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Artykuły w czasopismach na temat "PROTOTYPE MOBILE"

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Foley, Alan, i Heng Luo. "Developing Web Prototypes for Mobile-Learning Design Research". International Journal of Mobile and Blended Learning 4, nr 1 (styczeń 2012): 31–44. http://dx.doi.org/10.4018/jmbl.2012010103.

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This paper explores the challenges in developing prototypes for mobile app development and explains how a web-based prototype addresses these challenges and can assist designers in both the design and testing process. The authors explored issues around prototype development by studying a prototype created for iAdvocate, an educational mobile application. Using data from the process of developing and implementing iAdvocate, the authors explore the criteria and requirements regarding the prototype development in mobile-learning design.
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AlTarawneh, Ragaad, i Shah Rukh Humayoun. "Evolving Mobile Prototypes towards the Best-Suited Design and Interaction Schema Using the Genetic Algorithm". International Journal of Mobile Human Computer Interaction 6, nr 2 (kwiecień 2014): 1–9. http://dx.doi.org/10.4018/ijmhci.2014040101.

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The recent advances in the mobile environment, such as multi-touch gestures paradigm, introduce new challenges for the interaction designers in producing the best-suited final prototype. Moreover, the short delivery-time pressure of the current mobile market makes it harder to perform the detailed evaluations for selecting the best prototype amongst the created ones. In this vision paper, we propose an approach for evolving the created prototypes towards the final prototype with the best-suited design and interaction schema. Our approach is based on using the Genetic Algorithm for searching the best solution (prototype with the best-suited design and interaction schema) from the set of created prototypes during the design phase. The proposed approach suits the mobile application development and would enhance the interaction designers' ability of producing the final prototype of the target mobile application in an efficient and effective way.
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Diem, Anna, Patrício Ramalhosa, Eva Cacabelos, Jasmine Ferrario, Nuno Castro, Filipe Henriques, João Gama Monteiro i in. "Monitoring Non-Indigenous Species with Passive Sampling Methods in an Oceanic Island". Journal of Marine Science and Engineering 11, nr 2 (23.01.2023): 264. http://dx.doi.org/10.3390/jmse11020264.

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The synergistic effects of biological invasions have long been considered significant causes of biodiversity loss worldwide. Therefore, early detection monitoring is crucial in mitigating nonindigenous species (NIS) threats. In the marine environment, settlement plates were used as monitoring devices in ports, but this method was mainly applied to assess the sessile benthic community and is less efficient in collecting the mobile biota and accessing its diversity. Moreover, as the potential expansion of NIS to the surrounding coastal environment is still poorly understood, a pilot study was conducted focusing on two aspects: (i) improving the feasibility of the settling method under different environmental contexts and (ii) enhancing the capacity of the developed prototypes to collect more representative samples (i.e., sessile and mobile biota). Three different prototypes were designed: a box prototype consisting of PVC plates encapsulated by a plastic bottle, a CD prototype with CDs surrounded by a net, and a PVC prototype with uncovered PVC plates. The prototypes were deployed inside a marina and in an outside area on Madeira Island, Portugal. Results indicate that the PVC prototype was the most efficient regarding monitoring the sessile community, whereas the box prototype showed the highest abundance of the mobile fauna. The location influenced both the sessile community composition and the number of mobile taxa. Our findings suggest combining features from prototypes to encompass the whole benthic community better.
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GOMBOS, Gergő, Tamás MATUSZKA, Balázs PINCZE, Gábor RÁCZ, Attila KISS i Tamás GAIZER. "A Mobile Browser Prototype for Semantic Information Systems". Acta Electrotechnica et Informatica 13, nr 4 (1.12.2013): 20–25. http://dx.doi.org/10.15546/aeei-2013-0044.

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Kwon, Sung-Ho, i Jeong Eun Lee. "Development of Prototype for a prototype of mobile learning with 3G mobile phone". Journal of Lifelong Learning Society 7, nr 2 (31.08.2011): 41–69. http://dx.doi.org/10.26857/jlls.2011.08.7.2.41.

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Hidayat, Wahyutama Fitri, Yesni Malau i Muhammad Fahmi Julianto. "Prototype Aplikasi Edukasi Anak Berbasis Mobile". Reputasi: Jurnal Rekayasa Perangkat Lunak 3, nr 1 (31.05.2022): 45–49. http://dx.doi.org/10.31294/reputasi.v3i1.1185.

