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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.
Pełny tekst źródłaThe 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.
Zhong, Xiaowei. "Mobile collaborative augmented reality: A prototype for industrial training". Thesis, University of Ottawa (Canada), 2002. http://hdl.handle.net/10393/6198.
Pełny tekst źródłaFazeli, 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.
Pełny tekst źródłaMinnaar, Waldo. "Design of a mobile markerless augmented reality prototype platform". Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/71623.
Pełny tekst źródłaENGLISH 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.
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.
Pełny tekst źródłaFombuena, 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.
Pełny tekst źródłaPěnčík, 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.
Pełny tekst źródłaIsene, 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.
Pełny tekst źródłaThe 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.
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.
Pełny tekst źródłaIn 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.
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.
Pełny tekst źródłaM.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
Persson, Anton, i Ahmed Eleyan. "Student Perspectives on School Surveillance : an Explorative Study Using a Mobile Application Prototype". Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160849.
Pełny tekst źródłaMarshall, Tommy. "Moving the museum outside its walls : An Augmented Reality Mobile Experience". Thesis, KTH, Kommunikationssystem, CoS, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-91027.
Pełny tekst źródłaDet här examensarbetet undersöker hur man kan designa en Android-applikation somanvänder förstärkt verklighet för att hjälpa användare navigera i Stockholms stad. Denhuvudsakliga användaren antas vara förstagångsbesökare i Stockholm.Examensarbetet avser design, teknik och användarvänlighet - med fokus på hur man utformaren lämplig applikation. Applikationen kommer eventuellt att användas av Nobelmuseetför att erbjuda information och hjälp turister som är intresserade av olika platser som ärrelaterade till Nobelpriset.Fokus kommer vara att uppnå ett lättanvänt system för dessa användare. Användarenkommer inte kunna fånågot stöd efter att de lämnat museet. Applikationen är tänkt att delasut som freeware, som bidrar till en positiv upplevelse för museets besökare. Ett av syftena äratt användarna ska anse att applikationen är intressant och motivera dem att lära sig mer om Nobelpriset efter deras besök på Nobelmuseet.För turister innebär detta att de får möjlighet att uppleva Stockholm på ett helt nytt sättdär information lagras på olika platser. De får en guidad tur i Stockholm som sker utan enguide, de kan ta den tid de vill. Museet får möjlighet att sprida sitt budskap om Nobelprisetrunt i Stockholm på ett nytt och spännande sätt. Med hjälp av teknik är det möjligt att spridamuseiupplevelse utanför dess område, som kommer att visas i denna rapport.
Tesanovic, Manuela, i Summia Al-mufti. "Mobile application design for contextual usability and operability in underground mines". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168375.
Pełny tekst źródłaHuang, Wei-Che (Darren). "Design and implementation of a mobile wiki : mobile RikWik". Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16475/1/Wei-Che_Huang_Thesis.pdf.
Pełny tekst źródłaHuang, Wei-Che (Darren). "Design and implementation of a mobile wiki : mobile RikWik". Queensland University of Technology, 2007. http://eprints.qut.edu.au/16475/.
Pełny tekst źródłaValík, Michal. "Návrh mobilního robotu". Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-318858.
Pełny tekst źródłaCollberg, Johan, i Anders Sjögren. "A user-centered development of a remote Personal Video Recorder prototype for mobile web browsers". Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94403.
Pełny tekst źródłaKeefer, Robert B. "A User Centered Design and Prototype of a Mobile Reading Device for the Visually Impaired". Wright State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=wright1306329825.
Pełny tekst źródłaAlssbaiheen, Anan. "Mobile challenges and opportunities for e-government in Saudi Arabia". Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/13711.
Pełny tekst źródłaLe, Phong D. Hsu Michael. "The design and implemtation of a prototype web-portal for the integrated mobile alerting system (IMAS). /". Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Jun%5FHsu%5FLe.pdf.
Pełny tekst źródłaDaniel, Fehrm. "Creating a prototype with the most important features in a mobile system for real estate brokers". Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-428381.
Pełny tekst źródłaHsu, Michael. "The design and implemtation of a prototype web-portal for the integrated mobile alerting system (IMAS)". Thesis, Monterey, California. Naval Postgraduate School, 2006. http://hdl.handle.net/10945/2746.
Pełny tekst źródłaUS Navy (USN) author.
Blanes, Christian. "Guidage visuel d'un robot mobile autonome d'inspiration bionique. 2e partie : Implémentation opto-électronique et réalisation du prototype". Grenoble INPG, 1991. http://www.theses.fr/1991INPG0061.
Pełny tekst źródłaChigudu, Kumbirai. "Design of a prototype mobile application interface for efficient accessing of electronic laboratory results by health clinicians". Thesis, University of Cape Town, 2018. http://pubs.cs.uct.ac.za/archive/00001267/.
