scholarly journals Mobile accident report and road assistance application

2018 ◽  
Vol 8 (3) ◽  
pp. 124-128
Author(s):  
Nadide Duygu Solak ◽  
Murat Topaloglu

The number of mobile applications has been increasing rapidly in every field of life with the increasing use of smart devices. Smartphones and tablets make our lives easier with their properties and application they include. Minor or major accidents in traffic are always present in the daily life resulting in financial damage and loss of lives. There have been a number of studies done to speed up the processes to be done from the moment an accident happens. This study aims to enable people to perform all of the post-accident processes quickly and accurately with the use of mobile devices. In this way, papers and documents like photographs will be sent to the competent authorities without wasting time and effort. In addition, access to the road assistance needed will be quite easy. Keywords: Traffic accident, loss assessment and proceedings, mobile application.

Author(s):  
M. I. Fursanov ◽  
P. A. Sazonov

The active development of the mobile platforms sector such as smartphones, smart watches, fitness bracelets and other wearable electronic devices in the last 4 years has caused a huge growth of the market of mobile applications-services. Western countries are actively implementing mobile applications-services for household energy users. In Belarus, there is a positive dynamics in the number of active users of applications-services, every year it is possible to attract 7 % of unique customers. In the present paper the experience of implementation and operation of the mobile application for power systems is analyzed. The dynamics of the market of mobile applications-services has been traced: the amount of time spent by the person in interaction with the device was determined as well as the total expenditure of funds in the application at the moment; also, the growth of expenses within the applications was forecasted. The potential benefits for business and end-users of services from the implementation of mobile applications-services were demonstrated. Their properties, main qualities and advantages over traditional methods of “business – client” interaction are considered. A number of features needed for the successful functioning of the mobile application in the power system of Belarus are identified. The process of creating software for smart devices has been studied and the functionality needed by the mobile application for the power system has been proposed for attracting new users. A special algorithm for the launch and successful “life cycle” of a mobile application has been proposed. It allows to operate and develop mobile applications-services as efficiently as possible, as well as to avoid the most common errors at the stages of their development and launch. The implementation of a mobile application in the power system of the Republic of Belarus, in the long-term, will significantly increase customer loyalty, simplify interaction with users, make it possible to build new models of distribution of electricity, and, consequently, regulate the demand for energy resources.


Author(s):  
Habib M. Fardoun ◽  
Hachem Awada

At the current classrooms, teachers continue using traditional techniques for monitoring the class. However, there are more participation of mobile devices, and concretely, the tablets. In addition, the network access by both students and teachers in daily life is something usual and a routine work. For this reason, the authors propose the introduction at the classes of a system whose target is to facilitate teacher's labour in the common tasks that are done over the class session. Thus, through a mobile application and a centralized platform of students' data, the authors obtain an interactive and modern system that facilitates teacher's labour.


Author(s):  
Seyed Ebrahim Hosseini ◽  
Ezzadeen Kaed ◽  
Abdulsalam Alhazmi

The use of mobile devices is increasing to exceeds millions of users and has become an important part of daily life. This wide spread has provided new advantages for a wide range of applications. In learning settings, the term M-Learning is considered the latest type of electronic learning introduced as a result of the mobile revolution in which new learning options are provided through mobile applications. This paper presents a review of M-Learning and summarises the main advantages as well as the potential challenges of mobile learning through mobile applications


2020 ◽  
Vol 72 (4) ◽  
pp. 208-213
Author(s):  
S.K. Kozhakhmet ◽  
◽  
E.P. Makashev ◽  
K.S. Dalbekova ◽  
A.K. Iskakova ◽  
...  

During the research, a mobile educational application was developed. Using a mobile app is a key tool for improving user knowledge. The app helps users to study without a teacher in their free time. The app was built using the Xcode IDE. The optional quiz includes many features such as reading, grammar, verbs, and speaking. This will be of great help for users who want to learn more Kazakh. The Kazakh language is developing rapidly. Therefore, the pace of learning the Kazakh language is growing day by day. Currently, it is beneficial to use mobile applications related to distance learning. The application helps to learn the Kazakh language anytime, anywhere. The grammar of the Kazakh language is more complex than other languages. With this in mind, each section of the appendix describes the rules of 1-2 grammars. At the end of each section there is a set of dictionaries to speed up the construction of user sentences. That is, the user who has passed all the sections speaks the Kazakh language at a high level.