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Teknologi informasi dunia dimana saat ini sedang berkembang dengan pesat telah menyasar berbagai aspek di masyarakat yaitu ekonomi, kebudayaan, seni, politik, dan tak terkecuali dunia pendidikan. Tujuan dari penelitian yag dilakukan yaitu menghasilkan prototype aplikasi yang berberbasiskan mobile application dengan diberikan nama Aplikasi Edukasi Anak. Batasan yang digunakan di penelitian ini yaitu hanya akan dibahas mengenai merancangan aplikasi berdasarkan model prototype. Hasil dari penelitian ini berupa rancangan Aplikasi Edukasi Anak berbasis mobile yang dirancang menggunakan aplikasi Justinmind. Hasil rancangan yang dilakukan pengujian dengan digunakannya metode BlackBox dapat menghasilkan fitur aplikasi prototype yang dirancang dapat berjalan sesuai dengan rancangan dan diterima.
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Sasongko, Dimas, Akhmad Liana Amrul Haq i Mukhamad Maftuh Sangiba. "Prototype Aplikasi Cyber Counseling Berbasis Mobile". Journal of Information System Research (JOSH) 3, nr 1 (30.10.2021): 33–38. http://dx.doi.org/10.47065/josh.v3i1.1126.

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

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Kotenko, Bohdan, Olena Shaposhnikova i Oksana Mnushka. "Developing a mobile educational application prototype". Bulletin of Kharkov National Automobile and Highway University, nr 99 (29.12.2022): 170. http://dx.doi.org/10.30977/bul.2219-5548.2022.99.0.170.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Beginning Adobe Experience Design: Quickly Design and Prototype Websites and Mobile Apps. Apress, 2017.

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Balkovich, Edward, Don Prosnitz, Steven Isley, Anne Boustead i Bonnie Triezenberg. Helping Law Enforcement Use Data from Mobile Applications: A Guide to the Prototype Mobile Information and Knowledge Ecosystem (MIKE) Tool. RAND Corporation, 2017. http://dx.doi.org/10.7249/rr1482.

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Tafraout, Titrit. Mobile UI-UX Sketchbook: Prototype Your Apps - Sketchbook Developers App - with Grid Dot - 5 Templates per Page. Independently Published, 2020.

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Joseph, Lentin. Learning Robotics using Python: Design, simulate, program, and prototype an autonomous mobile robot using ROS, OpenCV, PCL, and Python, 2nd Edition. Packt Publishing, 2018.

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Ceccarelli, M., i E. F. Kececi, red. Designs and Prototypes of Mobile Robots. ASME Press, 2015. http://dx.doi.org/10.1115/1.860472.

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Ceccarelli, Marco, i Faruk Kececi. Designs and Prototypes of Mobile Robots. Momentum Pr, 2015.

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Design and Prototypes of Mobile Robots. ASME Press, 2015.

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Kececi, Yun Hin, i Marco Ceccarelli. Designs and Prototypes of Mobile Robots. Momentum Press, 2015.

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Staiano, Fabio. Designing and Prototyping Interfaces with Figma: Learn essential UX/UI design principles by creating interactive prototypes for mobile, tablet, and desktop. Packt Publishing, 2022.

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Restrepo, John. Responsive UX/UI Design Wireframe Sketchbook: Quickly Prototype Your Web Projects or Apps with This Mockup Notebook! - Includes Mock-Ups of Mobiles and Pc. Independently Published, 2020.

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Części książek na temat "PROTOTYPE MOBILE"

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Mucha, Waldemar, i Wacław Kuś. "Exploration Mobile Robot, Project and Prototype". W Advances in Intelligent Systems and Computing, 231–38. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-10990-9_21.

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Kuschel, Jonas, Henrik Fagrell i Carl Johan Andersson. "A Prototype for Remote Vehicle Diagnostics". W Mobile Human-Computer Interaction - MobileHCI 2004, 361–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28637-0_38.

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Sapateiro, Cláudio, Pedro Antunes, Gustavo Zurita, Nelson Baloian i Rodrigo Vogt. "Supporting Unstructured Activities in Crisis Management: A Collaboration Model and Prototype to Improve Situation Awareness". W Mobile Response, 101–11. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-00440-7_10.