Pełny tekst źródłaKonda, Sashi Kumar. "Design and testing of a marsupial/companion robot prototype for a powered wheelchair". [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000490.
Pełny tekst źródłaDanielsson, Pehr-Henric. "Exploring the effects of different fidelities in an early design process of mobile prototyping". Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3716.
Pełny tekst źródłaThere are a vast number of research and studies undertaken within the domain of user-centered design concerning the design process of an artifact, but still there are questions being raised of the relatively new and successful field of mobile design. During recent years mobile technology have surpassed the standardized thoughts of how to prototype and evaluate such a ubiquitous device. The paper addresses this predicament by discussing aspects of fidelity differences in an early design process of a mobile design. The example being presented refers to a design study of an iPhone-application, where two different types of prototypes were created and user tested, a low-fidelity paper prototype and a mixed-fidelity interactive prototype. The paper sets focus on the various differences between these fidelities closely related to the case. It also reflects on how mobile design approaches can mature during the early stages of a design process.
Thurston, Michael J. "A pragmatic view of MANET performance evaluation and design of a prototype MAC level routing algorithm". Link to electronic thesis, 2003. http://www.wpi.edu/Pubs/ETD/Available/etd-0108103-122903.
Pełny tekst źródłaLindström, Daniel. "Visualizing future buildings : User-centered design process and evaluation of a sensor-based MAR prototype". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215771.
Pełny tekst źródłaMobil förstärkt verklighet (Mobile Augmented Reality, eller MAR) är en teknik på frammarsch som utvecklas i snabb takt. MAR har möjligheten att leverera en rik upplevelse till användaren. Dock är utvecklingen av MAR, likt de flesta tekniker under snabb utveckling, teknikdriven vilket ofta medför att användarens behov glöms bort. I denna studie står användaren i fokus när en sensorbaserad MAR-prototyp utvecklas och utvärderas. Allt detta sker med hjälp utav en användarcentrerad designprocess och prototypen används för att visualisera en kommande byggnad i Stockholm, Sverige. Vid utveckling av en sensorbaserad MAR-upplevelse står man inför ett flertal utmaningar och problem som alla behöver adresseras för att kunna leverera en bra upplevelse till användaren. Dels finns hårdvaruproblem så som att sensorer i dagens smartphones är långt ifrån perfekta, detta medför problematik i placeringen utav 3D-objekt som baseras på sensordata. En annan utmaning är att testa och validera idéer i ett tidigt skede av utvecklingen. Vanligtvis när man följer en användarcentrerad designprocess är tidiga prototyper ett användbart verktyg för testning och validering. Dock kräver även den enklaste MAR-upplevelsen en avancerad infrastruktur, som är både dyr och tidskrävande att utveckla. I denna studie tas dessa problem och utmaningar i beaktning redan i ett tidigt utvecklingsstadium. Väldesignade funktioner utvecklas för att motverka och minska inverkan utav dessa problem. För att utvärdera den slutgiltiga prototypen utfördes ett användartest i stadsmiljö. En viktig lärdom från denna studie är att dagens smartphones inte erbjuder tillräckligt robust och precis mätning av sensordata i stadsmiljö för att leverera en bra användarupplevelse. Detta resulterade i felaktig och hoppande/skakig placering av 3D-objekt. De funktioner som utvecklades för att motverka problemen med MAR hjälpte i viss utsträckning, dessa påvisade en potential att överkomma hårdvarubrister med smarta och väldesignade funktioner. Att använda AR-ramverk för att producera interaktiva MAR-prototyper, till en låg kostnad och med relativt kort utvecklingstid, visade sig lyckat.
Aldulaymi, Mohammed. "Transparency between consumers and grocery stores : Evincer - A design prototype to empower consumer experience during grocery shopping". Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45807.
Pełny tekst źródłaBatchelor, Jacqueline. "Mobile information communication and technology use in secondary schools a feasibility study /". Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-09102007-161045/.
Pełny tekst źródłaGurajena, Caroline. "Investigation of the NFC technology for mobile payments and the development of a prototype payment application in the context of marginalized rural areas". Thesis, University of Fort Hare, 2014. http://hdl.handle.net/10353/d1020243.
Pełny tekst źródłaHannink, Julius [Verfasser], Björn M. [Akademischer Betreuer] Eskofier, Björn M. [Gutachter] Eskofier, Lorenzo [Gutachter] Chiari i Jochen [Gutachter] Klucken. "Mobile Gait Analysis : From Prototype towards Clinical Grade Wearable / Julius Hannink ; Gutachter: Björn M. Eskofier, Lorenzo Chiari, Jochen Klucken ; Betreuer: Björn M. Eskofier". Erlangen : FAU University Press, 2019. http://d-nb.info/1182682634/34.
