Journal articles on the topic 'Smartphones – Testing'

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1

Martinelli, Luca, Vitomir Racic, Bruno Alberto Dal Lago, and Francesco Foti. "Testing Walking-Induced Vibration of Floors Using Smartphones Recordings." Robotics 9, no. 2 (May 20, 2020): 37. http://dx.doi.org/10.3390/robotics9020037.

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Smartphone technology is rapidly evolving, adding sensors of growing accuracy and precision. Structural engineers are among customers who indirectly benefit from such technological advances. This paper tests whether accelerometers installed in new generations of smartphones can reach the accuracy of professional accelerometers created for vibration monitoring of civil engineering structures, and how they can be useful. The paper describes an experimental study designed to measure walking-induced vibrations of a slender prefabricated prestressed concrete slab. Both traditional, high-accuracy, accelerometers and those integrated into commercial smartphones were used for experimental data collection. Direct comparison of the recordings yielded two key findings: the accuracy of smartphone accelerometers largely depends on the specific smartphone model, and nevertheless is satisfactory for preliminary modal testing at the very least. Furthermore, the smartphone measured accelerations of the lower back were used successfully to indirectly measure pedestrian walking loads.
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Ding, Jierui. "Well-Designed Smartphone-Based Imaging Biosensor." Highlights in Science, Engineering and Technology 14 (September 29, 2022): 296–304. http://dx.doi.org/10.54097/hset.v14i.1835.

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With the development of hardware and software for smartphones, more and more well-designed smartphone-based imaging biosensors have been created and broadly applied in point-of-care testing (POCT). Imaging biosensors can get clear images through the high pixel density of smartphones’ camera systems. And smartphones also provide a chance for imaging processing thanks to smartphones' central processing units (CPUs) and graphics processing units (GPUs). Different approaches have extensively explored smartphone-based imaging biosensors. The commonly used imaging methods are generally implemented by the bright field with the light source or by fluorescence with a fluorescence microscope. Smartphones have enabled the widespread application of imaging-based methods in clinical chemistry, environmental monitoring, flow cytometry, food analysis, drug screening, and medical diagnostics. In detail, this article discusses various imaging biosensors and specific applications of smartphone-based imaging biosensors for bright-field imaging and fluorescence bioimaging. Meanwhile, the opportunities and challenges of smartphone-based imaging biosensors are also analyzed here.
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C.C, Okolie. "Penetration Testing for Android Smartphones." IOSR Journal of Computer Engineering 14, no. 3 (2013): 104–9. http://dx.doi.org/10.9790/0661-143104109.

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4

Khairunnazri, Muh. Fahrurrozi, and Lalu Puji Indra Kharisma. "APLIKASI KAMUS BAHASA SASAK HALUS MENGGUNAKAN ANDROID." TEKNIMEDIA: Teknologi Informasi dan Multimedia 1, no. 1 (May 23, 2020): 28–33. http://dx.doi.org/10.46764/teknimedia.v1i1.11.

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Sasak Language is one of the regional languages used to communicate by the people of Lombok, West Nusa Tenggara. But along with the development of technology, especially in the field of Android smartphones, the Sasak language has begun to fade, not a few people in Lombok who do not understand the language, Lombok Sasak vocabulary especially the current generation. This is caused by environmental factors of family, school and friends who use Indonesian in daily conversation. The solution to this problem is to design an Android-based Sasak Smooth dictionary application. The main purpose of the Sasak Halus dictionary application is to assist them in finding Indonesian or Sasak Halus translations effectively and efficiently on smartphone media. Sasak Fine-language dictionary application based on Android-based APPS in the form of an installer that can be used on Android-based smartphones with a minimum version of 4.00 and above. In testing using black box testing and testing on smartphones, the application can run smoothly.
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Karim, Amir Abdul, and Budi Istiyanto. "Testing The Role Of Country Of Origin, Celebrity Endorser, Ads And E-Wom Towards Consumer Buying Interest." Primanomics : Jurnal Ekonomi & Bisnis 18, no. 3 (September 1, 2020): 1. http://dx.doi.org/10.31253/pe.v18i3.387.

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This research is motivated by the increasing market share of OPPO Smartphones in Indonesia in the Second Quarter of 2019. It is thought that this increase has an effect on increasing sales of the OPPO Smartphone and also makes the reason OPPO Smartphones are able to overtake Samsung's position in Indonesia. The purpose of this study is to analyze the variables Country of Origin, Celebrity Endorser, Advertising and E-WOM on Purchase Interest of OPPO Smartphone products. The research method used is quantitative research. Determination of the number of samples using non-probability sampling techniques with a purposive sampling method with a total sample of 126 respondents. This study uses multiple linear regression analysis. The results of the study indicate that the Country of Origin, Advertisements and E-WOM variables have a positive and significant effect on buying interest in OPPO Smartphone products. While the Celebrity Endorser variable does not significantly influence the buying interest of OPPO Smartphone products.
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Foreman-Tran, Kira, Karina Schnurr, Ana C. Ruiz Pardo, and John Paul Minda. "Should it Stay or Should it Go? Smartphone Dependency." STEM Fellowship Journal 5, no. 1 (December 1, 2019): 19–23. http://dx.doi.org/10.17975/sfj-2019-008.

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As smartphones grow in use and popularity, it is important to understand the possible effects that varying levels of smartphone use may have on human cognition. Although smartphones provide many advantages for daily activities, one must also recognize the potential disadvantages. For example, smartphone use may lead to nomophobia, which is defined as the modern fear of not being able to access your smartphone or the internet (Yildirim & Correia, 2015). The present study used a pilot and main study to examine the effects smartphones have on human cognition. The pilot study was conducted to measure nomophobia, mobile phone involvement, smartphone attachment and dependency, and general smartphone use. This portion was also used to determine the paradigm for the main study. Participants in the main study completed the 12 Cambridge Brain Science tasks, which measured different aspects of cognition' while leaving their smartphones in one of two locations: on their desk, or outside of the testing room. Additionally, participants completed the same four questionnaires from the pilot study. Results from both studies reveal the majority of individuals show moderate levels of nomophobia, dependency and attachment, and involvement. Subsequent data analysis focused on the double-trouble task, which is an attention-based task. Results found that there was no significant difference in performance on the double-trouble task between the two locations. Contrary to common belief, it seems that the mere presence of one’s smartphone does not affect performance on a cognitively demanding task.
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Saefullah, Asep, Mochamad Ibnu Safari, and Handri Samanta. "PROTOTIPE PERANGKAT NOTIFIKASI UNTUK SMARTPHONE BERBASIS ARDUINO PRO MICRO." CCIT Journal 8, no. 3 (May 19, 2015): 223–32. http://dx.doi.org/10.33050/ccit.v8i3.349.

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The widespread use of smartphones in all societies make increasing demands of smartphone accessories tools for ease of its use in everyday life. As if the user is in public, attending a meeting, or are driving a motor vehicle. Apart from the rapid use of smartphone technology on society, there is also the technology in the field of microcontroller that can be said to be rapid development in people's daily life, namely that a module arduino microcontroller. Therefore, we need a microcontroller-based devices that can help the user to display the condition of smartphones such as the presence of incoming messages or incoming calls to the smartphone, small size and can be implemented in accordance with the user's work. By using prototypes in the process of designing a simple model that can represent the actual future results and methods of the blackbox for testing this tool to determine whether the software and hardware to work properly and has been as expected. Can produce a device that functions as a media notification for smartphones such as short messages and incoming calls, and has an interface OLED Display. It can help users Smartphone in everyday life.
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Albasir, Abdurhman, Valuppillai Mahinthan, Kshirasagar Naik, Abdulhakim Abogharaf, Nishith Goel, and Bernard J. Plourde. "Performance Testing of Mobile Applications on Smartphones." International Journal of Handheld Computing Research 5, no. 4 (October 2014): 36–47. http://dx.doi.org/10.4018/ijhcr.2014100103.

