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1

Paaso, H. (Henna). « Direction of arrival estimation algorithms for leaky-wave antennas and antenna arrays ». Doctoral thesis, Oulun yliopisto, 2018. http://urn.fi/urn:isbn:9789526220741.

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Abstract The focus of this thesis is to study direction of arrival (DoA) estimation algorithms for reconfigurable leaky-wave antennas and advanced antenna arrays. Directional antennas can greatly improve the spectrum reuse, interference avoidance, and object and people localization. DoA estimation algorithms have also been shown to be useful for applications such as positioning for user tracking and location-based services in wireless local area networks (WLANs). The main goal is to develop novel DoA estimation algorithms for both advanced antenna arrays and composite right/left-handed (CRLH) leaky-wave antennas (LWAs). The thesis introduces novel modifications to existing DoA estimation algorithms and shows how these can be modified for real-time DoA estimation using both antenna types. Three modified DoA estimation algorithms for CRLH-LWAs are presented: 1) modified multiple signal classification (MUSIC), 2) power pattern cross-correlation (PPCC), and 3) adjacent power pattern ratio (APPR). Additionally, the APPR algorithm is also applied to advanced antenna arrays. The thesis also presents improvements to the modified MUSIC and APPR algorithms. The complexity of the algorithms is reduced by selecting a smaller number of received signals from different directions. The results show that the selection of the radiation patterns is very important and that the proposed algorithms can successfully estimate the DoA, even in a real-world environment. Based on the results, this thesis provides a good starting point for future research of DoA estimation algorithms to enhance the performance of future-generation wireless networks and the accuracy of localization
Tiivistelmä Tässä väitöskirjassa tutkitaan suunnanestimointialgoritmeja uudelleen konfiguroituville vuotoaaltoantenneille (LWA, leaky wave antenna) ja kehittyneille antenniryhmille. Suuntaavilla antenneilla voidaan parantaa huomattavasti spektrin uudelleen käyttöä ja esineiden ja ihmisten sijaintipaikannusta sekä pienentää häiriöitä. Suunnanestimointialgoritmit ovat myös osoittautuneet hyödylliseksi esimerkiksi seuranta- ja sijaintipaikannuspalvelusovelluksille langattomissa lähiverkoissa. Työn päätavoite on kehittää uusia suunnanestimointialgoritmeja sekä kehittyneille antenniryhmille että vuotoaaltoantenneille (composite right/left-handed (CRLH) LWA). Työssä osoitetaan, miten olemassa olevia suunnanestimointialgoritmeja voidaan muokata uudella tavalla, jotta ne soveltuisivat molemmille antennityypeille reaaliaikaiseen suunnanestimointiin. Vuotoaaltoantennille on kehitetty kolme erilaista suunnanestimointialgoritmia: 1) muunneltu MUSIC- (multiple signal classification), 2) säteilykyvioiden tehojen ristikorrelaatio- (PPCC, power pattern cross correlation) ja 3) vierekkäisten säteilykuvioiden tehosuhdealgoritmi (APPR, adjacent power pattern ratio). APPR-algoritmia on myös käytetty kehittyneelle antenniryhmälle. Työssä esitetään myös parannuksia muunnelluille MUSIC- ja APPR-algoritmeille. Algoritmien kompleksisuutta voidaan pienentää valitsemalla vähemmän vastaanotettuja signaaleja. Tulokset osoittavat, että signaalien valinta on hyvin tärkeää ja ehdotetut algoritmit estimoivat onnistuneesti saapuvan signaalin suunnan todellisessa mittausympäristössä. Yhteenvetona voidaan sanoa, että tämä väitöstyö on hyvä lähtökohta suunnanestimointialgoritmitutkimukselle, jonka tavoitteena on parantaa tulevien sukupolvien langattomien verkkojen suorituskykyä ja paikannuksen tarkkuutta
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2

Forsman, Andreas. « App app app ! : iPad och appar – komplement eller konkurrent till traditionella musikinstrument inom grundskolans musikundervisning ? » Thesis, Kungl. Musikhögskolan, Institutionen för musik, pedagogik och samhälle, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-2026.

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Den tekniska utvecklingen i samhället går snabbare och snabbare, ett påstående knappast någon bestrider nuförtiden. Utvecklingen, inte minst inom dator- och IT-området, påverkar oss alla, oavsett ålder. Inom skolan är datorer ett självklart redskap och begreppet digitala verktyg är inkluderat i grundskolans läroplan inom flera olika ämnen. Denna undersökning syftar till att belysa iPadens roll i grundskolans musikundervisning. För att få svar på om en iPad tillsammans med anpassade appar kan användas som ett musikinstrument i undervisningen, eller till och med ersätta traditionella musikinstrument, så har jag intervjuat tre personer. En representant för utformningen av Skolverkets läroplan för ämnet musik, en rektor inom grundskolan och en ämneslärare i musik på grundskolan får ge sin syn på frågan. Dessa kvalitativa intervjuer ligger till grund för empirin i denna undersökning. Informanternas svar har analyserats med ett hermeneutiskt perspektiv vilket har lett till nya frågor och svar kring iPadens roll i musikundervisningen. Resultatet pekar på att iPads och appar har en självklar roll som verktyg i musikundervisningen men kan inte betecknas som ett musikinstrument. Dock betonar samtliga informanter att svaret kan bli annorlunda i framtiden. Ett tydligt tecken på hur snabbt tekniken utvecklas.
The technical development in society moves faster and faster, a statement no one question nowadays. The development within computer and IT-area affects us all regardless of age. Computers are a natural tool and the concept of digital tools is included in several different subjects in elementary school program. This examination aims to illuminate the role of the iPad in elementary school music education. I have interviewed three individuals to get an answer to the question if an iPad with custom applications can be used as music instrument in education or even replace conventional music instruments. The individuals I have interviewed are: one representative from national agency for education (Skolverket), one principal from elementary school and one music teacher from elementary school. These qualitative interviews are the foundation of the empirical studies in this examination. The answers from this interview have been analyzed via a hermeneutic perspective, which have led to further questions and answers in this matter. The result clearly illustrates that iPads and applications have a given role as a tool in music education but can not be described as a music instrument. Nevertheless, all individuals interviewed underlines that the answer can be different in the future. This is a clear sign of how fast technology develops.
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ZINI, SIMONE. « Image Enhancement and Restoration using Machine Learning Techniques ». Doctoral thesis, Università degli Studi di Milano-Bicocca, 2022. http://hdl.handle.net/10281/378899.

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Le fotocamere digitali acquisiscono, manipolano e salvano in memoria informazioni elettronicamente tramite un sensore e unitá di calcolo integrate, rendendo la fotografia accessibile agli utenti finali i quali non necessitano di basi di conoscenza di chimica o delle specifiche operazioni meccaniche che erano necessarie per lo sviluppo con la fotografia analogica. Diversi tipi di degradazioni e artefatti possono affliggere le immagini acquisite tramite camere digitali, riducendo la fedeltà percepita delle immagini e rendendo piú difficili operazioni di visione artificiale che possono essere operate sulle immagini acquisite. Tre elementi possono essere identificati come possibili sorgenti di artefatti in un'immagine: il contenuto della scena, le limitazioni hardware della camera e la pipeline di elaborazione dell’immagine, dall’acquisizione al salvataggio in memoria. Alcuni artefatti non sono direttamente trattati all’interno della tipica pipeline di camera, come ad esempio la presenza di nebbia o pioggia che possono ridurre la visibilitá della scena acquisita. Questi artefatti , per essere trattati, necessitano di metodologie ad hoc che sono generalmente applicate come operazioni post-processing. Altri tipi di artefatti sono legati ai processi di elaborazione dell’immagine e all'intera pipeline di camera integrata nelle camere. Questi artefatti includono il rumore proveniente dal sensore, dominanti cromatiche indesiderate, basso contrasto e artefatti di compressione. L’obiettivo di questa tesi è l'identificazione e la progettazione di nuovi e piú robusti moduli di elaborazione e restauro dell’immagine capaci di migliorare la qualitá delle immagini acquisite dalle camere digitali, in particolare in scenari critici quali condizioni climatiche avverse, condizione di bassa illuminazione etc… Gli artefatti identificati sono divisi in due macro gruppi: “artefatti in-camera” e “artefatti esterni” Nel primo gruppo sono stati identificati e trattati quattro argomenti: la rimozione del rumore proveniente dal sensore della camera, il processo di bilanciamento automatico del bianco, il miglioramento automatico del contrasto e la rimozione di artefatti di compressione JPEG. Il processo di progettazione di questi moduli ha tenuto conto di aspetti di efficienza, in termini di calcolo e memoria occupata, in relazione alla possibilità di integrare tali moduli in future configurazioni di pipeline di camera. Il secondo gruppo di artefatti è legato alla presenza di elementi nella scena che possono causare una degradazione in termini di fedeltà dell’immagine e/o usabilità. In particolare il lavoro presentato nella tesi è focalizzato su artefatti provenienti dalla presenza di pioggia nella scena scattata. La tesi, dopo una descrizione della tipica pipeline di elaborazione delle camere digitali, analizza i diversi tipi di artefatti che possono affliggere la qualità di una immagine, e descrive la progettazione delle soluzioni proposte. Tutti gli approcci proposti sono basati su tecniche di apprendimento automatico, come ad esempio Reti Neurali Convoluzionali o procedure di ottimizzazione Bayesiana, e sono stati validati sperimentalmente su dataset standard. I contributi principali di questa tesi possono essere riassunti in tre punti: integrazione di approcci classici di imaging con tecniche di ottimizzazione basate su machine learning, progettazione e sviluppo di nuovi approcci e architetture di deep learning per il restauro e l'elaborazione di immagini e analisi di metodi di image processing basati su deep learning in task di computer vision.
Digital cameras record, manipulate, and store information electronically through sensors and built-in computers, which makes photography more available to final users which do not anymore need to rely on the use of chemicals and knowledge of mechanical procedures to develop their pictures. Different types of degradation and artifacts can affect images acquired using digital cameras, decreasing the perceptual fidelity of images and making harder many image processing and analysis tasks that can be performed on the collected images. Three elements can be identified as possible sources of artifacts in an image: the scene content, the hardware limitations and flaws, and finally the operations performed by the digital camera processing pipeline itself, from acquisition to compression and storing. Some artifacts are not directly treated in the typical camera processing pipeline, such as the presence of haze or rain that can reduce visibility of the scene in the depicted images. These artifacts require the design of ad hoc methods that are usually applied as post-processing on the acquired images. Other types of artifacts are related to the imaging process and to the image processing pipeline implemented on board of digital cameras. These include sensor noise, undesirable color cast, poor contrast and compression artifacts. The objective of this thesis is the identification and design of new and more robust modules for image processing and restoration that can improve the quality of the acquired images, in particular in critical scenarios such as adverse weather conditions, poor light in the scene etc… . The artifacts identified are divided into two main groups: “in camera-generated artifacts" and “external artifacts and problems". In the first group it has been identified and addressed four main issues: sensor camera noise removal, automatic white balancing, automatic contrast enhancement and compression artifacts removal. The design process of the proposed solutions has considered efficiency aspects, due to the possibility of directly integrating them in future camera pipelines. The second group of artifacts are related to the presence of elements in the scene which may cause a degradation in terms of visual fidelity and/or usability of the images. In particular the focus is on artifacts induced by the presence of rain in the scene. The thesis, after a brief review of the digital camera processing pipeline, analyzes the different types of artifacts that can affect image quality, and describes the design of the proposed solutions. All the proposed approaches are based on machine learning techniques, such as Convolutional Neural Networks and Bayesian optimization procedure, and are experimentally validated on standard images datasets. The overall contributions of this thesis can be summarized in three points: integration of classical imaging approaches with machine learning optimization techniques, design of novel deep learning architectures and approaches and analysis and application of deep learning image processing algorithms in other computer vision tasks.
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Karlsson, Malin. « Internet banking app quality compared to other utilitarian apps ». Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-33013.

