Artigos de revistas sobre o tema "Mobile collaborative applications"

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MESSEGUER, ROC, ESUNLY MEDINA, SERGIO F. OCHOA, JOSÉ A. PINO, ANDRES NEYEM, LEANDRO NAVARRO e DOLORS ROYO. "COMMUNICATION SUPPORT FOR MOBILE COLLABORATIVE WORK: AN EXPERIMENTAL STUDY". International Journal of Information Technology & Decision Making 11, n.º 06 (novembro de 2012): 1035–63. http://dx.doi.org/10.1142/s0219622012400147.

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Advances in mobile computing and wireless communication are easing the evolution from traditional nomadic work to computer-mediated mobile collaborative work. Technology allows efficient and effective interaction among mobile users and also provides access to shared resources available to them. However, the features and capabilities of the communication infrastructure supporting these activities influence the type of coordination and collaboration employed by mobile collaborative applications in real work scenarios. Developers of these applications are typically unaware of the constraints the communication infrastructure imposes on mobile collaborative systems, because they are not easy to foresee. That leads to a high probability of communication problems in otherwise fully functional mobile collaborative support applications. This paper presents an experimental study with real devices and networks on a realistic physical environment that shows how ad hoc networks can effectively support mobile collaborative work and the practical limitations. The paper analyzes several networking issues and determines how they influence mobile collaborative work in various interaction scenarios. The paper also presents the lessons learned in the study and provides recommendations to deal with some networking issues related to real-world ad hoc networks.
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Guetmi, Nadir, e Abdessamad Imine. "Cloud patterns for mobile collaborative applications". International Journal of Intelligent Information and Database Systems 10, n.º 3/4 (2017): 191. http://dx.doi.org/10.1504/ijiids.2017.087245.

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Guetmi, Nadir, e Abdessamad Imine. "Cloud patterns for mobile collaborative applications". International Journal of Intelligent Information and Database Systems 10, n.º 3/4 (2017): 191. http://dx.doi.org/10.1504/ijiids.2017.10007786.

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Lee, Hochul, Jaehun Lee, Young Choon Lee e Sooyong Kang. "CollaboRoid: Mobile platform support for collaborative applications". Pervasive and Mobile Computing 55 (abril de 2019): 13–31. http://dx.doi.org/10.1016/j.pmcj.2019.02.006.

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Lundin, J., e M. Magnusson. "Collaborative learning in mobile work". Journal of Computer Assisted Learning 19, n.º 3 (setembro de 2003): 273–83. http://dx.doi.org/10.1046/j.0266-4909.2003.00029.x.

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Park, Sanghun, Wontae Kim e Insung Ihm. "Mobile collaborative medical display system". Computer Methods and Programs in Biomedicine 89, n.º 3 (março de 2008): 248–60. http://dx.doi.org/10.1016/j.cmpb.2007.11.012.

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Mallampalli, Sasi Sekhar, e Shriya Goyal. "Mobile Applications for Developing Second Language Collaborative Writing". International Journal of Interactive Mobile Technologies (iJIM) 15, n.º 07 (9 de abril de 2021): 185. http://dx.doi.org/10.3991/ijim.v15i07.19885.

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<p>Developing writing skills in a foreign language is one of the demanding tasks for both teachers and students. It not only demands extensive reading and intensive practice in writing both inside and outside the classroom but also timely feedback and error-correction. The experimental study aimed at studying the impact of collaborative writing tasks using mobile applications like <em>WhatsApp</em>, <em>Google Docs</em>, and <em>Google Slides</em> on enhancing the writing ability at the pre-intermediate level of Common European Frame of Reference (CEFR). The participants were tertiary level students of Cihan University who were randomly divided into two equal groups (n=28). One group used <em>WhatsApp</em> and the other group used the <em>Google Docs</em> and <em>Google Slides</em> apps on their mobile devices. The comparative study analyzed the impact of each application on improving the writing skills of the students with pretest and posttest results and semi-structured interviews. The results indicated that the participants who used <em>Google Docs</em> and <em>Google Slides</em> apps have performed better than the participants in the <em>WhatsApp</em> group. The results have implications for teachers teaching writing skills and students who write using mobile applications.</p>
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Jiang, Pingyu, Leijie Fu e Bo Yu. "Developing a mobile collaborative toolkit for industrial applications". International Journal of Internet Manufacturing and Services 2, n.º 3/4 (2010): 365. http://dx.doi.org/10.1504/ijims.2010.033944.

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Mantyjarvi, J., P. Huuskonen e J. Himberg. "Collaborative context determination to support mobile terminal applications". IEEE Wireless Communications 9, n.º 5 (outubro de 2002): 39–45. http://dx.doi.org/10.1109/mwc.2002.1043852.

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Neyem, Andrés, Sergio F. Ochoa, José A. Pino e Rubén Darío Franco. "A reusable structural design for mobile collaborative applications". Journal of Systems and Software 85, n.º 3 (março de 2012): 511–24. http://dx.doi.org/10.1016/j.jss.2011.05.046.

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Davies, Nigel, Gordon S. Blair, Keith Cheverst e Adrian Friday. "Supporting collaborative applications in a heterogeneous mobile environment". Computer Communications 19, n.º 4 (abril de 1996): 346–58. http://dx.doi.org/10.1016/0140-3664(96)01069-9.

