scholarly journals Development Mobile Application Android Based for Sensor and Transducer

2021 ◽  
Vol 2111 (1) ◽  
pp. 012010
Author(s):  
Y I Hatmojo ◽  
S M Azis

Abstract The aims of this research are: (1) producing a mobile applications android based for sensor and transducer field of study on vocational education; (2) know the quality of the product mobile applications android based for sensor and transducer field study on vocational education. The method used is the Software Development Life Cycle with the Waterfall model. The stages in Waterfall model are: (1) requirements definition; (2) system and software design; (3) implementation and unit testing; (4) integration and system testing; (5) operation and maintenance. The black box test results show the performance of Sensor application software can all function properly. While the results of the compatibility test show the application can run on various android systems (at least Android 4.2).

Software become an unavoidable in every once life. Quality of the software is an import aspect in the software development life cycle. Quality for a software is represented in terms of functional and non-functional requirement. Software architecture is used to represent the using set of components and is connectivity as a relationship between these components. To assure the development process meet the requirement given by the user, the Software Evaluation is used. Early detection of error protect the software development producing the defect software. ATAM is the one of the method used to detect the risk, non-risk, scenarios and tradeoff in the earlier stage of development life cycle. Here in this paper security scenarios for mobile application has been elicited and compared with the scenarios extracted from the whatsapp application. Comparison shows few scenarios need to added with existing scenarios in order to improve / ensure full security for the metadata.


2017 ◽  
Vol 34 (6) ◽  
pp. 23-24
Author(s):  
Arrad Fajri ◽  
Afan Galih Salman

Purpose The purpose of this study is to build an iOS-based application to provide quick and easy access to information on food and beverages that are tailored to an illness. Design/methodology/approach The method used is the method of analysis, i.e. collect the necessary data from various sources that contain the issues to be examined. Software development life cycle used the Waterfall Model that has seven stages to its completion: the requirements analysis and specification, architectural design, detailed design, coding, unit testing, integration testing and system testing and acceptance. Findings Existing applications were evaluated from the user point of view. The evaluation was performed by 25 users trying directly on the application. After conducting experiments on the application, users were asked to answera questionnaire that included questions on the problems they may have faced and whether the problem was solved. The results of user evaluation were as follows: 72 per cent of users found that the application view is quite good and 88 per cent of users felt the speed and ease of getting enough information. Originality/value The authors report that the development of the application reference, menu of healthy food on the IOS platform, can make users get a healthy diet and abortion based on the illness quickly and easily.


Author(s):  
Andriy Lishchytovych ◽  
Volodymyr Pavlenko

The present article describes setup, configuration and usage of the key performance indicators (KPIs) of members of project teams involved into the software development life cycle. Key performance indicators are described for the full software development life cycle and imply the deep integration with both task tracking systems and project code management systems, as well as a software product quality testing system. To illustrate, we used the extremely popular products - Atlassian Jira (tracking development tasks and bugs tracking system) and git (code management system). The calculation of key performance indicators is given for a team of three developers, two testing engineers responsible for product quality, one designer, one system administrator, one product manager (responsible for setting business requirements) and one project manager. For the key members of the team, it is suggested to use one integral key performance indicator per the role / team member, which reflects the quality of the fulfillment of the corresponding role of the tasks. The model of performance indicators is inverse positive - the initial value of each of the indicators is zero and increases in the case of certain deviations from the standard performance of official duties inherent in a particular role. The calculation of the proposed key performance indicators can be fully automated (in particular, using Atlassian Jira and Atlassian Bitbucket (git) or any other systems, like Redmine, GitLab or TestLink), which eliminates the human factor and, after the automation, does not require any additional effort to calculate. Using such a tool as the key performance indicators allows project managers to completely eliminate bias, reduce the emotional component and provide objective data for the project manager. The described key performance indicators can be used to reduce the time required to resolve conflicts in the team, increase productivity and improve the quality of the software product.