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Elio, Velazquez, Santoro Nicola i Nayak Amiya. "A Mobile Agent Prototype for Distributed Search". W Lecture Notes in Computer Science, 245–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-44651-6_23.

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Wille, Cornelius, Thomas Marx i Adam Maciak. "A Mobile Prototype for Clinical Emergency Calls". W Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience, 480–87. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39241-2_53.

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Yoo, Sun K., S. M. Jung, B. S. Kim, H. Y. Yun, S. R. Kim i D. K. Kim. "Prototype Design of Mobile Emergency Telemedicine System". W Computational Science and Its Applications – ICCSA 2005, 1028–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11424826_110.

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Kreiter, Christian, Daniel Cosic i Thomas Klinger. "A Virtual Reality Prototype for the VISIR Remote Lab". W New Realities, Mobile Systems and Applications, 874–84. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96296-8_79.

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Liu, Lei, Xiang Ren, Min Sun i Na Dong. "One ARGIS Prototype Based on Handheld Mobile Terminal". W Lecture Notes in Electrical Engineering, 453–63. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34528-9_47.

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Fischer-Hübner, Simone, Mikael Nilsson i Helena Lindskog. "Self-Determination in Mobile Internet PiMI Prototype Results". W IFIP Advances in Information and Communication Technology, 373–86. Boston, MA: Springer US, 2002. http://dx.doi.org/10.1007/978-0-387-35586-3_30.

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Ciszewski, Michał, Mariusz Giergiel, Tomasz Buratowski i Piotr Małka. "Prototype of the Pipe Inspection Robot". W Modeling and Control of a Tracked Mobile Robot for Pipeline Inspection, 101–28. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-42715-3_7.

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Streszczenia konferencji na temat "PROTOTYPE MOBILE"

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Pereira, Marcelo, Leonilde Reis i Clara Silveira. "IntegraBrasil - Mobile Application Prototype". W 2022 17th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2022. http://dx.doi.org/10.23919/cisti54924.2022.9820279.

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Aciicmez, Onur, Afshin Latifi, Jean-Pierre Seifert i Xinwen Zhang. "A Trusted Mobile Phone Prototype". W 2008 5th IEEE Consumer Communications and Networking Conference. IEEE, 2008. http://dx.doi.org/10.1109/ccnc08.2007.270.

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Jin, Jianxun, Luhai Zheng, Ju Wen, Youguang Guo, Jiaxin Chen i Jianguo Zhu. "HTS Levitated Mobile Technology and Prototype". W 2007 IEEE International Conference on Integration Technology. IEEE, 2007. http://dx.doi.org/10.1109/icitechnology.2007.4290515.

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Balin, Yurii S., G. P. Kokhanenko, M. M. Novoselov, A. I. Nadeev, I. E. Penner i O. A. Rynkov. "Experimental prototype of mobile (airborne) lidar". W XXIV International Symposium, Atmospheric and Ocean Optics, Atmospheric Physics, redaktorzy Oleg A. Romanovskii i Gennadii G. Matvienko. SPIE, 2018. http://dx.doi.org/10.1117/12.2501862.

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Chen, Chao, i Jorge Angeles. "Design of Wheeled Mobile Robots With Advanced Drives". W ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34178.

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The dual-wheel transmission is a novel drive for wheeled mobile robots; it provides unique features: symmetric structure; load distribution; unlimited steering capacity; and self-rotation while keeping the platform stationary. This paper discusses alternative prototypes of mobile robots with dual-wheel transmissions. We find the conditions of the design parameters in each prototype to achieve isotropic designs, which guarantee optimum maneuverability.
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Hansen, John Paulin, Florian Biermann, Emilie Møllenbach, Haakon Lund, Javier San Agustin i Sebastian Sztuk. "A GazeWatch Prototype". W MobileHCI '15: 17th International Conference on Human-Computer Interaction with Mobile Devices and Services. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2786567.2792899.

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Leskela, Jyrki, Jarmo Nikula i Mika Salmela. "OpenCL embedded profile prototype in mobile device". W 2009 IEEE Workshop on Signal Processing Systems (SiPS). IEEE, 2009. http://dx.doi.org/10.1109/sips.2009.5336267.

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Black, Jason T., i Lois Wright Hawkes. "A prototype interface for collaborative mobile learning". W Proceeding of the 2006 international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1143549.1143806.

