760 research outputs found

    Horizon Report 2009

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    El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)

    A Social Networking-based Advertising to Enhance Customer Reach Target

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    A traditional advertising is a method to deliver commercial messages to mass audiences through newspaper, outdoors billboards, radio and television. This method is quite expensive for small and medium company. The new concept of advertising such as social media, website and application provide an inexpensive way to promote businesses. The proposed idea is to create a new platform of advertising and promotional tools which is called Tagme. This system is developed based on web environment on Windows and Android. Tagme allows marketers to promote their event, business or store and give promotions including vouchers to customers. Tagme also will notify customers instantly with any events or promotions such as free voucher give-away that will be managed by the marketers themselves. Tagme provides a form of solution for marketers to promote their business efficiently as it provide web analytics and users preferences functions. This will allows marketers to promote their business to specific and focused customers

    State of apps targeting management for sustainability of agricultural landscapes. A review

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    International audienceAbstractThe triple-bottom-line approach to sustainability in agriculture requires multi- and inter-disciplinary expertise and remains a major design and implementation challenge. Tools are needed to link extension agents, development workers, farmers, and other agriculture decision-makers to information related to practices that improve sustainability across agricultural landscapes. The digital age has brought many new cloud-based and mobile device–accessible software applications (apps) targeted at farmers and others in the agriculture sector; however, the effectiveness of these tools for advancing sustainability goals is unknown. Here, we review apps for agriculture in order to identify gaps in information provisioning and sharing for tools that connect decision-makers to knowledge in support of sustainable agricultural landscapes. The major findings are (1) Agricultural apps can be categorized as supporting regulatory compliance, equipment optimization, farming simulator games, information management, agronomic reference information, product tracking, pest identification, emissions accounting, or benchmarks for marketing claims. (2) Many apps are developed to link specific products for single solutions, such as GPS-guided crop implementation or sensors within Internet-of-things connectivity. (3) While pilots, prototypes, and case studies are available in both Apple and Android digital markets, public mobile apps to improve multidirectional agriculture knowledge exchange are limited and poorly documented. (4) There remains a need for apps emphasizing knowledge exchange and resource discovery, rather than simply information delivery, to help farmers identify evidence-based practices that improve indicators of sustainability. (5) Development of a digital decision support tool requires early and ongoing interactions with targeted end users to clarify app performance objectives and social networking preferences, ensure reliability of scientific input and business management plans, and optimize the user experience

    Using location-based services to improve mental health interventions

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    Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Science in Geospatial TechnologiesThe rapid developments in the functionalities of smartphones and technological innovations play a vital role in providing location-based services in healthcare. A mental health sensor-based software platform has been developed by the Geospatial Technologies research group (Geotec), consisting of an application generation framework that offers basic geospatial building blocks (location tracking, trajectory recording, geo-fencing), communication building blocks (notifications) and a basic visualization of collected data for therapists. The framework has been successfully tested for building an application to treat agoraphobia, addiction, and depression, using location-based notifications. However, defining the places of interest for a patient is addressed to a limited extent only. Thus, therapists have difficulties of identifying and defining multiple places of interest, and the generated apps were therefore mostly limited to single places of interest, which were manually defined. Hence, they are difficult to use in larger areas. This thesis aims to use a location-based service to support therapists in defining places of interest, based on location and place categories. The work is carried out as an extension of the SYMPTOMS platform, and it allows therapists to define multiple places of interest automatically and for larger areas. The added value of the approach (in terms of automation, ease of use, and universally usable of therapies) by the location-based services in improving mental health interventions is evaluated. As a result, the application was found to be usable with SUS score of 91.875 and useful for therapists to define multiple places of interest at the same time which simplifies the configuration process and makes therapies universally usable. Reproducibility self-assessment (https://osf.io/j97zp/): 2, 2, 1, 2, 2 (input data, pre-processing, methods, computational environment, results)

    Observing human activity through sensing

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    Community memories for sustainable societies: The case of environmental noise

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    Sustainability is the main challenge faced by humanity today on global and local scales. Most environmental problems can be seen as the tragic overexploitation of a commons. In this dissertation we investigate how the latest developments within computer science and ICT can be applied to establish participatory, low-cost tools and practices that enable citizens to monitor, raise awareness about, and contribute to the sustainable management of the commons they rely on, and thereby protect or improve their quality of life. As a general approach we propose the use of community memories – as central data repositories and points of interaction for community members and other stakeholders – and the novel combination of participatory mobile sensing and social tagging – as a low-cost means to collect quantitative and qualitative data about the state of the commons and the health, well-being, behaviour and opinion of those that depend on it. Through applied, interdisciplinary research we develop a concrete solution for a specific, socially relevant problem, namely that of environmental noise – commonly referred to as noise pollution. Under the name NoiseTube we present an operational system that enables a participatory, low-cost approach to the assessment of environmental noise and its impact on citizens’ quality of life. This approach can be applied in the scope of citizen- or authority-led initiatives. The NoiseTube system consists of a sensing application – which turns mobile phones into a sound level meters and allows users to comment on their experience via social tagging – and a community memory – which aggregates and processes data collected by participants anywhere. The system supports and has been tested and deployed at different levels of scale – personal, group and mass sensing. Since May 2009 NoiseTube has been used by hundreds, if not thousands, of people all around the world, allowing us to draw lessons regarding the feasibility of different deployment, collaboration and coordination scenarios for participatory sensing in general. While similar systems have been proposed ours is the completest and most widely used participatory noise mapping solution to date. Our validation experiments demonstrate that the accuracy of mobile phones as sound level meters can be brought to an acceptable level through calibration and statistical reasoning. Through coordinated NoiseTube campaigns with volunteering citizens we establish that participatory noise mapping is a suitable alternative for, or a valuable complement to, conventional methods applied by authorities

    Wi-Fi based indoor navigation in the context of mobile services

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    With the increased prevalence of smartphones and online mapping solutions like Google Maps, the next logical step is the mapping of indoor spaces. Especially, in large public buildings like airports and shopping malls, people may profit from these systems. There are a large number of mapping solutions available on the market today. Some of the most popular being Google Maps, OpenSteetMap, Bing Maps, and MapQuest. Google Maps and Bing Maps have both started offering indoor maps of a number of publicly accessible buildings, but these solutions are proprietary, and only data that is approved by these companies is accessible on their services. The goal of this thesis is to provide a framework upon which an indoor mapping solution with the following properties can be developed: Indoor positioning, map of the indoor space, smartphone application that can access the map data and the position service, and a routing system that can give a user firections between rooms or from the users position to a room

    Shmapped: development of an app to record and promote the well-being benefits of noticing urban nature

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    The majority of research to date on the links between well-being and green spaces comes from cross-sectional studies. Shmapped is an app that allows for the collection of well-being and location data live in the field and acts as a novel dual data collection tool and well-being intervention, which prompts users to notice the good things about their surroundings. We describe the process of developing Shmapped from storyboarding, budgeting, and timescales; selecting a developer; drawing up data protection plans; and collaborating with developers and end-user testers to ultimately publishing Shmapped. The development process and end-user testing resulted in a highly functional app. Limitations and future uses of such novel dual data collection and intervention apps are discussed and recommendations are made for prospective developers and researchers
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