57 research outputs found

    Development of Android and iOS mobile applications using C# programming language

    Get PDF
    Xamarin, Android aplikacija, crossplatfor

    Development of Android and iOS mobile applications using C# programming language

    Get PDF
    Xamarin, Android aplikacija, crossplatfor

    Caring and living with Prader-Willi syndrome in Italy: integrating children, adults and parents' experiences through a multicentre narrative medicine research.

    Get PDF
    Objectives: Prader-Willi syndrome (PWS) significantly impacts health-related quality of life; however, its relational and existential aspects remain unknown in Italian clinical and social debate. The project aimed to investigate the impact of PWS on illness experience through narrative medicine (NM) to understand the daily life, needs and resources of patients with PWS and their caregivers, and to furnish insights for clinical practice. Design and setting: The project involved 10 medical centres of the Italian Network for Rare Diseases and PWS family associations and targeted underage and adult patients with PWS and their caregivers. Written interviews, composed by a sociodemographic survey and a narrative, were collected through the project's website. Three dedicated illness plots employed evocative and open words to facilitate individual expression and to encourage reflection. Narratives were analysed through NVivo software. Researchers discussed the results with the project's steering committee. Participants: Twenty-one children and adolescents and 34 adults with PWS joined the project, as well as 138 caregivers. A PWS diagnosis or the caregiving of a patient with PWS older than 5 years represented the eligibility criteria, as well as the willingness to share their illness experience by writing and the ability to communicate in Italian. Results: The analysis of narratives led to understanding the PWS social and relational issues concerning diagnosis and current management, PWS daily experiences and social contexts, PWS implications in the working sphere and participants' future perspectives. Narratives demonstrated that PWS management affects relationships and work-life balance and that social stigma remains present. Conclusion: The project represented the first effort to investigate the impact of PWS on illness experience in Italy through NM while considering the perspectives of patients with PWS and their caregivers. The findings indicated that a multiprofessional approach is fundamental to ensure adequate treatment and provided elements for its improvement

    Narrative Medicine to integrate patients’, caregivers’ and clinicians’ migraine experiences: the DRONE multicentre project

    Get PDF
    Background: Although migraine is widespread and disabling, stigmatisation and poor awareness of the condition still represent barriers to effective care; furthermore, research on migraine individual and social impact must be enhanced to unveil neglected issues, such as caregiving burden. The project investigated the migraine illness experience through Narrative Medicine (NM) to understand daily life, needs and personal resources of migraneurs, their caregivers and clinicians, and to provide insights for clinical practice. Methods: The project involved 13 Italian headache centres and targeted migraneurs, their caregivers and migraine specialists at these centres. Written narratives, composed by a sociodemographic survey and illness plot or parallel chart, were collected through the project’s webpage. Illness plots and parallel charts employed open words to encourage participants’ expression. Narratives were analysed through Nvivo software, interpretive coding and NM classifications. Results: One hundred and seven narratives were collected from patients and 26 from caregivers, as well as 45 parallel charts from clinicians. The analysis revealed migraine perception in social, domestic and work life within the care pathway evolution and a bond between chaos narratives and day loss due to migraine; furthermore, narratives suggested the extent of the caregiving burden and a risk of underestimation of migraine burden in patients’ and caregivers’ life. Conclusion: The project represents the first investigation on migraine illness experience through NM simultaneously considering migraneurs’, caregivers’ and clinicians’ perspectives. Comparing narratives and parallel charts allowed to obtain suggestions for clinical practice, while NM emerged as able to foster the pursuing of migraine knowledge and awareness

    Comparing Android applications development with Java and Xamarin

    No full text
    U diplomskom radu je predstavljen i uspoređen proces razvoja Android aplikacije pomoću programskih jezika Jave i C# u razvojnim okruženjima Android Studio (Java) i Visual Studio (C#). Kako bi usporedba bila što objektivnija paralelno su kreirani i uspoređivani koraci razvoja aplikacije u oba razvojna okruženja, bitno je napomenuti da obje aplikacije imaju iste funkcionalnosti kako bi krajnji zaključak mogao biti što detaljniji. Kreirane aplikacije pokrenute su na dostupnim emulatorima i fizičkim mobilnim uređajima. Nakon svih koraka razvoja definirani su kriteriji usporedbe za korištena razvojna okruženja odnosno programske jezike

