteries.
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Yang, Sheng Mei, and Qiu Wen Zhang. "Design and Implementation of Asking for Direction Multimedia System: Application of Mobile-GIS Technology." Advanced Materials Research 181-182 (January 2011): 528–33. http://dx.doi.org/10.4028/www.scientific.net/amr.181-182.528.

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The aim of this paper is to study mobile geographic information system (mobile-GIS) technology to design an asking for direction multimedia system, by applying ArcGIS Engine developer kit, Database Management System (DBMS) and Winsock mechanism in Microsoft Visual Basic 6.0 computer programming environment, to help mobile telephone users find right target location in short time in secondary development. Databases store various types of geographic data with location information. The prototype system developed implements the function of asking for direction. After the Multimedia Message Service (MMS) request is sent, the multimedia message in picture format with detailed map information through wireless network will be received, which can be displayed on mobile telephones. According to the map instruction, mobile users can find the correct destination and a lot of time can also be saved. The result shows that the prototype system runs relatively stable. As a kind of value-added service of China mobile, the prototype system is worthy to popularize.
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Hadiputra, Fajar Rinto, and Tri Kuntoro Priyambodo. "Purwarupa Pengendalian Jarak Jauh Pada Mobile Robot Berbasis Web Melalui Jaringan Wireless TCP/IP." IJEIS (Indonesian Journal of Electronics and Instrumentation Systems) 6, no. 1 (April 30, 2016): 105. http://dx.doi.org/10.22146/ijeis.15247.

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It has been successfully developed a prototype mobile robot, controlled remotely, based on web via wireless TCP/IP network. This prototype mobile robot adopts tank's movement, equipped with a surveillance camera to acquire real time data on surrounding environment, a webcam is used by user. Since it is controlled remotely from a web based application on host computer via wireless TCP/IP network, it could do some telemetry in such environment, which harmful for human. It uses a wireless device for birectional communication, to transmit and receive data. While on debugging, wireless communication are took place directly without any obstacle (line of sight), between host computer and prototype mobile robot.
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Kajkamhaeng, Supasit, Komwit Surachat, Komkrit Kangrat, and Jitpakan Limsakun. "A Prototype Mobile Application for Searching Specialized Medical Facilities in a Chosen Vicinity." Journal of Software 10, no. 9 (September 2015): 1119–26. http://dx.doi.org/10.17706//jsw.10.9.1119-1126.

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Izzuddin, Muhammad Azzam, Andri Andri, and Hardiyansyah Hardiyansyah. "Leveraging Prototype Method for Designing Tajweed Mobile Based Learning." Journal of Information Systems and Informatics 5, no. 2 (May 24, 2023): 615–29. http://dx.doi.org/10.51519/journalisi.v5i2.488.

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In today's fast-paced society, individuals often struggle to find dedicated time for studying the Qur'an. This research aims to address this challenge by designing and developing a Mobile-Based Tajweed Learning Application. By harnessing the power of mobile devices, this application provides users with a platform for independent and accurate Tajweed Science learning. To bridge the gap between developers and users, the Prototype Method is employed in the development process. This collaborative approach offers several benefits, including concept testing, cost and time savings, increased user involvement, iterative improvements, risk reduction, and enhanced communication. By actively involving users throughout the development cycle, the application can better align with their requirements and expectations, leading to an improved end product. The effectiveness and reliability of the mobile-based Tajweed learning application are rigorously validated through black box testing. This thorough testing method ensures that the application functions as intended, delivering a seamless learning experience to users. Furthermore, the application leverages the Flutter framework, enabling optimal performance and responsiveness. The framework's features, such as hot reload, contribute to efficient development and ensure a smooth user experience. The results of the Tajweed Mobile Based Learning project demonstrate that the application effectively provides learning materials and facilitates practice sessions with ease. By utilizing this mobile application, users can access comprehensive Tajweed resources conveniently and independently, overcoming the time constraints often associated with studying the Qur'an. This research showcases the potential of mobile technology to enhance Quranic education and empower individuals in their Tajweed journey.
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Sun, Christina J., Kirsten M. Anderson, Tamara Kuhn, Liat Mayer, and Charles H. Klein. "A Sexual Health Promotion App for Transgender Women (Trans Women Connected): Development and Usability Study." JMIR mHealth and uHealth 8, no. 5 (May 12, 2020): e15888. http://dx.doi.org/10.2196/15888.