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Smartphones became the preferred means of communication among users due to the availability of thousands of applications (apps). Although the hardware and software capabilities of smartphones are on the rise, the apps are primarily constrained by the wireless bandwidth and battery life. In this paper, the authors present a test architecture to: (i) evaluate the energy performance of two different designs of the same mobile app service; and (ii) evaluate the bandwidth and energy impacts of advertisements (ads) on smartphones. The authors' measurements on two video players show that, the proper design results a more energy efficient video players. Next, they compare the bandwidth and energy performance news and magazine websites with ads and without ads. In some cases, ads bandwidth cost reaches 50%, whereas ads energy cost reaches 17.8%. The authors also identified the challenges in reliably performing such tests on a large scale. App developers, users, manufacturers, and Internet Service Providers will benefit from this research.
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Bouhnik, Dan, Yahel Giat, and Issachar Zarruk. "University Procurement Officers’ Use of Technology When Seeking Information." Issues in Informing Science and Information Technology 13 (2016): 195–208. http://dx.doi.org/10.28945/3473.

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The transition from printed to electronic sources of information has resulted in a profound change to the way procurement officers seek information. Furthermore, in the past decade there have been additional technological revolutions that are expected to further affect the procurement process. In this paper, we conduct a survey among forty nine university procurement officers in Israel to examine to what extent procurement officers have adapted to smartphones and tablets by testing how frequently officers use notebooks, smartphones, and tablets for work-related and leisure purposes. We find that while officers prefer electronic sources of information over printed sources of information, officers have not yet adapted to the later technological advances (i.e., smartphones and tablets). Notebooks are more frequently used than either smartphones or tablets for work-related and leisure purposes. One explanation behind this result is that officers are not skilled in using smartphone and tablets applications. This implies that training officers in the use of these devices may improve their performance.
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Yousaf, Azeem, Muhammad Waseem Iqbal, Muhammad Arif, Arfan Jaffar, Adrian Brezulianu, and Oana Geman. "Adoption of Conceptual Model for Smartphones among Older People." Applied Sciences 12, no. 24 (December 11, 2022): 12703. http://dx.doi.org/10.3390/app122412703.

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A critical issue is the acceptance of current modern smartphone technology by older people. Smartphones are inventions that presently offer significant advantages to help individuals. However, around the world, every older user wants to perform tasks that are more user-friendly, and near their personal preferences. Considering these factors, this research aimed to explain, identify, and examine multiple external factors and usability for acceptance, adoption, and usage of smartphones by the 45-year-old-and-above population. To achieve the research objective, a new conceptual model, the smartphone acceptance model for older people, was proposed; it was principally based on Technology acceptance model (TAM), in order to identify the essential aging factors that may have a significant influence on smartphone usability, usage, acceptance, and adoption among older people. The data collection was conducted through a questionnaire that was administered to 240 persons above 40. Overall findings showed that multiple external factors such as comfortability (CA), social influence (SI), perceived enjoyment (PE), fear of failure (FOF), perceived ease of use (PEU), perceived usefulness (PU), behavioral intention (BI), compatibility (COM), and attitude towards use (ATU) had significant impacts in the adoption of smartphones among older persons. For hypothesis testing, the collected data were additionally analyzed, and it was found that of the ten hypotheses, nine were positively significant overall. SEM-PLS and SPSS were used to analyze the collected data, and the findings were based on the supported hypotheses. This research contribution can be seen in terms the identification and examination of external factors that hinder or empower acceptance of smartphones among the older population. Moreover, it will help developers and manufacturers of smartphones concerning aspects that are appropriate for smartphone and app design, particularly for older users.
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Haomasan, Pitthauly, and Nofharina Nofharina. "PENGARUH PENGGUNAAN SMARTPHONE TEHADAP POLA KOMUNIKASI INTERPESONAL SISWA SMP NEGERI 50 BANDUNG." Jurnal Komunikasi 12, no. 1 (March 6, 2018): 1–7. http://dx.doi.org/10.21107/ilkom.v12i1.3710.

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ABSTRACTNowadays smartphones can be consumed from young to old age. Motives teenagers in using thesmartphone quite diverse, namely, the sophistication of features, fast internet access, ease of accessto social media, entertainment facilities and help in doing homework. In early January 2017, SMPNegeri 50 Bandung set a ban on bringing smartphones to school, due to the recent years the influenceof smartphone making problems in school. This study was conducted to find out how much the influenceof using smartphones to interpersonal communication patterns of students of SMP Negeri 50 Bandung.This research is associated with Uses and Gratification theory and the method is quantitative with thetype of descriptive research. This study involved one independent variable and one dependent variable.Using probability sampling method with Slovin approach with the number of respondents 82 people.Data analysis techniques used are descriptive and multiple linear regression analysis. Based on theresults of simultaneous hypothesis testing, a significant influence on the use of smartphones againstinterpesonal communication patterns. This is evidenced by the value of F-count(41.644) F-table(2.722) with a significance level of 5%. The result of coefficient of determination showed that Frequencyof Use, the Variety of Content and Activity give influence of 61,6% to Interpersonal CommunicationPattern of students of SMP Negeri 50 Bandung. While the action of 38.4% is the contribution of othervariables that are not examined in this study. Can be concluded that SMP Negeri 50 Bandung prohibitsbringing smartphones to school so obtained despite the prohibition of bringing the smartphone in effectto make high interpersonal communication patterns of students of SMP Negeri 50 Bandung.Keywords: smartphone usage, interpersonal communication, pattern of interpersonal communication,uses and gratification.
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12

Tania, Victor Christian, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME SHOOT ‘EM UP “STOP THE ALIENS” DENGAN FITUR ACCELEROMETER MENGGUNAKAN UNITY BERBASIS ANDROID." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (January 18, 2021): 202. http://dx.doi.org/10.24912/jiksi.v9i1.11595.

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In this game players act as an airplane which shoots and avoids aliens. This game is developed for Android based smartphones. This game was made using the Unity game engine with C# as the programming language. This game is endless with difficulty increasing as time goes by. The goal is to get the highest score. The player has to tilt the smartphone to control the character. Testing is done by the blackbox method, alpha testing, and beta testing. The test results show that "Stop The Aliens" is a game that is not too hard and fun with interesting controls.
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13

Huda, Imamul. "First Aid Application Development Android Smartphone." Jurnal Mandiri IT 10, no. 1 (July 30, 2021): 29–33. http://dx.doi.org/10.35335/mandiri.v10i1.102.

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Rapid technological advances have turned mobile mobile devices into smartphones that have various applications in them. So that the smartphone device becomes the main need for its users. Several new breakthroughs can be present on smartphones such as applications around health. Where accidents can happen to anyone, anywhere and anytime. First aid measures are very important to do to reduce the impact of accidents. So the researchers developed an Accident First Aid (P3K) application on the Android platform with version 2.2 Froyo. The first aid application has a main feature that contains tutorials on first aid measures in an accident, as well as several additional features in the form of drug information, information on the location of the nearest hospital and pharmacy, types of rescue techniques, and emergency number calls. By using the Rapid Application Development system development methodology which consists of three phases, namely planning, design and implementation of the workshop, this application is made using the Android SDK Framework, Java Programming Language, googlemaps as a spatial data service and system testing has been carried out using the Black Box testing method. . This application, which has a file memory of 3.5Mb, can help smartphone users to recognize, learn and understand various first aid measures and become an application that can help victims when an accident occurs. googlemaps as a spatial data service and system testing has been carried out using the Black Box testing method. This application, which has a file memory of 3.5Mb, can help smartphone users to recognize, learn and understand various first aid measures and become an application that can help victims when an accident occurs. googlemaps as a spatial data service and system testing has been carried out using the Black Box testing method. This application, which has a file memory of 3.5Mb, can help smartphone users to recognize, learn and understand various first aid measures and become an application that can help victims when an accident occurs.
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Lapierre, Matthew A. "Smartphones and loneliness in love: Testing links between smartphone engagement, loneliness, and relational health." Psychology of Popular Media 9, no. 2 (April 2020): 125–34. http://dx.doi.org/10.1037/ppm0000230.

