scholarly journals Mobile Apps for Boarding House Recommendation

Author(s):  
Faried Effendy ◽  
Kartono Kartono ◽  
Dyah Herawatie

<p class="0abstractCxSpFirst"> </p><p>This research aims to build a boarding house recommender system based on the Fuzzy TOPSIS method. This application can be utilized by the student community to discover a suitable boarding house. This research uses the classic life cycle (waterfall) as a software development model. The waterfall model consists of 5 stages, namely, communication, planning, modeling, construction, and deployment. In this study, we focus on the construction and deployment stage.<br />To test and assess the system, we use a questionnaire filled by the respondents. Two arrangements of surveys created, one for the students and another for mobile application experts. We use ISO 9126 as a base to assess the system in terms of functionality, usability, content, reliability, and performance. As a result, these mobile apps graded 3.54 and categorized as an excellent system. This system is well-honorable and acknowledged by the student community, which gives a superior, simple method for promoting and reliable tool for finding appropriate boarding houses. The users recommend adding some features such as boarding communities, ratings, reviews so users can communicate with each other and increase the effectiveness and functionality of the application.</p>

2020 ◽  
Vol 5 (1) ◽  
pp. 53
Author(s):  
Maria Ulfa ◽  
Suryayusra Suryayusra ◽  
Septa Hardini

E-commerce is an online-based sales system, which is used to expand sales and increase sales in the Indonesian Book Room CV. In terms of sales now CV Ruang Buku Indonesia has many competitors who use internet technology to make this business lag and the sales and purchase processes are less than optimal, even decreased. Things like this can cause a business to close. Based on this, the development in the sales system is made into e-commerce with a view controller model (MVC) to facilitate the operation of the online sales system. The software development model used is the waterfall model with several stages of communication, planning, modeling, construction, and deployment. This research resulted in e-commerce of Indonesian Book Room with a view controller model that aims to face competitors and increase sales.


2021 ◽  
Vol 15 (4) ◽  
pp. 24-36
Author(s):  
Darmansyah Darmansyah ◽  
Popi Parpati ◽  
Rahmat Gunawan

Karawang Regency is one of the industrial estates in West Java Province In addition,there are also many universities in Karawang Regency. The number of nomands in Karawang Regency until 2018 recorded 1.7 milion inhabitans. The nomands wo live in Karawang need a temporary residence or boarding house. During this time migrants in search of boarding house information by asking friends, asking the surrounding community and visiting one by one the location of boarding houses. This method is consiidered ineffective because it takes a lot of time to get the approciate boarding house information. In this study the authors made a mobile application E-Marketpalce boarding house in Karawang Regency. The system design method in this thesis research uses the Software Deplopment Life Cycle (SDLC) method with the waterfall model. This E-Marketplace mobile application was created using a bootstrap web platform, a programming language using PHP with a Codeigniter framework, Database Management System (DBMS) using MySQL and object-oriented modeling namely Unified Modeling Language (UML). The result of this study can be conclded that by making a mobile application E-Marketplace boarding house in Karawang regency that can help to facilitate boarding owners in marketing their boarding house.  Keywords: E-Marketplace, Boarding House, Codeigniter.


Author(s):  
Tio Rahmayuda ◽  
Denny Kurniadi

Boarding houses has its own problems in finding. The problems are boarding house location, price, facilities, surrounding environment and time to gather about boarding houses information. Landlords of boarding house also have its own problems, like disseminate information about the boarding houses is limited. Mobile application of boarding houses and support facilities is built to solve the problem in finding suitable boarding houses and also to inform the others about the boarding houses. The method used is the client-server based waterfall model. Application server side’s use the PHP programming language (PHP Hypertext Preprocessor) and web services Json and MYSQL for Database Management Systems (DBMS). Application client side’s use the java programming language and java script that can run on the android platform. The design application of boarding houses and support facilities is based android to generate three applications which are one server and two application client. The first client application has function to search information of boarding houses. The second client application is used by landlord in marketing their boarding houses.Keywords: Android, Json, Client-server,MYSQL, Boarding Houses.


