scholarly journals Rancang Bangun Client-Side Mobile Web App Menggunakan JQuery Mobile

2013 ◽  
Vol 4 (2) ◽  
pp. 69-73
Author(s):  
Seng Hansun

Mobile operating system market shares always grow from year to year. The issue to make a mobile application in an easy, fast, and reliable way had arisen. Therefore, many UI framework to create mobile web application have been introduced, one of them is jQuery Mobile. jQuery Mobile with its’ ‘write less, do more’ slogan become popular among web mobile developers. In this paper, the author tries to build a stand-alone mobile application using jQuery Mobile as a prototype of Universitas Multimedia Nusantara mobile application. It can be concluded that jQuery Mobile can be used to make a simple application in a fast and rapid changing environment. Kata kunci—jQuery Mobile, web mobile app, HTML, CSS, JavaScript

Author(s):  
Shailesh Kumar ◽  
Anant R. Koppar

As mobile devices are becoming the primary access channels for information, the authors need to have accurate effort estimation model for mobile application projects. In this paper the authors discuss “Mobile application estimation framework” that was designed based on 14 mobile application projects and was validated against 5 mobile application projects. In this paper the authors discuss the estimation framework for both native/hybrid mobile application projects and mobile web application projects. The proposed “Mobile application estimation framework” provides comprehensive coverage for various factors involved in mobile estimation such as layer-wise components, horizontal components and others. The estimation framework also considers the cost drivers and is used as effort adjustment factor. The proposed mobile application estimation framework achieved the MMRE of 0.207 with pred (0.3) of 80%.


2014 ◽  
Author(s):  
Kien Hoa Ly ◽  
Daniel Beauchamp ◽  
Gerhard Andersson

Research indicates that there is a potential for persuasive technologies to be used as a means for increasing physical activity. In this exploratory work, we developed a mobile web application to gather movement data to explore the potential of a health tool in the context of a dance floor to promote physical activity. We wanted to explore if the mobile application in combination with the context and mechanisms seen in other health applications could drive physical activity. In total, 208 participants generated 20,279 data points through the mobile application on the dance floor. The result from this work points out that the concept should be further investigated in more studies.


2021 ◽  
Vol 9 (1) ◽  
pp. 11-28
Author(s):  
Hui Hui Wang

The most popular video website YouTube has about 2 billion users worldwide who speak and understand different languages. Subtitles are essential for the users to get the message from the video. However, not all video owners provide subtitles for their videos. It causes the potential audiences to have difficulties in understanding the video content. Thus, this study proposed a speech recorder and translator to solve this problem. The general concept of this study was to combine Automatic Speech Recognition (ASR) and translation technologies to recognize the video content and translate it into other languages. This paper compared and discussed three different ASR technologies. They are Google Cloud Speech-to-Text, Limecraft Transcriber, and VoxSigma. Finally, the proposed system used Google Cloud Speech-to-Text because it supports more languages than Limecraft Transcriber and VoxSigma. Besides, it was more flexible to use with Google Cloud Translation. This paper also consisted of a questionnaire about the crucial features of the speech recorder and translator. There was a total of 19 university students participated in the questionnaire. Most of the respondents stated that high translation accuracy is vital for the proposed system. This paper also discussed a related work of speech recorder and translator. It was a study that compared speech recognition between ordinary voice and speech impaired voice. It used a mobile application to record acoustic voice input. Compared to the existing mobile App, this project proposed a web application. It was a different and new study, especially in terms of development and user experience. Finally, this project developed the proposed system successfully. The results showed that Google Cloud Speech-to-Text and Translation were reliable to use in video translation. However, it could not recognize the speech when the background music was too loud. Besides, it had a problem of direct translation, which was challenging. Thus, future research may need a custom trained model. In conclusion, the proposed system in this project was to contribute a new idea of a web application to solve the language barrier on the video watching platform.


2014 ◽  
Author(s):  
Kien Hoa Ly ◽  
Daniel Beauchamp ◽  
Gerhard Andersson

Research indicates that there is a potential for persuasive technologies to be used as a means for increasing physical activity. In this exploratory work, we developed a mobile web application to gather movement data to explore the potential of a health tool in the context of a dance floor to promote physical activity. We wanted to explore if the mobile application in combination with the context and mechanisms seen in other health applications could drive physical activity. In total, 208 participants generated 20,279 data points through the mobile application on the dance floor. The result from this work points out that the concept should be further investigated in more studies.


2020 ◽  
Vol 10 (12) ◽  
pp. 382
Author(s):  
Vyron Ignatios Michalakis ◽  
Michail Vaitis ◽  
Aikaterini Klonari

This article focuses on the development of an educational outdoor adventure mobile app while presenting findings that were derived from various case studies that we conducted using it. The mobile application, called RouteQuizer, is complemented by a web application and a database, forming a system that enables teachers to create educational treasure hunt activities for their students and monitor their performance. The aim of the research was to create a system that would exploit all possible Outdoor Adventure Education (OAE) and treasure hunt benefits while excluding possible smartphone use negative consequences. The development of the system took place in Greece and began in December 2017, by conducting a nation-wide research examining Greek secondary teachers’ Information and Communication Technology (ICT) literacy and perceptions on smartphone use and outdoor activities. By June 2018, 700 questionnaires were collected. In order to test the system, in March 2018, we conducted a pilot case study in Lesvos island Greece and between July 2018 and February 2020, we conducted four additional case studies and a teacher training program, all of which took place in Lesvos island Greece. During the development process of the mobile application, we focused on the participatory aspect of the process, paying special attention to the teacher and student evaluation during the design and prototyping phases. Considering that the system is educational we research whether the mobile application provided effective learning outcomes and whether it benefited students’ social and physical skills. The results that we collected suggest that the mobile application is an effective learning tool while mobile learning and treasure hunt benefits have been repeatedly confirmed during the case studies. Greek teachers and students also proved to be capable smartphone and computer users, and reported being willing to participate in similar activities in the future.


