1,282 research outputs found

    An Investigation into Game Based Learning Using High Level Programming Languages

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    Game-related education within mobile learning spheres is a matter of great debate for university students across the globe. It is the case that programming languages often pose a sizeable challenge for university students. This research paper aims to develop a game based learning platform “iPlayCode”, designed to offer a new and exciting method of learning programming language. Xcode 5.0.2 was used to develop the game by using the cocos2d-x development tool and the Adobe Photoshop graphic design tool. In addition, iOS 7.0.3 (11B508) Simulator was used to test the application and the application was deployed in different models of mobile devices such as the iPhone and iPad. The application outcomes are presented by a mobile game that teaches programming languages in an easy, attractive and effective way

    Mobile application platform heterogeneity: Android vs Windows phone vs iOS vs Firefox OS

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    Modern smartphones have a rich spectrum of increasingly sophisticated features, opening opportunities for software-led innovation. Of the large number of platforms to develop new software on, in this paper we look closely at three platforms identified as market leaders for the smartphone market by Gartner Group in 2013 and one platform, Firefox OS, representing a new paradigm for operating systems based on web technologies. We compare the platforms in several different categories, such as software architecture, application development, platform capabilities and constraints, and, finally, developer support. Using the implementation of a mobile version of the tic-tac-toe game on all the four platforms, we seek to investigate strengths, weaknesses and challenges of mobile application development on these platforms. Big differences are highlighted when inspecting community environments, hardware abilities and platform maturity. These inevitably impact upon developer choices when deciding on mobile platform development strategies

    Development of an evidence-based medicine mobile application for the use in medical education

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    BACKGROUND: Evidence-based medicine (EBM) is a methodology that is being incorporated into more medical school curricula. Boston University School of Medicine was one of early adopters of Evidence Based Medicine in the United States. A growing concern in the medical community was that the complexities of applying EBM might be lost when students enter into their clinical rotations, thus there is a need for development of a tool to help reinforce the EBM principles. METHODS: The research team in collaboration with the designers of the Finding Information Framework, a custom-made EBM finding information tool, worked to develop a mobile application to help reinforce the framework for medical students. The app was designed with both Apple and PC operating systems in mind. Key features that were identified from current literature to provide the most user-friendly mobile application. Thus, the research team specifically utilized iOS and Android platforms as both platforms have a centralized app store, possess the highest volume of medical apps available, and are most widely used in the United States by medical students. RESULTS: The Finding Information Framework was a custom-made tool developed to guide new users of EBM, and help them to apply the principles in practice. The mobile application served an added convenience by allowing easy access and fast utilization of the EBM tools. The app was designed on an Android platform first due to its open-source OS and ease in app development to new programmers. Initially, the user-friendly web-based tool, App Inventor (AI), powered by Massachusetts Institute of Technology was evaluated to program the pilot Android app. Using both the AI Component Designer and the Block Editor, several problems were encountered in AI, such as the simplicity of the program and the lack of freedom in design. This moved the project to create the app natively and with a collaborative effort with the BU's Global App Initiative club. Initially, a wireframe was built using Balsamiq. Subsequently, the Android app was built using Android SDK and the iOS app was built in XCode with Objective C; both platforms had design sections prepared in Sketch, Adobe Photoshop and Illustrator. The last and final step was to obtain Boston University branding privileges for the app. CONCLUSION: The research team identified necessary features based on research to build a user-friendly, professional mobile application of an information mastery framework that can be used off-line. The app is called FIF as it is the title of the information mastery tool designed by BUSM EBM-VIG. With a clear mobile interface, it will be beneficial to the learning and training of medical students in EBM

    Comparing Google's Android and Apple's iOS Mobile Software Development Environments

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    Mobile devices have become extremely popular during the past few years. They are used widely in business and everyday life by the young and the elderly. As the mobile devices and their operating systems have developed, the manufacturers have made it possible also for everyday users to create their own applications using specific Software Development Kits. For that reason, it is now common that applications are created not only by third party companies but also by everyone interested in the matter. The mobile business has come to a point where there are a few big companies respon-sible for developing the operating systems used by most hardware manufacturers. Of all the operating systems, there are two which have grown their market share during the past few years: Apple's iOS and Google's Android. The purpose of this thesis was to compare the two, finding out how easy they are to take into use, and to develop and publish applications with. The study was carried out as an empirical research. The research was made on both operating systems and the SDKs. Based on that knowledge, applications were created and published for both systems. The basic outline of the study was installing and work-ing with both SDKs, developing and publishing applications using the SDKs, and es-timating the costs of installing development kits in an educational environment. The objectives of this study were achieved as planned: both SDKs were successfully installed, four applications were created altogether, an estimation of costs was made and overall experience of both systems was gained