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Neyem, Andrés, Sergio F. Ochoa e José A. Pino. "A Patterns System to Coordinate Mobile Collaborative Applications". Group Decision and Negotiation 20, n.º 5 (29 de maio de 2011): 563–92. http://dx.doi.org/10.1007/s10726-011-9258-2.

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Munson, J. P., e P. Dewan. "Sync: a Java framework for mobile collaborative applications". Computer 30, n.º 6 (junho de 1997): 59–66. http://dx.doi.org/10.1109/2.587549.

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Aldini, Alessandro, Fabio Martinelli, Andrea Saracino e Daniele Sgandurra. "Detection of repackaged mobile applications through a collaborative approach". Concurrency and Computation: Practice and Experience 27, n.º 11 (28 de novembro de 2014): 2818–38. http://dx.doi.org/10.1002/cpe.3447.

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Kirda, Engin, e Harald Gall. "A Service Architecture for Mobile Teamwork". International Journal of Software Engineering and Knowledge Engineering 13, n.º 04 (agosto de 2003): 447–67. http://dx.doi.org/10.1142/s0218194003001342.

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Mobile teamwork has become an emerging requirement in the daily business of large enterprises. Employees collaborate across locations and need team support while they are on the move. Business documents and expertise need to be shared independent of the actual location or connectivity (e.g., access through a mobile phone, laptop, Personal Digital Assistant, etc.) of employees. Although many collaboration tools and systems exist, most do not deal with new demanding requirements such as locating artifacts and experts through distributed searches, advanced information subscription and notification, and mobile information sharing and access. The MOTION service architecture that we have developed supports mobile teamwork by taking into account the different connectivity modes of users, provides access support for various devices such as laptop computers and mobile phones, and uses XML meta data and the XML Query Language (XQL) for distributed searches and subscriptions. In this article, we describe the architecture and the components of our generic MOTION services platform for building collaborative applications. The MOTION platform is currently being evaluated in two large industry case-studies.
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Alamri, Bayan Hashr, Muhammad Mostafa Monowar e Suhair Alshehri. "A privacy-preserving collaborative reputation system for mobile crowdsensing". International Journal of Distributed Sensor Networks 14, n.º 9 (setembro de 2018): 155014771880218. http://dx.doi.org/10.1177/1550147718802189.

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Mobile crowdsensing is an emerging technology in which participants contribute sensor readings for different sensing applications. This technology enables a broad range of sensing applications by utilizing smartphones and tablets worldwide to improve people’s quality of life. Protecting participants’ privacy and ensuring the trustworthiness of the sensor readings are conflicting objectives and key challenges in this field. Privacy issues arise from the disclosure of the participant-related context information, such as participants’ location. Trustworthiness issues arise from the open nature of sensing system because anyone can contribute data. This article proposes a privacy-preserving collaborative reputation system that preserves privacy and ensures data trustworthiness of the sensor readings for mobile crowdsensing applications. The proposed work also counters a number of possible attacks that might occur in mobile crowdsensing applications. We provide a detailed security analysis to prove the effectiveness of privacy-preserving collaborative reputation system against a number of attacks. We conduct an extensive simulation to investigate the performance of our schema. The obtained results show that the proposed schema is practical; it succeeds in identifying malicious users in most scenarios. In addition, it tolerates a large number of colluding adversaries even if their number surpass 65%. Moreover, it detects on-off attackers even if they report trusted data with high probability (0.8).
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Kiani, Saad Liaquat, Ashiq Anjum, Nik Bessis, Richard Hill e Michael Knappmeyer. "Energy Conservation in Mobile Devices and Applications: A Case for Context Parsing, Processing and Distribution in Clouds". Mobile Information Systems 9, n.º 1 (2013): 1–17. http://dx.doi.org/10.1155/2013/782729.

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Context information consumed and produced by the applications on mobile devices needs to be represented, disseminated, processed and consumed by numerous components in a context-aware system. Significant amounts of context consumption, production and processing takes place on mobile devices and there is limited or no support for collaborative modelling, persistence and processing between device-Cloud ecosystems. In this paper we propose an environment for context processing in a Cloud-based distributed infrastructure that offloads complex context processing from the applications on mobile devices. An experimental analysis of complexity based context-processing categories has been carried out to establish the processing-load boundary. The results demonstrate that the proposed collaborative infrastructure provides significant performance and energy conservation benefits for mobile devices and applications.
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Shalini Lakshmi, A. J., e M. Vijayalakshmi. "A predictive context aware collaborative offloading framework for compute-intensive applications". Journal of Intelligent & Fuzzy Systems 40, n.º 1 (4 de janeiro de 2021): 77–88. http://dx.doi.org/10.3233/jifs-182906.

