261,380 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

    Integrating Haptic Feedback to Pedestrian Navigation Applications

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    The development of a haptic-feedback enabled mobile application for pedestrian routing is described. One of the challenges presented to users of pedestrian navigation applications on mobile devices is the requirement that the user continuously interacts with the visual interface on the mobile device. Haptic feedback or haptics, is a technology that uses forced feedback, vibrations and/or motions to the user which are interpreted using our sense of touch. The haptic user interface, in our application, on a mobile device provides unobtrusive feedback in the form of vibration alarms to assist the user in navigating from one point to the other. The user can hold the mobile device discretely in their hand without the need to view the screen. For spatial data the OpenStreetMap (OSM) database is used while the Cloudmade routing API is used as the routing engine

    A flexible model for haptic-assisted pedestrian navigation mobile applications

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    Pedestrian navigation applications, specifically for mobile devices, have received much research and development attention over the past decade or so with many different types of solutions developed (Kenteris et al.; 2011). The most common interface is a map-based interface with written and/or verbal turn-by-turn directions (possibly including landmark information). Haptic technology, or haptics, is a tactile feedback technology that takes advantage of our sense of touch by applying forces, vibrations, and/or motions to the user (Nakao et al.; 2010). The potential of haptic technology has only recently started to receive the attention of the research community (Jacob et al.; 2010). In mobile devices haptic-feedback is delivered in the form of vibrations which can be programmatically controlled using the phone software API. In this paper we describe a simple, flexible, model for the integration of haptic feedback into pedestrian navigation applications on mobile devices. A constraint is that the mobile device must have an onboard GPS and compass. The vibration motor on the mobile device must also be capable of being controlled from software running on the device itself. Our model allows a “heads up” approach to pedestrian navigation with the mobile device where the user is not required to keep looking down to check the screen of the mobile device. For testing purposes text-based navigation assistance is provided in conjunction with the haptic-feedback on the device screen in our prototype implementation. Three distinct modes of vibration of the device are used to provide haptic feedback to the user

    User-centered development and testing of a monitoring system that provides feedback regarding physical functioning to elderly people

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    Purpose: To involve elderly people during the development of a mobile interface of a monitoring system that provides feedback to them regarding changes in physical functioning and to test the system in a pilot study. Methods and participants: The iterative user-centered development process consisted of the following phases: (1) selection of user representatives; (2) analysis of users and their context; (3) identification of user requirements; (4) development of the interface; and (5) evaluation of the interface in the lab. Subsequently, the monitoring and feedback system was tested in a pilot study by five patients who were recruited via a geriatric outpatient clinic. Participants used a bathroom scale to monitor weight and balance, and a mobile phone to monitor physical activity on a daily basis for six weeks. Personalized feedback was provided via the interface of the mobile phone. Usability was evaluated on a scale from 1 to 7 using a modified version of the Post-Study System Usability Questionnaire (PSSUQ); higher scores indicated better usability. Interviews were conducted to gain insight into the experiences of the participants with the system. Results: The developed interface uses colors, emoticons, and written and/or spoken text messages to provide daily feedback regarding (changes in) weight, balance, and physical activity. The participants rated the usability of the monitoring and feedback system with a mean score of 5.2 (standard deviation 0.90) on the modified PSSUQ. The interviews revealed that most participants liked using the system and appreciated that it signaled changes in their physical functioning. However, usability was negatively influenced by a few technical errors. Conclusion: Involvement of elderly users during the development process resulted in an interface with good usability. However, the technical functioning of the monitoring system needs to be optimized before it can be used to support elderly people in their self-management

    ArcAid interactive archery assistant

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    This paper describes the design process of a bow aiming system, called ArcAid, which is an interactive archery assistant. The main goal of ArcAid is to introduce a way for beginner Robin Hoods to learn the art of archery to its fullest. In order to achieve this goal, our smartphone-based design focuses on a fun and interactive learning process that gives constant feedback to the user on how to hit a certain goal. A SPIKE high- end laser sensor is used for the distance measurement and the smartphone’s accelerometer is used to define the angle of inclination. To measure the force on the arrow and the displacement of the string, a flex sensor is attached upon one of the arcs of the bow. All sensor data is processed in an Arduino Nano microprocessor and feedback to the user is given by a dedicated smartphone app. In this paper, we mainly focus on the construction, mechanics and electronics of the ArcAid bow and on the design of the mobile app, which is the game controller. Furthermore, we briefly discuss some future development ideas