    Perfect Snap

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    Taking group photos during important events is a common practice. Group photos are taken to remember cheerful times when people had an opportunity to meet many other people. However, an unappealing facial expression of one person can easily ruin the entire photo. Capturing the wrong moments when a person doesn’t look attractive can leave him/ her displeased from the complete event experience. A solution is to develop a mobile app that captures the moment when everyone is smiling with eyes wide open. Our solution aims to develop an iPhone app that will preclude users from worrying about not having a great group picture

    Study on developing a potential way-finding map design of an iphone & ipod web application for Rochester Institute of Technology (RIT) library

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    Have you ever wondered how many wall maps are actually used as maps rather than as decoration? Have you ever had trouble finding your way around small areas? Have you ever had a hard time finding brochures, even when they\u27re displayed right at the entry or on the first floor of a building? Since the beginning of human civilization, wayfinding systems have been developed as tools to deliver information and assist people seeking routes or specific locations. Updates to new technologies have allowed vast quantities of information of varying quality to become a huge part of our lives. However, signs and brochures are limited as far as offering users valuable information for various reasons: limited screen space for content, limited technical abilities of users, and the possibility of a ubiquitous environment. Given the problems arising from such limitations, developing a wayfinding map application for the iPhone may be the best solution for two reasons. First, the limitation caused by a small display can be improved with the possibility of interactions. Moreover, users would be able to download such an application from the App Store at any time and in any location. For this project, the Rochester Institute of Technology (RIT) library floor map was chosen as the best experimental item to improve because it contains poor map contents and its design is of low quality. In other words, this floor map presents a number of challenges and has great potential to be redesigned. In particular, creating a novel design of this map is an excellent challenge. Developing the RIT library floor map application involved research, design methodology, user testing, and technical implements. Ultimately, the project suggests a new wayfinding system using information contents, design improvements, and new technical elements. In conclusion, I expect to solve problems related to displayed maps and hard-to-obtain contents by creating an improved concurrent wayfinding system as a new Web application for a portable navigation device, the iPhone. In addition, I expect to improve graphic user interface environments. This project, developed for the RIT library navigation system, will be one example of a solution for contemporary wayfinding systems

    SSH Client for Iphone in IOS 4.3

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    Flores Font, J. (2011). SSH Client for Iphone in IOS 4.3. http://hdl.handle.net/10251/11575.Archivo delegad

    iOS Applications Testing

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    Mobile applications conquer the world, but iOS devices hold the major share of tablets market among the corporate workers. This study aims to identify the aspects (i.e. features and/ or limitations) that influence the testing of the native iOS applications. The aspects related to general mobile applications testing are identified through the systematic literature review of academic sources. iOS applications testing aspects are identified through the review of non-academic (multivocal) literature sources. The identified aspects are merged and discussed in detail using the reviewed sources and based on the author’s professional experience in iOS applications testing. The references to the credible sources are provided in order to support the professional experience findings. The study eliminates the gap that exists in the academic world in regards to iOS applications testing. The practitioners are also encouraged to fulfill their iOS applications testing strategies with the identified aspects

    UbiqBIOPARC: A GPS and WIFI Based Context-Aware System for an Enhanced Guide Experience

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    This document discusses and evaluates the use of GPS, WIFI and iPhone SDK based technologies to develop UbiqBIOPARC, a context-aware system in a particular context: a new generation zoological park that has been created based on the zooimmersion concept, submersing the visitor totally in the savage habitats. It offers appropriate contextual information to users, depending on their preferences and the environment in which they are positioned. UbiqBIOPARC is a context-aware application that provides information to zoo visitors. It combines the flexibility of iPhone SDK with the connectivity provided by WIFI, the location capabilities of GPS and the orientation offered by a compass integrated in the device. In this document the overall architecture and the implementation steps followed to create this application are presented. We also demonstrate that a new approach to build context-aware applications with the aid of GPS and compass features is possible. Finally, several experiments have been carried out in order to evaluate performance and system behavior. In particular, system reaction time and data download time are under study. Besides power consumption in different modes such as GPS, local, WIFI and compass modes is evaluated.Sorribes DĂ­az, JV. (2010). UbiqBIOPARC: A GPS and WIFI Based Context-Aware System for an Enhanced Guide Experience. http://hdl.handle.net/10251/14544Archivo delegad
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