25,207 research outputs found

    Comprehensive Analysis of Innovative Cross-Platform App Development Frameworks

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    Mobile apps are increasingly realized by using a cross-platform development framework. Using such frameworks, code is written once but the app can be deployed to multiple platforms. Despite progress in research on cross-platform techniques, results (i.e. apps) are not always satisfactory. They are subject to tedious tailoring and the development effort tends to be notable. In these cases, either pure web apps (realized through web browsers) or native apps (realized for each platform separately) are chosen. Recent activities have led to new approaches. In this paper, we have a closer look at three of these, namely React Native, the Ionic Framework, and Fuse. We present a comprehensive analysis of the three approaches. Our work is based on a real-world use case, which allows us to provide generalizable advice. Our findings suggest that there is no clear winner; the frameworks incorporate notable ideas and general progress in the field can be asserted

    Domain-Specific Modeling and Code Generation for Cross-Platform Multi-Device Mobile Apps

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    Nowadays, mobile devices constitute the most common computing device. This new computing model has brought intense competition among hardware and software providers who are continuously introducing increasingly powerful mobile devices and innovative OSs into the market. In consequence, cross-platform and multi-device development has become a priority for software companies that want to reach the widest possible audience. However, developing an application for several platforms implies high costs and technical complexity. Currently, there are several frameworks that allow cross-platform application development. However, these approaches still require manual programming. My research proposes to face the challenge of the mobile revolution by exploiting abstraction, modeling and code generation, in the spirit of the modern paradigm of Model Driven Engineering

    Trends in Smart City Development

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    This report examines the meanings and practices associated with the term 'smart cities.' Smart city initiatives involve three components: information and communication technologies (ICTs) that generate and aggregate data; analytical tools which convert that data into usable information; and organizational structures that encourage collaboration, innovation, and the application of that information to solve public problems

    Software Development for Mobile Computing, the Internet of Things and Wearable Devices: Inspecting the Past to Understand the Future

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    Currently a convergence in software development for mobile computing (including mobile devices and special technology such as wearables) and the Internet of Things (IoT) can be observed. Devices from the fields are becoming part of a joint ecosystem and share the same infrastructure. Moreover, development processes have changed and user requirements have become very heterogeneous. We have been studying this development for a while, also by offering the fitting HICSS minitrack. In this article, we look into the past of software development for mobile devices, in the context of IoT, and for wearables. We analyse joint characteristics and show differences. Then we invite to a discussion that leads to a research outlook. While neither for industry nor for academia the journey is over, the convergence of fields should offer many new possibilities, prevent problems we faced in the past, but also introduce novel challenges

    Software Development for Mobile Computing, the Internet of Things and Wearable Devices: Inspecting the Past to Understand the Future

    Get PDF
    Currently a convergence in software development for mobile computing (including mobile devices and special technology such as wearables) and the Internet of Things (IoT) can be observed. Devices from the fields are becoming part of a joint ecosystem and share the same infrastructure. Moreover, development processes have changed and user requirements have become very heterogeneous. We have been studying this development for a while, also by offering the fitting HICSS minitrack. In this article, we look into the past of software development for mobile devices, in the context of IoT, and for wearables. We analyse joint characteristics and show differences. Then we invite to a discussion that leads to a research outlook. While neither for industry nor for academia the journey is over, the convergence of fields should offer many new possibilities, prevent problems we faced in the past, but also introduce novel challenges.publishedVersio

    Baseline Requirements for Comparative Research on Cross-Platform Mobile Development: A Literature Survey

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    Technical implementations are common in computing research to objectively assess hypotheses. In mobile computing, and more specifically within research on cross-platform mobile development, such implementations are usually in the form of mobile apps. Due to the lack of a common ground for research on app development, studies tend to lack depth and miss out on possible contributions. In an attempt to better the situation, we propose a technical baseline for future research on cross-platform app development to draw from based on previous studies’ technical implementations. We assess and scrutinize existing literature to find trends, and use the generated knowledge to lay out the baseline proposa