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5

Kepley, Spencer. « Rapid development of mobile apps using App Inventor and AGCO API ». Thesis, Kansas State University, 2014. http://hdl.handle.net/2097/17563.

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Master of Science
Department of Biological & Agricultural Engineering
Naiqian Zhang
Mobile apps are useful tools for many different purposes. In agriculture, apps can be used to check the weather and markets, control irrigation, and monitor machine activity among other uses. This research project is a collaboration between Kansas State University and AGCO and includes the development of two apps, using MIT Application Inventor and Google App Engine. Kansas State University was responsible for developing the apps user interface and functionality while AGCO provide the data needs for the apps through Google App Engine. The first app is called Crop Maturity App and measures Growing Degree Days from a crops planting date. The second app is called Combine Efficiency App and determines the performance of a combine harvesting based on its speed. AGCO provided the server support for these apps from a weather service and their own combines that are connected. This project demonstrates the possibility of an open-source development environment with AGCO machine data.
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Haines, Jøran Christiansen, et Alexander Hanssen. « In-Application Payment from Mobile Apps : A study of In-App Payment ». Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23041.

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The main purpose of this thesis is to evaluate and compare existing serviceproviders of in-app payment solutions and their APIs, and then concludewhat would be the best choice for hobby developers when deciding on whatservice provider to use for their application.We gained hands-on experience by developing a simple Quiz game appthat featured the implementation of in-app purchase. We took a look atthe major service providers; Apple, Google, PayPal and Windows to getrelevant information and evaluate them based on a comparison model that wecreated. The comparison model consists of a business and a technical aspect,and within of those aspects we chose the most relevant properties that arenecessary to give a fair comparison. We conducted a survey among hobbydevelopers - both students and IT-employees - in order to get insight on whichproperties within in-app payment they considered as the most importantones. With these results we were able to find some indications on which ofthe service providers are best suited for the hobby developer.The survey indicated that easy distribution, good documentation andguides along with an easy development process was the most important aspectsamong our participants. Surprisingly, the importance of potential profitwas rather lower than we expected. Based on what we learned from the surveyand the differences we observed during the evaluation of the differentservice providers we concluded that the best suited in-app payment providerfor the hobby developer is Google?s solution.
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Knutsson, Lena, et Jannice Rahm. « Att appa eller inte appa - det är frågan : Gymnasieelevers användning av appar och annan pedagogisk teknologi - med fokus på elever i läs- och skrivsvårigheter ». Thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-133156.

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Datorer till varje elev blir allt vanligare i gymnasieskolan. Med datorn följer oändliga möjligheter till undervisning och lärande men också många dilemman för lärare. Det finns ofta en övertro på att modern teknik ska ”fixa” dessa pedagogiska dilemman och att lärare med automatik ska veta hur tekniken ska användas. Forskning kring elever i läs- och skrivsvårigheter berättar att det finns många fördelar att vinna med användning av teknologiska verktyg i undervisningen. Motivation, ökat självförtroende, ökade möjligheter till lärande och bättre skolresultat för elever i svårigheter men också för övriga elever. Pedagogiska appar är uppbyggda enligt teorin kring scaffolding och kan, rätt använda, utöka varje elevs ”zone of proximate development”. Syftet med detta examensarbete är att genom en enkät riktad till elever i gymnasieskolan undersöka deras användning av teknologiska verktyg, pedagogiska appar samt deras uppfattning kring nyttan av dessa. Resultatet visar att nästan alla elever använder PC, tillhandahållna av skolorna, men att det främst är inom ämnena svenska och engelska de använder stöd i form av stavningshjälp, uppläst text mm. Användning och kännedom av och kring appar och stödjande program är lågt, även om många av eleverna anger att de har svårigheter att stava så anger endast 10% att de regelbundet använder sig av stöd för stavning. Användningen är alltså låg även fast resultatet också visar på att eleverna upplever positiva effekter av användningen av teknologiska verktyg i form av bland annat ökad motivation och kontroll. Resultatet ger upphov till en mängd frågor rörande orsaken till det låga användandet. Bland annat: har lärarna för låg teknisk kompetens? För låg kännedom kring vilken app som passar bäst och hur den används? Köper skolorna in fel verktyg? Ger vi elever i svårigheter de stöd och kompetenser som möjliggör ett gott studieresultat samt ett framtida fungerande samhällsliv?
A computer for every student is more and more common in high school. With the computer come endless possibilities for teaching and learning but also many dilemmas for teachers. There is often an over-reliance on technology to “fix” these educational dilemmas and that teachers automatically will know how to use this new technology. Research on students with reading and writing disorder show that there are many advantages to gain with the use of educational technology. Motivation, increased self confidence, more possibilities for learning and better school results for students in need but also for other students. Educational apps are constructed according to the theory of scaffolding and can, if used correctly, increase every student’s ”zone of proximate development”. The purpose of this essay is, through the means of a survey aimed at high school/ upper secondary students, examine their use of educational technology and apps and also their perception of the possible gain of these. The results show that nearly every student use a computer/PC made available from their schools. However it is almost exclusively in the subjects Swedish and English they use any support in the form of spelling apps or text read out loud. Usage and knowledge of apps and other supportive software are low. Even if many students answer that they have difficulties in spelling only 10 % say that they regularly use any support when spelling. So the usage is low although the study also shows that the students perceive positive effects from using educational technology, taking the form of increased motivation and control. Our result gives rise to a number of questions concerning the cause of the low usage. Among others: Do teachers have too little technological knowledge and competence? Do they know too little about how to use apps or what app to use? Do schools buy the wrong technological tools for their students? Do we really give students with reading or writing disorder the support and knowledge that would achieve school success and later a working social life?
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Ballaei, Sahar. « Utveckling av skylt samt en parkerings app för Visby innerstad ». Thesis, Högskolan på Gotland, Institutionen för humaniora och samhällsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1537.

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Detta examensarbete, på kandidatnivå med omfattning 15 högskolepoäng har pågått i tio veckor och har varit i samarbete med Region Gotland. Uppdraget har handlat om att ta fram en ny parkerings skylt för Visbys innerstad samt underlätta navigeringen i trafiken genom en parkerings app. Skylten och appen samspelas med varandra och skapar på så vis en helhet över trafikproblemen i Visby innerstad. Problemformuleringen i projektet har varit: ”Hur kan jag skapa ett nytt navigeringssätt för att underlätta trafik flödet i Visby samt utveckla en ny parkeringsskylt som enkelt kan uppfattas och samtidigt smälta in i den historiska miljön med rimlig kostnads insatser för Region Gotland?” Jag har genom studier på färg, form, funktion analyserat och kommit fram till en grafisk symbol, med ett färgval som är igenkännbart till skyltar relaterat till parkerings automater anpassad för Visbys innerstad. Man ska enkelt kunna tolka skyltarna och hitta till parkerings automaterna samtidigt som det ska smälta in i kulturarvs miljö. Man ska även kunna få information om det är full parkerat, få vägbeskrivning till närmaste parkerings plats och så vidare genom parkerings appen. Utvecklingen av parkerings appen uppkom för att fullända och underlätta trafiken och navigeringen i Visby där den ger en mer samlad information. Projektet har varit anpassade till människa utifrån ergonomisk perspektiv och till den historiska omgivningen i Visby med rimliga åtgärder för Region Gotland.
In this examination project, at candidate level with extent of 15 credits has been going on for ten weeks and been in collaboration with the municipality of Gotland, Region Gotland.This assignment has been about developing a new parking sign for Visby’s inner town and to facilitate navigation in traffic through a parking app. The parking sign and the app interact with each other and create a unity over the traffic problems in Visby. The problem formulation of the project has been:“How can I develop a new navigational system to facilitate the traffic flow in Visby and a new parking sign that is easily understood, while blending in with the cultural heritage with reasonable measures for Region Gotland to produce?” I have through studies of color, form, function analyzed and come up with a graphic symbol, in a choice that is recognizable to the signs related to parking machines and payment of them adapted for Visby’s inner town as well as it should blend in with the environment. You should easily be able to interpret the signs and find the parking machines as well as the parking app gives you direction to the nearest parking space and inform you if any parking spaces are available or not, all this give you more comprehensive and facilitate information.The project has been adapted to human from an ergonomic perspective and the cultural heritage of Visby old town, with reasonable measures for the municipality to realize and produce.
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Fritzson, Annika, et Jenny Svensson. « Upplevelser av att använda mobila applikationer för egenvård vid långvarig sjukdom : en litteraturöversikt ». Thesis, Hälsohögskolan, Högskolan i Jönköping, HHJ, Avd. för omvårdnad, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30330.

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Bakgrund: Behovet av sjukvård ökar internationellt och allt fler av de vårdsökande är personer med långvarig sjukdom. Detta ökar kravet på vården och vårdpersonalen men även på de vårdsökande personerna. Egenvård är ett sätt att hantera detta och tas fram tillsammans med den enskilda personen och sjukvårdspersonalen. Ett nytt verktyg inom egenvård är m-hälsa där appar används som loggbok, övervakning och ett sätt att kommunicera med personer i samma situation och med vårdpersonal. Syfte: Beskriva hur personer med långvarig sjukdom upplever användandet av m- hälsa vid egenvård. Metod: Litteraturöversikt baserad på 14 kvalitativa artiklar funna i databaserna Pubmed, Cinahl, och Medline. Resultat: Deltagarna såg m- hälsa som ett hjälpmedel vid hanteringen av sin långvariga sjukdom. Motivationen till användningen under en längre tid minskade dock och även ökad stress och ångest var förekommande bland användarna. Diskussion: M-hälsa uppfattades till stora delar som en positiv upplevelse då personerna med långvarig sjukdom fick en bättre överblick av sitt tillstånd. De kunde lättare se hur övningar gav resultat i mätvärden och se tidiga varningstecken på en försämring av sitt tillstånd. Det fanns även de som upplevde att m-hälsa skapade ett beroende av tekniken och därmed minskade själv- ständigheten i sin sjukdom.
Background: The need of healthcare is growing all over the world and the amount of people with chronic diseases increases. This causes more pressure on the healthcare and the personnel, but also on the patients. Self-care is a growing phe- nomenon in healthcare; the way to manage self-care is different for everyone and is developed with healthcare personnel and the patient. A new tool used is m-health; in the m-health applications diaries, monitoring, and a way to communicate with other people in the same situation and with healthcare personnel. Aim: Describe how peo- ple with chronic deceases experience m-health during self-care. Method: Literature review based on fourteen articles from the databases; PubMed, Cinahl, and Medline. Result: The attendants saw m-health as a tool for self-care. The motivation was though decreasing during a long-term use and increased feelings of anxiety and stress was describes from some of the users. Discussion: M-health was mostly a positive experience for the attendants and they got a better overview of their disease and early warning signs if the illness was aggra- vating. The downside of m-health was the feeling of being addicted to the technology and that was lowering the feeling of independents.
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Ayalew, Romel. « Consumer behaviour in Apple's App Store ». Thesis, Uppsala universitet, Institutionen för informatik och media, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-166547.