2021 ◽  
Vol 28 (1) ◽  
Author(s):  
M.A. Adeagbo ◽  
J.E.T. Akinsola ◽  
A.A. Awoseyi ◽  
F. Kasali

Selection of a suitable Software Development Life Cycle (SDLC) model for project implementation is somewhat confusing as there are a lot of SDLC models with similar strengths and weaknesses. Also, the solutions proffered among the researchers so far have been the  qualitative comparative analysis of SDLC models. Hence, this paper proposes a comparative analysis of SDLC models using quantitative approach in relation to strengths and weaknesses of SDLC models. The study adapted comparative analysis and Software Development Life Cycle (SDLC) models features’ classification using ten characteristics such as project complexity, project size, project duration, project with risk, implementation/initial cost, error discovery, associated cost, risk analysis, maintenance and cost estimation. A quantitative measure that employs online survey using experts in software design and engineering, project management and system analysis was carried out for the evaluation of SDLC models. Purposeful Stratified Random Sampling (SRS) technique was used to gather the data for analysis using XLSTAT after pre-processing, taking into consideration both benefit and cost criteria. The overall performance evaluation showed that Spiral-Model is the best followed by V-Model and lastly Waterfall Model with comparative values of 38.63%, 35.76% and 25.61% respectively. As regards cost estimation, Waterfall Model is the most efficient with value of 41%, then V-Model with 31% and lastly Spiral Model with 28%. V-Model has great error recovery capability with value of 45% which is closely followed by Spiral Model with 37% and lastly Waterfall Model with 18%. The study revealed that, a model with efficient risk assurance does not guarantee efficient cost management. In the future work, more characteristics regarding SDLC models shall be considered.


2021 ◽  
Vol 6 (2) ◽  
pp. 93-104
Author(s):  
Aisyah Amini ◽  
Riri Okra

ALKI is an e-module that serves as a learning medium for grade X students majoring in MIA at SMAN 1 MAPAT TUNGGUL. E-module ALKI was created with the aim of assisting teachers in delivering materials and helping students understand more about chemical materials by repeating lessons, working on exercises, and strengthening memory by playing flashcards. The thing behind the design of alki e-module is the lack of motivation to learn students, difficulty and the absence of internet network in Mapat Tunggul area, students should not take home the package book, the smartphone owned by students is not used to study, and when doing homework with the help of the internet most students just copy the answer without understanding the origin of the answer. This research method is Research and Development (R&D) with a 4-D research model (four-D) that is with define, Design, Development, and Disseminate stages. In the Development stage, the development stage of ALKI e-module media is carried out. The media development model used in this study is MDLC(Multimedia Development Life Cycle) luther-sutopo version which consists of 6 stages, namely conception, design, material collection, manufacturing process, testing and distribution. The result of the research is a mobile-based ALKI e-module product. With 0.81 validity test results declared valid,0.93 Practicality test results are practiced very practically,and 0.80 effectiveness test results are declared very effective. So, it can be concluded that alki e-module based on mobile application as a learning medium has been valid, practical and effective.


2021 ◽  
Author(s):  
Mayank Gokarna

DevOps is the combination of cultural mindset, practices, and tools that increases a team's ability to release applications and services at high velocity. The development and operations teams always have a conflict around the scope of responsibility. With these differences the quality and speed of delivery across software Development Life Cycle is negatively impacted. DevOps is about removing the barriers between two traditionally delimited teams, development and operations. With DevOps, these two teams work together to optimize both the productivity of developers and the reliability of operations. They strive to communicate frequently, increase efficiencies, and improve the quality of services they provide. They take full ownership for their services, often beyond where their stated roles or titles have traditionally been scoped. Transitioning to DevOps requires a change in culture and mindset first. It is quite difficult to persuade a whole company to change its culture at once. This paper aims to bring different phases of software development lifecycle into DevOps implementation strategy and presents a comprehensive collection of leading tools used across Software Development life Cycle to automate and integrate different stages of software delivery. This paper also highlights on DevOps practices which span across different phases of the Software Development Lifecycle and how those can be implemented with different tools available.


Author(s):  
Putu Windu Tenaya . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Made Agus Wirawan, S.Kom., M.Cs. .