Author(s):  
Norazean Sulaiman ◽  
Nurul Nadiah Dewi Faizul Ganapathy ◽  
Wan Faizatul Azirah Ismayatim

Listening skills should be given more attention as listening takes precedence over anything else when it comes to acquiring a language (Putriani, Sukirlan & Supriyadi, 2013). Even with the booming of various technology to facilitate teaching and learning of listening skills in class, the assessment conducted to identify students’ level of understanding of certain topic is still not up-to-date and not parallel with the advancement of technology. The current studies show that the use of mobile apps for listening purpose is proven to be effective in reducing students’ anxiety (Rahimi & Soleymani, 2015), sustaining students’ motivation (Read & Kukulska-Hulme, 2015), and improving students’ linguistic competencies (Ramos & Valderruten, 2017). This study is aimed to test the effectiveness of mobile application in assessing students’ listening skills. Diploma students from various faculties in UiTM Shah Alam were randomly chosen to answer listening comprehension questions via the prototype developed, named Pocket E-Li. The results demonstrate that the majority of the students provided positive response towards the implementation of mobile application for listening assessment. Almost all respondents agreed that listening assessment should be conducted via mobile application in the future. It can be concluded that listening assessment via mobile application is beneficial to students since it meets the students’ demands and needs which is equivalent with the use of current technology.


2020 ◽  
Author(s):  
Karen Davies ◽  
Bie Nio Ong ◽  
Sudeh Cheraghi-Sohi ◽  
Katherine Perryman ◽  
Caroline Sanders

BACKGROUND Background: There is a growing interest in using mobile applications in supporting health and wellbeing. Evidence directly from people with dementia regarding the acceptability, usability and usefulness of mobile apps is limited. It builds on ‘My Health Guide’ which was co-designed with people with cognitive disabilities. . OBJECTIVE Objective This paper describes the protocol of a study evaluating an app designed for supporting wellbeing with people living with dementia, specifically focusing on enhanced safety through improved communication METHODS Method: The study will employ design research, using participatory qualitative research methods over three cycles of evaluation with service users, their families and practitioners. The study will be developed in partnership with a specialist home care service in England. A purposive case selection will be used to ensure that the cases exemplify differences in experiences. The app will be evaluated in a ‘walkthrough’ workshop by people living with early stage dementia and then trialled at home by up to 12 families in a ‘try-out’ cycle. An amended version will be evaluated in a final ‘walkthrough’ workshop in cycle 3. Data will be collected from at least four data sources during the try-out phase and analysed thematically (people with dementia, carers, practitioners and app usage). An explanatory, multiple-case study design will be used to synthesise and present the evidence from the three cycles drawing on Normalisation Process Theory to support interpretation of the findings. RESULTS Results: The study is ready to be implemented but has been paused to protect vulnerable individuals during the Coronavirus in 2020. The findings will be particularly relevant for understanding how to support vulnerable people living in the community during social distancing and the period following the pandemic, as well as providing insight into the challenges of social isolation arising from living with dementia CONCLUSIONS Discussion: Evaluating a mobile application for enhancing communication, safety and wellbeing for people living with dementia contributes to key ambitions enshrined in policy and practice, championing the use of digital technology and supporting people with dementia to live safely in their own homes. The study uses a co-design method to enable the voice of users with dementia to highlight the benefits and challenges of technology and shape future development of apps that potentially enhances safety through improved communication.


2021 ◽  
Author(s):  
Stephanie Maria Jansen-Kosterink ◽  
Marian Hurmuz ◽  
Marjolein den Ouden ◽  
Lex van Velsen

UNSTRUCTURED Background: eHealth applications have been recognized as a valuable tool to reduce COVID-19’s effective reproduction number. In this paper, we report on an online survey among Dutch citizens with the goal to identify antecedents of acceptance of a mobile application for COVID-19 symptom recognition and monitoring, and a mobile application for contact tracing. Methods: Next to the demographics, the online survey contained questions focussing on perceived health, fear of COVID-19 and intention to use. We used snowball sampling via posts on social media and personal connections. To identify antecedents of acceptance of the two mobile applications we conducted multiple linear regression analyses. Results: In total, 238 Dutch adults completed the survey. Almost 60% of the responders were female and the average age was 45.6 years (SD±17.4). For the symptom app, the final model included the predictors age, attitude towards technology and fear of COVID-19. The model had an R2 of 0.141. The final model for the tracing app included the same predictors and had an R2 of 0.156. The main reason to use both mobile applications was to control the spread of the COVID-19 virus. Concerns about privacy was mentioned as the main reason not to use the mobile applications. Conclusion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Discussion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance.