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Chan, Justin, Sharat Raju, Rajalakshmi Nandakumar, Randall Bly, and Shyamnath Gollakota. "Detecting middle ear fluid using smartphones." Science Translational Medicine 11, no. 492 (May 15, 2019): eaav1102. http://dx.doi.org/10.1126/scitranslmed.aav1102.

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The presence of middle ear fluid is a key diagnostic marker for two of the most common pediatric ear diseases: acute otitis media and otitis media with effusion. We present an accessible solution that uses speakers and microphones within existing smartphones to detect middle ear fluid by assessing eardrum mobility. We conducted a clinical study on 98 patient ears at a pediatric surgical center. Using leave-one-out cross-validation to estimate performance on unseen data, we obtained an area under the curve (AUC) of 0.898 for the smartphone-based machine learning algorithm. In comparison, commercial acoustic reflectometry, which requires custom hardware, achieved an AUC of 0.776. Furthermore, we achieved 85% sensitivity and 82% specificity, comparable to published performance measures for tympanometry and pneumatic otoscopy. Similar results were obtained when testing across multiple smartphone platforms. Parents of pediatric patients (n = 25 ears) demonstrated similar performance to trained clinicians when using the smartphone-based system. These results demonstrate the potential for a smartphone to be a low-barrier and effective screening tool for detecting the presence of middle ear fluid.
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Spagnoli, Balducci, Fabbri, Molinaro, and Barbato. "Workaholism, Intensive Smartphone Use, and the Sleep-Wake Cycle: A Multiple Mediation Analysis." International Journal of Environmental Research and Public Health 16, no. 19 (September 20, 2019): 3517. http://dx.doi.org/10.3390/ijerph16193517.

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Recent contributions have reported sleep disorders as one of the health impairment outcomes of workaholism. A possible factor affecting the sleep-wake cycle might be the intensive use of smartphones. The current study aimed to explore the role of intensive smartphone use in the relationship between workaholism and the sleep-wake cycle. Two serial multiple mediation models were tested on a sample of 418 employees, who filled self-report questionnaires measuring workaholism, use of smartphones, sleep quality and daytime sleepiness, using conditional process analysis for testing direct and indirect effects. Results supported our hypotheses regarding two serial multiple mediation models—that intensive smartphone use and poor sleep quality mediated the relationship between workaholism and daytime sleepiness, and that smartphone use and daytime sleepiness mediated the relationship between workaholism and poor quality of sleep. Although the use of a cross-sectional design and the snowball technique for collecting data can be considered as possible limitations, the current study is one of the first to document the potential detrimental role of the intensive smartphone use on the workaholism-sleep disorders relationship.
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Khoirudin, Isnan Rizki, and Eko Giyartiningrum. "PENGARUH KEPERCAYAAN MEREK, KESADARAN MEREK DAN KUALITAS PRODUK TERHADAP KEPUTUSAN PEMBELIAN SMARTPHONE XIAOMI DI DIY." Journal Competency of Business 5, no. 1 (July 17, 2021): 1–9. http://dx.doi.org/10.47200/jcob.v5i1.870.

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This study aims to determine the effect of brand trust, brand awareness and product quality on purchasing decisions for Xiaomi smartphones for all consumers of Xiaomi smartphone users in Yogyakarta. The population used in this study were all consumers who use Xiaomi smartphones in Yogyakarta, with a sample of 100 respondents. The sampling technique used nonprobability sampling with a purposive sampling approach. The data collection technique used a questionnaire. The data analysis method used is multiple linear regression analysis, classical assumption test, hypothesis testing. The results of this study indicate that brand trust and product quality partially influence purchasing decisions. Brand trust, brand awareness and product quality simultaneously influence purchasing decisions.
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Lin, Chen-Yu, Yu-Chuang Chao, and Tzy-Wen Tang. "Why not be “smarter”? Examining the factors that influence the behavioral intentions of non-smartphone users." Industrial Management & Data Systems 117, no. 1 (February 6, 2017): 32–49. http://dx.doi.org/10.1108/imds-07-2015-0319.

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Purpose Despite the evident and dramatic increase in smartphone usage worldwide, some consumers continue to use traditional mobile phones. The purpose of this paper is to investigate the behavioral intentions of these laggard and non-smartphone users. Design/methodology/approach This current study examines the effects of consumer demographics, psychographics, and smartphone characteristics on the intentions of non-smartphone consumers to switch or resist the use of smartphones. Data were collected using a convenience sample of non-smartphone users in Taiwan. The proposed model is tested using the consistent partial least squares (PLSc) path modeling technique. Findings PLSc results indicate that consumer psychographics and smartphone characteristics play more important roles than consumer demographics. Specifically, price consciousness, nostalgia, and perceived ease of use are good predictors of intention to switch, whereas perceived usefulness and ease of use are strong predictors of the intention to resist smartphone adoption. Practical implications The results of this study have implications for mobile phone vendors and mobile manufacturers who target non-smartphone users or laggard adopters. Originality/value This study is among the few that focus on non-smartphone users’ perceptions of smartphones. Hence, this empirical study could contribute to the development and testing of theories related to the smartphone adoption process.
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Fernando, Vicko, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME THIRD PERSON ENDLESS RUNNING “NO END RUN” DENGAN FITUR ACCELEROMETER DAN SHARE SCORE KE MEDIA SOSIAL." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (January 18, 2021): 193. http://dx.doi.org/10.24912/jiksi.v9i1.11594.

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No End Run is a 3D endless running game with the perspective of a third person and developed for Android smartphones. This game uses a touch screen and accelerometer sensor in the smartphone to control the character. As a running game, the character can run as far as possible, collect the collectables and avoid the monsters and obstacles. No End Run was made using the Unity game engine with C# as a programming language. Testing is done by Black Box testing, Alpha Testing and Beta Testing. The test results show that No End Run is an endless running game with interesting gameplay and has unique accelerometer controls so players are interested to play it again.
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Haris, Lalu Erwin, and Ahmad Susan Pardiansyah. "Aplikasi Android Kamus Bahasa Indonesia-Sasak." Jurnal Manajemen Informatika dan Sistem Informasi 1, no. 1 (February 6, 2018): 1. http://dx.doi.org/10.36595/misi.v1i1.10.

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Sasak language is one of the local languages ​​used to communicate by people of Lombok, West Nusa Tenggara. But along with the development of technology, especially in the field of smartphones, Sasak language has begun to fade, not the least of Lombok people who do not understand the language vocabulary Lombok Sasak especially the current generation. It is caused by environmental factors family, school and friends that use the Indonesian language in everyday conversation. The solution to these problems is to design an application Indonesian-Sasak dictionary based on Android. The main purpose of a dictionary application Indonesian-Sasak is to help them in finding a translation in Indonesian or Sasak language effectively and efficiently with the media smartphone. There are several stages in the making of this application, which analyzes the data by the method of SWOT analysis, application design using SDLC, the process of working with UML, and the implementation of the program model that has been generated. Indonesian-Sasak dictionary application android generated based APPS shaped installer that can be used on Android-based smartphones with minimal version 2.2 Up to 5.0. In testing using the Black-box testing and trials on smartphones, applications can run smoothly.
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Ngor, Pengby, Lisa J. White, Jeremy Chalk, Yoel Lubell, Cecelia Favede, Phaik-Yeong Cheah, Chea Nguon, et al. "Smartphones for community health in rural Cambodia: A feasibility study." Wellcome Open Research 3 (June 12, 2018): 69. http://dx.doi.org/10.12688/wellcomeopenres.13751.1.

