scholarly journals The Experience of Developing a Mobile Game Navigation Application for the Windows 10 Mobile Operating System

Author(s):  
Vladimir Rakovich ◽  
Ilya Trigub ◽  
Iryna Krasheninnik

The development of mobile applications is one of the fastest improving and most important directions of the IT industry. Windows 10 Mobile is a relatively new operating system (OS), so the development of mobile applications for Windows is very prospective. The authors of the article aim to develop a mobile game application using the mobile phone navigational capabilities for getting the information about the location of state institutions, educational institutions, shops, cafes, restaurants and entertainment establishments in the city of Melitopol, as well as about the location of audiences of Melitopol Bohdan Khmelnytsky State Pedagogical University. A number of tasks are solved to develop a mobile game navigation application. Firstly, in order to study the experience of developing such programs, the analysis of existing navigation programs for the Windows 10 Mobile operating system, namely gMaps, Navitel, CityGuide, Latte Locator, is performed. Mobile application requirements for Windows 10 Mobile are analyzed. It is determined that the basic requirement for Windows 10 Mobile application is compliance of its interface to the standards of Universal Windows Platform (UWP). In addition, advanced requirements for the developing of the Windows 10 Mobile multimedia game application are formulated, such as license cleanliness, freeware, performance, intuitive interface, ergonomics, interactivity, and compliance with the universal Windows platform. Secondly, the selection of content for the publication in the program (city maps, university schemes, information about institutions and enterprises of the city, information about pedagogical university audiences) is carried out. Thirdly, the tools for developing a mobile application are chosen, in particular, Visual Studio 2017 and SDK for Windows 10. The development of a multimedia game application for the Windows 10 Mobile operating system was carried out on the Xamarin platform. As a result, the mobile game navigation application is designed. It consists of two parts: "The City Map" and "The Map of the University". The first contains the information about the location of city institutions and enterprises. The second includes the information about the audiences of Melitopol Bohdan Khmelnytsky State Pedagogical University. The article presents the stages and results of developing a mobile gaming navigation application.

2020 ◽  
Vol 5 (2) ◽  
pp. 70-88
Author(s):  
Fitria Meisarah

Background:  Several obstacles to pronunciation have been proposed and urged students to practice pronunciation deliberately. Regardless of these problematic, mobile applications can be a great assistant in pronunciation training. However, considering that Google Play is the most prominent android app store with 227,970 instructional devices, it is challenging to find and select pronunciation and phonetics applications. Students should be conscious of their needs by recognizing the proper mobile application for pronunciation learning. This study explores the pronunciation applications utilized by students for pronunciation learning in and out of the classroom. Methodology: This study administered the data with paper reports and interviews accompanying students. This study involved 41 students who were taking a pronunciation and phonetics course at the University of Kutai Kartanegara Tenggarong. Findings: Nine such applications, as reviewed in this study, are divided into two categories: English pronunciation special purpose (EPSP) application and English dictionary assisted pronunciation (EDAP) application. Noteworthy findings were not all of the applications fulfill the content and design approaches such the suprasegmental features, audio playback, and video camera recorder. Conclusion: This study endeavors to have a critical look at four applications recommended after concerning the term of Mobile Assisted Pronunciation Training (MAPT). They are AV Phonetic, English Phonetic Pronunciation, Listening Practice, English Pronunciation developed by Kepham, and U-Dictionary to assist pronunciation learning in and out of the classroom. Keywords: Pronunciation and phonetics; mobile application; MAPT


2021 ◽  
Vol 21 (1) ◽  
pp. 103-127
Author(s):  
Natalia Pavlova ◽  
Alexandr Kurdin ◽  
Dmitriy Polyakov

The article is based on the research in mobile applications markets. The distribution of market power in these markets depends on the ability of a digital ecosystem’s owner to control the handling of mobile applications inside the ecosystem. The degree of this control is determined by the substitutability of different application stores as necessary facilities for the access to mobile applications. The authors provide the survey-based empirical estimates of such substitutability for Apple’s mobile application store — App Store. The results of further tests for market boundaries delineation confirm the embeddedness of final users in Apple’s ecosystem in absence of feasible opportunities to change the operating system and, consequently, the application store. The findings explain the degree of Apple’s market power and provide grounds for antitrust intervention.


