1,179 research outputs found

    Hybrid App Approach: Could It Mark the End of Native App Domination?

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    How Open is ‘Open API’? A Critique of the Political Economy of Openness in Programming

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    As a way to provide services or data to third party developers, Open Application Programming Interfaces (Open APIs) have gained popularity among programming community in recent years. Some advocates regard Open APIs as an alternative to open source as it facilitates collaboration between different software. Nowadays many corporations such as Google, Facebook and Twitter are developing Open APIs for their existing services, and most of them are free of charge. As an API usually takes effort to be developed and exposes proprietary data to public, then why would for-profit companies be interested in investing in these kinds of projects? Indeed, Open APIs can help external programs integrate with proprietary software. Many developers, however, have found this collaboration risky, and some of them have started to think about the openness of API compared with open source. More importantly, the definition of Open API is rendered ambiguous through the discursive practices that define ‘openness’ in contemporary digital culture. Drawing on a critical political economy perspective, this study begins with the discussion of theories of openness in programming. It then identifies the ‘openness’ in Open API when compared with other collaborative ways of software production, including open source. It concludes by discussing how corporations are using Open API as a marketing strategy to incorporate external developers into their business

    From native to cross-platform hybrid development : CodeGT, design and development of a mobile app for ERP

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    The current trend towards mobility of individuals, together with the exponential growth of the number of mobile devices led the market to a boom in the demand for the development of mobile applications. Moreover, with the expansion and heterogeneity of the mobile devices and platforms, software companies need to search for faster and cheaper ways to develop applications that can span as many devices as possible to capture the market. Currently, the Android and iOS Operating Systems roughly share and dominate the mobile market, with timid expressions of other competitors. Each of these mobile operating systems were developed using their own languages, strategy and SDKs for development of applications using their libraries – known as Native apps. On the other hand, the evolution of HTML5, CSS and JavaScript created generic alternatives to create mobile apps that run on devices on all operating systems, although lacking the capability to access the device’s full potential. Alongside came the new Hybrid cross-platform development frameworks, which try to take the best of both worlds. This dissertation describes the evolution of the different mobile app development approaches and the state-of-the-art in their development techniques, and compares them with the Hybrid app approach, then highlighting the trends in mobile app development using Hybrid platforms and their advantages. This research includes the development of a mobile Hybrid application, CodeGT, which interacts with an Enterprise Resource Planning (ERP) to access the Transport Documents registered in this ERP and access to the code transmitted by the Portuguese Tax Authority (AT), therefore not requiring the printing of documents and meeting a need of the business market. This application does already have customer industry companies interested in it.As tendências atuais em direção à grande mobilidade dos indivíduos, juntamente com o crescimento exponencial do número de dispositivos móveis, levaram ao enorme crescimento na procura do desenvolvimento de aplicações móveis. Além disso, com a expansão e heterogeneidade dos dispositivos e das plataformas móveis, as empresas de desenvolvimento de software necessitam de encontrar formas mais rápidas e baratas de desenvolver aplicações capazes de abranger o maior número de dispositivos para ir ao encontro da elevada procura do mercado. Atualmente, os sistemas operativos Android e iOS dividem e dominam o mercado de dispositivos móveis com expressões tímidas de outros concorrentes. Cada um desses sistemas operativos móveis foi desenvolvido especificamente para linguagens de programação e estratégias próprias e oferecem um conjunto de ferramentas de desenvolvimento com as suas bibliotecas, para a criação de aplicações nativas. Por outro lado, a evolução do HTML5, CSS e do JavaScript criaram oportunidades para o surgimento de alternativas genéricas para criação de aplicações multiplataforma que correm em todos os dispositivos e em todos os sistemas operativos, mas sem a capacidade de aceder todo o potencial nativo do dispositivo. Paralelamente surgiram as novas plataformas de desenvolvimento híbridas, que tentam tirar o melhor partido dos dois mundos. Esta dissertação descreve a evolução das diferentes abordagens no desenvolvimento de aplicações móveis mais concretamente na utilização de ferramentas multiplataformas para a criação de aplicações móveis híbridas e as suas vantagens. A pesquisa incluiu ainda o desenvolvimento de uma aplicação móvel, CodeGT, desenvolvido numa plataforma híbrida para interagir com um software ERP, acedendo aos Documentos de Transporte registados nesse ERP, assim como ao código transmitido pela Autoridade Tributária (AT), que assim dispensa a impressão de documentos e indo ao encontro de uma necessidade do mercado. Esta aplicação já tem empresas clientes interessadas nela

    Choix de développement mobile multiplateforme, application native ou hybride ?

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    Ce travail a pour objectif de présenter le panorama actuel des alternatives de développement d’applications mobiles proposant une approche multiplateforme. Se basant sur ce panorama, il vise également à préciser les caractéristiques et possibilités fonctionnelles offertes par celles-ci, par opposition à une approche de développement traditionnelle native. Trois solutions parmi les plus populaires au moment de la réalisation de ce travail sont présentées, différents critères de choix étant également proposés pour chacune. La première partie de ce document présente l’évolution des appareils mobiles et de leurs principaux acteurs, puis l’apparition des applications mobiles à proprement parler, pour arriver à l’ampleur du marché actuel et les enjeux impliqués pour la thématique de leur développement. La suite de ce travail définit ce qu’est une approche de développement multiplateforme ainsi que ses différences par rapport à une approche native. Différentes approches sont présentées ainsi que quelques acteurs principaux du domaine, l’une d’elles étant testée à travers la création d’un prototype d’application, également présenté. La fin du travail se concentre sur les critères de choix de solution discernés lors des recherches et conclu sur le positionnement actuel du développement mobile multiplateforme, par rapport au développement natif