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Mobile applications stores such as Apple’s App Store and Google’s Android Market revolutionized the distribution of applications for mobile devices. However, with thousands of application submissions, limited testing resources and the lack of an effective filtering mechanism, application stores suffer from information overload and a risk of releasing poor quality applications that could create confusion to consumers and may seriously affect the App store markets. Thus concern has been raised whether applications have been developed according to the need and interest of consumers. Therefore, the purpose of this study was mainly to identify and get insight into the main factors that mobile application consumer takes into consideration when purchasing mobile applications from the desktop iTunes App Store and the mobile App Store on the iOS devices: iPhone, iPad and iPod Touch. In this study both qualitative and quantitative case study approach was used. Accordingly twelve participants were selected from Stockholm and Uppsala area and their behaviour in the Apple’s App Store from the desktop iTunes and the mobile App Store on iOS devices was observed and recorded. Additionally questionnaires were administered to all participants in order to gather the necessary information. Consumers on the App Store behave differently depending on the unit they are using. This is because applications on the App Store are presented differently in the desktop iTunes App Store and the mobile App Store on the iOS devices. The study shows that young consumers with lower income purchase apps more frequently than the consumers with higher income. It also shows that consumers often consider the description, the screenshots, and the ratings when they are interested in buying applications. Furthermore consumers take a look more on ratings in the list on the iPhone and iPad App Store because the ratings are not shown in the list on the iTunes App Store. Similarly consumers tend to read the customer reviews more on the iTunes and iPad App Store as the customer reviews on the iPhone App Store is displayed in another page. Consumers were found to be more attracted by visual elements that they are already familiarized with, apps with famous logos and known fonts and styles but also to coherent and descriptive app names and strong colors (i.e. red, green, yellow, black and blue, respectively). The majority of the participants found the iTunes App Store messy and cumbersome to use. They preferred using the iPad App Store because they found it to be a good mixture of both iTunes and iPhone App Store but also because it has more options to consider. Although consumers behave differently depending on the unit they are using, the visual element of the apps, prior knowledge of consumers about the name of the apps, ratings, easy accessibility of screenshots and customer reviews of the apps were found to be the main factors to be considered by consumers when they visit app stores for purchase. Thus application developers and digital magazine publishers should consider these consumer behaviours in order to influence more downloads and successfully sell apps on the app stores.
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Reynolds, Lauren Wargelin. « The Effect of the iPad Math Intervention Mathspace on High School Algebra Computation Skills ». The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1531828859488563.

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Fransén, Ellen. « Förskollärares resonemang vid valet och användandet av böcker och appar ». Thesis, Karlstads universitet, Institutionen för pedagogiska studier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-66281.

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Syftet med denna studie är att ta reda på och jämföra hur förskollärare väljer litteratur samt appar till avdelningarna utifrån deras ålder och inriktning. För att få svar på mina frågeställningar och mitt syfte använder jag mig utav intervjuer på två olika förskolor. Ena förskolan har mycket fokus på språk och litteratur, därifrån intervjuar jag tre förskollärare från tre olika avdelningar. Den andra förskolan har mer fokus på digitalisering och olika digitala verktyg, därifrån intervjuar jag två förskollärare från den yngsta samt den äldsta avdelningen. Val utav böcker och val utav appar hanteras på ungefär liknande sätt på samma avdelning men det kan skilja en del förskolorna emellan. Framför allt skiljer det sig vid planering samt barnens inflytande. Även antalet böcker och appar har betydelse för barnens lärande och samspel anser pedagogerna.
The purpose of this study is to find out and compare how preschool-teachers choose literature and appendices to the departments based on their age and orientation. To answer my questions and my purpose, I use interviews in two different preschools. One preschool has a lot of focus on language and literature, from which I interview three preschool teachers from three different departments. The second preschool has more focus on digitization and various digital tools, from which I interview two preschool-teachers from the youngest as well as the oldest department. Choices of books and choices of apps are handled in a similar manner in the same department, but it may differentiate between preschools. It differs in planning and the influence of the children. According to the preschool-teachers, the quantity of books and apps have a big influence on the children’s learning and interaction.
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Elwin, Elin. « Homosexualitetens baksida : En skildring om hur homosexualitet hanteras i vardagen ». Thesis, Linköpings universitet, Institutionen för kultur och kommunikation, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-123874.

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Denna magisteruppsats undersöker vilka strategier homosexuella män och kvinnor använder för att möta andra homosexuella. Genom att använda kvalitativ semi-strukturerad intervju som metod och samtala med 3 män födda innan år 1952, samt ytterligare 3 män och 3 kvinnor födda mellan 1979-1989, visar det sig att informanterna har och använder strategier på olika sätt. Informanterna upplever att samhället är heteronormativt och därför har processen att ”komma ut” varit en betydelsefull del i deras liv och det är i denna process av sitt identitetsbildande som strategier blir särskilt märkbara för dem själva. Resultatet framhäver att strategierna skiljer sig beroende på vilken tid i samhället de används i. Innan 1979, då homosexualitet ansågs vara en sjukdom, krävdes andra strategier. Då användes specifika mötesplatser, symboler och signaler för att locka till sig ”rätt” personer. Numera när homosexualitet är samhälleligt accepterad behövs ändå särskilda strategier användas för att undvika att bli utsatt för våld. Internet och appar används som mötesarena utöver gayklubbarna. Särskilda mötesplatser, kläder, språk och signaler i form av exempelvis gester kvarstår i det fysiska rummet, men har förändrats över tid. Slutsatserna som dragits är att det finns behov av att använda strategier för att dölja sin homosexualitet samtidigt som den framhävs för rätt personer, men att de strategier som används förändras i takt med samhällets förändring. Symboler som används för 10 år sedan behöver inte innebära samma sak idag, men i stor grad har internet och appar ersatt behovet av att använda sig av symboler.
This master thesis examines what strategies homosexual men and women use to meet other homosexuals. By using the method of qualitative semi-structured interview and talking with 3 men born before 1952 as well as 3 men and 3 women born between 1979 and 1989, the result shows the informants have and uses strategies in different ways. The informants experience that society is heteronormative and therefor the process of “coming out” have been a meaningful part of their life. It is in this process of their forming of identity strategies become especially noticeable to themselves. The result highlights that strategies varies depending on what time in society they are used. Before 1979 when homosexuality was considered a disease certain strategies were needed. At the time certain meeting places, symbols and signals were used to attract the “right” people. Nowadays when homosexuality is accepted by society certain strategies are still used to avoid being exposed to violence. In addition to gay clubs, internet and apps are used as meeting places. Certain meeting places, clothes, language and signals in the form of for examples gestures remain within the physical room but have changed over time. The conclusion which have been drawn is that there is a need to use strategies to hide ones homosexuality while at the same time highlight it for the right people but that the strategies varies with the changing of society. Symbols used ten years ago does not necessarily mean the same thing to day and internet and apps have replaced the need for usage of symbols to a higher degree.
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Hulha, Antonia. « Visual instructions for toddlers : Designing instructions in a medical iPad app ». Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-27790.

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Together with a research group from Mälardalen University’s department of Health, Care and Social Welfare, a prototype for an iPad app was created that aims to solves some of the current issues in healthcare for toddlers. The prototype would then be used by the research group to test with toddlers and examine whether the toddlers’ knowledge of basic medical treatments was increased. Due to varying linguistic backgrounds and abilities, the iPad had to be completely free of words, communicating only through sounds, images and animation. In this study, a research question was developed: What design aspects of illustrations and animations make them identifiable and ensure basic usability in an interactive iPad app that does not contain any written or spoken words for children between the ages 3 and 5? In order to find the answers to this question, an expert review was conducted, relevant design principles were studied to learn more about usability guidelines and animation for children, a prototype was created and iterative participatory tests were conducted with children of the same age as the target audience. These methods showed that there is a lack of usability guidelines when it comes to designing usability for a young audience. However, the usage of an expert review method prior to creating an app proved to be an effective way to see different design strategies in action and evaluate them. The participatory tests indicated that the usage of two different gestures is challenging for young children, and that instructions for these two gestures have to be different from one another.
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Zak, Edvard. « Including Smartphone End User Apps in the Context of the Company Contact Center ». Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-229094.

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Smartphones are becoming increasingly popular, with the result that customers prefer to carry out at least some customer services using an app on a mobile device. Among app users, smooth transfer to a live agent is seen as an important feature and this means that the company contact center need a solution to handle this as well as increasing numbers of interactions. The question this thesis tries to answer is "how can smartphone end user apps be included in the context of the company contact center"? To answer this question research was conducted regarding the possibilities of an Android smartphone, with the results of this research being used to define a use case, a state flow diagram and create a demonstration app. The thesis showed that it is possible to have an app as an online channel for customer service interactions. New possibilities in comparison to traditional telephony include that customer data such as topic, authentication, location and multimedia can be sent to the contact center before an actual interaction is started.
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Åström, Joakim. « Användandet av mobila enheter med appsystem och appars fackmannamässiga potential inom byggbranshen ». Thesis, Uppsala universitet, Byggteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-221171.

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Mobile devices such as tablets and smartphones are quite common in this day. The author of this thesis wanted to know how common these mobile devices are in the building industry and how they are used and what potential an app could have. The author thus conducted an investigation on this matter, mainly in the form of interviews. Answers given by the interviews were then used as a basis to survey the usage of mobile devices and the usage of different kinds of apps. An investigation of different apps with the potential to be used by professionals in the building industry has been carried through. Apps which manage such things as scanning documents, measuring distances and handle communication. A further more advanced study of a floor plan making app, called MagicPlan has also been done. The equipment that were used were Samsung Galaxy S2, Apple iPad , Samsung Note 10.1 Tablet, Leica Disto, Leica Scanstation C10, Canon Pixma MP270. The results of the examination show that the usages of mobile devices are widely spread in the building industry, however, seldom to its full potential. The results also indicates that the tested apps likely can be used by professionals in some cases.
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Edblom, Sara. « A Comparison of Two Immunoturbidimetric Assay Methods for Serum Amyloid A in Cats ». Thesis, Uppsala universitet, Institutionen för medicinsk biokemi och mikrobiologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-154803.