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The resourceful mobile devices with augmented capabilities around human pave the way for utilizing it as delegators for resource-constrained devices to run compute-intensive applications. Such collaborative resource sharing policy among mobile devices throws challenges like identifying competent alternatives for offloading and diminishing time consumption of pre-offload process to accomplish remarkable offloading. This paper presents a Mobile Cloud Computing framework with Predictive Context-Aware Collaborative Offloading Process (PCA-COP) that fixes these challenges through conductive alternative discovery. This context-aware discovery adapts a multi-criteria decision making model of Analytic Hierarchy Process (AHP) accompanied with Fuzzy categorization to rank the alternatives and classify them into Highly, Fairly, Less offload-suitable devices. Moreover, to make alternative selection optimal, a Dataset Curtailment enabled Artificial Neural Network (DCANN) prediction is incorporated on AHP-Fuzzy model, which truncates training dataset using Conditioned Stratified Sampling (CSS). The prototype framework is evaluated with mobile applications in the classroom under dynamic context environments.
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Antonczak, Laurent, e Thierry Burger-Helmchen. "Being mobile: a call for collaborative innovation practices?" Information and Learning Sciences 12, n.º 5/6 (2 de abril de 2021): 360–82. http://dx.doi.org/10.1108/ils-02-2020-0035.

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Purpose The purpose of this study is to examine mobile technology as being a key apparatus and interface for collaborative innovation, which allows organisations to develop their information ecology. Design/methodology/approach The qualitative research was performed by in-depth interviews, observations and field notes. The eight main interviews are supported by an interdisciplinary narrative literature review of knowledge management and associated fields. Findings This study validates the following propositions: mobile technology can offer users timely information, mobile technology can foster collaboration beyond physical and organisational boundaries, in general, mobile technology enables a wider amount of interactions between people. Thereby, this paper draws some implications about the knowledge management of creative (and non-creative) workers. Research limitations/implications The collected data sheds light on how organisations and individuals positioned themselves about mobile technology co-creative practices before the COVID era. Therefore, it shall be pertinent to further investigate these findings through a quantitative approach to better ascertain path models and to strengthen the new results with another qualitative perspective, in the post-COVID era. Practical implications The study highlights how mobile devices are facilitating collaborative innovation practices by improving management decisions, enabling new business and/or operating models, developing a flow of ideas inner/outer an organisation and fostering the ability to make innovation. Social implications Mobile technology transforms the way to work (knowledge creation and/or conversion) and it changes the relations between collaborators in a working environment (beyond physical boundaries). This study deciphers how a creative and/or decision-making person can change their work schedule and/or routines based on the use of mobile devices. Originality/value The added value of this transdisciplinary study is that it improves research on collaborative innovation and collective knowledge by revealing three pertinent characteristics of mobile technology: enabling quick decision; connecting with a glocal network and fostering collective creativity. It also creates a bridge between the fields of education and business.
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El Massah, Suzanna Sobhy. "Addressing free riders in collaborative group work". International Journal of Educational Management 32, n.º 7 (10 de setembro de 2018): 1223–44. http://dx.doi.org/10.1108/ijem-01-2017-0012.

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Purpose Free-riding behaviour may threaten the success of teamwork, when one or more group members receive the benefits of other members’ achievements with little effort or cost of their own. The purpose of this paper is to investigate students’ collaborative behaviour to address the problem of free riders (FRs) in university settings. Design/methodology/approach The research is an 11-week field study of three senior finance classes and incorporates mobile learning employing Quip and Google Docs applications to facilitate group work. A comprehensive set of quantitative and qualitative methods analysing students’ perceptions, instructors’ reflections, peer reflections and mobile learning methods are used to answer questions pertaining to group work, the work experience, FRs and ways to minimise the last. Findings In this paper, the author shows that students at the university level have positive views of group work despite the presence of FRs. Students like to form their own groups; consequently, peer evaluation appears to be unreliable. The study points to free riding as a serious threat to academic productivity and calls for actions and strategies from institutions and instructors to eradicate this behaviour. Mobile applications enable instructors to track FRs and to some extent discourage their behaviour. Originality/value There are limited studies that focus on FRs in higher education and, to the researcher’s knowledge, no such investigation has been applied in the Middle East and North Africa. Likewise, there is little research available on incorporating mobile learning to assess group work in higher education. This study aims at exploring the existence and associated experiences of free riding, along with methods to curtail the problem. The findings of this study provide a good platform for inquiry into the FR phenomenon in higher education and its impact on student learning, as well as the possible roles of instructors and mobile applications. The findings of this study could be developed further through more research with a view to providing a broader perspective of the situation in Middle Eastern and North African cultures.
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De Lucia, A., R. Francese, I. Passero e G. Tortora. "A Collaborative Augmented Campus Based on Location-Aware Mobile Technology". International Journal of Distance Education Technologies 10, n.º 1 (janeiro de 2012): 55–73. http://dx.doi.org/10.4018/jdet.2012010104.

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Mobile devices are changing the way people work and communicate. Most of the innovative devices offer the opportunity to integrate augmented reality in mobile applications, permitting the combination of the real world with virtual information. This feature can be particularly useful to enhance informal and formal didactic actions based on student collaboration. This paper describes a “collaborative campus”, originated in the physical architectural space, but exposing learning contents and social information structured as augmented virtual areas. ACCampus, a mobile augmented reality system, supporting the sharing of contextualized information is proposed. This system combines the world perceived by the phone camera with information concerning student location and community, enabling users to share multimedia information in location-based content areas. User localization is initially detected through QR codes. The successive positions of the user are determined using the mobile device sensors. Each augmented area is univocally spatially associated to a representative real wall area. Selective content sharing and collaboration are supported, enabling a user to distribute his/her augmented contents to specific users or groups. An evaluation of the proposed environment is also conducted, which considers that learning in collaborative environments is related to perceived member contribution, enjoinment, motivation, and student participation.
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Jayaraman, Prem Prakash, Charith Perera, Dimitrios Georgakopoulos e Arkady Zaslavsky. "MOSDEN: A Scalable Mobile Collaborative Platform for Opportunistic Sensing Applications". EAI Endorsed Transactions on Collaborative Computing 1, n.º 1 (27 de maio de 2014): e6. http://dx.doi.org/10.4108/cc.1.1.e6.

