25 research outputs found

    Cross Platform Applications With IBM Worklight

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    There is a tremendous increase in users with an iPhone, Android-based phone, Smartphone and tablet computers. The mobile operating system companies provide more resources for the creation of applications as per the users requirement. But due to the use of various operating system, it becomes problem for developers to develop the application for each operating system individually. So this has been solved by the cross platform mobile application development tool using Single source code, "Build Once, Run many ", Platform independent, which provide more scope in less time. The applications created by IBM Work light which helps avoid developing same type of application separately. This paper aims at developing an app that makes user to remind and book tickets(travel, movie) recharges mobiles and send free sms

    Parking goes mobile: a research proposal

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    This paper presents a research proposal to study the process to create a mobile application considering important restrictions on the development schedule and on the team size. The objective of the application is to help citizens to find parking spots in urban context. A theoretical framework is presented, based on several dimensions, such as the software development approach, the different mobile application’s types and its implications, the specific design issues for mobile applications, the technological frameworks that could be used, and an analysis of the existent applications that have similar objectives. The research proposal is described: its objectives, the research question, and a discussion on technical options related with the dimensions of the theoretical framework. The following steps of the project are outlined

    WEB-BASED INTERACTIVE HTML LEARNING

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    Interactive HTML Learning is a web-based system developed to increase the effectiveness of learning HTML language. The web-based system basically is an interactive way of learning through computer browser that will involve two ways communication. This will result of reducing learning curve of users. Through the development of this learning system, more programmers can be made available. The main difference of this system than other than other system is this system will be using the interaction of two ways communication between the user and the system itself. Inputs inserted by the user will have respond from the learning system. The learning system will have attractive interface by including images and colours to avoid text-only learning process. Target user of this interactive HTML learning system is amateur users who has no experience in dealing with programming language. Users now will be able to learn HTML in interactive way and more effective with this system availabl

    Youth WellTech: A Global Remote Co-Design Sprint for Youth Mental Health Technology

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    Mental health is a pressing concern in today's digital age, particularly among youth who are deeply intertwined with technology. Despite the influx of technology solutions addressing mental health issues, youth often remain sidelined during the design process. While co-design methods have been employed to improve participation by youth, many such initiatives are limited to design activities and lack training for youth to research and develop solutions for themselves. In this case study, we detail our 8-week remote, collaborative research initiative called Youth WellTech, designed to facilitate remote co-design sprints aimed at equipping youth with the tools and knowledge to envision and design tech futures for their own communities. We pilot this initiative with 12 student technology evangelists across 8 countries globally to foster the sharing of mental health challenges and diverse perspectives. We highlight insights from our experiences running this global program remotely, its structure, and recommendations for co-research.Comment: Case Study, 13 page

    Caveats in Eliciting Mobile App Requirements

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    Factors such as app stores or platform choices heavily affect functional and non-functional mobile app requirements. We surveyed 45 companies and interviewed ten experts to explore how factors that impact mobile app requirements are understood by requirements engineers in the mobile app industry. We observed a lack of knowledge in several areas. For instance, we observed that all practitioners were aware of data privacy concerns, however, they did not know that certain third-party libraries, usage aggregators, or advertising libraries also occasionally leak sensitive user data. Similarly, certain functional requirements may not be implementable in the absence of a third-party library that is either banned from an app store for policy violations or lacks features, for instance, missing desired features in ARKit library for iOS made practitioners turn to Android. We conclude that requirements engineers should have adequate technical experience with mobile app development as well as sufficient knowledge in areas such as privacy, security and law, in order to make informed decisions during requirements elicitation.Comment: The 24th International Conference on Evaluation and Assessment in Software Engineering (EASE 2020

    Development of Mobile Applications with Functions in the Cloud through the Model Driven Approach: A Systematic Mapping Study

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    This work presents a systematic mapping study that analyzes different proposals that apply MDD to the development of MobileApps-FC and that, at the same time, consider the improvement of the portability of such applications. Even though we have identified just a few studies related to our subject of interest, the validation experiences that are presented in them, encourage the adoption of MDD to address portability issues.CONACYT – Consejo Nacional de Ciencia y TecnologíaPROCIENCI

    Patentes de Aplicativos Móveis Acerca do Uso de Agrotóxicos e Saúde do Trabalhador Rural: uma prospecção científica e tecnológica