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The analysis of acute phase protein serum amyloid A (SAA) has recently been brought into clinical use in veterinary medicine. Some of the difficulties with incorporating the SAA method in clinical practice have been the expensive and rather large equipment required for the method. Due to these difficulties only larger clinics can afford to use the SAA analysis. The company Equinostic has recently developed a smaller instrument that costs one-tenth of a larger instrument. The instrument is named EVA1 and has so far only been used to analyze SAA in horses. The aim of this study was to investigate if the EVA1 instrument could be used to analyze SAA in cats. This study included 24 serum samples from cat, which were first analyzed twice on the EVA1 instrument and then sent to the Strömsholm Referral Animal Hospital in Sweden where they reanalyzed the samples using a validated reference method. Both instruments are based on an immunoturbidimetric assay. The correlation between the two instruments was good (r=0.97) but the EVA1 instrument showed constantly lower results than the reference method. The difference between the duplicates when analyzed on the EVA1 instrument was larger than expected. The conclusion is that EVA1 could be used to analyze SAA in cats. However, before it could be used clinically in veterinary practice an extended study is recommended.
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Gubbels, Jeroen Henricus Hubertus, et Sophie Verona Langer. « Monetization when the time is limited : A multiple case study on temporary mobile apps ». Thesis, Internationella Handelshögskolan, Jönköping University, IHH, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48944.

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A successful mobile app monetization strategy is the foundation of any sustainable future business. App developers, in this regard, face the demanding challenge of building, maintaining and monetizing this strategy respectively. Factors, such as users' increasing unwillingness to pay for an app, impacts monetization methods negatively which makes current monetization strategies ever more challenging. Particularly for temporary apps, this phenomenon is ever influential. This research therefore addresses how companies can maximize the monetization of users if the usage of the app is limited by time. The researchers examined existing literature on app monetization and discovered that no research has been conducted on temporary apps yet, which highlights a specific research gap in a changing business environment. By conducting expert interviews on app monetization in combination with a multiple case study, investigating four temporary apps, this research found out that temporary apps do not monetize differently than non-temporary apps. This paper uncovered that there is a trend happening within the mobile app monetization industry that shifts from user-based monetization, where the user pays for the app, towards a partner-based monetization strategy. In this regard, external companies provide the revenue for the app. Particularly interesting is the potential of mobile data monetization, which is invisible for the user, thus providing a valuable strategy for the company. Comprising all executed research and insights gathered, the paper built the Mobile App Monetization Model. It examines the challenges and opportunities companies face during their monetization and which success and goal metrics are influential in their decision-making. It summarizes the current most important topics in the mobile app monetization field.
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Sirvent, Mazarico Carlos, et Carrera Marc Campillo. « Comparison between Native and Cross-Platform Apps ». Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-40886.

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The primary purpose of this study is to determine in which technology we have to develop an application depending on the features that we would like to include, in order to deliver the best value for a good price to the customers. Consequently, in this research we have described the capabilities, performance and limitations that we have found while using the different technologies. The empirical part of this study was conducted in the first semester of 2014/2015 at the Linnaeus University in Växjö (Sweden), supported by Softwerk Company. In conclusion, the thesis shows that the user experience with native apps is always better than using the web-based technologies, especially using maps, although the time and effort spent to develop them is higher. Cross-platform solutions can be very useful for simple apps, and also if the developer does not have a lot of time to develop them. The problem with this last kind of applications is that the performance is less than the native ones.
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Touati, Eliette. « La phosphatase acide de ph optimum 2,5 d'escherichia coli : un systeme pour l'etude des effets negatifs de l'amp cyclique ». Paris 6, 1986. http://www.theses.fr/1986PA066531.

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Cardoso, Leandro da Conceição. « A importância do conhecimento teórico dos designers digitais, no desenvolvimento de interfaces em aplicativos para smartphones relacionados ao monitoramento da saúde cardíaca do usuário ». Pontifícia Universidade Católica de São Paulo, 2016. https://tede2.pucsp.br/handle/handle/18209.

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Made available in DSpace on 2016-04-29T14:23:43Z (GMT). No. of bitstreams: 1 Leandro da Conceicao Cardoso.pdf: 10444240 bytes, checksum: c91c9b722796c30dda9a7c7699d3517e (MD5) Previous issue date: 2016-02-19
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
This study shows the relation between the importance of how digital designers practice their theoric knowledgments, nowadays people live technological changes and technologic inovations, mainly with smartphones, that are considered a technological revolution, the strongest impact of last times, after Internet advents and social medias. The interaction acts through of apps interfaces, there is a prevision that until 2016, 300 billions of apps will be developmented having a big research base. The goal of this study is helps Brazilian researches. The main of issues in health researches is people with cardiacs problems. The focus of this study was to show apps that describes characteristics of the people that want to have good health. Yet it is important show that this research has not relation to medical aspect. The methodology of this study establishes an analysis of many theoric thoughts about apps and its application for the designers that development interfaces of apps. The ideas of many authors are presented here and their studies about design and interaction. This study presents, moreover, some aspects that are not considered in a critical analysis for the reason that it was presently a short study that shows only the results and the importance that digital designer has in a academic knowledge to develops interfaces that not follow concepts of theoretic students. The main is to show how an app can be faster and more efficient than if it could not obey the rules, although in a specific objective
Esta dissertação é pautada na importância de como os designers digitais colocam em prática os seus conhecimentos teóricos, em um momento que estamos vivendo em constantes e aceleradas mudanças de inovações tecnológicas, especialmente com os smartphones, que é considerado como a revolução tecnológica de maior impacto nos últimos tempos, após a causada pela internet e pelas redes sociais. Nos smartphones a interação se dá através das interfaces dos aplicativos, que já podem estar instalados ou serem baixados pela internet. Existe uma previsão que até 2016, 300 bilhões de aplicativos serão desenvolvidos, tendo uma grande base de pesquisa. O objetivo deste trabalho é de também colaborar no que os brasileiros consideram que deva ser prioridade, que são os serviços de saúde, onde o mais grave do Brasil são os cardíacos. Assim, o foco foi em abordar os aplicativos que em sua descrição têm características que podem servir para o monitoramento da saúde cardíaca do usuário. É importante salientar que este estudo não tem nenhuma relação do aspecto médico. Esta pesquisa propõe a análise de como foi aplicado pelos designers que desenvolveram as interfaces dos aplicativos aqui apresentados, os conceitos de vários autores relacionados ao design, usabilidade e interação, como também um levantamento de alguns aspectos que não foram considerados através de uma análise crítica que foi curta, o que evidencia o resultado obtido, da relevância do designer digital ter o conhecimento acadêmico para o desenvolvimento de interfaces, não sendo possível imaginar como funcionaria interfaces que não obedecesse os conceitos dos estudiosos, que tornam o tempo de execução de uma tarefa muito mais rápida e eficiente do que se o aplicativo não obedecesse estas regras, salvo que seja um aplicativo experimental com este objetivo específico
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Lamming, Laura. « Characteristics and quality of physical activity apps which provide feedback on user affect. A systematic review and evaluation of public and academic apps ». Thesis, University of Bradford, 2019. http://hdl.handle.net/10454/18221.

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Despite its benefits to both physical and mental health, physical activity levels worldwide remain low and new solutions for behaviour change must be sought. Smartphone apps are extremely popular and prevalent across the population, however their quality is still questionable. Physical activity produces an acute ‘feel good’ effect and intervention designers should consider the role that affect (mood) plays in uptake and maintenance of behaviours. It is timely to examine the use of affect as a motivator for physical activity, using new tools that allow real-time capture of both affect and physical activity (smartphones). The existence, characteristics and quality of physical activity apps that provide feedback on affect were explored in this thesis A mixed methods approach, comprising a systematic review (study 1) and a systematic evaluation (study 2) was taken. Data collection methods included both quantitative and qualitative assessments, using pre-existing and fit-for purpose tools. Twenty-two physical activity apps that provided feedback on affect were identified. Apps often failed to target groups most at risk of poor physical activity levels. Feedback on affect was performed in a variety of ways. Quality of apps, based on 13 criteria, was mixed. Recommendations are made for researchers, app developers and funders, including the need for development of high quality physical activity apps incorporating and emphasising affective benefits, consideration of archiving processes for developed apps once development ceases, and collaboration between researchers, developers and users when designing apps.
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Rebreniuk, Oleksii. « Comparing HTML5 Based Apps With Native Apps ». Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-31258.

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With the advent of HTML5 as the new standard, web pages became an alternative to native Android and iPhone applications, what made it possible to reduce time and cost of app development and maintenance processes.This thesis is aimed for finding, analyzing and documenting experience and criteria that have weight in a selection of the technology for development of search apps. To achieve this, were developed and compared three alternative client apps (Web-based HTML5, Android and iOS).The results of the thesis provides recommendations for selection the appropriate alternative for the successful development strategy, overview of the problems which may occur during development process, pros and cons of a plain Web-based solution, a Web-hybrid solution, and native Android/iOS solutions that are evaluated for a search intensive apps.
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Sanchis, Gandía Álvaro. « Diseño de experiencia de usuario en la museografía interactiva. Metodología proyectual para aplicaciones móviles de museos y espacios expositivos ». Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/90583.