    An Open-Source Web Platform for 3D Documentation and Storytelling of Hidden Cultural Heritage

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    The rapid evolution of the urban landscape highlights the need to digitally document the state and historical transformations of heritage sites in densely urbanised areas through the combination of different geomatics survey approaches. Moreover, it is necessary to raise awareness of sites by developing strategies for their dissemination to a diverse audience through engaging, interactive, and accessible 3D web platforms. This work illustrates a methodology for the digital documentation and narration of a cultural heritage site through the implementation of a lightweight and replicable 3D navigation platform based on open-source technologies. Such a solution aims to be an easy-to-implement low-cost approach. The methodology is applied to the case study of the Farnese Castle in Piacenza (Italy), describing the data collection and documentation carried out with an in situ survey and illustrating how the resulting products were integrated into the web platform. The exploration functionalities of the platform and its potential for different types of audiences, from experts to users not familiar with 3D objects and geomatics products, were evaluated and documented on a ReadTheDocs website, allowing interested users to reproduce the project for other applications thanks to the template code available on GitHub

    Holy Ground: A Website Project on the History of Indiana’s United Methodist Camps

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    A basic web-based distance education model

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    Thesis (Master)--Izmir Institute of Technology, Computer Engineering, Izmir, 2005Includes bibliographical references (leaves: 147)Text in English; Abstract: Turkish and Englishxv, 201 leavesDuring the recent years, the rapid growth of the Web and multimedia technologies urged a shift of Computer-Based Educational Technology towards the Web. In the leading universities of the developed countries, studies on Web-Based Education have started and in an increasing manner are going strong. In the last few years, the leading universities of Turkey are also greatly interested in Web-Based Education and have started their re-structuring accordingly.The goal of this study is to design a basic model to be utilized by a university aiming to offer web-based distance education. In achieving this; by the use of system approach, a model comprising of three subsystems, namely system analysis, system design and evaluation&control, working in coordination with each other, has been tried to be proposed. There may be only one missing point of this study, that is; since preparing a lesson or program according to this model was not foreseen in this thesis, the effectiveness evaluations suggested in the evaluation&control subsystem could not be realized. It is recommended to realize such an evaluation in a further study to make it possible to reveal the effectiveness of web-based education by preparing a lesson or program according to this model.On the other hand, a survey has been conducted in Turkey in some of the universities either offering web-based education or are interested in studies in this field.The aim of this survey is to analyze from system design point of view the studies carried out in our universities on this matter and to get a picture of the existing situation.The directed questions aiming this were prepared by taking into consideration of the three stages of system design subsystem, i.e. administrative design, educational design, and technological design. It is intended for the result of this survey to shed light to the new-coming institutions in this field. As a matter of fact, each stage of this subsystem is a survey item itself and should be researched one by one in other studies.Furthermore, for individuals interested in distance education and web-based distance education and for people newly involved in this matter, this thesis is intended to be a reference material and to serve this purpose the sections are prepared containing the basic information accordingly. Nevertheless, since most of the information regarding system design are prepared without taking into consideration the disabled people, the relevant information are not complete. In another study, the offering of the web-based education to the disabled people, especially for deaf, hard of hearing or speech impaired, and blind students, has to be investigated.Finally, in this thesis the proposed model for the Web-Based Distance Education, as being a basic and conceptual model, has a flexible structure; i.e., suitable for all the institutions and establishments intending to offer the web-based education.What is important here, is to exploit the potential sources within the institution that will display the required systematic approach

    Digital entertainment entrepreneurship laboratory in the network economy

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    Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1999.Includes bibliographical references (p. 33).The dual phenomena of the information revolution and the rise of the network economy presents an interesting challenge to the architect. Architecture must shift away from the design of singular buildings, and more towards the design of instances (nodes) on a network - and indeed, the design of that network itself. This entails redefining the role of the architect, to introduce the profession into areas not traditionally though of as the architect's domain. It also demands an understanding of the unique social and economic characteristics of the informational society at the conceptual level, in order to define the correct priorities in physical design. The project is a business incubator located at the Burbank-Pasadena-Glendale Airport, in Burbank, California. The incubator is a collective work space that nurtures start-up companies involved in high tech entertainment research and development - for example, digital compositing, robotic prototypes, and advanced visual effects. In addition to providing funding and facilities, the incubator also gives member firms access to local and regional social/information networks. Local entertainment companies, such as Disney and Warner Bros., sponsor the incubator in exchange for the first right to use any technologies developed there, and to contract incubator firms to work for them. Five Organizing Principles: 1: Collective action. The inclusive aspect heightens creative cross-pollination, and transforms the nature of work from a top-down, rational, domination-based hierarchy to a collaborative, serendipitous, cooperative venture. 2: Synchronicity. The juxtaposition of unrelated uses, an architecture that reinforces chance interactions. 3: Juxtaposition of material + speed. Visual overlaps and juxtapositions highlight the multiple velocities and rhythms that permeate our lives, from the eternal to the instantaneous, reflecting the contradictions in speed in our own lives. 4: Architecture as a device. The autonomy of a building/organization is inextricably linked with its absolute dependence on connections to other buildings/organizations, for context, purpose, meaning and productive capacity. 5: Mapping of digital space onto physical space. Architecture has the opportunity to reevaluate the relationship between technology and (human) nature, to recombine and negotiate new concepts of rights, privileges, and access based on the interplay of digital fluidity and physical solidity.CDROM in Apple Macintosh HFS format; MacOS 8.0 or higher; Netscape Navigator 4.0 or higher or Microsoft Internet Explorer 4.0 or higher.by Allen L. Tsai.M.Arch
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