scholarly journals Create a Remote-Control Application with Spotify

Author(s):  
Ch. Supraja

Spotify is a music streaming service that was developed in Stockholm, Sweden. The first version was released back in 2008 and today it doesn't only provide music, but video and podcasts as well. Growing rapidly from a startup in Sweden to the biggest music service in the world, Spotify has apps running on video game consoles and mobile phones, and has integration with many social networks. Luckily, Spotify is also a great platform for developers and provides a really nice and well-documented REST API where it's possible to make searches by artists, search by albums, search by tracks and play songs. Our project enables us to access the Spotify through the remote client i.e., Terminal. We will implement two types of authentication flow that Spotify supports i.e., client credentials and authorization flow. Finally, we will implement a remote client where the users can search for artists, browse artist’s albums and tracks and play a song in the user’s active device.

Author(s):  
Ángela Del Barrio Fernández

Abstract:This paper presents some of the results of a wider research on critical issues related to “adolescents and new technologies.” In particular, some data related to mobile phone usage and video games are analyzed. The most striking phenomenon today is Whatsapp, which is a very powerful group messaging tool, but whose misuse can also entail significant risks for teens. It could be used to propagate inadequate pictures and videos, spread hoaxes with unsurpassed speed, contribute to bullying, etc. When employed correctly it is very useful, though when misused it can cause much damage. A second example is set by researching video game culture, which yielded some unexpected results. The House of Representatives approved a proposition of law in 2009 that considers video games as a cultural industry and equates them to movies and music. The progression of video game usage has been uninterrupted up til this day in our society. Adolescents are fascinated by technology. Moreover, it strengthens their identity and they prefer to have as much as possible. Today’s, teenagers are heavily attached to their mobile phones, not to TV or computers. The smartphone is now their main screen. After the mobile phones and television, the technology most used by adolescents is video game consoles. 87.3 % of the sample has reported to possess a video game console, and 80.91 % have a smartphone. It is expected that soon all high school students will have this type of phone. Only 7% of the sample said they did not have a phone. The data analyzed here refer to the use of social networks by students of ESO and 1º Bachelor in Cantabria.Resumen:En este trabajo se presentan algunos de los resultados obtenidos en una investigación más amplia sobre aspectos cruciales relativos a “los adolescentes y las nuevas tecnologías”. En concreto se analizan algunos datos relacionados con el uso del teléfono móvil y de los videojuegos. El fenómeno más llamativo en la actualidad es el del Whatsapp, que es una herramienta grupal potentísima, pero cuyo mal uso también puede entrañar importantes riesgos para los adolescentes. Puede propagar imágenes y vídeos inadecuados, difundir bulos con una rapidez insuperable, contribuir al acoso escolar, etc…Bien usado es enormemente útil. Mal empleado puede causar mucho daño. Por otra parte, los videojuegos, como hecho cultural nos han cogido por sorpresa. El Congreso de los Diputados en 2009 aprobó una proposición no de ley que considera a los videojuegos como una industria cultural y lo equipara al cine y a la música. La progresión de los videojuegos es imparable en nuestra sociedad. El adolescente se siente fascinado por la tecnología que además refuerza su identidad y es proclive a tener cuanta más mejor. En la actualidad, los adolescentes viven “pegados” al móvil. Ni televisión ni ordenadores. El smartphone es hoy en día su principal pantalla. Después del móvil y de la televisión, los adolescentes tienen como medio de comunicación más utilizado la videoconsola. El 87,3% de la muestra consultada, tiene videoconsola, y el 80,91% smartphone, siendo la previsión de que en breve la totalidad de los alumnos de educación secundaria dispongan de este tipo de teléfono; Solamente el 7% de la muestra quienes reseñaban no disponer de móvil. Los datos que aquí se analizan, se refieren a algunos aspectos relacionados con el uso de las Redes Socialesde los alumnos de la ESO y 1º de Bachillerato de la Comunidad Autónoma de Cantabria.Palabras clave: teléfono móvil, Smartphone, WhatsApp, videoconsola, videojuegos, adolescencia


India is a very vast market for internet services as it has over 480 million active internet users in the country. Music streaming services in India is emerging day by day. The competition in the market is so high that even two giants Jio Music and Saavn join their hand in 2018 to provide a combine service all across the globe. In, 2019 a global giant Spotify entered into music streaming market in India and affected the each music service in India. Gaana owned by Times Internet have over 150 million active monthly users in the country while JioSaavn reported 100 million active monthly users as per a website. This research is going to study the market capture of various music streaming services in India. Currently, as per the research, Spotify is the most popular streaming service. As per the literature available on various platforms other streaming services were holding the major proportion of the Indian market but after the launch of Spotify, it became most loved streaming service. The research is being done to find out the existing music streaming services are affected by the entrance of Spotify or not