Author(s):  
Valentyna Fastovets

Problem. The subject of the study is an interactive mobile application in Java. To perform this work, the following tasks were set: analysis of programming environments and languages of development;  analysis of methods for developing the logic and interface of the mobile application; development of an interactive mobile application in Java. Goal. The aim of the work is to develop a mobile application for learning a foreign language for the Android operating system, whose interface and logic will be modern, user-friendly and accessible to users. Methodology. The general concept of a mobile application for learning a foreign language is as follows: learning a foreign language offline, versatile learning (words, grammar), the presence of a motivational unit, simple design. The object of research is the process of building an interactive mobile application in Java for the Android operating system. In the course of the work, a study of programming languages and environments for the development of mobile applications was conducted. Programming languages such as: Java, C ++, C # were considered. Programming environments such as Android Studio, NetBeans and Eclipse were also analyzed. As a result, the Java programming language and Android Studio programming environment were chosen for the development of the mobile application. Two types of markup were selected: LinearLayout; ConstraintLayout. Results. The mobile application for learning a foreign language for the Android operating system was developed in Android Studio in two programming languages: Java (logic) and XML (interface). The aim to provide the application with modern interface and logic, to make it user-friendly and accessible to users was completed. Originality. Contribution has been made to the field of using smartphones for learning foreign languages. The sphere of using smartphones has been expanded with the use of all modern trends to the creation of mobile applications for learning foreign languages. Practicalvalue. Considering that the number of potential users will only increase in the nearest future, the developed mobile application for learning a foreign language is an ideal platform for educating those who want to develop and learn foreign languages for themselves, as well as for work, communication and travel.


Author(s):  
Johanna Pirker ◽  
Christian Gütl ◽  
Patrick Weiner Weiner ◽  
Victor Garcia-Barrios

In recent years, the use of mobile applications and computer-based games as pedagogical tools has become more and more popular. Additionally, many mobile devices enhance the user experience by providing different sensors, e.g. to deliver location-based educative information. In this article we introduce an online tool for easily creating location-based mobile applications that combine teaching and gaming activities to make users aware of their current environment or situation. First, we briefly present the Location-based Mobile Application Creator (LMAC), an online framework for creating such mobile solutions and discuss potential application scenarios. Then, we introduce a first mobile application for educational purposes created with LMAC in more detail: a game-based scavenger hunt for children enabling them to learn facts about the city of Graz, Austria. Similar to a traditional scavenger hunt, users are able to gather geo-referenced information with mobile devices (smartphones and tablets) and learn about the environment in a playful way. With LMAC, teachers can easily create individual scavenger hunts adapted to the current subject matter. This paper is an extended version of our work published in 2014 at the IMCL-conference.


2018 ◽  
pp. 89-100
Author(s):  
Olena Savielieva ◽  
Leonid Orel ◽  
Andrey Pavlyshko ◽  
Tamara Starushkevych

The article considers the urgency of creating a tourist application for the city. Developed a mobile application that will collect information about the sights of the city of Odessa. The architecture of the mobile application «Tourist guide for Odessa», its structure and description of classes is considered. Described navigation on the application and the result of testing on emulators. A mobile application is an excellent solution for information to be always at hand. Mobile applications are a tool for the development of tourism and attract investment. The developed application is aimed at hiking in the city. The main object of the application will be architectural landmarks of the city and historically important places with detailed information about them. The user was offered several variants of hiking trails in order to remember our city in all its glory and grandeur.


