scientific paper designing mobile applications
64162293
Designing a Mobile Based Library Information and Service Delivery System: A Model Plan for Libraries of Bangladesh
Purpose The purpose of the study is to identify the need of a mobile based library information and service delivery system in developing countries, identify the services that are possible to provide with the help of mobile phones and their applications, design a mobile based library information and service delivery system, and identify major challenges regarding mobile based library information and service delivery systems.Design/ Methodology/ Approach The research is exploratory in nature. This paper is based on a review of literature, survey information, and on the author's own viewpoints. A comprehensive search of scientific literature has been done along with a survey for validating the necessity of designing mobile based library information and service delivery systems. Responses to closed ended questions in particular on 7 point Likert scales were analyzed using the descriptive analysis techniques of SPSS 20.0 and responses to other closed ended questions were analyzed using general statistics.Findings The research indicates that users of academic libraries, especially students and faculty members, have a positive notion regarding designing and implementing a mobile based library information and service delivery system. It also reveals user opinions regarding the possible problems associated with the design and implementation of a mobile based library information and service delivery system.Originality The paper explores mobile based library information and service delivery systems for better and faster service provision to its potential users.
Md Hasinul Elahi
42428744
Responsive Web Design: Testing Usability of Mobile Web Applications
Responsive web design (RWD) allows applications for adapting dynamically to diverse screen sizes, proportions, and orientations. RWD is an approach to the problem of designing for the great number of devices ranging from small smartphones to large desktop monitors. The goal of the paper was to test the usability of an application for management of a scientific conference developed using responsive design paradigms. Two versions of the responsive applications were implemented using different design patterns. Various techniques of usability were employed including tests with prospective users, experts' inspections as well automated tools. The obtained results were thoroughly analysed and recommendations on the utilization of individual design patterns in developing mobile web applications were formulated.
ACIIDS
Jaroslaw Bernacki Ida Blazejczyk Agnieszka Indyka-Piasecka Marek Kopel Elzbieta Kukla Bogdan Trawinski
107444047
Designing a mobile robot used in services area
In this paper one proposed to achieve an autonomous mobile robot to simulate movements in an unknown environment. One used some mechanic, electronics and informatics solution to make possible the guidance and the orientation of a mobile robot. A particular importance will be given to how the principle ideas were managed to achieve an optimal mechatronic product if certain conditions imposed. The present study attempted to design a mobile robot for, like a solution to use it in some limited spaces, in order to make some services in different activity sectors, such as advertising, museums, hospitals etc. This system has a high stability and provides a backup speed high enough for such applications. As a result, the mobile robot those covered by this paper will adopt this system. With specialized documentation and follow some practical examples, one made the prototype model robot, which is an application with a didactical and scientific goal for the some didactical and research laboratories. Using hardware and software capabilities of the PIC16F877 microcontroller produced by Microchip, one realized the moving of the prototype robot and one can say that one can try to induce the desired movements. Also, one uses the MikroPascal like a software program environment.
Paul Ciprian Patic Mihaita Nicolae Ardeleanu Lucia Pascale
208034656
Design and Implementation of Mobile Micro Course Teaching Interactive Platform Based on App
Based on the relevant technologies involved in the construction of APP mobile teaching platform, this paper makes a detailed analysis of the teaching management business from the aspects of overall business requirements, system functional requirements, performance requirements, and introduces the design of the mobile teaching platform in detail. Then, the system architecture design, functional modules and database are performed specific solutions. According to APP designing and development, to acquire scientific and operable system, which can help scientific research to listen to and evaluate classes. The test results show that the research has a strong pertinence, and its target is convenience of teachers and students. The suitable applications for the users of the system is proved to realize the functions required by teachers and students.
2019 International Conference on Smart Grid and Electrical Automation (ICSGEA)
Liao Mingwei Li Yongfang
14621477
SINQ: designing social media to foster everyday scientific inquiry for children
In this paper, we describe a mobile, social media app called SINQ that was the product of a 15 month co design process with a child design team. The goal of SINQ is to utilize social media design features in ways that help children conceptualize Scientific INQuiry practices through intuitive sharing of media and ideas from their everyday lives. We describe how SINQ builds from prior work in software for science learning and mobile technology for children. We also highlight how SINQ is a distinct evolution of technology for scientific inquiry learning. We argue that by taking seriously, the affordances of social media applications, new opportunities and design challenges arise for interaction design for learning technologies.
IDC
June Ahn Jason C Yip Michael Gubbels
15225086
Designing mobility apps to support intermodal travel chains
Sustainable intermodal transportation is a promising approach to counter increasing CO2 emissions and mobility restrictions in big cities. However, the broad range of travel services hinders users in planning, booking, and processing trips. Such problems can be addressed by offering self services as mobile applications. Designers of traveler information apps (TIA) must consider which activities travelers need to perform during all phases of an intermodal trip (travel chain) and provide adequate support. To date, the scientific literature lacks models of intermodal travel chains. In this paper, the need for support in each phase of an intermodal trip is examined: Intermodal chains are modeled with a literature based and a scenario based approach; phases, steps, activities, and required support are identified and compared to unimodal travel chains. Implications for the design of a TIA are discussed.