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Sacramento, V., M. Endler, H. K. Rubinsztejn, L. S. Lima, K. Goncalves, F. N. Nascimento e G. A. Bueno. "MoCA: A Middleware for Developing Collaborative Applications for Mobile Users". IEEE Distributed Systems Online 5, n.º 10 (outubro de 2004): 2. http://dx.doi.org/10.1109/mdso.2004.26.

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Fernández, Víctor, Juan M. Orduña e Pedro Morillo. "How mobile phones perform in collaborative augmented reality (CAR) applications". Journal of Supercomputing 65, n.º 3 (6 de abril de 2013): 1179–91. http://dx.doi.org/10.1007/s11227-013-0925-8.

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Herskovic, Valeria, Pedro O. Rossel e Liliana Gonzalez. "Understanding Requirements for Mobile Collaborative Applications in Domains of Use". IEEE Latin America Transactions 14, n.º 2 (fevereiro de 2016): 1037–43. http://dx.doi.org/10.1109/tla.2016.7437255.

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Rankin, Jeff H., e Irina Kondratova. "Mobile multimodal extensions to collaborative Web-based systems". Canadian Journal of Civil Engineering 33, n.º 12 (1 de dezembro de 2006): 1470–79. http://dx.doi.org/10.1139/l06-096.

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The development of leading-edge multimodal (e.g., concurrent text, voice, and video capabilities) mobile applications as a technology that holds promise for the construction industry is described. Because of the complexity of the products, the relatively short execution time frame, and the number of parties involved, the information exchanged throughout an architectural, engineering, and construction (AEC) project is extensive. Efficiently managing this information exchange is a significant impediment to increasing the overall productivity of the industry. The technology focus of this paper extends today's tools by addressing one of the unique characteristics of the industry: the need for mobility of real-time information in an integrated and collaborative environment. Mobile computing devices have the capabilities and characteristics for wide use in real-time communication of project information to project repositories or between project participants. As the industry moves away from the desktop and laptop Web paradigms toward the mobile Web paradigm, the availability of real-time complete information exchange with the project information repository presents new opportunities for decision-making in the AEC industry. To facilitate more widespread use of the solution applications described, extensive usability research in light of the various processes in the AEC industry is needed; a preliminary framework for this purpose is presented.Key words: project information management, collaborative information systems, mobile computing, multimodal functionality.
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Vasiliou, Alexandros, e Anastasios A. Economides. "Mobile collaborative learning using multicast MANETs". International Journal of Mobile Communications 5, n.º 4 (2007): 423. http://dx.doi.org/10.1504/ijmc.2007.012789.

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Pawara, Pornntiwa, Manasawee Kaenampornpan e Khanabhorn Kawattikul. "Valuable Tourism Information via Mobile Application". Advanced Materials Research 1044-1045 (outubro de 2014): 1428–32. http://dx.doi.org/10.4028/www.scientific.net/amr.1044-1045.1428.

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The travel and tourism industry is one of the main sources of income in Thailand. People choose to travel around the world, as a way to relax and enjoy their time. Users search information from many resources before and during their travel. We grouped the mobile tourism applications into two main groups in order to analyse the nature of information in the tourism applications. Social network provides rich collaborative user-generated information. We found that most tourism applications require personal information and pre-existing association in order to get information. We argue that, in tourism, a user requires instant and easy access to information. So the social network might not be an appropriate option. Therefore we propose a simple collaborative user-generated content application, which has a location awareness chat system. We aim to provide an application with self-sufficient information that allows the user to instantly share, search, and comment on information at anytime and anywhere. Moreover, the location awareness chat system is introduced to provide instant firsthand information to the users as well.
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Hendarwati, Endah, Luthfiyah Nurlaela e Bachtiar Syaiful Bachri. "Collaborative Problem-Solving Based on Mobile Multimedia". International Journal of Interactive Mobile Technologies (iJIM) 15, n.º 13 (13 de julho de 2021): 16. http://dx.doi.org/10.3991/ijim.v15i13.23765.

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The development of mobile technology has an important role to play in achieving 21st-century skills. Collaborative skills and problem-solving are seen as fundamental skills for achieving 21st-century skills as a whole. This study aims to develop collaborative problem-solving based on mobile multimedia (CPMM) to achieve student collaborative and problem-solving skills. Multimedia development life cycle (MDLC) is used as a research method to develop CPMM. The CPMM was developed by involving 100 students at the Universitas Muhammadiyah Surabaya, Indonesia. The CPMM development result consisted of three main features. The first feature was the homepage which was used to show student profiles and progress in the course. The second feature was collaborative to become a forum for students to discuss and interact in multi-way mobile ways to solve problems. The third feature was evaluation as tasks from a lecturer to individual students to solve problems. In addition, the study results showed that CPMM was valid and effective for improving students' collaborative and problem-solving skills. This study recommends that CPMM can be used as an essential study and the basis for lecturers and practitioners to develop 21st-century student skills as a whole (not only collaborative and problem-solving skills) to produce graduates who are ready to face the revolutionary era 4.0.
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Mulliah, Atmaram, e Eleni Stroulia. "Mobile devices for collaborative learning in practicum courses". International Journal of Mobile Learning and Organisation 3, n.º 1 (2009): 44. http://dx.doi.org/10.1504/ijmlo.2009.023052.

