286,834 research outputs found

    User Review-Based Change File Localization for Mobile Applications

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    In the current mobile app development, novel and emerging DevOps practices (e.g., Continuous Delivery, Integration, and user feedback analysis) and tools are becoming more widespread. For instance, the integration of user feedback (provided in the form of user reviews) in the software release cycle represents a valuable asset for the maintenance and evolution of mobile apps. To fully make use of these assets, it is highly desirable for developers to establish semantic links between the user reviews and the software artefacts to be changed (e.g., source code and documentation), and thus to localize the potential files to change for addressing the user feedback. In this paper, we propose RISING (Review Integration via claSsification, clusterIng, and linkiNG), an automated approach to support the continuous integration of user feedback via classification, clustering, and linking of user reviews. RISING leverages domain-specific constraint information and semi-supervised learning to group user reviews into multiple fine-grained clusters concerning similar users' requests. Then, by combining the textual information from both commit messages and source code, it automatically localizes potential change files to accommodate the users' requests. Our empirical studies demonstrate that the proposed approach outperforms the state-of-the-art baseline work in terms of clustering and localization accuracy, and thus produces more reliable results.Comment: 15 pages, 3 figures, 8 table

    Effects of Different Display Form Factors on InfoVis Applications: Exploring Selection Management and Brushing and Linking for Mobile Cross-Device Interaction

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    Diese Arbeit untersucht wie man mit mehreren, miteinander koordinierten Mobilgeräten Selektionen verwalten und Brushing und Linking unterstützen kann. Im Rahmen der Arbeit wird ein konzeptionelles Framework zur Selektionsverwaltung für mehrere Geräte angedacht und ein Konzept zur Selektionsverwaltung vorstellt, das Brushing und Linking für Mobilgeräte unterstützt. Des Weiteren werden Ziele für den Prototypen erörtert, die zur Umsetzung das Konzept beitragen. Mobile Geräte werden immer häufiger für Informationsvisualisierungen verwendet. Jedoch wurde bisher noch nicht untersucht, wie gängige Interaktionstechniken, wie Brushing und Linking, für diese Geräte anpassen werden müssen. Während des Brushings, werden zusätzlich Selektionen erstellt, für die es bislang keine Art der Verwaltung für Mobilgeräte gibt. In dieser Arbeit wird untersucht wie man Brushing und Linking mit mehreren Mobilgeräten unterstützen kann und Selektionen gleichzeitig verwalten kann.:1 Introduction 1.1 Contributions 1.2 Motivation and Background 1.3 Goals 1.4 Research Questions 1.5 Thesis Overview 2. Related Work 2.1 Mobile Devices for InfoVis and Their Screen Real Estate Issues 2.2 Interacting with CMVs 2.3 Brushing and Linking 2.4 Summary 3 Selection Management and Brushing and Linking for Mobile Cross- Device Interaction 3.1 The Selection Management Framework 3.2 Fundamental Information About VisTiles 3.3 Design Considerations 3.4 Creating Selections Within a Visualization 3.5 Interacting with Selections Within a Visualization 3.6 Managing Multiple Selections 3.7 Managing a Single Selection 3.8 Linking Selections to Other Devices 3.9 Incorporating Join Operations 3.10 Overview over Side-by-side Interactions 3.11 Summary: Reviewing the Selection Management Framework 4 Prototype 4.1 Technical Setup 4.2 Techniques 5 Conclusion and Discussion 5.1 Discussion 5.2 Future Work 5.3 ConclusionThis thesis examines how to manage selections and use brushing and linking with multiple coordinated mobile devices. We discuss thoughts for a conceptual framework for selection management in multi-device environments. We then present a concept for managing selections and supporting brushing and linking for co-located mobile devices. Finally, we are providing an overview of and the goals for our proof-of-concept prototype. More and more mobile devices are used for visualization. However, it is still an open question how to adjust common interaction techniques, such as brushing and linking, for mobile devices. Furthermore, it has not been addressed how to manage the selections that are created through brushing. We explore how brushing and linking can be used in a setting with multiple, co-located mobile devices and how to manage its selections.:1 Introduction 1.1 Contributions 1.2 Motivation and Background 1.3 Goals 1.4 Research Questions 1.5 Thesis Overview 2. Related Work 2.1 Mobile Devices for InfoVis and Their Screen Real Estate Issues 2.2 Interacting with CMVs 2.3 Brushing and Linking 2.4 Summary 3 Selection Management and Brushing and Linking for Mobile Cross- Device Interaction 3.1 The Selection Management Framework 3.2 Fundamental Information About VisTiles 3.3 Design Considerations 3.4 Creating Selections Within a Visualization 3.5 Interacting with Selections Within a Visualization 3.6 Managing Multiple Selections 3.7 Managing a Single Selection 3.8 Linking Selections to Other Devices 3.9 Incorporating Join Operations 3.10 Overview over Side-by-side Interactions 3.11 Summary: Reviewing the Selection Management Framework 4 Prototype 4.1 Technical Setup 4.2 Techniques 5 Conclusion and Discussion 5.1 Discussion 5.2 Future Work 5.3 Conclusio

