3,909 research outputs found

    Synote mobile HTML5 responsive design video annotation application

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    Synote Mobile has been developed as an accessible cross device and cross browser HTML5 webbased collaborative replay and annotation tool to make web-based recordings easier to access, search, manage, and exploit for learners, teachers and others. It has been developed as a new mobile HTML5 version of the award winning open source and freely available Synote which has been used since 2008 by students throughout the world to learn interactively from recordings. While most UK students now carry mobile devices capable of replaying Internet video, the majority of these devices cannot replay Synote’s accessible, searchable, annotated recordings as Synote was created in 2008 when few students had phones or tablets capable of replaying these videos

    Automated Test Input Generation for Android: Are We There Yet?

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    Mobile applications, often simply called "apps", are increasingly widespread, and we use them daily to perform a number of activities. Like all software, apps must be adequately tested to gain confidence that they behave correctly. Therefore, in recent years, researchers and practitioners alike have begun to investigate ways to automate apps testing. In particular, because of Android's open source nature and its large share of the market, a great deal of research has been performed on input generation techniques for apps that run on the Android operating systems. At this point in time, there are in fact a number of such techniques in the literature, which differ in the way they generate inputs, the strategy they use to explore the behavior of the app under test, and the specific heuristics they use. To better understand the strengths and weaknesses of these existing approaches, and get general insight on ways they could be made more effective, in this paper we perform a thorough comparison of the main existing test input generation tools for Android. In our comparison, we evaluate the effectiveness of these tools, and their corresponding techniques, according to four metrics: code coverage, ability to detect faults, ability to work on multiple platforms, and ease of use. Our results provide a clear picture of the state of the art in input generation for Android apps and identify future research directions that, if suitably investigated, could lead to more effective and efficient testing tools for Android

    Mobile application platform heterogeneity: Android vs Windows phone vs iOS vs Firefox OS

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    Modern smartphones have a rich spectrum of increasingly sophisticated features, opening opportunities for software-led innovation. Of the large number of platforms to develop new software on, in this paper we look closely at three platforms identified as market leaders for the smartphone market by Gartner Group in 2013 and one platform, Firefox OS, representing a new paradigm for operating systems based on web technologies. We compare the platforms in several different categories, such as software architecture, application development, platform capabilities and constraints, and, finally, developer support. Using the implementation of a mobile version of the tic-tac-toe game on all the four platforms, we seek to investigate strengths, weaknesses and challenges of mobile application development on these platforms. Big differences are highlighted when inspecting community environments, hardware abilities and platform maturity. These inevitably impact upon developer choices when deciding on mobile platform development strategies

    Smart Photos

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    Recent technological leaps have been a great catalyst for changing how people interact with the world around us. Specifically, the field of Augmented Reality has led to many software and hardware advances that have formed a digital intermediary between humans and their environment. As of now, Augmented Reality is available to the select few with the means of obtaining Google Glass, Oculus Rifts, and other relatively expensive platforms. Be that as it may, the tech industry\u27s current goal has been integration of this technology into the public\u27s smartphones and everyday devices. One inhibitor of this goal is the difficulty of finding an Augmented Reality application whose usage could satisfy an everyday need or attraction. Augmented reality presents our world in a unique perspective that can be found nowhere else in the natural world. However, visual impact is weak without substance or meaning. The best technology is invisible, and what makes a good product is its ability to fill a void in a person\u27s life. The most important researchers in this field are those who have been augmenting the tasks that most would consider mundane, such as overlaying nutritional information directly onto a meal [4]. In the same vein, we hope to incorporate Augmented Reality into everyday life by unlocking the full potential of a technology often believed to have already have reached its peak. The humble photograph, a classic invention and unwavering enhancement to the human experience, captures moments in space and time and compresses them into a single permanent state. These two-dimensional assortments of pixels give us a physical representation of the memories we form in specific periods of our lives. We believe this representation can be further enhanced in what we like to call a Smart Photo. The idea behind a Smart Photo is to unlock the full potential in the way that people can interact with photographs. This same notion is explored in the field of Virtual Reality with inventions such as 3D movies, which provide a special appeal that ordinary 2D films cannot. The 3D technology places the viewer inside the film\u27s environment. We intend to marry this seemingly mutually exclusive dichotomy by processing 2D photos alongside their 3D counterparts