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Jun Qiao, Akira Sasao, Sakae Shibusawa i Naoshi Kondo. "Mobile Fruit Grading Robot -Concept and prototype-". W 2004, Ottawa, Canada August 1 - 4, 2004. St. Joseph, MI: American Society of Agricultural and Biological Engineers, 2004. http://dx.doi.org/10.13031/2013.16725.

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Lee, Chang-Keun, Young-Chul Kim i Soongohn Kim. "The Design of Festival Search Prototype based on Mobile Platform". W Mobile and Wireless 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.42.36.

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Raporty organizacyjne na temat "PROTOTYPE MOBILE"

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Schmidt, Alex, Rose Guerra i Dawn Woods. Comparison of the Centralized Heating Unit Cogeneration Kitchen (Chuck Wagon) Prototype with the Mobile Kitchen Trailer (MKT) and Mobile Kitchen Trailer-Improved (MKT-1). Fort Belvoir, VA: Defense Technical Information Center, wrzesień 2001. http://dx.doi.org/10.21236/ada396400.

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Datena, Stephen J., i Christopher M. Strear. Prototype Application of Mobile, Cloud-based, Watson-Like Technologies for TBI/PTSD Clinical Decision Support and Predictive Analysis. Fort Belvoir, VA: Defense Technical Information Center, wrzesień 2013. http://dx.doi.org/10.21236/ada601921.

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Cirullo, Chris. A Prototype System for Using Multiple Radios in Directional MANET (Mobile Ad Hoc Network): A NISE Funded Applied Research Project. Fort Belvoir, VA: Defense Technical Information Center, wrzesień 2013. http://dx.doi.org/10.21236/ada591727.

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Lee, W. S., Victor Alchanatis i Asher Levi. Innovative yield mapping system using hyperspectral and thermal imaging for precision tree crop management. United States Department of Agriculture, styczeń 2014. http://dx.doi.org/10.32747/2014.7598158.bard.

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Original objectives and revisions – The original overall objective was to develop, test and validate a prototype yield mapping system for unit area to increase yield and profit for tree crops. Specific objectives were: (1) to develop a yield mapping system for a static situation, using hyperspectral and thermal imaging independently, (2) to integrate hyperspectral and thermal imaging for improved yield estimation by combining thermal images with hyperspectral images to improve fruit detection, and (3) to expand the system to a mobile platform for a stop-measure- and-go situation. There were no major revisions in the overall objective, however, several revisions were made on the specific objectives. The revised specific objectives were: (1) to develop a yield mapping system for a static situation, using color and thermal imaging independently, (2) to integrate color and thermal imaging for improved yield estimation by combining thermal images with color images to improve fruit detection, and (3) to expand the system to an autonomous mobile platform for a continuous-measure situation. Background, major conclusions, solutions and achievements -- Yield mapping is considered as an initial step for applying precision agriculture technologies. Although many yield mapping systems have been developed for agronomic crops, it remains a difficult task for mapping yield of tree crops. In this project, an autonomous immature fruit yield mapping system was developed. The system could detect and count the number of fruit at early growth stages of citrus fruit so that farmers could apply site-specific management based on the maps. There were two sub-systems, a navigation system and an imaging system. Robot Operating System (ROS) was the backbone for developing the navigation system using an unmanned ground vehicle (UGV). An inertial measurement unit (IMU), wheel encoders and a GPS were integrated using an extended Kalman filter to provide reliable and accurate localization information. A LiDAR was added to support simultaneous localization and mapping (SLAM) algorithms. The color camera on a Microsoft Kinect was used to detect citrus trees and a new machine vision algorithm was developed to enable autonomous navigations in the citrus grove. A multimodal imaging system, which consisted of two color cameras and a thermal camera, was carried by the vehicle for video acquisitions. A novel image registration method was developed for combining color and thermal images and matching fruit in both images which achieved pixel-level accuracy. A new Color- Thermal Combined Probability (CTCP) algorithm was created to effectively fuse information from the color and thermal images to classify potential image regions into fruit and non-fruit classes. Algorithms were also developed to integrate image registration, information fusion and fruit classification and detection into a single step for real-time processing. The imaging system achieved a precision rate of 95.5% and a recall rate of 90.4% on immature green citrus fruit detection which was a great improvement compared to previous studies. Implications – The development of the immature green fruit yield mapping system will help farmers make early decisions for planning operations and marketing so high yield and profit can be achieved.
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