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Background: Village Malaria Workers (VMWs) are lay people trained to provide a valuable role in frontline testing and treatment of malaria in rural villages in Cambodia. Emergence of artemisinin-resistant malaria highlights the essential role of such VMWs in surveillance and early treatment of malaria. Smartphone technology offers huge potential to support VMWs in isolated and resource-poor settings. Methods: We investigated the feasibility of issuing established VMWs with a smartphone, bespoke Android application and solar charger to support their role. 27 VMWs in Kampong Cham and Kratie provinces participated. Results: 26/27 of the smartphones deployed were working well at study completion twelve months later. Interviews with VMWs using quantitative and qualitative methods revealed pride, ease of use and reports of faster communication with the smartphone. VMWs also expressed a strong wish to help people presenting with non-malarial fever, for which further potential supportive smartphone applications are increasingly available. Conclusions: As a result of this pilot study, two smartphone based reporting systems for malaria have been developed at the Cambodian National Malaria Center, and the programme is now being extended nationwide. The full code for the smartphone application is made available to other researchers and healthcare providers with this article. Smartphones represent a feasible platform for developing the VMW role to include other health conditions, thus maintaining the relevance of these important community health workers.
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Hsu, Chia-Wei, Shan-Hsin Lee, and Shiuhpyng Winston Shieh. "Adaptive Virtual Gestures for GUI Testing on Smartphones." IEEE Software 34, no. 5 (2017): 22–29. http://dx.doi.org/10.1109/ms.2017.3641115.

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Chan, Justin, Ananditha Raghunath, Kelly E. Michaelsen, and Shyamnath Gollakota. "Testing a Drop of Liquid Using Smartphone LiDAR." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 6, no. 1 (March 29, 2022): 1–27. http://dx.doi.org/10.1145/3517256.

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We present the first system to determine fluid properties using the LiDAR sensors present on modern smartphones. Traditional methods of measuring properties like viscosity require expensive laboratory equipment or a relatively large amount of fluid. In contrast, our smartphone-based method is accessible, contactless and works with just a single drop of liquid. Our design works by targeting a coherent LiDAR beam from the phone onto the liquid. Using the phone's camera, we capture the characteristic laser speckle pattern that is formed by the interference of light reflecting from light-scattering particles. By correlating the fluctuations in speckle intensity over time, we can characterize the Brownian motion within the liquid which is correlated with its viscosity. The speckle pattern can be captured on a range of phone cameras and does not require external magnifiers. Our results show that we can distinguish between different fat contents as well as identify adulterated milk. Further, algorithms can classify between ten different liquids using the smartphone LiDAR speckle patterns. Finally, we conducted a clinical study with whole blood samples across 30 patients showing that our approach can distinguish between coagulated and uncoagulated blood using a single drop of blood.
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Antoun, Christopher, Jonathan Katz, Josef Argueta, and Lin Wang. "Design Heuristics for Effective Smartphone Questionnaires." Social Science Computer Review 36, no. 5 (September 27, 2017): 557–74. http://dx.doi.org/10.1177/0894439317727072.

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Design principles for survey questionnaires viewed on desktop and laptop computers are increasingly being seen as inadequate for the design of questionnaires viewed on smartphones. Insights gained from empirical research can help those conducting mobile surveys to improve their questionnaires. This article reports on a systematic literature review of research presented or published between 2007 and 2016 that evaluated the effect of smartphone questionnaire design features on indicators of response quality. The evidence suggests that survey designers should make efforts to “optimize” their questionnaires to make them easier to complete on smartphones, fit question content to the width of smartphone screens to prevent horizontal scrolling, and choose simpler types of questions (single-choice questions, multiple-choice questions, text-entry boxes) over more complicated types of questions (large grids, drop boxes, slider questions). Based on these results, we identify design heuristics, or general principles, for creating effective smartphone questionnaires. We distinguish between five of them: readability, ease of selection, visibility across the page, simplicity of design elements, and predictability across devices. They provide an initial framework by which to evaluate smartphone questionnaires, though empirical testing and further refinement of the heuristics is necessary.
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Said, Abdul Hadi, Farah Natashah Mohd, Muhammad Zubir Yusof, Nur Afiqah Nadiah Mohd Win, Aisha Najwa Mazlan, and Alya Syahira Shaharudin. "Prevalence of smartphone addiction and its associated factors among pre-clinical medical and dental students in a public university Malaysia." Malaysian Family Physician 17, no. 3 (September 11, 2022): 64–73. http://dx.doi.org/10.51866/oa.75.

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Introduction: Smartphone addiction is becoming a global concern affecting every part of society, including healthcare professionals. This study aimed to identify the prevalence of risk of smartphone addiction and its associated factors among medical and dental students in a public university in Malaysia. Methods: This cross-sectional study was conducted among pre-clinical medical and dental students using convenience sampling. Questions regarding sociodemographic profile and responses to the Smartphone Addiction Scale Short Version (SAS-SV) and Depression, Anxiety and Stress Score questionnaire (DASS-21) were collected. Multiple logistic regression testing was used to analyse the factors associated with smartphone addiction. Results: We invited 409 pre-clinical medical and dental students to participate voluntarily, resulting in a response rate of 80.2%. The prevalence of high-risk smartphone addiction among the participants was 47.9%. Male participants, participants who used smartphones mainly for social media, and participants with depressive symptoms were more likely to have a high risk of smartphone addiction. Medical students, participants who spent less than 3 hours per day on a smartphone, and participants who used smartphones for education-related activities were less likely to have a high risk of smartphone addiction. Conclusion: Smartphone addiction prevalence among pre-clinical medical and dental students was high. Therefore, the authorities should overcome this problem by implementing early measures.
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Anshary, Muhammad Adi Khairul, Eka Wahyu Hidayat, and Tiara Amalia. "Prototype Program Hand Gesture Recognize Using the Convex Hull Method and Convexity Defect on Android." Jurnal Online Informatika 5, no. 2 (December 3, 2020): 205. http://dx.doi.org/10.15575/join.v5i2.594.

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One of the research topics of Human-Computer Interaction is the development of input devices and how users interact with computers. So far, the application of hand gestures is more often applied to desktop computers. Meanwhile, current technological developments have given rise to various forms of computers, one of which is a computer in the form of a smartphone whose users are increasing every year. Therefore, hand gestures need to be applied to smartphones to facilitate interaction between the user and the device. This study implements hand gestures on smartphones using the Android operating system. The algorithm used is convex hull and convexity defect for recognition of the network on the hand which is used as system input. Meanwhile, to ensure this technology runs well, testing was carried out with 3 scenarios involving variable lighting, background color, and indoor or outdoor conditions. The results of this study indicate that Hand gesture recognition using convex hull and convexity defect algorithms has been successfully implemented on smartphones with the Android operating system. Indoor or outdoor testing environment greatly affects the accuracy of hand gesture recognition. For outdoor use, a green background color with a light intensity of 1725 lux produces 76.7% accuracy, while for indoors, a red background color with a light intensity of 300 lux provides the greatest accuracy of 83.3%.
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Patel, Kashyap, Linda Thibodeau, David McCullough, Emma Freeman, and Issa Panahi. "Development and Pilot Testing of Smartphone-Based Hearing Test Application." International Journal of Environmental Research and Public Health 18, no. 11 (May 21, 2021): 5529. http://dx.doi.org/10.3390/ijerph18115529.