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Background HIV severely impacts the transgender communities in the United States, and transgender women have the highest HIV incidence rates among any identified risk group. Guided by formative research with transgender women and by an expert advisory panel of transgender women, we designed a prototype mobile app to promote HIV prevention among transgender women. Objective This study aimed to develop and test the usability and acceptability of the prototype Trans Women Connected mobile app. Methods We engaged in a 3-phase prototype development process. After conducting formative research about the health needs of this population, we outlined a theory-based app framework and developed three prototype activities (ie, a vision board, a pre-exposure prophylaxis [PrEP] education activity, and an interactive map). We then tested the usability and acceptability of the mobile app and activities with 16 transgender women using pre- and posttests, think-aloud protocols, and open-ended questions. Results Participants reported high acceptability for the mobile app; the mean rating across all usability and likability questions was 5.9 out of 7. Service utilization intention, goal setting, and social support increased at posttest compared with pretest. Increases in self-efficacy in finding lesbian, gay, bisexual, transgender, and queer–friendly services; intention to seek online social support; and PrEP knowledge were statistically significant. Participants described the app as attractive and useful and perceived all three activities positively. Conclusions This study describes the development and usability and acceptability evaluation of a prototype mobile app designed for and with transgender women for HIV prevention. The usability testing findings provided important insights toward refining and the further development of the Trans Women Connected mobile app. The results suggest that a mobile health intervention can support positive changes. The remaining development and efficacy randomized trial of the Trans Women Connected mobile app is currently underway.
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Arthana, I. Ketut Resika, Gede Aditra Pradnyana, and I. Made Ardwi Pradnyana. "PROTOTYPE APLIKASI MOBILE PRESERVASI WARISAN BUDAYA INDONESIA BERBASIS CROWDSOURCING." JST (Jurnal Sains dan Teknologi) 7, no. 1 (July 2, 2018): 59–66. http://dx.doi.org/10.23887/jstundiksha.v7i1.11924.

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Setiap daerah memiliki ciri khas budaya masing-masing seperti rumah adat, bahasa, pakaian, peralatan, bangunan, karya seni dan lain sebagainya. Setiap budaya memiliki filosofi yang bisa digunakan sebagai panutan hidup. Oleh karena itu, sangat penting untuk mendokumentasikan dan menyebarkan informasi budaya secara luas sehingga generasi muda memiliki pengetahuan terhadap budaya di Indonesia. Tantangan besarnya adalah bagaimana mengumpulkan dan mendokumentasi informasi budaya serta mengemasnya dalam bentuk menarik sehingga masyarakat lebih mudah dan tertarik untuk mempelajari budaya Indonesia. Perkembangan teknologi internet dan perangkat mobile yang sangat pesat. Penetrasi internet dan perangkat mobile sangat tinggi di masyarakat. Sebagian besar masyarakat memiliki perangkat mobile dan internet. Keberadaan teknologi tersebut bisa dimanfaatkan untuk mendukung dokumentasi dan penyebaran informasi budaya Indonesia. Teknologi pendukung seperti LBS(Location Based Service) bisa dimanfaatkan untuk menentukan lokasi objek budaya yang ada. Tantangan utama dalam pengembangan sistem preservasi budaya ini adalah sumber dan kualitas konten. Untuk menghadapi tantangan tersebut, maka diterapkan konsep crowdsourcing untuk menyumbangkan dan menilai kualitas konten. Disamping dari masyarakat luas, potensi sumber konten budaya juga dari mahasiswa yang mengembangkan konten pembelajaran sebagai tugas akhir/ kerja praktik. Untuk itu maka pada penelitian ini dikembangkan aplikasi mobile untuk preservasi warisan budaya di Indonesia yang disebut dengan aplikasi WADAYA. Tahapan penelitian ini menggunakan ADDIE (Analyze, Design, Developmet, Implementation dan Evalution). Tahap Analyze dilakukan dengan cara studi literatur dan observasi untuk mendapatkan daftar kebutuhan fungsional dan non fungsional. Selanjutnya pada tahapan Design dilakukan perancangan desain user interface, arsitektur dan infrastruktur sehingga menghasilkan prototype aplikasi mobile. Setelah itu pada tahapan Development dikembangkan prototype aplikasi Pada tahun kedua, prototype dikembangkan menjadi aplikasi mobile. Implementasi dilakukan pengisian konten. Konten tidak hanya berupa teks tetapi juga multimedia, virtual reality dan game.
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