2017 ◽  
Author(s):  
Kemal Eren ◽  
Steven Weaver ◽  
Robert Ketteringham ◽  
Morné Valentyn ◽  
Melissa Laird Smith ◽  
...  

AbstractNext generation sequencing of viral populations has advanced our understanding of viral population dynamics, the development of drug resistance, and escape from host immune responses. Many applications require complete gene sequences, which can be impossible to reconstruct from short reads. HIV-1 env, the protein of interest for HIV vaccine studies, is exceptionally challenging for long-read sequencing and analysis due to its length, high substitution rate, and extensive indel variation. While long-read sequencing is attractive in this setting, the analysis of such data is not well handled by existing methods. To address this, we introduce FLEA (Full-Length Envelope Analyzer), which performs end-to-end analysis and visualization of long-read sequencing data.FLEA consists of both a pipeline (optionally run on a high-performance cluster), and a client-side web application that provides interactive results. The pipeline transforms FASTQ reads into high-quality consensus sequences (HQCSs) and uses them to build a codon-aware multiple sequence alignment. The resulting alignment is then used to infer phylogenies, selection pressure, and evolutionary dynamics. The web application provides publication-quality plots and interactive visualizations, including an annotated viral alignment browser, time series plots of evolutionary dynamics, visualizations of gene-wide selective pressures (such as dN /dS) across time and across protein structure, and a phylogenetic tree browser.We demonstrate how FLEA may be used to process Pacific Biosciences HIV-1 env data and describe recent examples of its use. Simulations show how FLEA dramatically reduces the error rate of this sequencing platform, providing an accurate portrait of complex and variable HIV-1 env populations.A public instance of FLEA is hosted at http://flea.datamonkey.org. The Python source code for the FLEA pipeline can be found at https://github.com/veg/flea-pipeline. The client-side application is available at https://github.com/veg/flea-web-app. A live demo of the P018 results can be found at http://flea.murrell.group/view/P018.


2018 ◽  
Vol 1 (2) ◽  
pp. 1
Author(s):  
Dwi Wijonarko ◽  
Rizal Fathoni Aji

Mobile application development was growing very rapidly along the increase of mobile devices and technology. One of the problems faced is the different platforms operating system on the market, it is make more difficult development process and requires a lot of cost. An application must be built at least 2 (two) types according to the current popular operating system (Android and iOS) in order to be able to get large application users.Hybrid Application is an application development model that combines native application approach and web application to be a mobile application. It can be converted into more than one mobile operating system platform later. The advantages of hybrid applications is the rapid development process because one source code can run on more than one mobile operating system, while the disadvantage is it use more of resources than the application built with the original language of the operating system platform used.Adobe Phonegap (Phonegap) and React Native are two frameworks that can be used to build mobile hybrid applications. In this study will be compared in terms of development and application results that run on Android devices from each framework by using case studies Aplikasi Jadwal dan Nilai pada Politeknik Kota Malang.


2016 ◽  
Vol 14 (39) ◽  
pp. 29-40
Author(s):  
Sharon D. Sánchez Santana ◽  
José Ignacio Estévez ◽  
Sergio B. Sepúlveda Mora ◽  
Byron Medina Delgado

A native Android application and a multi-platform web application to monitor solar radiation and the output power of a photovoltaic system were developed, in order to establish which is more efficient using the mobile device resources. The methodology for Mobile Application Development [MAD] was adopted and free software tools –Android Studio and HTML5– were used. CPU consumption, response time in sending data and memory usage for the execution of the applications, were compared; also, the user experience was evaluated through the 6Ms survey. The transfer time of a data from the server to the mobile application executed in Chrome was 0.887 seconds, the native application transfers a data in 0.853 seconds –both times are within the acceptable ranges, since the acquisition system stores one data every 5 minutes; the average memory usage was 182 Mb for executing the application in the Chrome browser, while the native application achieved a reduction of 65%, therefore it can be concluded that the native application requires less memory usage for its execution. 


2014 ◽  
Vol 33 (3) ◽  
pp. 45 ◽  
Author(s):  
David Ward ◽  
James Hahn ◽  
Lori Mestre

<p>This article presents a case study exploring the use of a student Coding Camp as a bottom-up mobile design process to generate library mobile apps. A code camp sources student programmer talent and ideas for designing software services and features.  This case study reviews process, outcomes, and next steps in mobile web app coding camps. It concludes by offering implications for services design beyond the local camp presented in this study. By understanding how patrons expect to integrate library services and resources into their use of mobile devices, librarians can better design the user experience for this environment.</p>


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