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The important technification of the developed societies has also impacted the contemporary museography. The arrival of the smartphones introduced cultural consumption patterns that felt utterly new. These affected, inevitably, the conception of the digital assets specifically developed for the exhibition spaces. The use of technology in cultural environments has become a general trend and myriad institutions have resorted to them to complement their funds and contents. This investigation will thoroughly elaborate on the factors that determine the quality of those smartphone applications published by museums. For that aim, an analysis of the evolution of the media in recent years will be presented in order to have an ample idea of the current situation of this field of study. Subsequently, a change in the conceptualization of the approach and in the design of these questions will be proposed, and the visitor will become the process vertebral axis. Hence, both the design discipline from the user experience and its implementation in the museum field will be meticulously analyzed., and their validity will be verified through their exhibition environment. Lastly, a specific methodology based on these design principles will be implemented, where the development of smartphone applications and the exhibition practice will be linked. The purpose of this methodology will be to organize the necessary phases of a project with these features, determine the main aspects that will guarantee the quality of the final outcome and, ultimately, be useful in the implementation of meaningful digital experiences for museums.
La importante tecnificación de las sociedades desarrolladas ha tenido su reflejo dentro de la museografía contemporánea. La llegada de los dispositivos móviles inteligentes planteó modos de consumo cultural completamente nuevos, afectando inevitablemente a la producción de activos digitales desarrollados por y para espacios expositivos. La utilización de la tecnología en entornos culturales se ha convertido en una tendencia generalizada, a la que recurren infinidad de instituciones para complementar sus fondos y contenidos. En esta investigación profundizaremos en los factores que determinan la calidad de las aplicaciones móviles publicadas por museos. Para ello, analizaremos la evolución del medio en los últimos años para obtener una visión amplia de la situación actual de este ámbito de estudio. Posteriormente, propondremos un cambio de enfoque en la conceptualización y diseño de estas propuestas, estableciendo al visitante como eje vertebrador de todo el proceso. Por este motivo, analizaremos en profundidad la disciplina del diseño de la experiencia de usuario y su implementación en el ámbito museístico, comprobando a través de sus fundamentos su validez en el entorno expositivo. Finalmente, desarrollaremos una metodología específica basada en estos principios de diseño, donde se relacione la producción de aplicaciones móviles con la práctica expositiva. Esta tendrá como objetivo organizar las fases necesarias en un proyecto de estas características, determinar los principales aspectos que asegurarán la calidad del resultado final y, en definitiva, ser de utilidad en el desarrollo de experiencias digitales significantes para espacios museísticos.
La important tecnificació de les societats desenvolupades s'ha vist reflectida dins de la museografia contemporània. L'aplegada dels dispositius mòbils intel·ligents plantejà mitjans de consum cultural completament nous, afectant inevitablement a la producció d'actius digitals desenvolupats per i per a espais expositius. La utilització de la tecnologia en entorns culturals s'ha convertit en una tendència generalitzada, emprada per infinitat d'institucions per a complementar els seus fons i continguts. A aquesta investigació profunditzarem en els factors que determinen la qualitat de les aplicacions mòbils publicades per museus. Per a aconseguir-ho, analitzarem l'evolució del mitjà en els últims anys, per a obtenir una visió amplia de la situació actual d'aquest àmbit d'estudi. Posteriorment, proposarem un canvi d'enfocament en la conceptualització i disseny d'aquestes propostes, establint al visitant com a eix vertebrador de tot el procés. Per aquest motiu, analitzarem en profunditat la disciplina del disseny de l'experiència d'usuari i la seva implementació a l'àmbit museístic, comprovant a través dels seus fonaments la seva validesa a l'entorn expositiu. Finalment, desenvoluparem una metodologia específica basada en aquests principis de disseny, on es relacioni la producció d'aplicacions mòbils amb la pràctica expositiva. Aquesta tindrà com a objectiu organitzar les fases necessàries a un projecte d'aquestes característiques, determinar els principals aspectes que garantiran la qualitat del resultat final i, en definitiva, ser d'utilitat al desenvolupament d'experiències digitals significants per a espais museístics.
Sanchis Gandía, Á. (2017). Diseño de experiencia de usuario en la museografía interactiva. Metodología proyectual para aplicaciones móviles de museos y espacios expositivos [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90583
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Hansson, Stefan. « Militära ”mobil-appar” : Den militära nyttan med kommersiell teknik för militära ändamål ». Thesis, Försvarshögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:fhs:diva-4668.

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The transformation of the Swedish Armed Forces is bringing about major changes in many areas. Indirect fire is one capability affected by these changes. Financial savings, a shrinking organization and higher eligibility requirements mean that fewer soldiers will gain access to exclusive high-tech support resources such as the JAS 39 Gripen aircraft and the ARCHER artillery system. This thesis aims to examine whether access to indirect fire capability can be increased through the use of civilian products and communication networks. Technology development in the civilian mobile communications area is exponential and nations such as the USA, facing challenges similar to those of the Swedish Armed Forces, devote substantial resources to research and development. Is the use of mobile phones for military purposes the innovation needed by the Swedish Armed Forces, do the necessary technical conditions exist and is the technology applicable during peace and wartime operations? The results indicate that the military use of commercial technology is too low at the moment, but that the technology itself sets no limits, and that there is a need and a demand to develop military mobile apps. The robustness of commercial networks does not meet Armed Forces’ requirements and the Armed Forces need a clear strategy that states the aims and objectives before procurement and implementation is possible. The results show further that, regardless of the challenges identified, there are good reasons to continue to pursue these issues in order to build up experience and knowledge in this area of technology. The development of civil mobile phone technology for military purposes will mean that there is an economically viable resource to use in the future.
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Haddad, Elias, et Dany Abdelke. « SharePoint apps ». Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-128569.

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Microsoft SharePoint 2013 är en plattform som är väldigt populär för utveckling av intranät. Möjligheterna för kommunikation inom en organisation bidrar till större och bättre informationsflöde inom organisationen samt leder till effektivare arbete inom organisationen. Microsoft Sharepoint 2013 är alltså ett intranät som blir ett centrum att vistas på samt där man träffar sina kollegor för att dela information och mycket mer. Detta examensarbete utgår från Microsofts välkända intranät Sharepoint 2013. Målet med examensarbetet har varit att skapa ett ärendehanteringssystem utifrån företaget Precio Systemutveckling AB:s beställning samt kravspecifikation . Utvecklingen har baserats på ”The great new app model” som under början på detta år (2013) introducerades utav Microsoft i den senaste versionen av Sharepoint: Sharepoint 2013. Det finns flera olika utvecklingsmetoder för att utveckla i appmodellen. Efter en utförd förstudie valdes ”Provider hosted app”, vilket innebär att ärendehanteringssystemet skall utvecklas samt köras på en server som företaget ansvarar över. Då appmodellen är relativt ny så har det under projektets gång uppstått utmaningar som varit riktigt kluriga att lösa på grund av att man inte lyckats finna relevanta källor med förklaring på de olika problem som uppstod. Utmaningarna har ändå lösts med hjälp av den information som idag finns samt med stöd ifrån seniora Sharepoint utvecklare. Resultatet av detta projekt blev ett ärendehanteringssystem som levererats till företaget samt som eventuellt kommer att börja användas inom kort. Förstudien kring appmodellen har även lett till ökade kunskaper kring hur appar i Sharepoint fungerar samt dess styrkor och svagheter.
This project is about apps in Microsoft Sharepoint 2013. We are two students that will during this thesis create a task management system for the company Precio Systemutveckling AB. We will use the great new app model that is a way to develop Sharepoint apps. The result of this project is a task management system that the company can use to keep track of their tasks.
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Silva, Poliana Risso da. « Fatores de influência na urbanização em APPs áreas de preservação permanente : O caso da APP do córrego do Gregório - São Carlos ». Universidade Federal de São Carlos, 2010. https://repositorio.ufscar.br/handle/ufscar/4326.

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Financiadora de Estudos e Projetos
This dissertation is a theoretical study developed on urbanization processes involving Permanent Preservation Areas (APP) marginal to water bodies. The verification of a constant breach on the principle of inviolability attributed to APP, especially in urban areas, motivated this research. The objective focused on identifying and discussing the factors that influence the processes of urbanization in Permanent Preservation Areas marginal to water bodies. From the literature review, 28 factors of influence could be pointed out and organized into 08 dimensions. The case study conducted in São Carlos-SP, on the Conservation Areas of the Gregory stream, allowed the identification of influencing factors in the four analyzed periods in the history of urbanization of the municipality: 1857-1965, 1965-1979, 1979-1986 and 1986 to 2010. The results obtained in this research enabled the understanding that some permanent preservation areas, present in urban areas have been urbanized for assuming the value of urban land as defended by Villaça (2001). The value added to them is thus, not only restricted to their environmental value, but also to values of location, culture and affection among others related to the local context.
Esta dissertação corresponde a um estudo teórico desenvolvido sobre os processos de urbanização envolvendo Áreas de Preservação Permanente (APP) marginais a corpos d água. A verificação de um constante descumprimento ao princípio da intangibilidade atribuído às APPs, principalmente no meio urbano, motivou a realização desta pesquisa. O objetivo concentrou-se em identificar e discutir os fatores que influenciam os processos de urbanização em Áreas de Preservação Permanente marginais a corpos d água. A partir da revisão bibliográfica realizada, registrou-se 28 fatores de influência organizados em 08 dimensões. O estudo de caso desenvolvido em São Carlos -SP, sobre as Áreas de Preservação do córrego do Gregório possibilitou a identificação de fatores de influência nos quatros períodos analisados da história da urbanização do município: 1857 a 1965, 1965 a 1979, 1979 a 1986 e 1986 a 2010. Os resultados obtidos na pesquisa possibilitaram o entendimento de que algumas Áreas de Preservação Permanente, presentes no meio urbano, têm sido urbanizadas por assumirem o valor de terra urbana defendido por Villaça (2001). O valor agregado a elas, dessa forma, não se restringe somente ao valor ambiental, mas também ao valor de localização, de afetividade e cultura e a outros surgidos com o contexto local.
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Lundgren, Thoreson Ann-Sofie. « App som hjälpmedel i egenvård vid diabetes : patienterfarenheter ». Thesis, Sophiahemmet Högskola, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:shh:diva-1651.

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Pettersson, Sara, et Malin Sundberg. « En app blir vad jag för den till : En enätstudie om hur förskolepersonal upplever arbetet kring appar och lärplattor i förskolans verksamhet ». Thesis, Högskolan i Gävle, Avdelningen för utbildningsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-26409.

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Syftet med examensarbetet är att utifrån olika yrkesgrupper i förskolan undersöka vilka förutsättningar som finns för att arbeta med lärplattor och appar. Därutöver undersöker vi hur personalen i förskolan ser på det dagliga arbetet i användning av lärplattor och appar. Undersökningen genomfördes med en webbenkät som publicerades i sociala forum, riktat mot förskolan och de verksamma yrkesgrupperna. Av studiens resultat framgår det att användning av lärplattor och appar kan anses utmanande beroende på vilken erfarenhet, utbildning och kunskap de olika yrkesgrupperna själva ansåg sig ha. De flesta yrkesgrupperna anser att användandet av lärplattor och dess appar kan bli pedagogiska, med en närvarande pedagog. Det finns olika faktorer som kan påverka nedladdning av appar men informanterna beskriver att det är syftet och ämnesområdet som är de viktiga att utse innan nedladdningsprocessen börjar.
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Kvist, Jonathan, et Pontus Mathiasson. « Progressive Web Apps and other mobile developing techniques : a comparison ». Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20450.

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Developing an app for Android and iOS traditionally requires you to build two different versions. This is both costly and time consuming, which has led to the creation of many Cross-platform alternatives. One such alternative is to use a Progressive Web App (PWA). They are built like regular Web apps and include features previously unique to Native apps. Our focus is to compare PWAs to other Cross-platform solutions by measuring the performance of a PWA, Web app and Cordova app. Terms in the ecosystem are clarified due to inconsistencies, and the process of converting a Web app into a PWA is described. The measurements showed that the PWA and Cordova app had almost equal overall performance, and they were both faster than the Web app. This indicates that PWAs are a viable Cross-platform alternative, but more quantitative studies with performance in focus needs to be conducted due to the small scale of this work. Other aspects of PWAs also needs to be evaluated, such as app size and ease of development.
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Mahyari, Parisa. « Luxury brand identity : the influence of mobile digital technology ». Thesis, Queensland University of Technology, 2014.