2018 ◽  
Vol 10 (1) ◽  
pp. 13-33 ◽  
Author(s):  
Christopher P. Furner ◽  
Robert Zinko

This article describes how mobile application adoption is growing dramatically. However, only a small proportion of mobile apps are paid for. This leads to the question: which factors dispose an individual to be willing to pay for an app? Using uncertainty reduction theory as a framework, along with transaction cost economics, this study considers several individual level, app and app review characteristics which may influence willingness to pay. An experiment is conducted using a mobile application marketplace simulator and 4 application reviews are developed which vary in terms of information quality and app utility. Also measured are several individual characteristics. Findings suggest that individuals who have a disposition toward paying for apps and those who score low in terms of mobile computing self-efficacy are willing to pay more for apps. Also, individuals are willing to pay more for hedonic apps than utilitarian apps. Finally, there is a positive relationship between both history of paying for apps and trusting disposition on disposition toward paying for apps.


2021 ◽  
Vol 3 (1) ◽  
pp. 213-224
Author(s):  
Ekkal Prasetyo ◽  
Ade Putra

Kebutuhan informasi menjadi sangat penting terutam dalam proses pengambilan keputusan. Salah satu cara yang dapat digunakanyaitu menggunakan teknologi informasi dan komunikasi seperti sistem informasi. sistem informasi sendiri memiliki berbagai macam diantaranya yaitu sistem informasi eksekutif yang banyak digunakan untuk menyajikan informasi kepada pihak eksekutif dalam mengambil keputusan atau kebijakan. Seperti halnya yang terjadi diberbagai kecamatan saat ini kebutuhan informasi penduduk menjadi sangat penting mengingat dibutuhkan dalam pengambilan kebijakan bagi pemerintah. untuk itu di dalam penelitian ini dibuat sebuah sistem informasi eksekutif penduduk guna membantu memetakan keadaan penduduk berdasarkan data kependudukan itu sendiri. untuk menghasilkan sistem informasi eksekutif sesuai dengan kebutuhan eksekutif maka proess pengembangan digunakan waterfall model dengan lima tahapan pengembangan communication, planning, modeling, construction, dan deployment. Hasil dari pengembangan berupa sistem informasi eksekutif yang dapat memberikan informasi secara visual kepada pihak terkait. Sistem informasi juga berjalan dengan baik yang dibutkikan dari hasil pengujian yang dilakukan.


Author(s):  
Dheeraj Chhillar ◽  
Kalpana Sharma

<span>There are various root causes of software failures. Few years ago, software used to fail mainly due to functionality related bugs. That used to happen due to requirement misunderstanding, code issues and lack of functional testing. A lot of work has been done in past on this and software engineering has matured over time, due to which software’s hardly fail due to functionality related bugs. To understand the most recent failures, we had to understand the recent software development methodologies and technologies. In this paper we have discussed background of technologies and testing progression over time. A survey of more than 50 senior IT professionals was done to understand root cause of their software project failures. It was found that most of the softwares fail due to lack of testing of non-functional parameters these days. A lot of research was also done to find most recent and most severe software failures. Our study reveals that main reason of software failures these days is lack of testing of non-functional requirements. Security and Performance parameters mainly constitute non-functional requirements of software. It has become more challenging these days due to lots of development in the field of new technologies like Internet of things (IoT), Cloud of things (CoT), Artificial Intelligence, Machine learning, robotics and excessive use of mobile and technology in everything by masses. Finally, we proposed a software development model called as T-model to ensure breadth and depth of software is considered while designing and testing of software. </span>


2020 ◽  
pp. 1513-1526
Author(s):  
Asta Bäck ◽  
Päivi Jaring

Mobile application stores have become very popular, and the two most popular, Google Play and Apple App Store, both have over a million applications (apps) available. Social media is extensively used for marketing products and services; but, its true potential, in service and product acceleration, has not been researched much. This paper studies the differences in actions between successful and less successful app developers and especially their social media use in accelerating applications and its impact on success. In this study, a longitudinal analysis is performed on 682 applications, from four Google Play categories, at three data points. This study concludes that almost 50% of the analyzed applications use some form of social media to promote their app, and that successful apps use social media more actively than less successful ones. The qualitative analysis of the apps sheds some light as to why some apps succeed without social media use, and why some fail while using it.


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