131,480 research outputs found
Mobile application platform heterogeneity: Android vs Windows phone vs iOS vs Firefox OS
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
Overcoming Language Dichotomies: Toward Effective Program Comprehension for Mobile App Development
Mobile devices and platforms have become an established target for modern
software developers due to performant hardware and a large and growing user
base numbering in the billions. Despite their popularity, the software
development process for mobile apps comes with a set of unique, domain-specific
challenges rooted in program comprehension. Many of these challenges stem from
developer difficulties in reasoning about different representations of a
program, a phenomenon we define as a "language dichotomy". In this paper, we
reflect upon the various language dichotomies that contribute to open problems
in program comprehension and development for mobile apps. Furthermore, to help
guide the research community towards effective solutions for these problems, we
provide a roadmap of directions for future work.Comment: Invited Keynote Paper for the 26th IEEE/ACM International Conference
on Program Comprehension (ICPC'18
Accessible user interface support for multi-device ubiquitous applications: architectural modifiability considerations
The market for personal computing devices is rapidly expanding from PC, to mobile, home entertainment systems, and even the automotive industry. When developing software targeting such ubiquitous devices, the balance between development costs and market coverage has turned out to be a challenging issue. With the rise of Web technology and the Internet of things, ubiquitous applications have become a reality. Nonetheless, the diversity of presentation and interaction modalities still drastically limit the number of targetable devices and the accessibility toward end users. This paper presents webinos, a multi-device application middleware platform founded on the Future Internet infrastructure. Hereto, the platform's architectural modifiability considerations are described and evaluated as a generic enabler for supporting applications, which are executed in ubiquitous computing environments
A study of existing Ontologies in the IoT-domain
Several domains have adopted the increasing use of IoT-based devices to
collect sensor data for generating abstractions and perceptions of the real
world. This sensor data is multi-modal and heterogeneous in nature. This
heterogeneity induces interoperability issues while developing cross-domain
applications, thereby restricting the possibility of reusing sensor data to
develop new applications. As a solution to this, semantic approaches have been
proposed in the literature to tackle problems related to interoperability of
sensor data. Several ontologies have been proposed to handle different aspects
of IoT-based sensor data collection, ranging from discovering the IoT sensors
for data collection to applying reasoning on the collected sensor data for
drawing inferences. In this paper, we survey these existing semantic ontologies
to provide an overview of the recent developments in this field. We highlight
the fundamental ontological concepts (e.g., sensor-capabilities and
context-awareness) required for an IoT-based application, and survey the
existing ontologies which include these concepts. Based on our study, we also
identify the shortcomings of currently available ontologies, which serves as a
stepping stone to state the need for a common unified ontology for the IoT
domain.Comment: Submitted to Elsevier JWS SI on Web semantics for the Internet/Web of
Thing
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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Mobilizing The Open University: case studies in strategic mobile development
This paper presents an overview of many activities undertaken in the Mobile Learner Support project area in The Open University (OU). Please note that while many of the project strands involve strategic development that is embedded in the OUâs institution-wide teaching and learning systems, some of the data and findings we hope will be of use to others undertaking work in related areas. In addition to the core work in implementing a Mobile VLE and associated resources, an overview of related mobile audio eAssessment and eBook format development project strands are given, leading to development of a blend of web application software and native or client applications.
The OU delivers significant proportions of online content and collaboration as part of its supported open learning distance education model to over 200,000 part-time students at any given time. In particular, over the past 4 years, adapting open source technologies for around 600 course websites has delivered the requirement to support course activities for up to 4,700 students per course cohort with a corresponding 250 variations of a single course to provide online tutorial spaces. The OU has also throughout its history adapted to increasingly flexible and personalised modes of delivering and interacting with multimedia and audiovisual content as part of a blended approach, most recently aiming to disaggregate content and allow remixing through its open educational resources initiative.
For updates on the Mobile Learner Support project, please visit http://www.open.ac.uk/blogs/mLear
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