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This thesis examined the influence of mobile digital technology on the brand identity of luxury brands. Specifically it focused on the use of mobile applications by automobile, hotel and beauty brands and compared the perceptions of marketing managers with consumers on how mobile applications influenced luxury brand identity and image. Outcomes of this research included a model to depict the ongoing process between mobile-mediated luxury brand identity and image, and a typology of luxury brand mobile applications listing key features of mobile-mediated luxemosphere. Overall findings suggest that the influence of mobile applications on luxury brand identity has been negative, as their brand image appeared to be degraded, resulting in diminishing the brand identity.
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Demi, Thorsteinsson. « Kulturarv GO ! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv ». Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-59823.

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The purpose of this thesis is to investigate the communication within archaeology and cultural heritage through mobile applications, also known as apps. It brings up digital media and apps as a way of communicating and in what ways this could broaden the existing communication within cultural heritage and archaeology towards a changing and digitalized society. The thesis furthermore presents a study that was made with the purpose of investigating how three chosen apps communicating archaeology and cultural heritage are used and experienced and also if there was room for improvement within these apps The study showed that every app was following a similar design since every app was at least partly dependent on that the person testing it was located in a particular place. This was experienced as limiting and this feature got a high amount of negative response from the users. Even though the apps delivered knowledge through popular digital media they still could not reach all the way to the users and the conclusion was made that it most likely was because of the location-based design and because they did not give the users themselves the ability to be involved in the content. The conclusion is that it is not simply enough to digitalize communication because they also have to meet certain goals within quality and interactivity standards. This because modern smartphone users have higher expectations due to the high amount of apps avaliable on todays market. Suggestions are made about investments in working with the gaming inustries to make communication and learning via digital media interactive and with focus on the audience and the user.
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Mastronicola, Natália Ojeda. « Trigonometria por apps ». Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/4469.

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In this work the author intends to show an experience of implementation of alternative activities to traditional teaching of trigonometry in 9th year of Fundamental School (Brazilian curriculum). The theme choice came from the author's finding of difficulties presented by pupils in face of a great amount of formulas without meaning for them. The goal of these activities was to stimulate the students to make them construct their own knowledge, culminating in a meaningful learning. It was intended to formulate activities with the use of smartphones and tablets. The technological advance of cell phones has provided a range of different tools that fit in someone's palm and can be accessed immediately. Some of these tools provide the use of tablets and smartphones in the educational context, aiding student's learning in an innovative form, making it more pleasurable. All activities followed the guidelines of didactical engineering as research methodology. The activities were applied in a school were the author is a teacher.
Neste trabalho, a autora pretende mostrar uma experiência de aplicação de atividades alternativas ao ensino tradicional de trigonometria no 9º ano do Ensino Fundamental. A escolha do tema veio da constatação dessa pesquisadora das dificuldades apresentadas pelos alunos ao se depararem com um amontoado de fórmulas sem significado algum para eles. O objetivo das atividades foi estimular os alunos a construir o seu próprio saber, culminando em uma aprendizagem significativa. Pretendeu-se formular atividades com o uso de aplicativos para smartphones e tablets. O avanço tecnológico dos celulares tem proporcionado um leque de diferentes ferramentas que cabem na palma da mão e podem ser acessadas instantaneamente. Algumas dessas ferramentas proporcionam o uso de tablets e smartphones no contexto educacional, auxiliando a aprendizagem dos alunos de forma inovadora, tornando-a mais prazerosa. Todas as atividades seguiram o percurso da Engenharia Didática como metodologia de pesquisa. As atividades foram aplicadas em uma escola em que a pesquisadora é professora.
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Karlsson, Malin. « Internet Banking Apps ». Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-32928.

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Mastronicola, Natália Ojeda [UNESP]. « Aritmética por apps ». Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/136258.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Neste trabalho, utilizamos aplicativos para smartphones e tablets (apps) no ensino da Aritmética, abordando tópicos como divisibilidade através da decomposição em fatores primos; mínimo múltiplo comum e máximo divisor comum. Este trabalho foi desenvolvido junto aos alunos do Ensino Fundamental. Além disso, tratamos também de temas normalmente não trabalhados no Ensino Básico como Teorema de Bézout e Função de Euler. O uso desses aplicativos aproveita-se dessa crescente tecnologia em poder dos alunos, auxiliando a aprendizagem de forma inovadora e tornando-a mais atraente.
In this work, we use some special apps for smartphones and tablets to teach Arithmetic, covering topics such as divisibility, prime decomposition of numbers, least common multiple and greatest common divisor. This study was developed with the students of elementary school. We also treat topics which are not normally worked in basic Education as Bézout's theorem and Euler function. We notice the use of these apps in the classroom brought more enthusiasm for students.
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Mastronicola, Natália Ojeda. « Aritmética por apps / ». São José do Rio Preto, 2016. http://hdl.handle.net/11449/136258.

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Orientador: João Carlos Ferreira Costa
Banca: Juliano Gonçalves Oler
Banca: Flávia Souza Machado da Silva
Resumo: Neste trabalho, utilizamos aplicativos para smartphones e tablets (apps) no ensino da Aritmética, abordando tópicos como divisibilidade através da decomposição em fatores primos; mínimo múltiplo comum e máximo divisor comum. Este trabalho foi desenvolvido junto aos alunos do Ensino Fundamental. Além disso, tratamos também de temas normalmente não trabalhados no Ensino Básico como Teorema de Bézout e Função de Euler. O uso desses aplicativos aproveita-se dessa crescente tecnologia em poder dos alunos, auxiliando a aprendizagem de forma inovadora e tornando-a mais atraente
Abstract: In this work, we use some special apps for smartphones and tablets to teach Arithmetic, covering topics such as divisibility, prime decomposition of numbers, least common multiple and greatest common divisor. This study was developed with the students of elementary school. We also treat topics which are not normally worked in basic Education as Bézout's theorem and Euler function. We notice the use of these apps in the classroom brought more enthusiasm for students
Mestre
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Wiking, Maria, et Traldi Francesca. « App, app, app, lyssna nu ! En musikdidaktisk studie av musikappar i förskola ». Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34232.

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AbstractThis dissertation aims to investigate the use made of music apps for tablets in the preschool environment in Sweden, and the potential it offers.The background of this subject is of double nature. On one hand, the preschool curriculum stresses the implementation of information technology and musical experiences into everyday activity. On the other hand, the implementation of information technologies in the shape of mobile devices in Swedish preschools is a relatively recent phenomenon which implies the need of a deeper focus on its didactic potential.The perspective chosen for the investigation and analysis of the subject is music didactics. On this basis, the research questions are formulated as follows: 1. Which music apps are used in preschools? 2: Which musical dimensions emerge? 3. How are the music apps used? 4. Who uses them?The study is of qualitative type and is conducted through an online enquiry for preschool educators, the results of which are compared to the analysis of the music apps that the enquiry’s respondents report.The findings show how the majority of the music apps used focuses on production and music, in contrast to the singing reproduction of traditional music teaching. In addition, they reveal that music apps are used to a higher extent with the older preschool children than with the younger ones.These findings mean that the use of music apps can be a valid complement to music learning for children whose educators do not have sufficient musical knowledge. Moreover, they suggest that a knowledge of music and music apps by educators can support their use not only with older preschool children, but with the younger ones too. Implementation of this subject into university programs is a possible way to improve knowledge and make everyday preschool activity comply the curriculum’s prescriptions.
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Rytterström, Andy. « Tvångsavslutning av appar : en undersökning kring varför användare tvångsavslutar mobila appar regelbundet ». Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-17544.

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Det är intressant att veta varför användare tvångsavslutar mobila appar regelbundet eftersom flera källor pekar på att det kan sluka mer batteri än om användare inte gör detta. Representanter från Google och Apple bekräftar att regelbunden tvångsavslutning på Android- och iOS-enheter kan vara batterikrävande. Relaterat till detta är hur batteriikonen är utformad i mobila operativssystem där tidigare forskning menar att användare har svårt att med säkerhet veta hur länge deras batteri kommer räcka. Det finns även forskningsrapport från 2009 som skriver att flertalet användare i deras studie inte visste att det fanns energisparande funktioner att använda sig av i operativssystemen. Min genomförda studie utgick från en förstudie som kontrollerade varför användare tvångsavslutade appar på sina mobila enheter. Det visade sig finnas flera anledningar till att användare utför regelbunden tvångsavslutning av appar på mobila enheter. Det visade sig i min förstudie att 46% av alla som deltog i förstudien tvångsavslutade appar regelbundet. Den näst största anledningen, enligt min förstudie, till regelbunden tvångsavslutning är för att användare vill ha kontroll över vilka appar som är öppna. Detta gäller för 7% alla användare som deltog. Den största anledningen till regelbunden tvångsavslutning av mobila appar är för att användarna vill spara batteri. Dessa användare utgör 28% av alla användare som deltog i förstudien. Utifrån datan från förstudien gjordes intervjuer med smartphone-användare för att ta reda på ytterligare information om hur användare tänker kring funktionen. Flera av användarna som intervjuades tvångsavslutade appar på sin smartphone och de berättar även varför de gör detta. Av de som tvångsavslutar i intervjuerna tvångsavslutar de flesta för att de tror att det sparar batteri. Denna undersökning är gjord för att få fram data kring om användare faktiskt tvångsavslutar appar på mobila enheter och varför de gör detta. Denna rapport ska vara en del i att hjälpa formgivare att designa gränssnitt utifrån denna tillhandahållna data.
I have observed some users that force-quit apps regularly. It's interesting to know why users do this because multiple sources indicate that it probably use more battery-power than not doing it. Representatives from both Google and Apple confirm that force-quitting apps regularly on Android and iOS devices may be more battery-demanding. Relative to this is how the battery-icon is designed in the mobile operative system where a research report that users have a hard time know for certainty how much battery there is left. There is also a research from 2009 that report that users in their studie did not know that there was energysaving funktions available to use in the mobile operatingsystem. My study started with a pilot study that checked why users force-quit apps on their mobile devices. There are several reasons why users force-quit apps regularly on mobile devices. It was shown in the study that 46% of all participants in the pilot-study force-quitted apps regularly on mobile devices to save battery power. My pilot-study shows that the second biggest reason for force-quitting regularly is that users want to have control over which apps are open. That is 7% of all the participants in the pilot-study. The main reason that users force-quit apps regularly is to save battery power. This category of users constitutes 28% of all the participants in the pilot-study. Based on the data from the pilot-study, interviews with smartphone users were made to find out more about what users think about this function. Multiple participants in the interviews do force-quit apps on their smartphone. They even told us why they do it. Most of the participants in the interviews that force-quit apps do it because they think it will save battery. This research is made to get data about if users force-quit apps on mobile devices and why they do it. This research report is made to help and inform designers to design interfaces from this data provided.
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Gunnarsdotter, Ylva. « Appar i matematikundervisningen : En intervjustudie om lärares användning av appar i matematikundervisningen ». Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Övrig skolnära forskning, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36260.