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Background: Identifying and treating hearing loss can help improve communication skills, which often leads to improved quality of life. Many people do not seek medical treatment and, therefore, go undiagnosed for an extended period before realizing they have hearing loss. This study presents a self-administered, low-cost, smartphone-based hearing test application (HearTest) to quantify the pure-tone hearing thresholds of a user. The HearTest application can be used with commercially available smartphone devices and an earphone with the mentioned specification. Methods: Air-conduction-based pure-tone audiometry for the smartphone application was designed and implemented to detect hearing thresholds using a traditional “10 dB down and 5 dB up” approach. Employed smartphone-earphone combination was calibrated with respect to a GSI-61 audiometer and insert earphone ER-3A to maintain clinical standards with the help of subjective testing on 20 normal-hearing (NH) participants. Results: Further subjective testing on 14 participants with NH and retesting on five participants showed that HearTest achieves high-accuracy audiogram within clinically acceptable limits (≤10 dB HL mean difference) when compared with the reference clinical audiometer. Hardware challenges and limitations in air-conduction-based hearing tests through smartphones and ways to improve their accuracy and reliability are discussed. Conclusion: The proposed smartphone application provides a simple, affordable, and reliable means for people to learn more about their hearing health without needing access to a formal clinical facility.
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Riyadi, Agung, and James James. "Analisis Usability Testing pada User Interface dalam Game Idle Breeder." JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING 5, no. 2 (December 30, 2021): 1–8. http://dx.doi.org/10.30871/jamn.v5i2.3782.

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In today's development, children are used to using smart phones or smartphones. Most of these smartphones run on the Android or IOS operating system. In smartphones there are applications that can be used for various purposes. One type of these applications is games. In this case, there are still many users who play the game having difficulty understanding the layout and menus that have been presented in a game, making it difficult for users to play it. In this study the author will discuss the user experience in the game "idle breeder" Idle Breeder is a top-down game with an idle genre with a relaxing feel. The formulation of this research is how to design a user interface in the idle breeder game and also how to do analysis in terms of user experience from users. User experience focuses on the comfort and convenience of users in using idle breeder games (usability)
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Ganasan, Jayasankari, and Ahmad Sobri Hashim. "Task Based Test Case Generation on Available Gestural Interaction of Smartphone for Improved Safety and Ergonomics in Real Driving Scenario." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 09 (May 10, 2022): 76–92. http://dx.doi.org/10.3991/ijim.v16i09.30261.

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Mobile phones that accept input by a user’s finger motion are becoming increasingly common. However, they still have challenging problems to research, such as the ergonomic and safety aspects. As an outcome, more research required its capabilities and a critical examination of the existing gestural interfaces and how they assist drivers' activities while driving. This research paper attempts to present a comprehensive understanding of possible gestures on the smartphones by conducting user testing with a sample data of 30 drivers from three different age groups. The user testing was performed in an actual driving environment. Observation and interviews were carried out to study drivers’ behavior while driving. The data gathered were then interpreted into action and motivation levels. The action level was defined by how drivers interact with smartphones while driving, and in motivation level, a study on why drivers interact in that manner was conducted. The results were then drawn to a table with the task carried out during user testing. In conclusion, this research aims to consider all these issues that drivers confront while driving. This is to determine how a more advanced gestural interaction of smartphone interfaces may be created to meet drivers' safety and ergonomic concerns.
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Baxter, Clarence, Julie-Anne Carroll, Brendan Keogh, and Corneel Vandelanotte. "Seeking Inspiration: Examining the Validity and Reliability of a New Smartphone Respiratory Therapy Exergame App." Sensors 21, no. 19 (September 28, 2021): 6472. http://dx.doi.org/10.3390/s21196472.

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Background: Clinically valid and reliable simulated inspiratory sounds were required for the development and evaluation of a new therapeutic respiratory exergame application (i.e., QUT Inspire). This smartphone application virtualises incentive spirometry, a longstanding respiratory therapy technique. Objectives: Inspiratory flows were simulated using a 3 litre calibration syringe and validated using clinical reference devices. Syringe flow nozzles of decreasing diameter were applied to model the influence of mouth shape on audible sound levels generated. Methods: A library of calibrated audio inspiratory sounds was created to determine the reliability and range of inspiratory sound detection at increasing distances separating the sound source and smartphones running the app. Results: Simulated inspiratory sounds were reliably detected by the new application at higher air inflows (high, medium), using smaller mouth diameters (<25 mm) and where smartphones were held proximal (≤5 cm) to the mouth (or at distances up to 50 cm for higher airflows). Performance was comparable for popular smartphone types and using different phone orientations (i.e., held horizontally, at 45° or 90°). Conclusions: These observations inform future application refinements, including prompts to reduce mouth diameter, increase inspiratory flow and maintain proximity to the phone to optimise sound detection. This library of calibrated inspiratory sounds offers reproducible non-human reference data suitable for development, evaluation and regression testing of a therapeutic respiratory exergame application for smartphones.
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Pratama, Rifqi Naufal Senja, Fauziah Fauziah, and Ratih Titi Komala Sari. "Metode Natural Feature Tracking dan Fast Corner Detection dengan Teknik Virtual Button Pada Aplikasi Sistem Pernafasan Manusia." JURNAL MEDIA INFORMATIKA BUDIDARMA 5, no. 3 (July 31, 2021): 1133. http://dx.doi.org/10.30865/mib.v5i3.3067.

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At this time the development of information and communication technology has developed very rapidly. As in smartphones, the technology contained in smartphones today has an important role for human activities. The technology that is currently being implemented on smartphones is Augmented Reality. Augmented reality can be used in all fields of human activity, one of which is in the field of education. The purpose of this research is to develop an educational media about the organs of the human respiratory system that is interactive and can be understood by users such as students. In this study, 2 methods were used, namely Fast Corner Detection and Natural Feature Tracking Methods to read a marker which would later bring up information and also use the virtual button technique in the application. In testing using 5 smartphones. The results of testing at an angle of 60o and 90o the five smartphones can detect markers. The distance test has different results from the smallest having a minimum distance of ±70 cm to a maximum distance of ±150 cm. In tests based on light intensity, the five smartphones can detect markers at light intensities above 5 lux
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Sobon, Kosmas. "Pengaruh Penggunaan Smartphone Terhadap Motivasi Belajar Siswa Sekolah Dasar di Kecamatan Mapanget, Kota Manado." JURNAL INOVASI PENDIDIKAN DAN PEMBELAJARAN SEKOLAH DASAR 3, no. 1 (September 29, 2019): 52. http://dx.doi.org/10.24036/jippsd.v3i1.106198.

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The aim of this research is to explain influence smartphone on learning motivation of elementary school students Mapanget Subdistrict Manado City. This research is in four elementary schools used sample are 84 students. This research is a quantitative study used the survey’s method with the following stages: observation of the location of the research, preparation of questionnaires, distribution of questionnaires, validity testing, data collection, processing of research results, analysis of the results of research, and discussion. The result showed that the effect of smartphone on the learning motivation of students in elementary school Mapanget Subdistrict was 0.057 or 5.7% with a significance 0.028 < 0,05. The results of testing t-table is greater than t count, namely t-hitung = 2.232 ≥ (t-tab) = 1.989. This means that smartphone have an effect on students’ learning motivation even though it is in the low category 5.7%. It is recomended that students do not use excessive smartphones both at school and at home. Parents and teachers need to supervise children in using smartphone everday because the effect of smartphone on students’ learning motivation is very low.
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Ozgur, Omar K., Trisha S. Emborgo, Mark B. Vieyra, Rebecca F. Huselid, and Rudrani Banik. "Validity and Acceptance of Color Vision Testing on Smartphones." Journal of Neuro-Ophthalmology 38, no. 1 (March 2018): 13–16. http://dx.doi.org/10.1097/wno.0000000000000637.