Author(s):  
Michael Thompson ◽  
M. Bruce Beck ◽  
Dipak Gyawali

Food chains interact with the vast, complex, and tangled webs of material flows —nitrogen, phosphorus, carbon, water, energy—circling the globe. Cities and households are where those material flows interact with the greatest intensity. At every point within these webs and chains, technologies enable them to function: from bullock-drawn ploughs, to mobile phones, to container ships, to wastewater treatment plants. Drawing on the theory of plural rationality, we show how the production and consumption of food and water in households and societies can be understood as occurring according to four institutionally induced styles: four basic ways of understanding the world and acting within it; four ways of living with one another and with nature. That there are four is due to the theory of plural rationality at the core of this chapter.


IEEE Micro ◽  
2021 ◽  
pp. 1-1
Author(s):  
Michael Mattioli ◽  
Atte Lahtiranta

2021 ◽  
Vol 10 (2) ◽  
pp. 73
Author(s):  
Raquel Pérez-Arnal ◽  
David Conesa ◽  
Sergio Alvarez-Napagao ◽  
Toyotaro Suzumura ◽  
Martí Català ◽  
...  

The COVID-19 pandemic is changing the world in unprecedented and unpredictable ways. Human mobility, being the greatest facilitator for the spread of the virus, is at the epicenter of this change. In order to study mobility under COVID-19, to evaluate the efficiency of mobility restriction policies, and to facilitate a better response to future crisis, we need to understand all possible mobility data sources at our disposal. Our work studies private mobility sources, gathered from mobile-phones and released by large technological companies. These data are of special interest because, unlike most public sources, it is focused on individuals rather than on transportation means. Furthermore, the sample of society they cover is large and representative. On the other hand, these data are not directly accessible for anonymity reasons. Thus, properly interpreting its patterns demands caution. Aware of that, we explore the behavior and inter-relations of private sources of mobility data in the context of Spain. This country represents a good experimental setting due to both its large and fast pandemic peak and its implementation of a sustained, generalized lockdown. Our work illustrates how a direct and naive comparison between sources can be misleading, as certain days (e.g., Sundays) exhibit a directly adverse behavior. After understanding their particularities, we find them to be partially correlated and, what is more important, complementary under a proper interpretation. Finally, we confirm that mobile-data can be used to evaluate the efficiency of implemented policies, detect changes in mobility trends, and provide insights into what new normality means in Spain.


2016 ◽  
Vol 49 (1) ◽  
pp. 87-91
Author(s):  
Henry Skirball
Keyword(s):  

AbstractIn honour of the sixty-fifth anniversary of the founding of the Youth Section of the World Union for Progressive Judaism (WUPJYS), the author reminisces about some early events he attended, discusses some of the current changes and developments in the Jewish youth scene due to the paradigm changes such as computers, mobile phones etc. as well as the modern ‘Post’ eras of individualism of the Me generation. He concludes with no specific prognostications, but feels that much can be done by dedicated, committed youth and their mentors.


Author(s):  
Mohammed Yousif

The mobile applications industry has had significant growth in the last few years. Mobile phones are everywhere since we use them in every part of our daily lives for entertainment, communication and other various uses. Unfortunately, there was also a substantial increase the number of autism cases in kids around the world, which has prompted for a dire need of a therapy method that is cheap, reliable and accessible for everyone who needs it. Researchers have tried several methods, like robotics and virtual reality, to help in the therapy of autistic children. While their results were promising, these technologies are still out of reach of most users due to their high cost. Mobile phones, however, are much more accessible since everyone has one, and they have a wide array of useful gadgets that can be used in making the therapy sessions more engaging and fun such as cameras, accelerometers, speakers, microphones and others. This project aims to design and implement an interactive learning environment based on a mobile application for teaching kids with special needs. 


2021 ◽  
Vol 29 (6) ◽  
pp. 0-0

This study investigates the causes impacting the consumers' intention of the premium music streaming services' subscription in China. An integrated model called the Theory of Streaming Service Acceptance (TSSA) is proposed to explain and predict premium music streaming service subscription behaviors. The TSSA consists of four constructs: attitude, descriptive norm, injunctive norm and perceived behavioral control. The research data was collected in the form of an online survey in China with 120 respondents. Then, interviews were conducted to collect qualitative data from 20 participants. An explanatory sequential mixed method was implemented and the PLS-SEM technique was used to analyze the survey data. The results showed that all constructs in modified research mode, including attitude, injunctive norm and perceived behavioral control except descriptive norm, are indicative predictors for a person’s intention toward premium music streaming services’ subscription. Significant practical inspirations from the perspective of music streaming services providers are also summarized.


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