2019 ◽  
Vol 17 (2) ◽  
pp. 91-100
Author(s):  
R. K. Lebedev ◽  
I. A. Koryakin

Mobile devices are frequently used for educational purposes considering their high availability and portability. However, educational abilities of mobile devices are quite limited due to the lack of proper IDE applications. Most Android integrated development environments for C++ are lacking code completion and real-time code analysis, while others provide these features at unacceptable speeds. Therefore, we decided to develop a next-generation mobile C++ IDE that will not only have these features, but will also provide them at real-time speeds. This will make mobile devices more suitable for learning C++ and will provide students with an opportunity to leave their laptops at home and to learn C++ in different situations, where usage of laptop is not convent. In this paper, we describe the software porting technology applied to Clang compiler and other required tools and propose the method to speed up compilation, code completion and code analysis in our IDE. We also propose UI optimization methods. We also describe a regular expression-based heuristic algorithm for precompiled header generation that has small processor time and RAM requirements. The efficiency of the algorithm is tested on different educational code examples. Our experiments show that our IDE is the only one at the moment, that can keep code completion real-time in all usage scenarios. The performance gain is 300 % average, when STL is used, reaching 3350 % when Boost library is involved. There is a small performance loss when C is used, but it is not significant, as the performance is still acceptable for real-time usage.


Author(s):  
Eva Rafael-Pérez ◽  
Maricela Morales-Hernández ◽  
Diana del Carmen Miramón-Santiago ◽  
Anayansi Cristina Hernández-Ábrego

Currently, mobile applications have increased their use in all areas of daily life. Among other things, the above is due to the ease in the exchange of information. The Institute Technologic de Oaxaca proposes a mobile application that complements the Virtual Environment Platform for Professor Training. This application allows the connection with the platform, enter the course where the user is registered; and in this way, the user receives notifications of important dates such as dates of delivery of tasks and activities. The above is possible, since the application links directly to the Google calendar. With these functions, as an extension of the virtual platform, it facilitates the course participant to develop the activities in a timely manner. The application is developed based on incremental model.


2021 ◽  
Vol 10 (82) ◽  

Ear training aims to ensure the development of individuals receiving music education. There are mobile applications which music students can do hearing studies. The aim of this research; it is determining the content of ear training applications that can be accessed on the internet and downloaded to mobile devices to make a comparative analysis. In the research, 11 mobile applications with 100 thousand or more users were analyzed in terms of Turkish support, courses and ear training studies. As a result of the analyzes made, it was determined that in some applications, interval, scale and chord subjects were explained. It is comprehended that theoretical studies such as setting up defining intervals, scales and chords are included in the applications where ear training are carried out.In some applications, interval, scale, chord vocalization and playing exercises are additionally included. In line with these results; it is suggested to develop a mobile application in which the topics are arranged according to a curriculum, the exercises support the lectures, and the Turkish support is included. Keywords: Music, ear training, mobile applications


2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


2017 ◽  
Vol 2017 ◽  
pp. 1-9 ◽  
Author(s):  
Konglin Zhu ◽  
Zexuan Liu ◽  
Lin Zhang ◽  
Xinyu Gu

Explosive mobile applications (Apps) are proliferating with the popularity of mobile devices (e.g., smartphones, tablets). These Apps are developed to satisfy different function needs of users. Majority of existing App Stores have difficulty in recommending proper Apps for users. Therefore, it is of significance to recommend mobile Apps for users according to personal preference and various constraints of mobile devices (e.g., battery power). In this paper, we propose a mobile App recommendation framework by incorporating different requirements from users. We exploit modern portfolio theory (MPT) to combine the popularity of mobile Apps, personal preference, and mobile device constraints for mobile App recommendation. Based on this framework, we discuss the recommendation approaches by constraints of phone power and limited mobile data plan. Extensive evaluations show that the proposed mobile App recommendation framework can well adapt to power and network data plan constraints. It satisfies the user App preference and mobile device constraints.


2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


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