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Isenberg, Petra, Niklas Elmqvist, Jean Scholtz, Daniel Cernea, Kwan-Liu Ma e Hans Hagen. "Collaborative visualization: Definition, challenges, and research agenda". Information Visualization 10, n.º 4 (29 de julho de 2011): 310–26. http://dx.doi.org/10.1177/1473871611412817.

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The conflux of two growing areas of technology – collaboration and visualization – into a new research direction, collaborative visualization, provides new research challenges. Technology now allows us to easily connect and collaborate with one another – in settings as diverse as over networked computers, across mobile devices, or using shared displays such as interactive walls and tabletop surfaces. Digital information is now regularly accessed by multiple people in order to share information, to view it together, to analyze it, or to form decisions. Visualizations are used to deal more effectively with large amounts of information while interactive visualizations allow users to explore the underlying data. While researchers face many challenges in collaboration and in visualization, the emergence of collaborative visualization poses additional challenges, but it is also an exciting opportunity to reach new audiences and applications for visualization tools and techniques. The purpose of this article is (1) to provide a definition, clear scope, and overview of the evolving field of collaborative visualization, (2) to help pinpoint the unique focus of collaborative visualization with its specific aspects, challenges, and requirements within the intersection of general computer-supported cooperative work and visualization research, and (3) to draw attention to important future research questions to be addressed by the community. We conclude by discussing a research agenda for future work on collaborative visualization and urge for a new generation of visualization tools that are designed with collaboration in mind from their very inception.
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Zheng, Yi-fan, Ning Wei e Yi Liu. "Collaborative Computation for Offloading and Caching Strategy Using Intelligent Edge Computing". Mobile Information Systems 2022 (30 de julho de 2022): 1–12. http://dx.doi.org/10.1155/2022/4840801.

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Computation offloading and caching strategy is a well-established concept for allowing mobile applications that are high in resources. Furthermore, the unloaded duties can be replicated when several customers are within easy access because of the rising mobile cooperation applications. However, the problematic characteristics of offloading and caching strategy delay bandwidth transfer from mobile computing devices to cloud computing. A new technical approach to restrict the issues and unwanted functions in offloading and caching is called the intellectual power computing framework (IPCF). IPCF depends on two conventional offloading and caching strategies called systematic offloading technique and managerial migrant caching. The migration of data transfer from the destination to location basis lies in the systematic offloading technique to restrict network delays. Managerial migrant caching duplicates the data required by the mobile terminals (MTs) from the remote cloud storage to the mobile application to reduce the access time. The forbidden actions in current techniques are refused, and solutions are enhanced for better communication strategy. Thus, the simulation analysis performs better in IPCF to reach efficient outcomes for offloading and caching processes.
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Journal, IJSREM. "Real-time Database Synchronization Techniques in Firebase for Mobile App Development". INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, n.º 12 (1 de dezembro de 2023): 1–10. http://dx.doi.org/10.55041/ijsrem22021.

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Abstract—Real-time database synchronization is a vital component of mobile app development, allowing users to have responsive and collaborative experiences. Firebase, a popular Backend-as-a-Service platform, provides a powerful real-time database solution that enables developers to perform efficient synchronization in their mobile applications. This research study investigates Firebase's real-time database synchronization algorithms and their consequences for mobile app development. It looks into the synchronization architecture of Firebase, data modelling considerations, conflict resolution techniques, and performance optimizations. The paper demonstrates the usefulness of Firebase's synchronization mechanisms through experiments and performance evaluations, providing significant insights and advice for developers looking to use Firebase for real-time database synchronization in their mobile apps. The outcomes of this study contribute to the advancement of understanding and practical implementation of real-time synchronization techniques in Firebase for mobile app development, allowing developers to create extremely responsive and collaborative applications.
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Achour, Abdessalem, Hiba Al-Assaad, Yohan Dupuis e Madeleine El Zaher. "Collaborative Mobile Robotics for Semantic Mapping: A Survey". Applied Sciences 12, n.º 20 (13 de outubro de 2022): 10316. http://dx.doi.org/10.3390/app122010316.

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Ensuring safety in human–robot collaboration is one of the main challenges in mobile robotics today. Semantic maps are a potential solution because they provide semantic knowledge in addition to the geometric representation of the environment. They allow robots to perform their basic tasks using geometric representation, mainly localization, path planning and navigation, and additionally allow them to maintain a cognitive interpretation of the environment in order to reason and make decisions based on the context. The goal of this paper is to briefly review semantic mapping for a single mobile robot in indoor environments, and then focus on collaborative mobile semantic mapping. In both contexts, the semantic mapping process is divided into modules/tasks, and recent solutions for each module are discussed. Possible system architectures are also discussed for collaborative semantic mapping. Finally, future directions are highlighted.
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Rashidan, M. H., I. A. Musliman e A. A. Rahman. "GEOPACKAGE DATA FORMAT FOR COLLABORATIVEMAPPING OF GEOSPATIAL DATAIN LIMITED NETWORKENVIRONMENTS". ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4/W1 (29 de setembro de 2016): 15–21. http://dx.doi.org/10.5194/isprs-archives-xlii-4-w1-15-2016.

