6 research outputs found

    Training and evaluation in a large-scale virtual environment for a location-based mobile application

    Get PDF
    Virtual reality (VR) training has been applied to multiple different tasks and compared to conventional training methods. The aim of this research is to evaluate training in a large-scale CAVE-based virtual environment (VE) for a location-based mobile application designed to support an address verification task via walking. This training required a simulated neighborhood environment, a user interface for VE navigation, and communication between the VE and the mobile application. In this research, four main elements interacted together to provide the user experience: the VE, the mobile application, the task, and the userā€™s spatial ability. The first part of the research examined the impact of training in VR. The training was applied in two different environments with two different groups (in the field and VR). The effectiveness of training was measured using a field test for both training groups. There were statistically significant improvements in both training groups after training. There were no significant differences between the two training groups in performance (time, distance, task errors) in the testing session. The second part evaluated the interaction with the mobile application by assessing the impact of training on the use of the mobile application and the usability issues experienced with the app. Usability was measured using quantitative (taps in the application) and qualitative (usability questionnaire) methods. Results showed statistically significant improvements in app interaction in both real-world and virtual training groups where both groups reduced taps significantly in the testing session compared to the training session. There were no significant differences between the two training groups in taps in the testing session. The usability questionnaire documented issues related to feedback and map design. However, the questionnaire results showed an overall satisfaction of the usefulness and the information quality of the mobile app. The last part of the study evaluated the interaction with the virtual environment by examining usersā€™ sense of presence and perceived distance traveled. The sense of presence was measured using a presence questionnaire. The perceived distance compared participantsā€™ perceived travel distance with their actual distance traveled. Results showed that participants had a relatively high sense of presence in the CAVE. It was also found that participants underperceived their distance traveled in VR. This research found the large-scale CAVE-based virtual environment (VE) valuable in training and evaluation for the location-based mobile application designed to support an address verification task. These results will enable users from both academia and industry with location-based mobile applications to apply sufficient training in the context in the large-scale CAVE-based virtual environment (VE). Findings in this research enable researchers and practitioners in user experience (UX) to apply valuable evaluations of usability and interaction for location-based mobile applications using a large-scale CAVE-based virtual environment (VE)

    Prijedlog ontoloŔki utemeljenog metodoloŔkog okvira za razvoj viŔe-platformskih mobilnih aplikacija

    Get PDF
    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili viÅ”e mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teÅ”ko ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rjeÅ”enjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontoloÅ”ke definicije kao osnove za metodoloÅ”ku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj viÅ”e-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su koriÅ”teni pri implementaciji prototipnog rjeÅ”enja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontoloÅ”ku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja viÅ”e-platformskih mobilnih aplikacija

    Prijedlog ontoloŔki utemeljenog metodoloŔkog okvira za razvoj viŔe-platformskih mobilnih aplikacija

    Get PDF
    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili viÅ”e mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teÅ”ko ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rjeÅ”enjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontoloÅ”ke definicije kao osnove za metodoloÅ”ku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj viÅ”e-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su koriÅ”teni pri implementaciji prototipnog rjeÅ”enja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontoloÅ”ku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja viÅ”e-platformskih mobilnih aplikacija

    Prijedlog ontoloŔki utemeljenog metodoloŔkog okvira za razvoj viŔe-platformskih mobilnih aplikacija

    Get PDF
    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili viÅ”e mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teÅ”ko ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rjeÅ”enjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontoloÅ”ke definicije kao osnove za metodoloÅ”ku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj viÅ”e-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su koriÅ”teni pri implementaciji prototipnog rjeÅ”enja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontoloÅ”ku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja viÅ”e-platformskih mobilnih aplikacija

    Method and Technology for Model-based Test Automation of Context-sensitive Mobile Applications