    A web application for learning within the digital world

    No full text
    Ovim završnim radom razvijena je obrazovna računalna igra i njeni pomoćni i popratni sadržaji. Razmotrene su prednosti i mane računalnih igara te su prikazani neki uspješni primjeri. Opisane su korištene tehnologije kao i upute za korištenje aplikacije i same igre. Cilj igre je u veselom, opuštenom digitalnom svijetu, stvoriti motivirajuću atmosferu i potaknuti učenike nižih razreda osnovne škole na vježbanje školskog gradiva. Aplikacija nudi mogućnosti prijave i registracije korisničkog računa koji je potreban za skupljanje postignuća i bodova te napredovanje kroz razine igre. Uz standardne korisnike, implementirano je i sučelje za administratora, koji može dodavati nova pitanja i pratiti napredak igrača.This thesis presents the development of an educational computer game and its accompanying resources. The advantages and disadvantages of computer games have been examined, along with the presentation of some successful examples. The technologies used in the development process have been described, along with instructions for using the application and the game itself. The objective of the game is to create a motivating atmosphere in a joyful and relaxed digital world, aimed at encouraging elementary school students to practice their school subjects. The application offers login and user registration functionalities, which are necessary for collecting achievements and points, as well as progressing through different game levels. In addition to standard users, an administrator interface has been implemented, allowing the administrator to add new questions and track players' progress

    A web application for learning within the digital world

    No full text
    Ovim završnim radom razvijena je obrazovna računalna igra i njeni pomoćni i popratni sadržaji. Razmotrene su prednosti i mane računalnih igara te su prikazani neki uspješni primjeri. Opisane su korištene tehnologije kao i upute za korištenje aplikacije i same igre. Cilj igre je u veselom, opuštenom digitalnom svijetu, stvoriti motivirajuću atmosferu i potaknuti učenike nižih razreda osnovne škole na vježbanje školskog gradiva. Aplikacija nudi mogućnosti prijave i registracije korisničkog računa koji je potreban za skupljanje postignuća i bodova te napredovanje kroz razine igre. Uz standardne korisnike, implementirano je i sučelje za administratora, koji može dodavati nova pitanja i pratiti napredak igrača.This thesis presents the development of an educational computer game and its accompanying resources. The advantages and disadvantages of computer games have been examined, along with the presentation of some successful examples. The technologies used in the development process have been described, along with instructions for using the application and the game itself. The objective of the game is to create a motivating atmosphere in a joyful and relaxed digital world, aimed at encouraging elementary school students to practice their school subjects. The application offers login and user registration functionalities, which are necessary for collecting achievements and points, as well as progressing through different game levels. In addition to standard users, an administrator interface has been implemented, allowing the administrator to add new questions and track players' progress

    Comparing Android applications development with Java and Xamarin

    No full text
    U diplomskom radu je predstavljen i uspoređen proces razvoja Android aplikacije pomoću programskih jezika Jave i C# u razvojnim okruženjima Android Studio (Java) i Visual Studio (C#). Kako bi usporedba bila što objektivnija paralelno su kreirani i uspoređivani koraci razvoja aplikacije u oba razvojna okruženja, bitno je napomenuti da obje aplikacije imaju iste funkcionalnosti kako bi krajnji zaključak mogao biti što detaljniji. Kreirane aplikacije pokrenute su na dostupnim emulatorima i fizičkim mobilnim uređajima. Nakon svih koraka razvoja definirani su kriteriji usporedbe za korištena razvojna okruženja odnosno programske jezike

    Comparing Android applications development with Java and Xamarin

    No full text
    U diplomskom radu je predstavljen i uspoređen proces razvoja Android aplikacije pomoću programskih jezika Jave i C# u razvojnim okruženjima Android Studio (Java) i Visual Studio (C#). Kako bi usporedba bila što objektivnija paralelno su kreirani i uspoređivani koraci razvoja aplikacije u oba razvojna okruženja, bitno je napomenuti da obje aplikacije imaju iste funkcionalnosti kako bi krajnji zaključak mogao biti što detaljniji. Kreirane aplikacije pokrenute su na dostupnim emulatorima i fizičkim mobilnim uređajima. Nakon svih koraka razvoja definirani su kriteriji usporedbe za korištena razvojna okruženja odnosno programske jezike

    A web application for learning within the digital world

    No full text
    Ovim završnim radom razvijena je obrazovna računalna igra i njeni pomoćni i popratni sadržaji. Razmotrene su prednosti i mane računalnih igara te su prikazani neki uspješni primjeri. Opisane su korištene tehnologije kao i upute za korištenje aplikacije i same igre. Cilj igre je u veselom, opuštenom digitalnom svijetu, stvoriti motivirajuću atmosferu i potaknuti učenike nižih razreda osnovne škole na vježbanje školskog gradiva. Aplikacija nudi mogućnosti prijave i registracije korisničkog računa koji je potreban za skupljanje postignuća i bodova te napredovanje kroz razine igre. Uz standardne korisnike, implementirano je i sučelje za administratora, koji može dodavati nova pitanja i pratiti napredak igrača.This thesis presents the development of an educational computer game and its accompanying resources. The advantages and disadvantages of computer games have been examined, along with the presentation of some successful examples. The technologies used in the development process have been described, along with instructions for using the application and the game itself. The objective of the game is to create a motivating atmosphere in a joyful and relaxed digital world, aimed at encouraging elementary school students to practice their school subjects. The application offers login and user registration functionalities, which are necessary for collecting achievements and points, as well as progressing through different game levels. In addition to standard users, an administrator interface has been implemented, allowing the administrator to add new questions and track players' progress
    corecore