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With the growth of technology in earth and space science informatics has led to the revolution in a wide range of geospatial practice. Nowadays collaborative mapping has become a new hot spot, following mobile and web GIS. This paper explores the potential use of GeoPackage for collaborative mapping of geospatial data in limited network environments. GeoPackage is a data format that open-standard, platform-independent, portable, and self-describing. This paper focus on the implementation of GeoPackage in mobile application for field data collection. A mobile application was developed that implements the GeoPackage data format as an internal database to provide support for offline mapping. The developed mobile application demonstrates that vector and raster data can be stored in a single data format, which reduces the device storage consumption. The details of how GeoPackage data contribute to mobile GIS to achieve collaborative mapping in limited network environments are discussed. The findings show that the GeoPackage data format has great potential to improve existing mobile GIS applications.
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Echeverría, Alejandro, Miguel Nussbaum, Juan Felipe Calderón, Claudio Bravo, Cristián Infante e Andrea Vásquez. "Face-to-face collaborative learning supported by mobile phones". Interactive Learning Environments 19, n.º 4 (setembro de 2011): 351–63. http://dx.doi.org/10.1080/10494820903232943.

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Banerjee, Ananya, Jayanta Basak, Siuli Roy e Somprakash Bandyopadhyay. "Towards a Collaborative Disaster Management Service Framework using Mobile and Web Applications". International Journal of Information Systems for Crisis Response and Management 8, n.º 1 (janeiro de 2016): 65–84. http://dx.doi.org/10.4018/ijiscram.2016010104.

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Getting the right information at the right time and place is the key for efficient disaster management. Various mobile and web applications are now being used for collecting situational information in digital form, assessing damage, coordinating relief operations and offering different location based services to the affected communities during disaster management. This article provides a thorough investigation on popular web-based and mobile applications currently being used in different countries. Subsequently, the taxonomy of essential services needed for systematic and coordinated disaster management is formulated based on literature review and the authors' interaction with different stakeholders. An outline of a collaborative disaster management service framework is then proposed with the facility of interaction for the stakeholders through their mobile phones to avail the services in different phases of a disaster. A basic version of this framework is implemented to evaluate its effectiveness as a provider of significant actionable information to offer responsive services
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Loomba, Radhika, Lei Shi, Brendan Jennings, Roy Friedman, John Kennedy e Joe Butler. "Energy-aware collaborative sensing for multiple applications in mobile cloud computing". Sustainable Computing: Informatics and Systems 8 (dezembro de 2015): 47–59. http://dx.doi.org/10.1016/j.suscom.2015.09.001.

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Rodríguez-Covili, Juan, Sergio F. Ochoa, José A. Pino, Roc Messeguer, Esunly Medina e Dolors Royo. "A communication infrastructure to ease the development of mobile collaborative applications". Journal of Network and Computer Applications 34, n.º 6 (novembro de 2011): 1883–93. http://dx.doi.org/10.1016/j.jnca.2010.12.014.

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Zavala, Laura, Pradeep K. Murukannaiah, Nithyananthan Poosamani, Tim Finin, Anupam Joshi, Injong Rhee e Munindar P. Singh. "Platys: From Position to Place-Oriented Mobile Computing". AI Magazine 36, n.º 2 (21 de junho de 2015): 50–62. http://dx.doi.org/10.1609/aimag.v36i2.2584.

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The Platys project focuses on developing a high-level, semantic notion of location called place. A place, unlike a geospatial position, derives its meaning from a user’s actions and interactions in addition to the physical location where they occur. Our aim is to enable the construction of a large variety of applications that take advantage of place to render relevant content and functionality and thus, improve user experience. We consider elements of context that are particularly related to mobile computing. The main problems we have addressed to realize our place-oriented mobile computing vision, are representing places, recognizing places, engineering place-aware applications. We describe the approaches we have developed for addressing these problems and related subproblems. A key element of our work is the use of collaborative information sharing where users’ devices share and integrate knowledge about places. Our place ontology facilitates such collaboration. Declarative privacy policies allow users to specify contextual features under which they prefer to share or not share their information.
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Clark, Alex M., Sean Ekins e Antony J. Williams. "Redefining Cheminformatics with Intuitive Collaborative Mobile Apps". Molecular Informatics 31, n.º 8 (4 de julho de 2012): 569–84. http://dx.doi.org/10.1002/minf.201200010.

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Dhondge, Kaustubh, Hyungbae Park, Baek-Young Choi e Sejun Song. "ECOPS: Energy-Efficient Collaborative Opportunistic Positioning for Heterogeneous Mobile Devices". Journal of Computer Networks and Communications 2013 (2013): 1–13. http://dx.doi.org/10.1155/2013/136213.

