18 research outputs found

    Building distributed heterogeneous smart phone Java applications an evaluation from a development perspective

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    The advances in mobile phone technology have enabled such devices to be programmed to run general-purpose applications using a special edition of the Java programming language. Java is designed to be a heterogeneous programming language targeting different platforms. Such ability when coupled with the provision of high-speed mobile Internet access would open the door for a new breed of distributed mobile applications. This paper explores the capabilities and limitations of this technology and addresses the considerations that must be taken when designing and developing such distributed applications. Our findings are verified by building a test client-server system where the clients in this system are mobile phones behaving as active processing elements not just mere service requesters

    DESIRED MOBILE APPLICATION FEATURES IN AGRICULTURAL COMMUNICATIONS AND JOURNALISM STUDENTS AT TEXAS A&M UNIVERSITY

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    Desired Mobile Application Features In Agricultural Communications And Journalism Students At Texas A&M University. (March 2013) Casey Meadows Department of Agriculture Texas A&M University Research Advisor: Dr. Billy McKim Department of Agricultural Leadership, Education and Communications As an institution charged with the responsibility of educating those whom attend, the Department of Agriculture at Texas A&M University examines the desire of students to incorporate technology alongside traditional classroom instruction. The study sought to see what students find useful or difficult to utilize in current popular mobile applications on smart devices, such as the Blackberry, iPad, iPhone, Android devices, and even the iPod Touch in some instances. The study was conducted through a mixed methods approach consisting of a small focus group of Agricultural Communications and Journalism students at Texas A&M University to collect qualitative data and preferences. The focus group was later followed up by an extensive online questionnaire distributed to all Agricultural Communications and Journalism majors and minors at Texas A&M University in order to collect quantitative data concerning smart device ownership percentages, usage ratios, and personal preferences and expectations. Students had an overwhelmingly positive desire for a mobile application to be used alongside courses. Students expressed a desire for the app to mimic Twitter’s newsfeed design, while also having convenient access to course materials, announcements from course instructors, and interactive messaging with other classmates hosted through the app

    Business Model Innovation of Indonesian Integrated Wood Depot For Furniture Industry

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    The wood-based industry is faced with various problems, both internal and external, especially the problem of availability and continuity of raw materials. The study aims to analyses the business model that has been implemented by this wood depot. Then, this study also analyses the feasibility based on the business model innovation of this wood depot initiative. This research uses an analytical framework of the Business Model Canvas (BMC) and Financial Feasibility Canvas (FFC). The Business Model Canvas presents a visual representation of the nine components of a business which are divided into the right (creative side) and left (logic side) on one page. The analysis uses the Financial Feasibility Canvas (FFC) which consists of 6 steps of analysis components consisting of rational investment, capital investments, assumptions, cash flows, financial returns, and decisions. The results of this study show that this business model innovation at this integrated wood depot can strengthen the speed of supply of raw materials and can maintain continuity to the furniture industry. The sustainability of this business model innovation is realized through vertical integration into the furniture industry. Based on the feasibility analysis, this business model has a feasibility in terms of investment for 5 years. In the future, the wood depot in this business model can be applied to industry players in Indonesia. Keywords: wood depot, financial feasibility canvas, wood-based industry, business model innovation, business strateg

    Smartphone Adoption amongst Chinese Youth during Leisure-based Tourism: Challenges and Opportunities.

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    With the spread of Information communications technology (ICT) in China, the tourism industry has come to recognize the importance of examining the factors that influence adoption of smartphones during leisure-based tourism among Chinese youth, a vital segment in what the world’s greatest domestic, inbound, and outbound 10 tourism market will be by 2020. Using data collected from undergraduate students at a university in China, this study, based on the technology acceptance model (TAM) and theory of reasoned action (TRA), found that an extended model can predict travelers' intentions. A detailed profile of Chinese youth and their smartphone usage is provided, and the managerial implications of increased adoption of Internet-capable smart- 15 phones during leisure-based tourism are also explored

    Finger Lakes Interactive Play Assessment of Implementation

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    In 2014, New York State Governor Andrew Cuomo launched Path Through History, a project connecting New York’s historical and cultural heritage sites. This effort aimed to benefit New York State by promoting the important historical past of New York, as well as highlighting the tourism industry and economic development throughout the entire state as a whole. One million dollars in funding was distributed among ten tourism regions throughout New York State, in an effort to assist each region in creating a unique tourism-marketing plan. This paper focuses specifically on the Finger Lakes Region and its use of the Path Through History grant funding, in conjunction with Rochester Institute of Technology (RIT). Together, the Finger Lakes Regional Economic Development Council (REDC) and RIT used the grant funding allocated to the Finger Lakes by developing an interactive mobile application called Finger Lakes Interactive Play (FLIP). FLIP is an interactive application that provides an educational scavenger hunt leading visitors throughout 12 different historical sites in the Finger Lakes Region. Visitors at each site are invited to utilize the free FLIP application, which offers games and activities like trivia questions, spot the difference, and augmented reality features. The application aims to engage visitors with unique and entertaining exercises, simultaneously promoting entertainment and education. Mobile technology can be found in almost all aspects of business, leisure, and education, including libraries, museums, and cultural sites. The purpose of this paper was to analyze the objectives and explore the effectiveness of the FLIP application, as well as evaluating the challenges and successes of implementing its marketing and promotional efforts. A case study approach was used to analyze the current strategies implemented at each of the 12 historical sites

