Adaptation of an Educational Exergame to Mobile Platforms: A Development Process

Author(s):  
Débora Nice Ferrari Barbosa ◽  
Jorge Luis Victória Barbosa ◽  
João Batista Mossmann ◽  
Bernardo Benites de Cerqueira ◽  
Lucas Schneider Postai
Author(s):  
Zlatko Stapić

Abstract The available researches that referred mobile platforms fragmentation problem showed that current solutions, although many, converge into several groups that have common advantages and disadvantages and are based on the same principle: code ones, run anywhere. Thus, the new approach that would enable the developers to use native development environments was necessary. This paper introduces an ontology oriented approach that is based on methodological interoperability. Important assumption of the ongoing research presented in this paper is that during the development process the development team should use the same methodology and the same approach while developing for multiple mobile platforms. This will enhance this process with the artifacts reuse possibility according to the ontologically described knowledge.


2021 ◽  
pp. 46-54
Author(s):  
Tasnim Zohud ◽  
Samer Zein

Cross-platform frameworks for mobile application development are pervasive and allow developers to build applications that can operate on a spectrum of mobile platforms. With the high availability of such frameworks, it is imperative to give better understanding about the perception of industry and the challenges they face in this field. Although there are several studies in this field of research, only few research works investigate cross-platform mobile development in the industrial contexts in-depth. We conducted a qualitative research using multiple case-study approach. Interviews and focus groups methods were applied to gather information from four different software development companies in Palestine. This study aims at understanding industrial teams approach to mobile cross-platform development. In particular, it seeks to identify the challenges they face in the areas of code maintenance and software testing. Our findings cover the important aspects in industrial contexts, including the development process, as well as, how and why the cross-platform development approach is chosen. From the practitioners’ perspectives, we argue that the developers’ experience is the most influential factor in the development process. Further, our study investigates the different cross-platform technologies in the industry, and the dominant one from the practitioners’ perspectives, where they agreed that the React-Native is the promising and dominant technology. From the challenges perspective, we found that the APIs provided by the vendors are not easy to operate by developers and considered to be a major challenge. Finally, this research investigates how testing and maintenance methodologies are applied along with their challenges.


2013 ◽  
Vol 23 (3) ◽  
pp. 82-87 ◽  
Author(s):  
Eva van Leer

Mobile tools are increasingly available to help individuals monitor their progress toward health behavior goals. Commonly known commercial products for health and fitness self-monitoring include wearable devices such as the Fitbit© and Nike + Pedometer© that work independently or in conjunction with mobile platforms (e.g., smartphones, media players) as well as web-based interfaces. These tools track and graph exercise behavior, provide motivational messages, offer health-related information, and allow users to share their accomplishments via social media. Approximately 2 million software programs or “apps” have been designed for mobile platforms (Pure Oxygen Mobile, 2013), many of which are health-related. The development of mobile health devices and applications is advancing so quickly that the Food and Drug Administration issued a Guidance statement with the purpose of defining mobile medical applications and describing a tailored approach to their regulation.


2017 ◽  
Vol 53 (11) ◽  
pp. 2009-2010 ◽  
Author(s):  
Renee V. Galliher ◽  
Deborah Rivas-Drake ◽  
Eric F. Dubow

2008 ◽  
Author(s):  
Katharine A. Phillips ◽  
Matthew Friedman
Keyword(s):  

Sains Insani ◽  
2018 ◽  
Vol 1 (1) ◽  
pp. 69-77
Author(s):  
Intan Suria Hamzah ◽  
Sity Daud

Malaysia experienced a number of the entry of foreigners in the world, mainly as low-skilled workers. Malaysia has been experiencing shortage of workers in main sectors such as construction, agriculture, industrial and service. Foreign workers are workers came from other countries who come to work in Malaysia for a certain period, they are also known as economic’s workers. The study found that foreign workers give benefits for country development process in variuos sectors but with their numbers growing and reaching millions of peoples were disturbing economy and local communities.Keywords: Foreign worker, demand, economy, PATI, crime, security Abstrak: Malaysia mengalami jumlah kemasukan warga asing yang besar di dunia, terutamanya sebagai buruh berkemahiran rendah. Malaysia telah mengalami masalah kekurangan buruh dalam sektor-sektor utama negara seperti pembinaan, perladangan, perindustrian dan perkhidmatan. Pekerja asing atau buruh asing merupakan pekerja yang berasal dari negara luar yang datang bekerja di Malaysia bagi sesuatu tempoh tertentu, ianya juga dikenali sebagai buruh ekonomi. Hasil kajian, mendapati pekerja asing telah membawa manfaat dalam proses pembangunan negara Malaysia dalam pelbagai sektor namun begitu dengan jumlah mereka yang semakin meningkat dan mencecah jutaan orang telah mengganggu-gugat ekonomi dan masyarakat tempatan.Kata kunci: Pekerja asing, permintaan, ekonomi, PATI, jenayah, keselamatan.


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


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