    Towards Flexible Process Support on Mobile Devices

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    Ubiquitous computing is considered as enabler for linking everyday life with information and communication technology. However, developing pervasive and mobile applications that provide personalized user assistance still constitutes a challenge. Mobile application scenarios are diverse and encompass domains like healthcare, logistics, and sales. For their support two fundamental technologies with increasing maturity are emerging: development frameworks for mobile devices and light-weight process engines. Their integrated use, however, is in a rather premature state. Generally, the use of a process engine for supporting mobile collaboration raises many challenging issues. This paper picks up some of these challenges and shows how we have coped with them in the MARPLE project. MARPLE targets at a tight integration of process management technology with mobile computing frameworks in order to enable mobile process support in advanced application scenarios. We give insights into the MARPLE architecture and its components.In particular, we introduce the MARPLE process engine, which enables light-weight as well as flexible process support on mobile devices. This will be key for mobile user assistance in advanced application scenarios

    Choice of suitable Identity and Access Management standards for mobile computing and communication

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    © 2017 IEEE. Enterprises have recognised the importance of personal mobile devices for business and official use. Employees and consumers have been freely accessing resources and services from their principal organisation and partners' businesses on their mobile devices, to improve the efficiency and productivity of their businesses. This mobile computing-based business model has one major challenge, that of ascertaining and linking users' identities and access rights across business partners. The parent organisation owns all the confidential information about users but the collaborative organisation has to verify users' identities and access rights to allow access to their services and resources. This challenge involves resolving how to communicate users' identities to collaborative organisations without sending their confidential information. Several generic Identity and Access Management (IAM) standards have been proposed, and three have become established standards: Security Assertion Markup Language (SAML), Open Authentication (OAuth), and OpenID Connect (OIDC). Mobile computing and communication have some specific requirements and limitations; therefore, this paper evaluates these IAM standards to ascertain suitable IAM to protect mobile computing and communication. This evaluation is based on the three types of analyses: Comparative analysis, suitability analysis and security vulnerability analysis of SAML, OAuth and OIDC

    Psychiatr Q

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    ObjectiveUnderstanding how individuals with mental illness who receive services at peer support agencies use technology can inform the development of online and mobile health interventions tailored for users in these non-traditional mental health settings. The purpose of this study was to assess the use of technology among individuals with mental illness at peer support agencies.MethodsA survey delivered within peer support agencies (PSAs) in one state assessed technology use among individuals ages 18 and over with a self-identified mental illness receiving services at these agencies.ResultsIn total, 195 individuals from 10 PSAs completed the survey. Eighty-two percent of respondents used the internet, with 63% of respondents connected to the internet at the PSAs. Eighty one percent of respondents owned a cell phone, 70% used text messaging, 58% owned smartphones, 61% used mobile applications, and 72% used social media. PSA users under age 55 were significantly more likely to own a smartphone than PSA users age 55 and older. Among internet users, 71% had searched for health information online and 57% had searched for mental health information onlineConclusionsMany individuals who receive services at PSAs have access to online and mobile technologies. These technologies may be leveraged to expand the reach of evidence-based health and mental health programs to individuals in these non-traditional mental health settings. Future research should explore the feasibility of intervention strategies that involve PSAs as a resource for linking people with mental illness to online and mobile support for their health and wellness goals.P30 DA029926/DA/NIDA NIH HHS/United StatesU48 DP005018/DP/NCCDPHP CDC HHS/United StatesU48DP005018/ACL HHS/United StatesU48DP005018/CC/CDC HHS/United States2019-09-01T00:00:00Z29302771PMC6217798661

    Using mobile technology to create flexible learning contexts

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    This paper discusses the importance of learning context with a particular focus upon the educational application of mobile technologies. We suggest that one way to understand a learning context is to perceive it as a Learner Centric Ecology of Resources. These resources can be deployed variously but with a concern to promote and support different kinds of mediations, including those of the teacher and learner. Our approach is informed by sociocultural theory and is used to construct a framework for the evaluation of learning experiences that encompass various combinations of technologies, people, spaces and knowledge. The usefulness of the framework is tested through two case studies that evaluate a range of learning contexts in which mobile technologies are used to support learning. We identify the benefits and challenges that arise when introducing technology across multiple locations. An analytical technique mapped from the Ecology of Resources framework is presented and used to identify the ways in which different technologies can require learners to adopt particular roles and means of communication. We illustrate how we involve participants in the analysis of their context and highlight the extent to which apparently similar contexts vary in ways that are significant for learners. The use of the Ecology of Resources framework to evaluate a range of learning contexts has demonstrated that technology can be used to provide continuity across locations: the appropriate contextualization of activities across school and home contexts, for example. It has also provided evidence to support the use of technology to identify ways in which resources can be adapted to meet the needs of a learner