    Tools For School: Student Fluency And Perception Of Cell Phones Used For Learning

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    Technology is changing the way society interacts, communicates, collaborates, and learns. Improved cell phone capabilities and an ever increasing amount of cell phone applications allow individuals to connect globally and afford almost instantaneous access to information inside and outside the classroom. The majority of students today possesses and uses cell phones and cell phone technology in most every aspect of their daily lives. Most schools enforce current policies banning cell phone use within classrooms during the school day. The purpose of this study was to investigate current high school junior and senior academic standing students\u27 mobile cell phone technology use, student perception of high school current cell phone usage policies, student perception of cell phones as possible educational learning tools, student perception of attitudes and views of others regarding cell phone use in schools, and to explore potential perceptional differences by gender. Significant perceptional gender differences were uncovered. Females were found to perceive school policy more favorably, whereas males were found to perceive the possibilities of cell phone use within the classroom as a learning tool more favorably

    A mobile tour guide app for sustainable tourism

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    Portugal has had a flourishing tourism sector for the past few years. In fact, Portugal’s tourism boom has made the industry one of the biggest contributors to the national economy and the largest employer. In the year 2019, Portugal had a total of 27 million tourists, surpassing once again the record established in the previous year. However, tourism also brings a series of unintended negative side effects, such as overcrowding. The Santa Maria Maior historic district in Lisbon is being particularly affected by this problem. The work undertaken in this dissertation is part of the Sustainable Tourism Crowding project, that aims to mitigate the overcrowding phenomenon in this district, by fostering a balanced distribution of visitors while promoting the visitation of sustainable points of interest. This dissertation focuses on developing a mobile app prototype targeted at tourists, through which these sustainable walking tour recommendations can be delivered. To validate the functional requirements of the prototype, more specifically the trip creation process, a series of unit tests, integration tests, and manual tests were developed. To evaluate the usability of the prototype, a user-centered approach was adopted during the design stage, in which two usability techniques were conducted with members of ISCTE’s research center ISTAR and partners from the Junta de Freguesia de Santa Maria Maior, that guided and validated the decisions made. The achieved prototype contains mechanisms for measuring tourists’ adherence to the recommended tours using the Dynamic Time Warping algorithm, which raises new research opportunities on tourists’ behaviour.O desenvolvimento próspero do setor turístico em Portugal nos últimos anos fez da indústria um dos maiores contribuintes para a economia nacional e o maior empregador do país. No ano de 2019, Portugal recebeu um total de 27 milhões de turistas, ultrapassando uma vez mais uma vez o recorde estabelecido no ano anterior. No entanto, o turismo traz também uma série de efeitos secundários negativos não intencionais, tais como overcrowding. A freguesia histórica de Santa Maria Maior em Lisboa está a ser particularmente afetada por este problema. O trabalho desenvolvido nesta dissertação faz parte do projeto de pesquisa Sustainable Tourism Crowding, que visa mitigar o fenómeno de overcrowding nesta freguesia, promovendo uma distribuição equilibrada dos visitantes e incentivando a visita de pontos de interesse sustentáveis. Esta dissertação foca-se no desenvolvimento de uma aplicação móvel protótipo destinada a turistas, através do qual recebem recomendações de visitas sustentáveis. Para validar os requisitos funcionais do protótipo, mais especificamente o processo de criação de visitas, foram desenvolvidos testes unitários, testes de integração, e testes manuais. Para avaliar a usabilidade do protótipo, foi adotada uma abordagem centrada no utilizador durante a fase de conceção, em que foram utilizadas duas técnicas de usabilidade em parceria com o ISTAR (centro de investigação do ISCTE) e com a Junta de Freguesia de Santa Maria Maior, cujos resultados guiaram e validaram as decisões tomadas. O protótipo desenvolvido contém mecanismos para medir a aderência dos turistas às recomendações sugeridas através do algoritmo Dynamic Time Warping, proporcionando novas oportunidades de pesquisa nesta área

    High School Teachers\u27 Perceptions of Student Cell Phone Use in the Classroom: A Case Study

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    The purpose of this qualitative intrinsic case study discovered high school teachers’ perceptions of student cell phone use in the classroom at Battery Creek High School. The theory which guided this study is based on Vygotsky’s (1978) sociocultural theory and social constructivism as it pertains to the environment children grow up in affects how they think and what they think about. The case study utilized semi-structured interviews of teachers, a teacher survey, and followed by focus groups created from common themes found. The data gathered was analyzed through the method of open coding and selective coding using bold/italics and then color coding. The coding helped determine the findings were consistent or not consistent from existent research. The central research question: How do high school teachers perceive students’ cell phone use during class? The 12 research participants included the perception of high school teachers from southeastern South Carolina about how students integrated and used cell phones during classroom instruction. The student cell phone use in classroom themes developed from this study included: Frustration from parents or jobs calling students during class, cheating, not being able to separate from devices, researching faster, social media/SnapChat, playing games/listening to music
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