    Designing Comprehensive Independent Learning Interactive Multimedia and its Resources Demands

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    Generally, multimedia project refers to a combination of  two or three types of media, such as texts, images, animations, applications, and videos, and is easily decompiled. This research produces interactive multimedia with five types of media using ActionScript. Using an external XML file as the connector between interface and contents, this interactive multimedia becomes reusable and developable. This multimedia project is flash based with the extensions *.swf and *.exe. To protect from decompiling, the project uses layered encryption combined with As3Crypto encryption. Based on test results, Sothink SWF Decompiler software cannot decompile and display all the properties of the project. In this research ,the analysis highlights multiplatform, standalone, media types, content types, exercises system, responsive, reusability, developability, energy efficiency, layered encryption and independent learning. Based on test results, the project has been tested and participants declared that they can use all contents and navigations easily and it ran normally on the devices used.

    Design of Virtual Map Building Using Unity 3D with MDLC Method

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    Lampung University does routine activities every new academic year for students, especially for new students college in the Faculty of Engineering, Introduction to Campus Life for New Students (PKKMB), one of the main agendas of PKKMB is introducing every building and public facilities in Civil Engineering, also every building and the room in it. The current state of the COVID-19 pandemic makes the University of Lampung conduct learning activities by network (online).The area and number of buildings' public facilities will be an issue for new students and visitors since it takes longer to find information, explore, and understand the layout of the building environment. To address these issues, there is a need for technology that fulfills the requirements of information, efficiency, and new methods in introducing a building to visitors. These problems are expected to be resolved by developing a virtual 3D map application for Building A, the Dean of the Faculty of Engineering, and Building B the architectural engineering. The Multimedia Development Life Cycle (MDLC) method was used to develop this application. The application testing in this research uses two types of testing namely Alpha and Beta testing with a black box scheme. Alpha testing results show that the app is compatible with Android OS 8.1 to 11.1 and smartphones with 5.45 to 6.4-inch displays. It requires at least 4GB to 8GB RAM According to the Beta Testing the application resulted in an outstanding 90.2% satisfaction rate. It can be concluded that the virtual 3D map application for Dean's Office Building A and Architecture Engineering Building B of the Faculty of Engineering at Lampung University functions effectively and is rated as "Very Good" based on the established criteria and index

    noteEd - A web-based lecture capture system

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    Electronic capture and playback of lectures has long been the aim of many academic projects. Synote is an application developed under MACFoB (Multimedia Annotation and Community Folksonomy Building) project to synchronise the playback of lecture materials. However, Synote provides no functionality to capture such multimedia. This project involves the creation of a system called noteEd, which will capture a range of multimedia from lectures and make them available to Synote. This report describes the evolution of the noteEd project throughout the design and implementation of the proposed system. The performance of the system was checked in a user acceptance test with the customer, which is discussed after screenshots of our solution. Finally, the project management is presented containing a final project evaluation

    CHILDREN AIMED INTERFACES FOR ANDROID RUNNING DEVICES

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    The paper focuses on the development of mobile interfaces for children. The Android operating system is presented from appearance with its features, hardware support and its advantages over others operating systems. Mobile software development requirements on different platforms for mobile devices are identified and described. A graphical interface aiming children is designed and its features are presented. The interface includes an application for managing the school related tasks and time. Children manage the time of the days of the week differently. They have access to a task management system and a progress reporting tool. The advantages and development requirements are identified and discussed.mobile, software, development, Android, devices, interfaces, children
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