Pełny tekst źródłaHolstensson, Erik, Ram Hamid i Sarbast Jundi. "Evaluation of augmented reality in a manufacturing environment : A feasibility study". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15766.
Pełny tekst źródłaMpofu, Handsome C. "Development of an M-Payment system prototype for a marginalized region (Dwesa case study)". Thesis, University of Fort Hare, 2011. http://hdl.handle.net/10353/458.
Pełny tekst źródłaPentz, Audrey. "Designing a mobile application interface to support mid-career professionals in creating better financial futures". Master's thesis, Faculty of Science, 2021. http://hdl.handle.net/11427/32916.
Pełny tekst źródłaHoske, Petra, Günter Kunze, Kai Bürkle, Martin Schmauder, Mark Brütting i Christian Böser. "Interaktiver Simulator für mobile Arbeitsmaschinen – Virtuelle Prototypen im Einsatzkontext erleben". Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228234.
Pełny tekst źródłaHoske, Petra, Günter Kunze, Kai Bürkle, Martin Schmauder, Mark Brütting i Christian Böser. "Interaktiver Simulator für mobile Arbeitsmaschinen – Virtuelle Prototypen im Einsatzkontext erleben". TUDpress - Verlag der Wissenschaften GmbH, 2012. https://tud.qucosa.de/id/qucosa%3A30502.
Pełny tekst źródłaErkendal, Linn. "Utvärdering av responsiv design : En kvalitativ användarstudie av responsiv webbdesign för utvärdering av Hi-Fi prototyp". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19295.
Pełny tekst źródłaHohl, Fritz. "Konzeption eines einfachen Agentensystems und Implementation eines Prototyps". [S.l.] : Universität Stuttgart , Fakultät Informatik, 1995. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB6783660.
Pełny tekst źródłaKylin, Oskar, i John Wibrand. "Konstruktion och implementering av mobil prototyp: The Lovebomb". Thesis, Linköping University, Department of Electrical Engineering, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1191.
Pełny tekst źródłaThe idea for the thesis “Construction and implementation of a mobile prototype; The Lovebomb” originates from doctoral candidates Rebecca Hansson and Tobias Skog from PLAY Research Group at the Interactive Institute in Gothenburg. The object of the master thesis is to construct two working LoveBomb prototypes, one mother console belonging to the LoveBomb and blueprints for both. The LoveBomb (the picture to the right shows a possible design) is intended to encourage people to express themselves emotionally when situated amongst strangers in public spaces. Two buttons control the device, which contains a radio transceiver. By pushing the buttons the user can either send a happy message or a sad message. The LoveBombs in the vicinity receive the sent message and lets its user know which message that has been received by vibrating either a sad irregular pulse or a happy continuous pulse. While vibrating the LoveBomb send out a confirm message. The confirm message can only be received by a LoveBomb which has recently sent out a message. After receiving a confirm message the LoveBomb conveys this to the user by turning on a red LED (light emitting diode) and letting the LED shine for about half a minute. During this time the LoveBomb can only receive messages. If it receives a message, during these 30 seconds, the LED is turned off and the prototype starts vibrating according to the received message. Should a LoveBomb which has sent a message fail to receive a confirm message it conveys this to the user by turning on and off the LED three times. After this the prototype is ready to send another message. The picture below shows a state diagram of the LoveBomb. The mother console registers all the communication between the LoveBomb, by pushing a button the user can see how many happy respectively sad messages that has been sent. Our workstarted with the doctoral candidates communicating their thoughts and wishes concerning the prototype to us. We organized this information into a requirement specification. We started the development of the Lovebomb and the belonging mother console by selecting a suitable micro controller. We choose PIC16C84 from Microchip but changed later to its successor PIC16F84, because the latter was easier to get a hold of. The micro controller controls all the other components. When we knew how to program the micro controller, we started working with a transceiver, suggested by the doctoral candidates, DR3001 from RFM. After establishing a meaningful communication between two micro controllers connected with on transceiver each, this was the hardest and most important part, we began working with not so vital component such as diodes, vibrators and buttons. When we were finished with the implementation and construction we examined the prototype and compared it to the requirement specification. To our satisfaction the prototype did not differ a lot from the requirements and the existing differences were improvements from the original idea. During the development process both of us learned a lot about assembler programming, electrical engineering and radio communication.
Montini, Leonardo. "Un prototipo di Caccia al tesoro per device mobili". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14312/.
Pełny tekst źródłaLOSIOUK, ELEONORA. "MULTIPLE PERSPECTIVES FOR MOBILE HEALTH APPLICATIONS: DESIGN, DEVELOPMENT AND EVALUATION OF DIFFERENT PROTOTYPES". Doctoral thesis, Università degli studi di Pavia, 2018. http://hdl.handle.net/11571/1214846.
Pełny tekst źródłaMambelli, Giacomo. "Wayfinding e navigazione: un prototipo di app mobile accessibile per percorsi indoor personalizzati". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18519/.