Perkembangan globalisasi saat ini mengakibatkan pengikisan terhadap budaya lokal, dan diperlukan upaya dalam pelestarian budaya lokal. Salah satu upaya yang dilakukan yaitu mengembangkan game cerita rakyat. Cerita rakyat yang diadaptasi ke dalam penelitian ini yaitu cerita Mayadanawa, yang berasal dari Bali. Metode penelitian yang digunakan yaitu Software Development Life Cycle dengan model waterfall. Model waterfall yaitu alur hidup perangkat lunak secara terurut dimuali dari analisis, desain pengkodean, pengujian, dan tahapan pendukung. Subjek penelitian adalah masyarakat umum dengan menggunakan angket dan selanjutnya dianalisis secara deskriptif. Hasil penelitian ini adalah game yang diimplementasikan menggunakan program Unity dan bahasa pemograman C#. Seluruh fitur yang terdapat pada Game Cerita Rakyat Bali Mayadanawa Berbasis Android sudah berjalan dengan baik. Respon pengguna terhadap Game Cerita Rakyat Bali Mayadanawa Berbasis Android masuk dalam rentangan sangat baik.Kata Kunci : Mobile Game, Waterfall, Cerita Mayadanawa, Unity, Android. The current development of globalization has resulted in the erosion of local cultures, and effort was required in the preservation of local cultures. One of the efforts was to develop the folklore game. Folklore adapted into this research wass the Mayadanawa, story from Bali. The research method used Software Development Life Cycle with waterfall model. The waterfall model was software lifecycle sequentially in the form of analysis, encoding design, testing, and supporting stages. The subjects of the study were the general population using questionnaires and then analyzed descriptively. The results of this study were game that are implemented using Unity program and C# programming language. All the features contained in the Android Based Game Of Balinese Folktale Mayadanawa is running well. User response to the Android Based Game Of Balinese Folktale Mayadanawa went in a very good range.keyword : Mobile Game, Waterfall, Mayadanawa Story, Unity, Android.


2021 ◽  
Vol 113 ◽  
pp. 00058
Author(s):  
M.A. Kulkova ◽  
A.I. Giniatullina ◽  
N.V. Konopleva

This article is devoted to the study of the conditions for the formation of paremiological competence in a foreign language lesson using mobile applications. Their usage allows to improve the quality of the process of learning foreign language thanks to the elements of interactivity. Mobile applications provide the ability of flexible adaptation of educational content to the individual needs of the teacher. Using the mobile application called ‘Quizlet’ is one of the most effective ways to form the paremiological component of communicative competence in schoolchildren at the initial stage of education. The success of using this mobile application in teaching English vocabulary is confirmed by the results of the pedagogical experiment.


Author(s):  
Abad Shah

Today, the Internet and the Web are the most amazingly and dynamically growing computer technologies. The number of users accessing the Web is growing exponentially all over the world. The Web has become a popular environment for new generation of interactive computer applications called Web (or hypermedia) application. The Web applications (WAs) have special characteristics that have made them different from other traditional applications. Hence, many design methodologies for the development of WAs have been proposed. However, most of these methodologies concentrate on the design aspects of applications, and they often do not strictly follow any software development life-cycle model such as the WaterFall software development life-cycle model. In this chapter, we propose an object-oriented design methodology for the development of WAs. The main features of this proposed methodology are that it follows WaterFall model and captures the operations in objects of the applications; thus making the methodology an object-oriented methodology.


Author(s):  
Ruya Samli ◽  
Zeynep Behrin Güven Aydın ◽  
Uğur Osman Yücel

Measurement in software is a basic process in all parts of the software development life cycle because it helps to express the quality of a software. But in software engineering, measurement is difficult and not precise. However, researchers accept that any measure is better than zero measure. In this chapter, the software metrics are explained, and some software testing tools are introduced. The software metric sets of Chidamber and Kemerer Metric Set (CK Metric Set), MOOD Metric Set (Brito e Abreu Metric Set), QMOOD Metric Set (Bansiya and Davis Software Metric Set), Rosenberg and Hyatt Metric Set, Lorenz and Kidd Metric Set (L&K Metric Set) are explained. The software testing tools such as Understand, Sonargraph, Findbugs, Metrics, PMD, Coverlipse, Checkstyle, SDMetrics, and Coverity are introduced. Also, 17 literature studies are summarized.


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