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The fast growing popularity of smartphones and tablets enables us to use various intelligent mobile applications. As many of those applications require position information, smart mobile devices provide positioning methods such as Global Positioning System (GPS), WiFi-based positioning system (WPS), or Cell-ID-based positioning service. However, those positioning methods have different characteristics of energy-efficiency, accuracy, and service availability. In this paper, we present an Energy-Efficient Collaborative and Opportunistic Positioning System (ECOPS) for heterogeneous mobile devices. ECOPS facilitates a collaborative environment where many mobile devices can opportunistically receive position information over energy-efficient and prevalent WiFi, broadcasted from a few other devices in the communication range. The position-broadcasting devices in ECOPS have sufficient battery power and up-to-date location information obtained from accurate but energy-inefficient GPS. A position receiver in ECOPS estimates its location using a combination of methods including received signal strength indicators and 2D trilateration. Our field experiments show that ECOPS significantly reduces the total energy consumption of devices while achieving an acceptable level of location accuracy. ECOPS can be especially useful for unique resource scarce, infrastructureless, and mission critical scenarios such as battlefields, border patrol, mountaineering expeditions, and disaster area assistance.
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43

Schmalstieg, Dieter, Gerhard Reitmayr e Gerd Hesina. "Distributed Applications for Collaborative Three-Dimensional Workspaces". Presence: Teleoperators and Virtual Environments 12, n.º 1 (fevereiro de 2003): 52–67. http://dx.doi.org/10.1162/105474603763835332.

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This paper focuses on the distributed architecture of the collaborative threedimensional user interface management system, Studierstube. The system allows multiple users to experience a shared 3D workspace populated by multiple applications using see-through head-mounted displays or other presentation media such as projection systems. Building large, ubiquitous, or mobile workspaces requires distribution of applications over several hosts in varying and dynamic configurations. The system design is based on a distributed shared scene graph that alleviates the application programmer from explicitly considering distribution and that avoids a separation of graphical and application data. The idea of unifying all system data in the scene graph is taken to its logical consequence by implementing application instances as nodes in the scene graph. Through the distributed shared scene graph mechanism, consistency of scene graph replicas and the contained application nodes is assured. Dynamic configuration management is based on application migration between participating hosts and a spatial model of locales allowing dynamic workgroup management. We describe a number of experimental workspaces that demonstrate the use of these configuration management techniques.
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Antonczak, Laurent. "Mobile Technology". Pacific Journal of Technology Enhanced Learning 3, n.º 1 (16 de fevereiro de 2021): 29–31. http://dx.doi.org/10.24135/pjtel.v3i1.98.

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The digital transformation of society is reaching a state of maturity, which provides people with new and exciting possibilities (NESTA, 2019) and implies a preponderant change in terms of inclusive collaboration, human-centred global economy and governance. Conjointly, ‘knowledge is the impetuous for communication’ (Carayannis & Clark, 2011, p. 203) with respect to foster ‘social capital’ and to thrive ‘cultural knowledge’ (Levallet & Chan, 2019, p. 182). Within this context, mobile technology, thanks to its affordance (Ahonen, 2011; Volkoff & Strong, 2013) and its contextuality (Cochrane et al., 2016), can enable creativity which supports the Cognitive Process Dimension (Anderson et al., 2001). Scilicet, mobile devices become the interface between people and processes (Morel et al., 2018; Dampérat et al., 2019) in relation to innovative practices (Makri et al., 2017) and real-world learning (Saleh et al., 2019) in formal and informal contexts. Moreover, it can enhance the developing of ideas inner/outer an organisation, or a classroom (Hall et al., 2020), and the serendipity flow of learning experiences (Makri et al., 2015). To a certain extent, mobile technology can bolster ‘collective knowledge’ (Pont, 2013; Levallet & Chan, 2019) by enabling quick decision-making and by connecting with a glocal network (Antonczak, 2021). From a transdisciplinary approach, amidst learning sciences (Sommerhoff et al., 2018), management and organisational research, this presentation canvasses mobile technology (Jones & Marsden, 2006; Ahonen, 2011) as being a key apparatus and interface for collaborative innovation (Demil & Lecocq, 2012; Suire et al., 2018), which allows organisations to develop their ‘information ecology’ (Nardi, 1999) through a dynamic sense of what is inside and what is outside their boundaries. Said differently, it deciphers how mobile technology can enable exchange information and co-creative practices beyond formal structures and systems across industries and/or academia. To start, the presentation quickly outlines some key concepts from an inter-disciplinary literature reviews (Baumeister & Leary, 1997), including collaboration, creativity, knowledge dynamics such as knowledge creation and/or conversion (Sawyer, 2008) as well as ‘knowledge retention and/or knowledge loss’ (Levallet & Chan, 2019). Next, it epitomises a few technological enabling conditions (Makri, 2017; Levallet & Chan, 2018; Cheng et al., 2019) such as autonomy, diversity, interactivity, contextuality through mobile social media and mobile-first applications (Apps) in relation to collaboration and learning practices beyond the limits of a physical environment. Then, it introduces the methodological and qualitative approach used for the analysis and findings, as well as the interpretations of practices in Education and Business. Finally, this presentation concludes with some features about how mobile technology practices support collaborative and innovative learning environments, the co-creation of new frameworks, and it suggests further avenues for supplementary research.
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Lee, Jae Moon, In Hwan Jung e Kitae Hwang. "Collaborative drawing shared between mobile devices using MQTT". International Journal of Computational Vision and Robotics 12, n.º 5 (2022): 1. http://dx.doi.org/10.1504/ijcvr.2022.10048789.