    Embedded distributed vision system for humanoid soccer robot

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    Computer vision is one of the most challenging applications in sensor systems since the signal is complex from spatial and logical point of view. Due to these characteristics vision applications require high computing resources, which makes them especially difficult to use in embedded systems, like mobile robots with reduced amount memory and computing power. In this work a distributed architecture for humanoid visual control is presented using specific nodes for vision processing cooperating with the main CPU to coordinate the movements of the exploring behaviours. This architecture provides additional computing resources in a reduced area, without disturbing tasks related with low level control (mainly kinematics) with the ones involving vision processing algorithms. The information is exchanged allowing to linking control loops between both nodes.This work was supported from the Spanish MICINN project SIDIRELI DPI2008-06737-C02-01/02 and FEDER founds

    SINGLE BUILDING POINT CLOUD SEGMENTATION: TOWARDS URBAN DATA MODELING AND MANAGEMENT

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    To manage urban areas, a key step is the development of a geometric survey and its subsequent analysis and processing in order to provide useful information, and to become a good basis for urban modeling. Surveys of urban areas can be developed with various technologies, such as Aerial Laser Scanning, Unmanned Aerial Systems photogrammetry, and Mobile Mapping Systems. To make the resulting point clouds useful for subsequent steps, it is necessary to segment them into classes representing urban elements. On the other hand, there are 2D land representations that provide a variety of information related to the elements in the urban environment, which are linked to databases that have information content related to them. In this context, the element identified as interesting for urban management of the built heritage is the individual building unit. This paper presents an automated method for using map datasets to segment individual building units on a point cloud of an urban area. A unique number is then assigned to the segmented points, linking them directly to the corresponding element in the map database. The resulting point cloud thus becomes a container of the information in the map database, and a basis for possible city modeling. The method was successfully tested on the historic city of Sabbioneta (northern Italy), using two point clouds, one obtained through the use of a Mobile Mapping System and one obtained with Unmanned Aerial System photogrammetry. Two cartographic databases were used, one opensource (OpenStreetMap) and one provided by the regional authorities (regional cartographic database)

    Design of a wireless system for patient-hospital communciation and result validation in point of care testing

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    This paper discuses mobile phone (cell phone) and wireless applications for linking patients who manage their healthcare outside the hospital using point of care testing (POCT) to hospital information systems (HIS). Certain medical conditions require patients to manage their healthcare by performing on themselves POC testing and act faithfully on the result. This raises quality control issue, as these POC samples and testing procedures are not independently overseen by professional hospital staff. In hospitals, samples taken by clinicians are validated by hi-tech computerised validation systems to ensure plausibility, before physicians rely on them. Patients in the home must often use results from these POCT to determine medication dosage or to monitor their condition. Thus, there is a need to implement a system of result validation, either locally or by the hospital validation system itself for people testing with POCT devices

    EpiCollect+: linking smartphones to web applications for complex data collection projects.

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    © 2014 Aanensen DM et al.Previously, we have described the development of the generic mobile phone data gathering tool, EpiCollect, and an associated web application, providing two-way communication between multiple data gatherers and a project database. This software only allows data collection on the phone using a single questionnaire form that is tailored to the needs of the user (including a single GPS point and photo per entry), whereas many applications require a more complex structure, allowing users to link a series of forms in a linear or branching hierarchy, along with the addition of any number of media types accessible from smartphones and/or tablet devices (e.g., GPS, photos, videos, sound clips and barcode scanning). A much enhanced version of EpiCollect has been developed (EpiCollect+). The individual data collection forms in EpiCollect+ provide more design complexity than the single form used in EpiCollect, and the software allows the generation of complex data collection projects through the ability to link many forms together in a linear (or branching) hierarchy. Furthermore, EpiCollect+ allows the collection of multiple media types as well as standard text fields, increased data validation and form logic. The entire process of setting up a complex mobile phone data collection project to the specification of a user (project and form definitions) can be undertaken at the EpiCollect+ website using a simple drag and drop procedure, with visualisation of the data gathered using Google Maps and charts at the project website. EpiCollect+ is suitable for situations where multiple users transmit complex data by mobile phone (or other Android devices) to a single project web database and is already being used for a range of field projects, particularly public health projects in sub-Saharan Africa. However, many uses can be envisaged from education, ecology and epidemiology to citizen science
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