    Get PDF
    Smartphone und Tablet Computer haben sich zu universalen Kommunikations- und Unterhaltungsplattformen entwickelt, die durch stƤndige VerfĆ¼gbarkeit mobilen Internets die Verwendung mobiler, digitaler Dienste und Anwendungen immer mehr zur NormalitƤt werden lassen und in alle Bereiche des Alltags vordringen. Die digitalen MarktplƤtze zum Vertrieb von Apps, sogenannten App Stores, sind Blockbuster-MƤrkte, in denen wenige erfolgreiche Produkte in kurzen Zeitintervallen den GroƟteil des Gesamtgewinns des Marktes erzielen. Durch dynamische, summative Bewertungssysteme in App Stores wird die QualitƤt einer App zu einem unmittelbaren Wert- und Aufwandstreiber. Die QualitƤt einer App steht in direktem Zusammenhang mit der Anzahl Downloads und somit mit dem wirtschaftlichen Erfolg. Mobile GerƤte zeichnen sich gegenĆ¼ber Desktop-Computern vorrangig dadurch aus, dass sie durch Sensoren in der Lage sind, Parameter ihrer Umgebung zu messen und diese Daten fĆ¼r Anwendungsinhalte aufzubereiten. AnwendungsfƤlle fĆ¼r solche Technologien sind beispielsweise ortsbasierte digitale Dienste, die Verwendung von Standortinformationen fĆ¼r Fahrzeug- oder FuƟgƤngernavigation oder die Verwendung von Sensoren zur Interaktion mit einer Anwendung oder zur grafischen Aufbereitung in Augmented Reality-Anwendungen. Anwendungen, die Parameter ihrer Umgebung messen, aufbereiten und die Steuerung des Kontrollflusses einflieƟen lassen, werden als kontextsensitive Anwendungen bezeichnet. KontextsensitivitƤt hat prƤgenden Einfluss auf die fachliche und technische Gestaltung mobiler Anwendungen. Die fachliche Interpretation von Kontextparametern ist ein nicht-triviales Problem und erfordert eine sorgfƤltige Implementierung und grĆ¼ndliches Testen. Herausforderungen des Testens kontextsensitiver, mobiler Anwendungen sind Erstellung und DurchfĆ¼hrung von Tests, die zum einen die zu testende Anwendung adƤquat abdecken und zum anderen Testdaten bereitstellen und reproduzierbar in die zu testende Anwendung einspeisen. In dieser Dissertation wird eine Methode und eine Technologie vorgestellt, die wesentliche Aspekte und TƤtigkeiten des Testens durch modellbasierte Automatisierung von menschlicher Arbeitskraft entkoppelt. Es wird eine Methode vorgestellt, die Tests fĆ¼r kontextsensitive Anwendungen aus UML-AktivitƤtsdiagrammen generiert, die durch Verwendung eines UML-Profils zur Kontext- und Testmodellierung um Testdaten angereichert werden. Ein Automatisierungswerkzeug unterstĆ¼tzt die TestdurchfĆ¼hrung durch reproduzierbare Simulation von Kontextparametern. Durch eine prototypische Implementierung der Generierung von funktionalen Akzeptanztests, der Testautomatisierung und Kontextsimulation wurde Machbarkeit des vorgestellten Ansatzes am Beispiel der mobilen Plattform Android praktisch nachgewiesen.Smartphones and tablet computers have evolved into universal communication and entertainment platforms. With the ubiquitous availability of mobile internet access, digital services and applications have become a commodity that permeates into all aspects of everyday life. The digital marketplaces for mobile app distribution, commonly referred to as App Stores, are blockbuster markets, where few extraordinarily successful apps generate the major share of the market's overall revenue in a short period of time. Through the implementation of dynamic, summative rating mechanisms in App Stores, app quality becomes a key value-driver of app monetarization, as app quality is directly associated with the number of app downloads, and hence with economic success. In contrast to desktop computers, mobile devices are uniquely characterized by a variety of sensors that measure environmental parameters and make them available as input to software. Potential uses of these technologies range from location-based digital services that use the user's location for vehicle or pedestrian navigation to augmented reality applications that use sensor information for user experience enhancement. Apps instrumenting physical and non-physical environmental parameters to control workflows or user interfaces are called context-aware applications. Context-awareness has a formative impact on the functional and technical design of mobile applications. The algorithmic interpretation of context data is a non-trivial problem that makes thorough implementation and careful testing mandatory to ensure adequate application quality. Major challenges of context-aware mobile application testing are test case creation and test execution. The impact of context-awareness on test case creation is the attainability of adequate test coverage, that in contrast to non-context-aware application extends beyond traditional input data. It requires the identification and characterization of context data sources and the provisioning of suitable, reproducible test data. This thesis addresses a method and technology to decouple test case creation and test execution from manual labor through the extensive use of model-driven automation technology. A method is presented that generates test cases for context-aware mobile applications from UML Activity Models by means of model transformation technology. A test execution framework facilitates the reproducible simulation of context data derived from an enriched system model. The approach is validated using a prototypical implementation of the test case generation algorithm. The simulation of context data during test execution ist validated using a modified implementation of the Android operation system
    corecore