SIGDOC
Claas Digmayer Sara Vogelsang Eva-Maria Jakobs
18356835
Cluster Computing: A Mobile Code Approach
Cluster computing harnesses the combined computing power of multiple processors in a parallel configuration. Cluster Computing environments built from commodity hardware have provided a cost effective solution for many scientific and high performance applications. In this paper we have presented design and implementation of a cluster based framework using mobile code. The cluster implementation involves the designing of a server named MCLUSTER which manages the configuring, resetting of cluster. It allows a user to provide necessary information regarding the application to be executed via a graphical user interface (GUI) Framework handles the generation of application mobile code and its distribution to appropriate client nodes, efficient handling of results so generated and communicated by a number of client nodes and recording of execution time of application. The client node receives and executes the mobile code that defines the distributed job submitted by MCLUSTER server and replies the results back. We have also the analyzed the performance of the developed system emphasizing the tradeoff between communication and computation overhead.
R B Patel Manpreet Singh
5324080
Ubiquitous computing for teenagers: A new perspective on child computer interaction
Ubiquitous computing (UbiComp) is a more than two decade old phenomenon, but its impact is still evident on the design and development of various mobile and internet based applications and systems. In this paper, we present a novel and interesting research subject concerning the need for an understanding of the design of future UbiComp technologies, specifically aimed at teenage users. Designing UbiComp technologies for teenagers and young children is quite new, so little work is reported in scientific literature. For this reason, existing literature available on the design and use of internet and handheld based applications by teenagers and young children has been examined, since it presents crucial design level considerations that might also be applicable for designing UbiComp technologies. The contribution of this paper is as follows: 1) It presents a multidisciplinary literature review comprising of previous research on child computer interaction and various other Internet and media based studies involving teen users. 2) It presents a new research agenda governing the design and development of UbiComp and "cool UbiComp" 3) It outlines some of the interesting experiences from our ongoing field studies in India involving school going teenagers. 4) It gives detailed discussions on various associated ethical issues concerning the process of approval needed for involving teenagers in the research, and practiced protocol for ensuring various international ethical standards and norms during our field studies in India. 5) It presents four crucial challenges on "designing for teenagers" concerning privacy in teen design, social implications of technology use by teenagers, lack of education on ICT and internet safety policies and missing psychological and sociological foundations of designing for teenagers.
2013 IEEE International Symposium on Technology and Society (ISTAS) Social Implications of Wearable Computing and Augmediated Reality in Everyday Life
Amandeep Dhir Mohammed Saeed Al-kahtani
14171250
Documentation and Reasoning on Parts and Potential Wholes
The purpose of this paper is to explore some semantic problems related to the theory of parts and wholes of archeological findings and other mobile objects of material cultural heritage. This work was recently done in cooperation with archeologists and in the framework of designing and implementing thematic documentation systems with wider scope for museums. The aim of these systems is to organize an evolving corpus of knowledge about objects for use in scientific study, and research. The transition of information among the type or class level and instance level and the use of an application specific metamodel characterize our approach. This approach has shown to be a powerful method in a series of real applications. We emphasize here the description of partial or missing data for parts, wholes and potential wholes of the above objects. We suggest a methodology of conceptual modeling of data in order to document incomplete knowledge about parts and wholes in a way that is redundancy free, and robust against increase of knowledge. This model allows answering questions about the actual findings and about the wholes they actually have or may have belonged to. Even though we employ an advanced knowledge representation model to express and implement these semantics in an elegant and compact way, a transformation to a Relational System is straightforward. Experimentation with this model in an actual museum environment is currently
Martin Doerr Vassilika Vouton
55492370
Designing Mobile Applications for Improving Positive Behaviour for Learning PB 4 L Pedagogy
Applications and online digital games are currently being used in New Zealand schools for the teaching of reading, writing and maths regularly. However, the teaching of behaviour has been heavily reliant on paper based and traditional forms of reinforcement as shown by the Positive Behaviour for Learning School Wide (PB4L SW) pedagogy. In this paper, we will introduce our current school based research for developing a tool for implementing PB4L SW. We also describe our efforts in gamifying the teaching and reinforcing of behaviour through the design and development of the proposed "mPB4L" mobile application. We then outline our future plan for evaluating the effectiveness of the app in teaching Positive Behaviour and seeking teachers' feedback at an Auckland based Intermediate school. The findings will be used to support further development of integrating the PB4L into the digital world.
L Venkateswara Reddy Nilufar Baghaei G Vermeulen C Hilton Gregor Steinhorn