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Meyliana, Henni. "Perancangan Dan Pembuatan Alat Pengontrol Lampu Menggunakan Internet Of Things (IOT) Berbasis Arduino Uno." Teknologi Rekayasa Jaringan Telekomunikasi (TRekRiTel) 1, no. 1 (April 23, 2021): 21–31. http://dx.doi.org/10.51510/trekritel.v1i1.397.

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The internet has also been attached to smartphones. Smartphone is a device capable of developing the Internet of Things (IoT). Smartphones function to connect to an internet network that is equipped with features in the form of sensors. In using IoT as a network infrastructure tool, it will be able to control and monitor a predetermined device in the form of an Arduino Uno. Arduino does not function as a microcontroller development that is connected to the internet, so that it can make it easier to use lights in everyday life. The open source operating system on an Android smartphone can be used as a material for designing a lamp controller using the internet of thins (IoT) based on Arduino Uno (Atmega328 microcontroller) and a relay as a switch. Therefore, in testing the tool using Arduino which has a time lag of 1 minute. For the use of the Arduino Uno program, a time delay of 5 seconds is also provided, while waiting for the serial command to move from one relay to another.
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Gade, Prof Swati, Shubham Lokare, Tushar Gadekar, and Karan Khoje. "Human Activity Recognition System Using Smartphone Data Sensors with Python and Machine Learning." International Journal for Research in Applied Science and Engineering Technology 10, no. 4 (April 30, 2022): 256–60. http://dx.doi.org/10.22214/ijraset.2022.41211.

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Abstract: This project depicts recognition Human activity Using data generated from user Smartphones Machine Learning repository to recognize six human activities. These activities are standing, sitting, laying, walking, upstair and walking, ddownstairs. Data is collected from embedded accelerometer, gyroscope and other sensor .Data is randomly divided into 7:3 ratios to From training and testing data set respectively. Activity Classification done using Machine Learning models Namely Random Forest. support vector machine, Neural Network and k-Nearest Neighbor. We have compared accuracy and performance of these model using confusion matrix and random simulation. Human Activity recognition(HAR) is classifying activity of person using responsive sensor that are affected from human movement. Both users and capabilities of smartphone With them. These facts makes HAR more important and Popular. This work focuses on recognition of Human activity using smartphone sensor different machine learning clssification approaches. Data retrieved from smartphones accelerometer and gyroscope sensor are classified On order to recognize human activity. Results of the approaches used compared in terms of efficiency and precision. Keywords: CNN, Accelerometer and gyroscope LSTM Model, Machine Learning, SVM etc
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Muanley, Yakoba Yusina, Aloisius Loka Son, Grandianus Seda Mada, and Nugraha K. F. Dethan. "Analisis Sensitivitas Dalam Metode Analytic Hierarchy Process dan Pengaruhnya Terhadap Urutan Prioritas Pada Pemilihan Smartphone Android." VARIANSI: Journal of Statistics and Its application on Teaching and Research 4, no. 3 (December 15, 2022): 173–90. http://dx.doi.org/10.35580/variansiunm32.

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Smartphones nowadays have become a basic need for everyone because they provide many benefits and conveniences for users. People always want to have a smartphone with good quality. However, due to the lack of information along with the many types of smartphones in circulation, it often makes it difficult for users to choose a smartphone that suits their needs. To overcome these problems, it is necessary to have a method that can provide recommendations for appropriate decision-making for users. This study aims to apply the Analytic Hierarchy Process (AHP) method and sensitivity analysis in determining the priority order of smartphone selection by comparing one smartphone to another. The criteria for consideration are Facilities, Price, Battery, and RAM with alternative choices in the form of Xiaomi, Oppo, and Vivo brand smartphones. Data collection in this study was carried out by distributing questionnaires to 100 students of the Mathematics Study Program. The data were processed using the AHP method and sensitivity analysis. AHP is used to produce a more consistent ranking order of each alternative, while the sensitivity test is carried out to measure the stability of the calculation results if there is a change in decision-making. From the results of the analysis with AHP, it was found that Xiaomi was the first priority of the respondent's choice, followed by Vivo, and the last priority was Oppo with an inconsistency level of 0.02. Meanwhile, sensitivity testing shows that RAM is the most influential criterion for changing the order of alternative priorities, where Xiaomi remains the first priority, followed by Oppo, and Vivo is the last priority.
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Et.al, Sarmad Monadel Sabree Al-Gayar. "Testing the Usability of the MediCare System." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 3227–37. http://dx.doi.org/10.17762/turcomat.v12i3.1569.

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Smartphones, digital medical devices, smart bracelets, and mobile applications have emerged in the healthcare field as an effective way to help in the treatment of patients. Healthcare services are characterized by ease of use, low cost, accessibility, mobility, and reliability. The MediCare system was built to enhance healthcare services in the Iraqi environment. The MediCare system can run on smartphones or tablets that operate on Android, but it can also be used as a web application. The research team wanted to evaluate if the platform meets customers’ needs. Therefore, a usability survey for the MediCare system in regard to healthcare services and underlying technology was done. In this paper, an evaluation and usability measurement of the MediCare system is presented. The quantitative research shows that users found that the system is suitable for their needs. The system is especially necessary now, when the COVID-19 pandemic is a global emergency.
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Potluri, Vaishnavi, Preethi Sangeetha Kathiresan, Hemanth Kandula, Prudhvi Thirumalaraju, Manoj Kumar Kanakasabapathy, Sandeep Kota Sai Pavan, Divyank Yarravarapu, et al. "An inexpensive smartphone-based device for point-of-care ovulation testing." Lab on a Chip 19, no. 1 (2019): 59–67. http://dx.doi.org/10.1039/c8lc00792f.

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Hermawan, Frisa Y., Wadianto ., Ernia Susana, Fauzi Ramadani, and Muhammad Fauzi. "Augmented reality as the medical electronic equipment inventory identifier." International Journal of Scientific Reports 5, no. 11 (October 19, 2019): 332. http://dx.doi.org/10.18203/issn.2454-2156.intjscirep20194649.

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<p class="abstract"><strong>Background:</strong> Inventory systems are very numerous and require a long time when rechecking. In doing a shortcut time for checking, it can be done the application of augmented reality.</p><p class="abstract"><strong>Methods:</strong> This research can be applied to all types and brands of smartphones. The testing was carried out using three different types and brands of smartphones in three conditions: dark rooms, bright room and open spaces for three times for each smartphone. It examines the suitability of displaying asset objects such as Infusion Device Analyzer (IDA-1), Electrical Safety Analyzer (ISA) and Piranha radiology high voltage tester with target objects using existing inventory labels also Barbarian with the target a book cover with the distance 10, 15, 20, 25 and 30 cm. </p><p class="abstract"><strong>Results:</strong> By using three different types and brands of smartphones: A, B and C, the incompatibility result percentage of the asset object with the target object is obtained. The average of incompatibility result of Smartphone A, B, and C for the ISA asset object is 83%. The average of incompatibility result of Smartphone A, B, and C for the IDA asset object is 71%, The average of incompatibility result of Smartphone A, B, and C for the Piranha asset object is 36%, For the whole result for Barbarian object asset is 100%.</p><p class="abstract"><strong>Conclusions:</strong> Making augmented reality has been successfully carried out with 3D models but there is a discrepancy between the appearance of asset objects with the target object except for the book cover and barbarian.</p>
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Rahmalia, Dinita, Mohammad Syaiful Pradana, and Teguh Herlambang. "Klasifikasi Multi Output pada Harga Smartphone Menggunakan Learning Vector Quantization (LVQ) dan Backpropagation (BP)." Systemic: Information System and Informatics Journal 6, no. 2 (January 27, 2021): 14–19. http://dx.doi.org/10.29080/systemic.v6i2.967.

