2,284 research outputs found

    Innovative Evaluation System – IESM: An Architecture for the Database Management System for Mobile Application

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    As the mobile applications are constantly facing a rapid development in the recent years especially in the academic environment such as student response system [1-8] used in universities and other educational institutions; there has not been reported an effective and scalable Database Management System to support fast and reliable data storage and retrieval. This paper presents Database Management Architecture for an Innovative Evaluation System based on Mobile Learning Applications. The need for a relatively stable, independent and extensible data model for faster data storage and retrieval is analyzed and investigated. It concludes by emphasizing further investigation for high throughput so as to support multimedia data such as video clips, images and documents

    A model and architecture for situation determination

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    Automatically determining the situation of an ad-hoc group of people and devices within a smart environment is a significant challenge in pervasive computing systems. Current approaches often rely on an environment expert to correlate the situations that occur with the available sensor data, while other machine learning based approaches require long training periods before the system can be used. Furthermore, situations are commonly recognised at a low-level of granularity, which limits the scope of situation-aware applications. This paper presents a novel approach to situation determination that attempts to overcome these issues by providing a reusable library of general situation specifications that can be easily extended to create new specific situations, and immediately deployed without the need of an environment expert. A proposed architecture of an accompanying situation determination middleware is provided, as well as an analysis of a prototype implementation

    Adaptive online deployment for resource constrained mobile smart clients

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    Nowadays mobile devices are more and more used as a platform for applications. Contrary to prior generation handheld devices configured with a predefined set of applications, today leading edge devices provide a platform for flexible and customized application deployment. However, these applications have to deal with the limitations (e.g. CPU speed, memory) of these mobile devices and thus cannot handle complex tasks. In order to cope with the handheld limitations and the ever changing device context (e.g. network connections, remaining battery time, etc.) we present a middleware solution that dynamically offloads parts of the software to the most appropriate server. Without a priori knowledge of the application, the optimal deployment is calculated, that lowers the cpu usage at the mobile client, whilst keeping the used bandwidth minimal. The information needed to calculate this optimum is gathered on the fly from runtime information. Experimental results show that the proposed solution enables effective execution of complex applications in a constrained environment. Moreover, we demonstrate that the overhead from the middleware components is below 2%

    Usability of Mobile Devices and intelligently adapting to a User's needs

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    Usability is defined in ISO 9241 (1998) as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction. Usability in relation to mobile services i.e. services that run on Mobile Phones and PDAs must look at the mobile user and surmise what interfaces for mobile services are appreciated and anticipated by the user. This paper will cover the area of usability issues when developing Mobile services. It will look at the mobile users and will propose a system that will store and utilise users' context information to help a user carry out a task. It will formulate a structure that allows applications to learn the significance and interrelations of people, places, objects and documents. By knowing the significance and relationships between objects and data, applications can always provide the user with the most relevant data and build up a context for user interaction

    Furthering Service 4.0: Harnessing Intelligent Immersive Environments and Systems

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    With the increasing complexity of service operations in different industries and more advanced uses of specialized equipment and procedures, the great current challenge for companies is to increase employees' expertise and their ability to maintain and improve service quality. In this regard, Service 4.0 aims to support and promote innovation in service operations using emergent technology. Current technological innovations present a significant opportunity to provide on-site, real-time support for field service professionals in many areas

    Using mobile devices to support online collaborative learning

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    Mobile collaborative learning is considered the next step of on-line collaborative learning by incorporating mobility as a key and breakthrough requirement. Indeed, the current wide spread of mobile devices and wireless technologies brings an enormous potential to e-learning, in terms of ubiquity, pervasiveness, personalization, flexibility, and so on. For this reason, Mobile Computer-Supported Collaborative Learning has recently grown from a minor research field to significant research projects covering a fairly variety of formal and specially informal learning settings, from schools and universities to workplaces, museums, cities and rural areas. Much of this research has shown how mobile technology can offer new opportunities for groups of learners to collaborate inside and beyond the traditional instructor-oriented educational paradigm. However, mobile technologies, when specifically applied to collaborative learning activities, are still in its infancy and many challenges arise. In addition, current research in this domain points to highly specialized study cases, uses, and experiences in specific educational settings and thus the issues addressed in the literature are found dispersed and disconnected from each other. To this end, this paper attempts to bridge relevant aspects of mobile technologies in support for collaborative learning and provides a tighter view by means of a multidimensional approach.Peer ReviewedPostprint (published version

    Multi-Paradigm Reasoning for Access to Heterogeneous GIS

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    Accessing and querying geographical data in a uniform way has become easier in recent years. Emerging standards like WFS turn the web into a geospatial web services enabled place. Mediation architectures like VirGIS overcome syntactical and semantical heterogeneity between several distributed sources. On mobile devices, however, this kind of solution is not suitable, due to limitations, mostly regarding bandwidth, computation power, and available storage space. The aim of this paper is to present a solution for providing powerful reasoning mechanisms accessible from mobile applications and involving data from several heterogeneous sources. By adapting contents to time and location, mobile web information systems can not only increase the value and suitability of the service itself, but can substantially reduce the amount of data delivered to users. Because many problems pertain to infrastructures and transportation in general and to way finding in particular, one cornerstone of the architecture is higher level reasoning on graph networks with the Multi-Paradigm Location Language MPLL. A mediation architecture is used as a “graph provider” in order to transfer the load of computation to the best suited component – graph construction and transformation for example being heavy on resources. Reasoning in general can be conducted either near the “source” or near the end user, depending on the specific use case. The concepts underlying the proposal described in this paper are illustrated by a typical and concrete scenario for web applications

    Scripted GUI Testing of Android Apps: A Study on Diffusion, Evolution and Fragility

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    Background. Evidence suggests that mobile applications are not thoroughly tested as their desktop counterparts. In particular GUI testing is generally limited. Like web-based applications, mobile apps suffer from GUI test fragility, i.e. GUI test classes failing due to minor modifications in the GUI, without the application functionalities being altered. Aims. The objective of our study is to examine the diffusion of GUI testing on Android, and the amount of changes required to keep test classes up to date, and in particular the changes due to GUI test fragility. We define metrics to characterize the modifications and evolution of test classes and test methods, and proxies to estimate fragility-induced changes. Method. To perform our experiments, we selected six widely used open-source tools for scripted GUI testing of mobile applications previously described in the literature. We have mined the repositories on GitHub that used those tools, and computed our set of metrics. Results. We found that none of the considered GUI testing frameworks achieved a major diffusion among the open-source Android projects available on GitHub. For projects with GUI tests, we found that test suites have to be modified often, specifically 5\%-10\% of developers' modified LOCs belong to tests, and that a relevant portion (60\% on average) of such modifications are induced by fragility. Conclusions. Fragility of GUI test classes constitute a relevant concern, possibly being an obstacle for developers to adopt automated scripted GUI tests. This first evaluation and measure of fragility of Android scripted GUI testing can constitute a benchmark for developers, and the basis for the definition of a taxonomy of fragility causes, and actionable guidelines to mitigate the issue.Comment: PROMISE'17 Conference, Best Paper Awar
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