Pełny tekst źródłaAbaza, Khaldoun Zimmermann Klaus. "Ein Beitrag zur Anwendung der Theorie undulatorischer Lokomotion auf mobile Roboter : Evaluierung theoretischer Ergebnisse an Prototypen /". Ilmenau : Univ.-Verl. Ilmenau, 2007. http://www.gbv.de/dms/ilmenau/toc/538657642.PDF.
Pełny tekst źródłaAbaza, Khaldoun. "Ein Beitrag zur Anwendung der Theorie undulatorischer Lokomotion auf mobile Roboter Evaluierung theoretischer Ergebnisse an Prototypen /". Ilmenau : Univ.-Verl, 2007. http://d-nb.info/997482613/34.
Pełny tekst źródłaKrinaki, Maria. "Usability of Content Management Systems on touchscreen mobile devices". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210569.
Pełny tekst źródłaInnehållshanteringssystem (från engelskans Content Management System, CMS) kan stödja skapandet ochunderhållet av en e-handelswebbplats och dess innehåll. Utvecklingen av mobilteknik och internet har gjort detmöjligt för företagare att hantera sin webbutik med hjälp av sina mobila enheter. Denna studie syftar till attdefiniera användbarhetsproblemen hos befintliga CMS när de används på mobila enheter. En heuristiskutvärdering av tre CMS utfördes för att få en bättre förståelse av hur CMS fungerar på en pekskärm, samt för attidentifiera de största problem som kan minska användbarheten. Baserat på resultaten av utvärderingenutvecklades och utvärderades en prototyp för att ta reda på om prototypens designegenskaper kunde förbättraanvändbarheten. Prototypens inverkan diskuteras med avseende på effektivitet och heuristiska oegentligheter. Designriktlinjer föreslås och funna användbarhetsproblem presenteras för vidare forskning.
Guillaume, Hervé. "Explorer pour reconnaître : approche probabiliste pour la reconnaissance visuelle de lieux par un robot mobile". Paris 11, 2009. http://www.theses.fr/2009PA112109.
Pełny tekst źródłaIn this thesis, two models for visual places recognition and categorization for robotics are presented. The main idea is to use the exploratory capacities of a robotic platform to enhance place recognition. Indeed, while classical approaches try to recognize places on fixed and independent images, we emphasise the importance of integrating the information collected during the exploration. Visual scenes are encoded using global descriptors or with local descriptors in the neighbourhood of the focus of attention. The attentional architecture developed to find the salient regions is thus presented. This architecture integrates a spatial memory module which aims to delineate robust salient points in a video stream. This module uses a neural field representing the environment in a geocentric reference frame. It allows the system to keep track of the salient regions and thus to determine the most stable ones. The visual scenes are then classified in an unsupervised way by the mean of a self-organizing map. The resulting visual prototypes are used as input of two classification models. The first one uses a naive Bayes classifier, a place being represented by a collection of visual prototypes. The second one relies on a stochastic model, a place being represented by a Markov chain whose observable states correspond to the visual prototypes. Although we use a few rough visual prototypes to describe the environment, the temporal information integration leads to good performances in terms of recognition and categorization
Korzetz, Mandy, Romina Kühn, Karl Kegel, Franz-Wilhelm Schumann, Leon Georgi i Thomas Schlegel. "MilkyWay: A Toolbox for Prototyping Collaborative Mobile-Based Interaction Techniques". Springer, 2019. https://tud.qucosa.de/id/qucosa%3A71301.
Pełny tekst źródłaTegström, Emma. "Mobile first design vs. desktop first design : En jämförelse av en prototyp och en befintlig webbplats ur ett användbarhetsperspektiv". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-23541.
Pełny tekst źródłaThe aim of this study has been to explore if there is any similarities and/or differences in usability characteristics of a website created with mobile first design versus desktop first design. A design suggestion of the aerial photo company HimlaFoto’s homepage, visualized by a hifi-prototype using mobile first design, has been the goal of the study. Based on ISO:s definition of usability, a definition by the author has been used in the study where usability consists of three factors; efficiency, effectiveness and satisfaction. To gather data about the usability when using both the hifi-prototyp and HimlaFotos default website, usability testing has taken place. For efficiency and effectiveness several similarities has been found, while some differences was identified with the usability factor satisfaction. Among the key findings was that the content prioritization, a key principle of mobile first design, could be a useful tool when developing technical artefacts for mobile devices.
Abaza, Khaldoun [Verfasser]. "Ein Beitrag zur Anwendung der Theorie undulatorischer Lokomotion auf mobile Roboter : Evaluierung theoretischer Ergebnisse an Prototypen / von Khaldoun Abaza". Ilmenau : Univ.-Verl, 2007. http://d-nb.info/997482613/34.
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