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There are many smartphones with various price sold in market. The price of smartphone is affected by some components such as weight, internal storage, memory (RAM), rear camera, front camera and brands. There are two methods for classifying price class of smartphone in market such as Learning Vector Quantization (LVQ) and Backpropagation (BP). From classifying price class of smartphone in market using LVQ and BP, there are the differences on the both of them. LVQ classifies price range of smartphone by euclidean distance of weight and data on its iteration. BP classifies price range of smartphone by gradient descent of target and output on its iteration. In multi output classification, one object may have multi output. Based on simulation results, BP gives the better accuracy and error rate in training data and testing data than LVQ.
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Clinton, Steven, and Laurentia Verina Halim Secapramana. "Effect of Brand Awareness, Price, and Promotion on Purchase Decision on Smartphones." Management Journal of Binaniaga 7, no. 2 (December 31, 2022): 213–28. http://dx.doi.org/10.33062/mjb.v7i2.11.

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Smartphones have become one of the primary needs for all people. According to the Newzoo report (2021), it has been found that the largest smartphone users will be in China in 2020 with a total of 911.9 million users. Indonesia is ranked fourth, with 160.23 million users. By 2023, Newzoo pre.dicts there will be 4.3 billion smartphone users globally. The purpose of this research is to examine several factors that can improve purchasing decisions. factors such as brand awareness, price, and promotion have an effect on purchase decisions. A questionnaire test, validity, reliability and hypothesis testing will be conducted on 150 data obtained from the initial questionnaire. From the results of this research, it was found that the independent variables simultaneously effectd the purchase decision variable. Brand awareness variable has the most dominant effect on purchase decision
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Muarriful Aziz, Aries, Yudo Bismo Utomo, and Dian Efytra Yuliana. "Implementasi Metode Certainty Factor Berbasis Android Pada Sistem Pakar Diagnosa Kecanduan Smartphone." JOURNAL ZETROEM 4, no. 1 (March 31, 2022): 1–7. http://dx.doi.org/10.36526/ztr.v4i1.1813.

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Storing human knowledge in certain fields into the system to analyze a problem so that the system can make intelligent decisions as experts do and solve the problem. The tendency of excessive and inappropriate use of smartphones can lead to addiction, the impact of which can interfere with social interaction with the surrounding community and damage eye health, many people do not realize that there are changes that occur when they are addicted to smartphones, so a system that is able to analyze and provide solutions is needed addiction to smartphones. This study designs an expert system that will be used to analyze smartphone addiction. Users of this application seem to be dealing directly with experts in the field of psychology. The system design is carried out by creating a knowledge base and converting it into various rules as a description of knowledge. The system is designed by implementing the certainty factor method and using the Android Studio application to design the appearance as well as to build this expert system application. The results of this study reveal the level of addiction to smartphones and the solutions for each level. Application testing is also carried out to determine the accuracy of the system. The results of this test can be concluded that the expert system is good enough even though it can only analyze 3 levels of addiction, and the accuracy of this expert system application is 86.67%.
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Hamzah, Muhammad Luthfi, Astri Ayu Purwati, Sutoyo Sutoyo, Arif Marsal, Sarbani Sarbani, and Nazaruddin Nazaruddin. "Implementation of the internet of things on smart posters using near field communication technology in the tourism sector." Computer Science and Information Technologies 3, no. 3 (November 1, 2022): 194–202. http://dx.doi.org/10.11591/csit.v3i3.p194-202.

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Tourism promotion in Pekanbaru is one step in increasing the number of tourists visiting Pekanbaru City. Through tourism promotion, tourists will find out where the locations are in Pekanbaru and information related to these tourist objects. This research aims to design a tourism promotion system using near-field communication (NFC) smart posters using smartphones in the city of Pekanbaru and apply NFC technology to Android smartphones in the city of Pekanbaru. Promote tourism in the city of Pekanbaru. They were testing this application with the System Usability Score, which had a good score of 74.30. This study shows that the planning and modeling of the smart poster system using NFC technology makes it easier to identify important information for every tourism activity in Pekanbaru. The results of this study are the design and product of an intelligent poster using NFC on an Android smartphone that can help users achieve information so that it is more effective and efficient.
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Ernawati, Siti, and Risa Wati. "ANDROID-BASED QURAN APPLICATION ON THE FLUTTER FRAMEWORK BY USING THE FOUNTAIN MODEL." Jurnal Riset Informatika 3, no. 2 (March 2, 2021): 195–202. http://dx.doi.org/10.34288/jri.v3i2.205.

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With the development of technology, smartphones have become one of the communication tools and can be used as a tool entertainer. But smartphones have an impact on the declining interest in reading the Quran. It would be a good smartphone that can be used to remember the creator is to create a Quran application on android so that users do not need to carry the mushaf Quran while on the go. The purpose of the construction of the application is to always remember to the god that is by the way can read Quran whenever and wherever are. The Model used to build the application Model is the Fountain where at the time of building the application can be done in overlap by the needs. Quran application built using. net framework flutter with the programming language dart. To install the application at least the Android version used is version 5.0 Lollipop. Testing the application of the Quran using black-box testing. Give the questionnaire to potential users of the application to assess the feasibility of the application of the Quran. From the results of the questionnaire can be concluded that the application of the Quran is very user-friendly and the audio playing over and over can help the user to memorize the Quran.
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Zeiger, William, Scott DeBoer, and John Probasco. "Patterns and Perceptions of Smartphone Use Among Academic Neurologists in the United States: Questionnaire Survey." JMIR mHealth and uHealth 8, no. 12 (December 24, 2020): e22792. http://dx.doi.org/10.2196/22792.

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Background Smartphone technology is ubiquitous throughout neurologic practices, and numerous apps relevant to a neurologist’s clinical practice are now available. Data from other medical specialties suggest high utilization of smartphones in routine clinical care. However, the ways in which these devices are used by neurologists for patient care–related activities are not well defined. Objective This paper aims to characterize current patterns of smartphone use and perceptions of the utility of smartphones for patient care–related activities among academic neurology trainees and attending physicians. We also seek to characterize areas of need for future app development. Methods We developed a 31-item electronic questionnaire to address these questions and invited neurology trainees and attendings of all residency programs based in the United States to participate. We summarized descriptive statistics for respondents and specifically compared responses between trainees and attending physicians. Results We received 213 responses, including 112 trainee and 87 attending neurologist responses. Neurology trainees reported more frequent use of their smartphone for patient care–related activities than attending neurologists (several times per day: 84/112, 75.0% of trainees; 52/87, 59.8% of attendings; P=.03). The most frequently reported activities were internet use, calendar use, communication with other physicians, personal education, and health care–specific app use. Both groups also reported regular smartphone use for the physical examination, with trainees again reporting more frequent usage compared with attendings (more than once per week: 35/96, 36.5% of trainees; 8/58, 13.8% of attendings; P=.03). Respondents used their devices most commonly for the vision, cranial nerve, and language portions of the neurologic examination. The majority of respondents in both groups reported their smartphones as “very useful” or “essential” for the completion of patient care–related activities (81/108, 75.0% of trainees; 50/83, 60.2% of attendings; P=.12). Neurology trainees reported a greater likelihood of using their smartphones in the future than attending neurologists (“very likely”: 73/102, 71.6% of trainees; 40/82, 48.8% of attendings; P=.005). The groups differed in their frequencies of device usage for specific patient care–related activities, with trainees reporting higher usage for most activities. Despite high levels of use, only 12 of 184 (6.5%) respondents reported ever having had any training on how to use their device for clinical care. Regarding future app development, respondents rated vision, language, mental status, and cranial nerve testing as potentially being the most useful to aid in the performance of the neurologic examination. Conclusions Smartphones are used frequently and are subjectively perceived to be highly useful by academic neurologists. Trainees tended to use their devices more frequently than attendings. Our results suggest specific avenues for future technological development to improve smartphone use for patient care–related activities. They also suggest an unmet need for education on effectively using smartphone technology for clinical care.
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Alhalabi, Marah, Mohammed Ghazal, Fasila Haneefa, Jawad Yousaf, and Ayman El-Baz. "Smartphone Handwritten Circuits Solver Using Augmented Reality and Capsule Deep Networks for Engineering Education." Education Sciences 11, no. 11 (October 20, 2021): 661. http://dx.doi.org/10.3390/educsci11110661.