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Hwang, Kitae, In Hwan Jung e Jae Moon Lee. "Collaborative drawing shared between mobile devices using MQTT". International Journal of Computational Vision and Robotics 12, n.º 5 (2022): 532. http://dx.doi.org/10.1504/ijcvr.2022.125384.

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Bonci, Andrea, Pangcheng David Cen Cheng, Marina Indri, Giacomo Nabissi e Fiorella Sibona. "Human-Robot Perception in Industrial Environments: A Survey". Sensors 21, n.º 5 (24 de fevereiro de 2021): 1571. http://dx.doi.org/10.3390/s21051571.

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Perception capability assumes significant importance for human–robot interaction. The forthcoming industrial environments will require a high level of automation to be flexible and adaptive enough to comply with the increasingly faster and low-cost market demands. Autonomous and collaborative robots able to adapt to varying and dynamic conditions of the environment, including the presence of human beings, will have an ever-greater role in this context. However, if the robot is not aware of the human position and intention, a shared workspace between robots and humans may decrease productivity and lead to human safety issues. This paper presents a survey on sensory equipment useful for human detection and action recognition in industrial environments. An overview of different sensors and perception techniques is presented. Various types of robotic systems commonly used in industry, such as fixed-base manipulators, collaborative robots, mobile robots and mobile manipulators, are considered, analyzing the most useful sensors and methods to perceive and react to the presence of human operators in industrial cooperative and collaborative applications. The paper also introduces two proofs of concept, developed by the authors for future collaborative robotic applications that benefit from enhanced capabilities of human perception and interaction. The first one concerns fixed-base collaborative robots, and proposes a solution for human safety in tasks requiring human collision avoidance or moving obstacles detection. The second one proposes a collaborative behavior implementable upon autonomous mobile robots, pursuing assigned tasks within an industrial space shared with human operators.
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48

Al-Jarf, Reima. "Online Vocabulary Tasks for Engaging and Motivating EFL College Students in Distance Learning During the Pandemic and Post-pandemic". International Journal of English Language Studies 4, n.º 1 (18 de janeiro de 2022): 14–24. http://dx.doi.org/10.32996/ijels.2022.4.1.2.

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Vocabulary teaching and learning constitute a major problem for EFL instructors and students. EFL freshman students have difficulty in pronouncing, recognizing the meaning of, using and spelling new English words. Due to the Covid-19 Pandemic, all college courses have shifted to online distance learning since March 2020. Surveys with samples of college students and instructors in Saudi Arabia showed lack of interest among the students in online instruction, participation, giving oral presentations, doing homework-assignments, attending online classes, low engagement, interaction, communication and self-efficacy. No adaptations have been made in the college curricula. Since the new distance learning environment requires new modes of teaching and learning, the present study proposes a variety of online vocabulary tasks and technologies that vocabulary instructors can choose from, such as mobile-based applications viz Vocup, Quizlet, Quizizz, game-based mobile apps, Saving Alice, Duolingo, Kahoot, vocabulary flashcards, mobile audiobooks, collaborative mobile ebook reading; podcasts; online dictionaries; concordance-based glosses; picture viewing and picture drawing on tablets; videos; e-portfolios; teaching idioms via graphic novels; multimedia annotations; social networks; project-based learning and mind-maps. To engage, motivate and encourage student-student and student-instructor interaction in the distance learning environment, the study proposes the following: using WhatsApp, ConnectYard, creating a community of inquiry, creating learning partnership, collaborative writing exchange projects, student collaboration, social interaction, integrating text-chat and webcam, and utilizing technology-mediated task-based language teaching. Online vocabulary tasks can be performed individually, in pairs or in small groups; interactively or collaboratively; synchronously or asynchronously. Instructional phases and teacher and students’ roles are also described.
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Utikar, Prof Avinash A. "A Kotlin and Firebase Based Project Discovery Platform with Cosine Similarity-Based Recommendation". International Journal for Research in Applied Science and Engineering Technology 12, n.º 4 (30 de abril de 2024): 3001–6. http://dx.doi.org/10.22214/ijraset.2024.60556.

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Abstract: In today's interconnected world, mobile applications have become integral to our daily lives, revolutionizing how we communicate, work, and collaborate. we present an Android application utilizing Kotlin, Firebase, and a cosine-based recommendation system to address the challenge of project collaboration and discovery. The application aims to provide users with a seamless and personalized experience, empowering them to discover, collaborate on, and contribute to projects aligned with their interests and expertise. By integrating Firebase, the application ensures real-time data synchronization, secure authentication, and cloud storage capabilities, enhancing user experience. The implementation of a cosine-based recommendation system further enhances project discovery by analyzing user profiles and project data to generate personalized recommendations. This paper offers insights into the architecture, methodology, and implementation details of the Android application, highlighting its innovative features and technologies for collaborative project management.
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Callaghan, Ronel. "Developing Mobile Teaching Practice: A Collaborative Exploration Process". Technology, Knowledge and Learning 23, n.º 2 (12 de junho de 2017): 331–50. http://dx.doi.org/10.1007/s10758-017-9319-y.

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