This empirical study was aimed to explore the factors of food ordering mobile application (FOMA) services perception and usage among the customers in Chennai city. This research was adopted exploratory and empirical research design and structured questionnaire was used to gather the perception of users residing in Chennai city. The data collected were subjected to analysis using statistical tools such as percentage analysis, descriptive analysis, factor analysis, cluster and discriminant analysis has been applied to explore the findings. The result indicates that seven factors has been extracted out of 20 FOMA services perception variables and three cluster groups were significantly classified among the users of FOMA services. The researchers concluded that online food ordering service providers are suggested to attract more food suppliers in nook and corner of the city to attract and serve more customers in near future to meet the expected increase in the demand.


Author(s):  
Selena Anders

Historical guidebooks and maps of Rome provide both an architectural narrative and a snapshot of the city at distinct historical moments. The Historic Urban Environments Lab at the University of Notre Dame (HUE/ND) combined these resources to create Cities in Text: Rome. This interactive research tool was designed to analyze the complex layers of the Eternal City. It provides access to the digital representation of guidebooks produced in the sixteenth, seventeenth, and eighteenth centuries. These works have been transcribed, translated, and linked with historic and present-day maps, photographs, and drawings presented on a website and mobile application (hue.nd.edu). The project led to several discoveries, including identifying the existing remains of Rome’s medieval residential façade porticoes, which were measured, drawn, and mapped. The work contributes to an understanding of the evolution of Rome’s cityscape, including its medieval fabric wholly ignored in these guides but still visible today.


Author(s):  
Nor Hayati Kassim ◽  
Norlina Mohamed Noor ◽  
Jati Kasuma ◽  
Juliza Saleh ◽  
Ceaser Dealwis ◽  
...  

Companies are now recognizing that their employees require a spectrum of mobile applications in order to achieve maximum efficiency at the workplace. Mobile applications such as WeChat, Twitter and WhatsApp via smartphones have become influential tools and extensively used by employees at the workplace. This state-of-the-art technology in communication has penetrated various fields, including routine administrative jobs at the workplace. The objective of this research is toinvestigate the acceptance of the WhatsApp mobile application for formal use among support staff at The Commission of the City of Kuching North, Sarawak (DBKU). Perceived usefulness, perceived ease of use and behavioral intention of the users in using WhatsApp are the variables measured for job performance. The researchers utilized convenience sampling, whereby a total of 105 employees from two departments participated in the investigation. Data was collected using a set of selfadministered questionnaires which was adapted from Davis. The findings revealed that perceived usefulness and perceived ease of use of WhatsApp as a means of communication were significant for job performance at DBKU. The employees felt more competent during their formal interaction at the workplace as less effort was needed while using WhatsApp. The existence of features which were user-friendly and easy operational functions helped to create positive attitudes when utilizing the application. Faster feedback, ease of use, and convenience were some of the reasons for the employees’ willingness to use WhatsApp for communication at the workplace.


Mousaion ◽  
2019 ◽  
Vol 36 (3) ◽  
Author(s):  
Chimango Nyasulu ◽  
Winner Chawinga ◽  
George Chipeta

Governments the world over are increasingly challenging universities to produce human resources with the right skills sets and knowledge required to drive their economies in this twenty-first century. It therefore becomes important for universities to produce graduates that bring tangible and meaningful contributions to the economies. Graduate tracer studies are hailed to be one of the ways in which universities can respond and reposition themselves to the actual needs of the industry. It is against this background that this study was conducted to establish the relevance of the Department of Information and Communication Technology at Mzuzu University to the Malawian economy by systematically investigating occupations of its former students after graduating from the University. The study adopted a quantitative design by distributing an online-based questionnaire with predominantly closed-ended questions. The study focused on three key objectives: to identify key employing sectors of ICT graduates, to gauge the relevance of the ICT programme to its former students’ jobs and businesses, and to establish the level of satisfaction of the ICT curriculum from the perspectives of former ICT graduates. The key findings from the study are that the ICT programme is relevant to the industry. However, some respondents were of the view that the curriculum should be strengthened by revising it through an addition of courses such as Mobile Application Development, Machine Learning, Natural Language Processing, Data Mining, and LINUX Administration to keep abreast with the ever-changing ICT trends and job requirements. The study strongly recommends the need for regular reviews of the curriculum so that it is continually responding to and matches the needs of the industry.


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