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Resolving circuit diagrams is a regular part of learning for school and university students from engineering backgrounds. Simulating circuits is usually done manually by creating circuit diagrams on circuit tools, which is a time-consuming and tedious process. We propose an innovative method of simulating circuits from hand-drawn diagrams using smartphones through an image recognition system. This method allows students to use their smartphones to capture images instead of creating circuit diagrams before simulation. Our contribution lies in building a circuit recognition system using a deep learning capsule networks algorithm. The developed system receives an image captured by a smartphone that undergoes preprocessing, region proposal, classification, and node detection to get a Netlist and exports it to a circuit simulator program for simulation. We aim to improve engineering education using smartphones by (1) achieving higher accuracy using less training data with capsule networks and (2) developing a comprehensive system that captures hand-drawn circuit diagrams and produces circuit simulation results. We use 400 samples per class and report an accuracy of 96% for stratified 5-fold cross-validation. Through testing, we identify the optimum distance for taking circuit images to be 10 to 20 cm. Our proposed model can identify components of different scales and rotations.
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Adiba, Soraya Tsamara, Agus Suroso, and Nur Choirul Afif. "The Effect of Celebrity Endorsement on Brand Image in Determining Purchase Intention." Journal of Accounting, Business and Management (JABM) 27, no. 2 (October 23, 2020): 60. http://dx.doi.org/10.31966/jabminternational.v27i2.700.

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Smartphone becomes a standard platform for people to communicate with others.Nowadays, almost everyone has a smartphone because of its dependable functions.Therefore, the smartphone business is presently highly competitive, especially inIndonesia. One of the top smartphone brands in Indonesia is Oppo. To compete withother smartphone brands, Oppo uses celebrity endorsement as its marketing strategy.Oppo hires one of the eminent endorsers. This research purposes to investigate the effectof celebrity endorsement on brand image in determining purchase intention, using thecase of Oppo smartphone in Indonesia. This research uses a convenience samplingmethod utilizing 177 respondents who use Oppo smartphones and know Chelsea Islan.Data are analyzed using structural equational modeling (SEM) and AMOS statisticalsoftware. The results of hypothesis testing on this study shows that celebrity expertise,celebrity attractiveness, and celebrity trustworthiness have a positive effect on brandimage. On the other hand, celebrity match-up has a negative effect on brand image.Finally, brand image has a positive effect on purchase intention
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48

Buntoro, Ghulam Asrofi, Indah Puji Astuti, and Dwiyono Ariyadi. "The Prototype of the Reading Learning Application uses Animated images on Android with the Black Box Testing Method." Jurnal Informatika Universitas Pamulang 6, no. 1 (March 31, 2021): 28. http://dx.doi.org/10.32493/informatika.v6i1.7630.

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Reading is a basic skill that children must have, because reading all knowledge will quickly enter and be understood by humans. To improve children's reading skills, it is necessary to have learning methods and media that are in accordance with the needs and development of children. Technological developments have made cellphones that were previously only used for calling and sending messages now become smartphones that have more features such as being able to do office work, video calls, games and much more. One of the most widely used smartphones and the most widely used by Indonesians is the Android-based smartphone. The ABACA application is an android-based reading learning application or knowing the alphabet. The application has been tested using the black box method with the results that all menu or application content is functioning properly. The hope of developing this application is that it can attract children's interest, especially preschool or kindergarten children, to get to know the alphabet with the application display in the form of an interesting animated image. The ABACA app is equipped with a game menu to train your child to connect words and spell letters of the alphabet. The test results with the black box method on the ABACA application show that the menu is appropriate and functions properly as expected in the design document.
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49

Abdulai, Gabriel A., Michael P. Sama, and Joshua J. Jackson. "Evaluating Two Low-Cost GPS Receivers for Accuracy and Eventual Use in Pastured Cattle Research." Journal of the ASABE 65, no. 3 (2022): 567–72. http://dx.doi.org/10.13031/ja.14518.

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HighlightsA stand-alone GPS receiver produced comparably lower location errors than a smartphone GPS.Low-cost GPS receivers are suitable for use in research on large-herd cattle behavioral response to UAVs.Different testing placements can influence the horizontal accuracy of low-cost GPS receivers and smartphones.Abstract. Using animal-borne global positioning system (GPS) collars, cattle behavioral response to anthropogenic disturbances can be accurately quantified at fine scale. However, the use of dedicated commercial GPS collars in large herd studies is cost-prohibitive. Therefore, low-cost GPS receiver alternatives were evaluated in static placements to determine how their accuracy compares to published data for commercial animal-borne GPS collars. The static accuracies of identical low-cost stand-alone GPS receivers and smartphones were evaluated in an open field without obstructions, under trees with and without canopy, and near an electric fence at 5 min and 1 s sample intervals. The mean circular error probable (CEP) value of the stand-alone GPS receiver was =2 m at 5 min and at 1 s in open field placement. The mean CEP value of the stand-alone GPS receiver was =3 m at 5 min and at 1 s when placed near the electric fence. The smartphone produced mean CEP values of =4 m at 5 min and =3 m at 1 s for the fence line and open field placements. Static testing under trees with canopy at the 5 min sample interval produced mean CEP values 100% greater than under trees without canopy at the 1 s sample interval. Low-cost commercial GPS receivers and smartphones with horizontal accuracy of =5 m at high sample resolution may offer accurate means of quantifying the behavioral response of cattle to UAVs in large herd studies. Keywords: Cattle behavior, Global positioning system, Horizontal accuracy, Smartphone GPS, Stand-alone GPS receiver, UAV, Unmanned aerial vehicle.
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50

Li, L., Q. Huang, K. Xu, G. Guo, and R. Chen. "VEHICLE POSITIONING IN UNDERGROUND SPACE USING A SMART PHONE." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-3/W1-2022 (April 22, 2022): 81–87. http://dx.doi.org/10.5194/isprs-archives-xlvi-3-w1-2022-81-2022.

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Abstract. Smartphones is a good choice for vehicle navigation since many navigation sensors are built-in with low cost advantage. However, it cannot provide reliable positioning information in underground space since GNSS is not available and IMU drift quickly. In this manuscript, a mixed navigation scheme for smartphone consumer is presented. It combines GNSS, INS, Non-Holonomic Constraint (NHC) and Bluetooth Low Energy (BLE) to provide reliable seamless navigation in both outdoors and underground. Some important problems including smartphone boresight misalignment, HNC level arm, GNSS and BLE time lag are discussed in the manuscript. The testing results show 3.1% /D horizontal positioning error in tunnel in INS/NHC positioning mode, and approximately 1 meter accuracy in underground parking garage in INS/NHC/BLE mode.
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