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I skolans matematikundervisning inkluderas ibland surfplattor och appar. En app är ett dataprogram som används på surfplattor. Syftet med denna studie är att bilda kunskap om hur lärare i årskurs 1–3 undervisar matematik med hjälp av olika appar. Studien genomfördes genom kvalitativa intervjuer med sex lärare som arbetar kontinuerligt med appar i matematikundervisningen. Resultatet visar att om appar ska användas i undervisningen bör det finnas ett tydligt mål och ett syfte med användandet, samt att det ska kunna kopplas till läroplanen och matematikboken. Vidare framkommer att användandet av appar sker på olika sätt och oftast med flera syften. Främst beskrivs appar som ett kompletterande verktyg och som en tillgång för att introducera ett centralt innehåll. Lärarnas syften med användandet var bland annat för mängdträning, individualisering eller för att skapa en högre måluppfyllelse. Andra syften med att använda appar var tidsbesparing, höjd motivation, direkt återkoppling, eller för bedömning och uppföljning. Lärarna använde olika appar i sin undervisning och det framkom vid intervjuerna att urvalet gjordes på tre olika sätt: Genom ett fritt val, via en IKT-ansvarig på skolorna eller via kommunens IT- avdelning.
Tablets and apps are more and more often used in math teaching. An app is a software program used for tablet computers. The purpose of this study is to create knowledge about how teachers in classes 1–3 teach math with help of different apps. The study was made through qualitative interviews with six teachers who work continuously with applications in math teaching. The result shows that if apps are to be used in teaching there should be a clear goal and purpose of the use. It should also be possible to relate to the curriculum and the course book. Furthermore, the study reveals that there are different ways and purposes of using apps. The apps are mainly described as complementary tools and as an asset in order to introduce a mathematical area. The teachers’ purposes were, for example, to increase the amount of practice, individualization, or to create a higher accomplishment rate. Other purposes of using apps were to produce direct feedback, increase student motivation, or for evaluation and follow-up. The selections of apps which were used for teaching varied and were chosen in three different ways; through free choice, via an ICT responsible, or via an IT office.
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Burgos, Peter. « Mittuniversitetets Android-app : Studentportalen som mobilapplikation ». Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-16647.

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Detta projekt går ut på att skapa en stabil och användbar mobilapplikation utvecklad i programspråket Java. Syftet är att underlätta åtkomsten och kommunikationen mellan Studentportalen och studenterna. Slutprodukten är Mittuniversitetets inofficiella applikation, kallad Mittuniversitetets Android-app. som begränsas i första hand till enheter med operativsystemet Android. Genom undersökningar, gjorda via både Mittuniversitetets studentportal i form av en enkät och fysiskt på Mittuniversitetet campus Sundsvall i form av muntliga intervjuer, utreds vilka områden studenterna helst vill ha i applikationen och det är utefter dessa som applikationen utformas. Applikationen betraktas som färdig när studenterna bl.a. kommer åt sina uppgifter och får dessa presenterade på ett stilrent sätt. Tre olika lösningsalternativ ges men jämförelser av för- och nackdelar leder till att endast ”direktanslutning som lösning” genomförs i detta projekt. För att ge läsaren en grund för fortsatt förståelse av rapporten beskrivs vissa delar närmare i rapporten. Rapporten visar även att åtkomsten till Studentportalen effektiviserats till 5 skärmtryck genom Mittuniversitetets applikation från tidigare 24 skärm-tryck genom mobiltelefonens egna webbläsare. Samtliga mål i projektet anses vara uppfyllda och visas som skärmdumpar i rapporten. Avslutningsvis framgår även förslag för vidareutveckling av applikationen.
This project is made for creating a stabil and useful mobile application developed in Java. The purpose of this project is to make the access and communication easier between the student and the student portal. The product of this project is the unofficial app of Mid Sweden University, called Mittuniversitetets Android-app, that in first hand is limited to Android-devices. By doing research, both by letting students answer a survey online on Mid Sweden University's student portal and by asking student physically at Mid Sweden University campus Sundsvall, the investigation tells which parts of the student portal students would like to have in the mobile application and it is according to those answers that the direction of the application has been developed. The product, which is the application, is considered complete when the students are able to for exempel reach their information and get the information presented in a good way. Three different suggestions for a solution is given and by comparing the benefits of those only one solution is chosen. The solution chosen is ”direct-connection as solution”. To be able to give the reader better basical and understandable knowledge some parts are explained in more detail in this report. The report also shows that the access to the student portal is more effective now that only 5 taps are required by using the Mid Sweden University application to get a students information instead of 24 taps by using the web-browser on the cellphone. All goals in this thesis is considered accomplished and screenshots shows this in the report. Finally there is also suggestions for some future works given in this report.
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Lundén, Ida. « App app app : En studie om förskollärares erfarenheter av att använda surfplattor i förskolan ». Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-312923.

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Barn får tidigt i livet komma i kontakt med surfplattor och de används numera i de flesta förskolor. Forskning har dock visat att förskollärare har varierande åsikter kring om och hur surfplattor bör användas i förskolans verksamhet. Syftet med detta arbete är därför att undersöka vilka erfarenheter och uppfattningar förskollärare har av att arbeta med surfplattor i förskolan och vad surfplattorna i sådana fall används till. Jag har som metod valt att föra intervjuer. Fyra intervjuer har gjorts med förskollärare som berättar kring sina erfarenheter och uppfattningar om hur det är att arbeta med surfplattor inom deras verksamhet. Resultatet visar att förskollärarna i relativt liten utsträckning använder surfplattor i verksamheten. Vid tillfällen de ändå användes, användes de främst till pedagogisk dokumentation och som ett verktyg för att få ett lugnare klimat i barngruppen. Vad som också framkom i resultatet var att förskollärarna var intresserade av fortbildning i att använda surfplattor, för att på så vis kunna använda surfplattorna mer tillsammans med barnen.
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Ardizzoni, Marco. « App-Economy : analisi del mercato degli App Store ». Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3140/.

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Trygg, Johan, et Damir Pervan. « App-sniffer ». Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-17175.

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Detta projekt handlar om att skapa en WiFi-accesspunkt på en dator där datatrafiktill och från applikationer på en smartphone kan avlyssnas. Första steget i projektetvar att skapa accesspunkten på en bärbar dator med Windows 7 operativsystemetoch att dokumentera tillvägagångssättet. Programmet Wireshark installerades sedanför att lyssna av internet trafiken mot en Android smartphone. Sista steget i projektetvar att mäta och tolka nätverkstrafik på ett antal populära "appar". En relativjämförelse gjordes mellan apparna med cache-minnet påslaget kontra avslaget.
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Baldeon, Vergara Katherine, Pittman Rodolfo Isrrael Bustamante, Torres Max Henrry Espinoza et Lupuche Patricia Quispe. « Study App ». Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/625296.

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El presente trabajo de investigación corresponde a un Proyecto Empresarial que permite la interacción entre el colegio y padres de familia para conocer las actividades del alumno dentro del colegio, un monitoreo a tiempo real tanto para conocer el estatus académico como la asistencia y contactos con los profesores. Studyapp como se ha denominado a la herramienta es didáctica y amigable comprenderá puntos flojos de información para reforzar la comunicación basado en la tecnología a disposición con la finalidad de mantener el contacto con el colegio y de la misma forma con los padres, alumnos y profesores. Han sido analizados los factores internos y externos que se deben tomar en cuenta para conocer la viabilidad de la herramienta. Asimismo, se muestra estrategias de marketing que serán utilizadas durante el desarrollo del proyecto para que se logren los objetivos y la rentabilidad de la inversión.
The present research work corresponds to a Business Project that allows the interaction between the school and parents to know the student's activities within the school, a real-time monitoring to know the academic status as well as the assistance and contacts with the teachers. . Studyapp as it has been called the tool is didactic and friendly will understand loose information points to strengthen the communication based on technology available in order to maintain contact with the school and in the same way with parents, students and teachers. The internal and external factors that must be taken into account to know the viability of the tool have been analyzed. Also, it shows marketing strategies that will be used during the development of the project so that the objectives and the profitability of the investment are achieved.
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Pracucci, Nicolò. « Instant App ». Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/23180/.

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Ci troviamo in un modo frenetico dove tutto ciò che viene richiesto deve essere offerto con estrema velocità e immediatezza. L'offerta di miglia di applicazioni simili e finalizzate allo stesso servizio, crea nell'utente confusione e difficoltà nella scelta dell'applicazione più appropriata. È soprattutto per fronteggiare quest’ultimo problema che per la prima volta viene introdotto il concetto di Instant App: un’applicazione che possa essere eseguita “istantaneamente” senza dover essere scaricata sul proprio dispositivo. Da queste premesse nasce l’idea della tesi: mostrare i vantaggi e il funzionamento delle applicazioni istantanee andando ad analizzare tutte le caratteristiche e i vincoli delle versioni sia Android che Apple e creando un’applicazione di esempio.
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López, Alejandra, et Luis E. Lee. « Party App ». Tesis, Universidad de Chile, 2016. http://repositorio.uchile.cl/handle/2250/140887.