    Rizqi car rental booking system based on mobile applications

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    Rizqi Car Rental Booking System based on Mobile Application developed to enable customers to book rental cars online that can provide a wealth of information related to car rental reservations. In addition, the system was developed to facilitate the car rental information management of Rizqi Car Rental. Based on observation, this system offer a user feedback module compared to the existing system that does not offer a user feedback module. In order to make the Rizqi Car Rental Booking System based on Mobile Application, the waterfall development process model is used as a process model that acts as a guideline that covers several phases namely planning, analysis, design, and implementation. At the end of the system development, customers can make online car rental reservations that are seen to provide comfort and satisfaction to customers and help the management of Rizqi Car Rental Company booking to run smoothly

    An Interactive Multimedia Advertising Systems For Networked Mobile Devices

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    Interdisciplinary research into novel application areas such as interactive advertising is benefited greatly by the wide availability of networked mobile devices. The majority of PDA and mobile phones available today support Internet browsing and multimedia content delivery while they permit advanced user feedback, offering rich communication capabilities for advertisers. In addition, new multimedia technologies such as Flash, Shockwave and other game technologies enable the development of new customised and portable advertising applications. This paper describes the design of an interactive system where advertisements are delivered on-demand, the user responds to the content ensuring message delivery while system design prevents unwanted communication to be circulated. Various relevant issues are discussed, including the underlying data-flow, user-interaction, system security, human factors and the development of content for use in multiple advertising scenarios

    Innovative Approach of 2D Platformer Mobile Game Development “Super Journey”

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    This study investigates the design and development process of “Super Journey”, a 2D platformer mobile game aimed at enhancing user engagement and satisfaction through innovative game mechanics and design. Utilizing the Agile methodology, the development stages included conceptualization, design, implementation using the Unity game engine, and iterative testing and evaluation based on user feedback. This development process involved crafting a detailed game design document, creating initial sketches and prototypes, and integrating graphical elements, animations, and game mechanics. The game features 3 levels with simple controls, visually appealing pixel art, and progressively challenging levels. A survey conducted with 20 participants revealed high overall satisfaction (4.15 out of 5), with particular praise for level design (4.25) and game mechanics (4.2). Feedback indicated areas for improvement, such as balancing difficulty levels and incorporating more diverse obstacles and enemies. The findings underscore the importance of agile, user-centered design in game development and provide insights for future iterations to further enhance the gaming experience. “Super Journey” exemplifies the effective integration of classic platformer elements with modern innovations, highlighting its potential in the competitive mobile gaming market. The results of this research are expected to serve as a reference and inspiration for other game developers to create superior products by combining innovative technology and thoughtful design

    THE ACCESSIBLE USER INTERACTION FRAMEWORK FOR ANDROID APPLICATIONS

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    As mobile technologies advance, accessibility features of smartphones are continu- ously improving and becoming more prevalent. It is essential that the user interaction design of mobile applications provides equal access and equal service to all our com- munity, especially for people with disabilities. However, there are no general mobile accessibility design guidelines publicly available. This paper reviews the web acces- sibility development guidelines as a reference, and the current accessibility features provided by modern mobile operating systems. It is proposed in this paper to use interactive spoken dialogues as the user interac- tion framework for accessible mobile applications. The idea is realized by the design and implementation of an Android application, AccessibleToolKit. AccessibleToolKit is developed to help visually impaired users to dial a phone number, manage alarms and the calendar. A usability study of AccessibleToolKit is conducted to evaluate the user experi- ence. Based on the feedback from the study, the design of AccessibleToolKit is refined to provide a more user-friendly experience. The performance of AccessibleToolKit is measured and compared with the performance of native apps. The comparison shows that AccessibleToolKit allow a user to perform commonly used tasks more efficiently. This study shows that using interactive spoken dialogues as the user interaction frame- work is a promising approach to develop accessible mobile applications
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