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    The present work aims to identify the scientific and technological production related to mobile applications about the use of pesticides and the health of rural workers. The searches were carried out in the WIPO, EPO/Espacenet, INPI, Web of Science, Science Direct, Scopus, CAPES and SciELO databases, using the keywords: pesticide, pesticide, "mobile application", "rural worker", health , consultation and prevention. A total of 298 scientific articles were found, of which 12 were included in this study. Regarding patents, 185 records were located, of which 6 were mobile applications, however, none had a direct relationship with the specific topic. Thus, based on the analysis of the results, it was possible to observe that most of the productions related to the theme were scientific articles, evidencing a gap in this technological area.O presente trabalho tem por objetivo identificar a produção científica e tecnológica relacionada aos aplicativos móveis acerca do uso de agrotóxicos e saúde do trabalhador rural. Trata-se de uma prospecção científica e tecnológica realizada utilizando metodologia sistemática. Foram encontrados 298 artigos científicos, destes, 12 foram incluídos na síntese qualitativa para composição deste estudo. Em relação às patentes, foram localizados 185 registros, dos quais, 6 se tratavam de aplicativos móveis, porém, nenhum destes era relacionado ao tema específico. Com base na análise dos resultados, foi possível observar que a maioria das produções relacionadas ao tema tratavam-se de artigos científicos, havendo uma carência de depósitos de patentes. Portanto, os resultados obtidos através deste estudo demonstram a existência de uma lacuna de investimento nessa área tecnológica e a necessidade de maior incentivo financeiro em pesquisas nesse setor

    Mobile Augmented Reality Elements for Museum Hearing Impaired Visitors’ Engagement

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    There is an increase attention on the provision of the ideal learning environment for museum visitors. This has made researchers to employ the concept of engagement in designing Mobile Augmented Reality application in order to attract museum visitors’ interest and ensure a more effective learning environment. However, most of the Mobile Augmented Reality applications for museum visitors are largely tailored to normal hearing visitors while the hearing-impaired visitors are not supported. This makes hearing-impaired visitors to go through unpalatable experiences and eventually dissatisfy with their visit to the museum. This experience is making learning impossible for hearing-impaired visitors at the museum sites. Therefore, this study explored engagement Mobile Augmented Reality elements that are needed for the design of an efficient museum Mobile Augmented Reality application for hearing impaired visitors’. The study employed both systematic literature review and expert opinion methods. The findings revealed that there are eleven major elements of engagement Mobile Augmented Reality needed for the design of an efficient museum Mobile Augmented Reality app for hearing impaired visitors’. These eleven elements include Aesthetics, Curiosity, Usability, Interaction, Motivation, Satisfaction, Self-Efficacy, Perceived Control, Enjoyment, Focused Attention and Interest. This paper argues that for an efficient and engaged Mobile Augmented Reality app for the hearing-impaired community most especially hearing-impaired visitors to museum sites these eleven elements are critical. This finding will help Mobile Augmented Reality designers and developers on how to design an efficient and engaged Mobile Augmented Reality app for the hearing-impaired community at large and museum hearing-impaired visitors’ specifically

    An Empirical Investigation of Performance Overhead in Cross-Platform Mobile Development Frameworks

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    The heterogeneity of the leading mobile platforms in terms of user interfaces, user experience, programming language, and ecosystem have made cross-platform development frameworks popular. These aid the creation of mobile applications – apps – that can be executed across the target platforms (typically Android and iOS) with minimal to no platform-specific code. Due to the cost- and time-saving possibilities introduced through adopting such a framework, researchers and practitioners alike have taken an interest in the underlying technologies. Examining the body of knowledge, we, nonetheless, frequently encounter discussions on the drawbacks of these frameworks, especially with regard to the performance of the apps they generate. Motivated by the ongoing discourse and a lack of empirical evidence, we scrutinised the essential piece of the cross-platform frameworks: the bridge enabling cross-platform code to communicate with the underlying operating system and device hardware APIs. The study we present in the article benchmarks and measures the performance of this bridge to reveal its associated overhead in Android apps. The development of the artifacts for this experiment was conducted using five cross-platform development frameworks to generate Android apps, in addition to a baseline native Android app implementation. Our results indicate that – for Android apps – the use of cross-platform frameworks for the development of mobile apps may lead to decreased performance compared to the native development approach. Nevertheless, certain cross-platform frameworks can perform equally well or even better than native on certain metrics which highlights the importance of well-defined technical requirements and specifications for deliberate selection of a cross-platform framework or overall development approach.publishedVersio
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