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Tesis para optar al grado de Magíster en Administración
Alejandra López [Parte I], Luis E. Lee [Parte II]
En una industria que mueve alrededor de 22 millones de dólares al año y que crece más del 6% anual, existe una necesidad latente en el mercado de licores en Panamá que actualmente no está siendo cubierta, pues el 71% de las personas entre 18 y 35 años de edad, residentes de las zonas metropolitanas de Panamá de estratos medio-altos, recurren a los supermercados, para ir en busca de licor u otros artículos en medio de una fiesta, arriesgándose a tener accidentes de tránsito, si se encuentran en estado de embriaguez. Este hecho se hace aún más evidente cuando cerca del 82% de las personas manifiesta que no conoce un servicio que le brinde al mismo tiempo comodidad, seguridad y rapidez en la venta de productos a la hora de realizar celebraciones sociales en sus casas u oficinas, y que cerca del 80% estaría dispuesto a pagar por un servicio que se lo brinde. Apuntando a cubrir dicha necesidad, nace PartyAPP, una propuesta innovadora que busca crear valor para los clientes, brindándoles rapidez, comodidad, seguridad, a través de una aplicación móvil con acceso GPS en la cual se ofrece venta a domicilio de gran variedad de productos para sus celebraciones, como licores, productos comestibles y artículos decorativos, el cual estará disponible hasta altas horas de la noche. El equipo gestor de esta grandiosa idea de negocio posee amplios conocimientos en Administración de Negocios; además cuenta con una amplia red de contactos y suficiente experiencia en áreas como planeamiento comercial, manejo de inventarios, planeación de la demanda, logística y distribución, que les permitirá tener las herramientas necesarias para llevar a cabo el proyecto exitosamente. Con una ventas proyectadas de más de $1 millón de dólares anuales en promedio, y con ratios financieros bastante atractivos, PartyAPP promete ser una excelente inversión como negocio, pues con un monto de capital requerido de $190.390, proyecta un ROI de 47%en promedio, y generará un VAN de $408.107.
Una de las preocupaciones más latentes hoy en día es la cantidad de accidentes de tránsito ocasionados por conductores en estado de embriaguez. Aparte de este problema, existe inconformidad en el mercado de recurrir a supermercados a altas horas de la noche, encontrándose con largas files y arriesgando sus vidas al manejar en estado de embriaguez. Por los motivos antes mencionados y muchos otros más existe una solución rápida y sencilla llamada “PartyAPP” que consiste en una aplicación online móvil en que los clientes podrán organizar sus reuniones sociales en sus casas u oficinas con tan un solo click de esta aplicación. Investigaciones realizadas para este proyecto resaltan la necesidad latente de un mercado que busca un servicio el que le pueda brindar en la comodidad de sus casas u oficinas, bebidas alcohólicas, comestibles y artículos complementarios para fiestas. El mercado objetivo se centra en residentes del área metropolitana de la ciudad de Panamá que tengan entre 18 a 35 años y que tengan una vida social activa. La industria en la que se está apostando muestra ser solida, con un crecimiento anual en ventas del 6%. Es considerada dinámica y estable como también siendo la de mayor consumo per cápita a nivel latinoamericano. Con este servicio se esperan ingresos cerca del millón de dólares anuales, un VAN positivo de $408.190, una TIR de 75%, un Payback en el año 3, y un margen neto promedio de 17%. Concluyendo, información proporcionada por los estudios realizados cerca del 80% del mercado objetivo utilizaría PartyAPP como una solución a las necesidades de este mercado. Se destacan como atributos la seguridad, rapidez y comodidad, siendo los antes mencionados objetos diferenciadores de este servicio. De esta manera, se comprueba la viabilidad de este proyecto dentro del mercado.
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Del, Pozo Pereda Jeaneth, Llamoca Sady Fernández, Neyra Alonso Javier Rodrigo et Martinez Edgar Jesús Asin. « Diet APP ». Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/653334.

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El presente plan de negocios se ha elaborado con la finalidad de responder ante una actual situación que afronta la población referente a la creciente enfermedad de sobre peso y obesidad que a través de los años se ha multiplicado y viene siendo una de las principales causas de decesos a nivel mundial. Nuestro proyecto consiste en la creación de un servicio de nutrición por intermedio de un aplicativo orientado en brindar atención personalizada a través de nutricionistas profesionales quienes interactúan vía online con los usuarios registrados, los cuales siguen una dieta alimenticia basados en la particularidad de adaptarse a su rutina diaria. Para la inversión a realizar se necesitarán 124,000 nuevos soles para el desarrollo del aplicativo y página web, así como adquisición de equipos informáticos, publicidad y marketing, finalmente también disponer de suficientes fondos propios durante los seis primeros meses. Nuestro equipo de emprendedores comprometido con el proyecto aportara 60% de la cantidad requerida, pero se necesita contar con inversionistas externos para el restante. En tres años y medio se llegará al punto de equilibrio en rentabilidad, alcanzado una facturación mensual de 71,500 nuevos soles y atendiendo en proporción a 625 suscriptores. Los emprendedores contamos con experiencias laborales las cuales nos permitirá aportar en este proyecto especialmente en las áreas: Operaciones, Comercial, Recursos Humanos y Sistemas. Asimismo, estamos comprometidos con el desarrollo y crecimiento del negocio, así como mantener y preservar un nivel de satisfacción alto de nuestros clientes.
This business plan has been developed in order to respond to a current situation faced by the population concerning the growing disease of envelope weight and obesity which over the years has grown and has become one of the main causes of deaths around the world. Our project consists in the creation of a nutrition service through an application oriented in providing personalized attention through professional nutritionists who interact online with registered users, which are still a diet based on the peculiarity of adapting to your daily routine. 124,000 new soles for the application and website development will be needed for investment to be carried out, as well as acquisition of computer equipment, advertising and marketing, finally also have sufficient own funds during the first six months. Our team of entrepreneurs committed to the project would contribute 60% of the required amount, but is needed for the remaining external investors. In three and a half years you will reach the break-even point in profitability, reached a monthly turnover of 71,500 new soles and attending 625 subscribers in proportion. Entrepreneurs have work experiences which will allow us to contribute in this project especially in areas: operations, sales, human resources and systems. In addition, we are committed to the development and growth of the business, as well as maintain and preserve a high level of satisfaction of our customers.
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Fernandez, Cubas Stalin, Edery Katherine Arleth Iglesias, Raya Gustavo Javier Martínez, Rodriguez Mario Alonso Wissar et Choy Aragón Cinthia Yi. « MAYORISTAPE. APP ». Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/654922.

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El proyecto se enfoca en cubrir la necesidad de dos segmentos de clientes que son interdependientes entre si según el modelo de negocio. El primero está conformado por los clientes mayoristas y el segundo por clientes del segmento de bodegas (canal tradicional). En este proyecto el cual se ha bautizado como MayoristaPe. se busca cubrir las necesidades de ambos segmentos a través del uso de la aplicación desde donde las bodegas podrán realizar y gestionar sus compras para abastecer sus comercios, y los mayoristas cuenten con la posibilidad incrementar sus ventas, publicar ofertas y generar valor para sus clientes, logrando crear eficiencia en tiempos y costos en sus comercios. Inicialmente MayoristaPe. se enfocará en la Ciudad de Lima y Callao, donde se ubican la mayor concentración de mercados mayoristas y bodegas, a futuro buscará ampliar a otros puntos estratégicos. Las fuentes de ingreso se generarán a través de un cobro de membresía mensual y/o a través de un porcentaje sobre las ventas, lo que dependerá del segmento en donde se encuentre cada uno.
The project focuses on meeting the need of two customer segments that are interdependent with each other according to the business model. The first is made up of wholesale clients and the second by clients of the winery segment (traditional channel). In this project which has been baptized as MayoristaPe. It seeks to meet the needs of both segments through the use of the application from where wineries can make and manage their purchases to supply their stores, and wholesalers have the possibility to increase their sales, publish offers and generate value for their customers, managing to create time and cost efficiency in their businesses. Initially MayoristaPe. will focus on the City of Lima and Callao, where the largest concentration of wholesale markets and warehouses are located, in the future it will seek to expand to other strategic points. The sources of income will be generated through a monthly membership charge and / or through a percentage of sales, which will depend on the segment where each one is located.
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Jara, Apolaya Lesly de los Angeles, Acosta José Rodolfo Paredes, Gutiérrez Omar Alexander Rivadeneyra, Puscan Juan Manuel Sanchez et Osorio Jordan Marcelo Serquen. « APP “HABLAPROFE” ». Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655090.

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Este proyecto son asesorías de manera virtual que pueden realizarse de manera personalizada. Además, pueden separarse dichas asesorías mediante la aplicación o mediante las redes sociales del proyecto. Su viabilidad se desarrolla en base a la investigación realizada a alumnos preuniversitarios de nivel socioeconómico C de Lima Metropolitana y alumnos universitarios de UPC, Universidad de Lima y USIL de Lima Metropolitana de niveles socioeconómicos A y B. Por ello, se ha podido identificar en el análisis a un grupo de estudiantes que necesitan o requieren asesorías para prepararse en su postulación a la universidad pública o durante la etapa universitaria, en la circunstancia que no comprendan o dominen algún tema en especial. Para validar dicha solución se realizó publicaciones donde se presentó al público para que salga al mercado. Por último, se realizó un plan concierge para estimar la intención de compra del servicio y proyectar los estados financieros, los cuales, estos están respaldados por oportunos desarrollos estratégicos que llevan a cabo un plan de negocio.
This project is a virtual consultancy that can be carried out in a personalized way. In addition, these consultancies can be separated through the app or through the project's social networks. Its viability is developed based on the research carried out on pre-university students of socioeconomic level C of Metropolitan Lima and university students of UPC, University of Lima and USIL of Metropolitan Lima of socioeconomic levels A and B. Therefore, it has been identified in the analysis of a group of students who need or require advice to prepare for their application to the public university or during the university stage, in the circumstance that they do not understand or master a particular topic. To validate this solution, publications were made where it was presented to the public to be released on the market. Finally, a concierge plan was made to estimate the intention to purchase the service and project the financial statements, which are supported by timely strategic developments that carry out a business plan.
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Claudio, Cabrera Yenny Elizabeth, Lopez Rosangela Espinoza, Mori Jhoswi Tafur et Cora Giorggi Maximo Valverde. « Huarique APP ». Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/655512.

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A consecuencia de la crisis sanitaria que vive el país, el gobierno optó por cerrar las operaciones de atención al público en los restaurantes, lo que sin duda afectó drásticamente los ingresos y proyecciones de crecimiento del sector (Gobierno del Perú, 2020 y Rpp, 2020). En consecuencia, reabrir y mantenerse activo les ha significado un aumento de sus costos, ya que deben cumplir con todas las medidas de protección sanitaria que exige la norma, a pesar de ello las ventas de los meses anteriores han sido bajas, lo que afectó a todos los restaurantes y en específico a aquellos pequeños establecimientos como son los huariques. En la actualidad, estos huariques tampoco tienen el capital necesario para implementar nuevas herramientas tecnológicas o tener un servicio de delivery con mayor alcance. Por ello, se creó a “Huarique app”, una aplicación móvil para apoyar a todos estos huariques que han reducido el volumen de sus pedidos y buscan posicionar su marca en el mercado. En ese sentido, la empresa funcionará como un intermediario entre estos huariques y los consumidores de Lima Metropolitana para ubicar el establecimiento preferido y solicitar sus pedidos para el desayuno, almuerzo o cena, y con opción de delivery. Finalmente, luego de analizar los flujos de caja de cinco años para conocer los indicadores de rentabilidad, se demostró que este es un negocio sumamente rentable, viable y generador de valor en el tiempo, con buenas proyecciones para expandirse a todo el Perú y a nivel internacional.
As a result of the health crisis that the country is experiencing, the government opted to close the customer service operations in restaurants, which undoubtedly drastically affected the sector's income and growth projections (Government of Peru, 2020 and Rpp, 2020). Consequently, reopening and staying active has meant an increase in their costs, since they must comply with all the sanitary protection measures required by the standard, despite this, sales in the previous months have been low, which affected all restaurants and specifically those small establishments such as the huariques. Currently, these huariques do not have the necessary capital to implement new technological tools or have a delivery service with greater scope. For this reason, the “Huarique app” was created, a mobile application to support all these huariques that have reduced the volume of their orders and seek to position their brand in the market. In this sense, the company will function as an intermediary between these huariques and the consumers of Lima Metropolitana to locate the preferred establishment and request their orders for breakfast, lunch or dinner, and with the option of delivery. Finally, after analyzing the cash flows of five years to know the profitability indicators, it was shown that this is an extremely profitable, viable business and a generator of value over time, with good projections to expand throughout Peru and internationally.
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