    Jukebox: An Adaptive Collaborative Open Application Development Ecosystem

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    In this day and age products are expected to be delivered to the right consumer at the right time through the right channel, in a way that inspires, informs and excites them. An adaptive, collaborative, open, and flexible mobile application solution has been designed for implementation. This solution undertakes to promote a broad level of inter and intra industry inclusivity, increase efficiency and efficacy, reduce total cost of operations, secure high transactional revenues, optimally channelize investments for better returns with minimum data pilferage and stimulates value for the end-users. The solution uses a jukebox metaphor and proposes conceptual workflows, architectures, protocols, and an application development ecosystem. These artefacts are a call for standards that could potentially evoke a paradigm change in mobile app development and operations

    Mobile Application to support Scientific Conferences - UO ISEP

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    This dissertation aims to develop a mobile application for Instituto Superior de Engenharia do Porto (ISEP), to support scientific conferences. With the increase in the use of mobile devices and the growing trend of providing mobile applications for scientific conferences, the need for a mobile application that can enhance the conference experience and provide a convenient and user-friendly way to access information about a conference is becoming more important. This application is designed to be used for live conferences and includes features such as an interactive event schedule, speaker bios, ticket management, and rating of events among others. The attendees can have a seamless conference experience and make the most of the time spent at the conference. The application also includes features for conference organizers such as event registration, attendee management, and real-time analytics. Organizers are able to manage attendees, track attendance, and access analytics on attendee behavior and preferences, and use these features to evaluate the success of the conference, gather insights for future conferences, and improve the attendee’s experience. The development of this application is based on best practices and guidelines for the design and development of mobile applications and user-centered design methodologies. The de sign process is based on user research, interviews, and usability testing, to ensure that the application meets the needs and expectations of the users. The impact of this application on the conference experience is evaluated through user test ing and feedback. The evaluation is focused on measuring the usability, usefulness, and user satisfaction of the application. The results of this evaluation are used to improve the application and ensure that it provides a high-quality user experience. Overall, this thesis aims to contribute to the field of mobile applications for conferences by providing a comprehensive solution that can enhance the attendee experience and improve the overall effectiveness of the conference.Esta dissertação tem como objectivo desenvolver uma aplicação móvel para o ISEP com o intuito de auxiliar nas conferências científicas que o mesmo Instituto organiza. Com o aumento do uso de dispositivos móveis e a crescente tendência de fornecer aos visitantes de conferências aplicações móveis, a necessidade de uma aplicação móvel que permita melhorar a experiência e fornecer uma maneira conveniente e amigável de aceder informações sobre uma conferência organizada pelo ISEP é imperativo. A aplicação desenvolvida no âmbito desta dissertação é projectada para ser usada em conferências ao vivo e incluirá recursos como uma programação interactiva de eventos, biografias dos oradores e materiais de apresentação, além de um directório de participantes e oportunidades de networking. Com esta aplicação, o objectivo é que os participantes tenham uma experiência bastante positiva e que consigam aproveitar ao máximo o tempo gasto na conferência. A aplicação também inclui recursos para os organizadores da conferência, como registo de eventos, gestão de participantes e análises em tempo real. Os organizadores podem gerir os participantes, acompanhar a presença e ter acesso a análises sobre o seu comportamento e preferências, usando essa informação para avaliar o sucesso da conferência, coleccionar e analisar métricas relativas à conferência a fim de melhorar a experiência do participante. O desenvolvimento desta aplicação é baseado nas melhores práticas e directrizes para o desenho e desenvolvimento de aplicações móveis e metodologias de desenho centrada na experiência do utilizador. O processo de desenho é baseado em entrevistas com os organizadores actuais de conferências no ISEP e testes de usabilidade, para garantir que a aplicação atenda às necessidades e expectativas dos utilizadores. O impacto desta aplicação na experiência da conferência é avaliado por meio de testes e feedback dos visitantes e organizadores da conferência. A avaliação é focada em medir a usabilidade, utilidade e satisfação dos utilizadores com a aplicação. Os resultados desta avaliação são utilizados para melhorar a aplicação e garantir que esta proporcione uma experiência de utilizador de alta qualidade. Em geral, esta dissertação quer contribuir para o campo de aplicações móveis para conferências científicas, fornecendo uma solução abrangente que possa melhorar a experiência do participante e melhorar a eficácia geral da conferência. Além disso, a dissertação pretende apresentar uma abordagem de desenho centrado no utilizador e que possa ser utilizada como referência para o desenvolvimento de futuras aplicações móveis em outros domínios
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