Mobile Application Used in Museum Learning and Its Case Study

Author(s):  
Xu Wei ◽  
Zhang Jianping
Author(s):  
Faried Effendy ◽  
Taufik ◽  
Bramantyo Adhilaksono

: Substantial research has been conducted to compare web servers or to compare databases, but very limited research combines the two. Node.js and Golang (Go) are popular platforms for both web and mobile application back-ends, whereas MySQL and Go are among the best open source databases with different characters. Using MySQL and MongoDB as databases, this study aims to compare the performance of Go and Node.js as web applications back-end regarding response time, CPU utilization, and memory usage. To simulate the actual web server workload, the flow of data traffic on the server follows the Poisson distribution. The result shows that the combination of Go and MySQL is superior in CPU utilization and memory usage, while the Node.js and MySQL combination is superior in response time.


Author(s):  
Mazlan Mohd Sappri Et.al

Social media application (SMA) shows several important functions that causing theincrement of usage among mobile application or mobile app users, especially among18 to 28 years-old users. This causing several developers to create their own SMA thathave been targeted to mobile app users. However, only several SMA managed tobecome popular and successful in term of usage, leaving other unpopular SMA in thelower rank of the Google PlayStore. SMA created by developer in Malaysia face thesame situation as mentioned before where those SMA were supposed to attractMalaysian mobile users more. To assess this situation, this study aims to identify thesuccess factors of SMA usage and develop a set of metric based on the success factorsusing research model that have been developed in the past. Information SystemSuccess Model (ISSM) were studied and chosen as the reference model for this studybecause the model is suitable and have been used by other researchers in studiesregarding social media and SMA. ISSM contains several success factors like systemquality, service quality and information quality that affect the user satisfaction and useof a system, where this model were modified in this study with the addition ofnetworking quality and perceive privacy factors. This study were conducted on 380Universiti Utara Malaysia (UUM) students and after analysing the data collected, allproposed success factors except of service quality were found to have a positive impacttowards user satisfaction and usage. The success factors were included in the metricdesign and the metric were presented in an evaluation form for SMA developer inMalaysia to evaluate and applied the metric in their SMA.


Author(s):  
José Rouillard

Designing and developing multimodal mobile applications is an important knowledge for researchers and industrial engineers. It is crucial to be able to rapidly develop prototypes for smartphones and tablet devices in order to test and evaluate mobile multimedia solutions, without necessarily being an expert in signal processing (image processing, objects recognition, sensors processing, etc.). This chapter proposes to follow the development process of a scientific experiment, in which a mobile application will be used to determine which modality (touch, voice, QRcode) is preferred for entering expiration dates of alimentary products. For the conception and the generation of the mobile application, the AppInventor framework is used. Benefits and limitations of this visual tool are presented across the “Pervasive Fridge” case study, and the obtained final prototype is discussed.


Author(s):  
Marco de Sá ◽  
Carlos Duarte ◽  
Luís Carriço ◽  
Tiago Reis

In this chapter we describe a set of techniques and tools that aim at supporting designers while creating mobile multimodal applications. We explain how the additional difficulties that designers face during this process, especially those related to multimodalities, can be tackled. In particular, we present a scenario generation and context definition framework that can be used to drive design and support evaluation within realistic settings, promoting in-situ design and richer results. In conjunction with the scenario framework, we detail a prototyping tool that was developed to support the early stage prototyping and evaluation process of mobile multimodal applications, from the first sketch-based prototypes up to the final quantitative analysis of usage results. As a case study, we describe a mobile application for accessing and reading rich digital books. The application aims at offering users, in particular blind users, means to read and annotate digital books and it was designed to be used on Pocket PCs and Smartphones, including a set of features that enhance both content and usability of traditional books.


2022 ◽  
pp. 137-165
Author(s):  
Umit Basaran

Advances in digital marketing technologies and the experience and value they provide to consumers have become important factors in market success. Therefore, businesses are focusing much more on the use of innovative technologies such as gamification. Gamification is the use of game design elements and mechanisms in non-game environments to increase the motivation of users to guide their behavior. Gamification elements used in marketing activities have an impact on the attitudes and behaviors of consumers towards brands, products, and services by increasing experience and value for them. Accordingly, this chapter is aimed at evaluating the gamified marketing activities from the perspective of customer value. In this context, the concepts of customer value and gamification are examined, and gamification techniques used in marketing and their effects on consumer value are evaluated. Also, the case study of Starbucks' gamified mobile application is presented from the perspective of customer value.


2018 ◽  
Vol 6 (2) ◽  
pp. 69 ◽  
Author(s):  
Abdulkhaleq Q. A. Hassan ◽  
Sayed Salahuddin Ahmed

To investigate the effectiveness of e-learning by using a particular mobile application, namely WhatsApp, an empirical study was conducted on sixty undergraduate English language majors at King Khalid University in Saudi Arabia. The objective of the study was to determine whether the levels of motivation, content knowledge and grades of the students (who took the course “Syntax”)-, developed after receiving additional support through WhatsApp apart from traditional classroom lectures. The results showed that the experimental group that got extra support from fellow students and the course teachers through WhatsApp outperformed the students of the control group who studied the course only through traditional method. Moreover, the gap of success rate between the experimental group and the control group is about eighty nine percent with zero failure in the experimental group. The study proved that WhatsApp can be effectively used for providing supplementary support to motivate students to study properly and to get higher grades.


2020 ◽  
Author(s):  
Friederike Klan ◽  
Christopher C.M. Kyba ◽  
Nona Schulte-Römer ◽  
Helga U. Kuechly ◽  
Jürgen Oberst ◽  
...  

<p>Data contributed by citizen scientists raise increasing interest in many areas of scientific research. Increasingly, projects rely on information technology such as mobile applications (apps) to facilitate data collection activities by lay people. When developing such smartphone apps, it is essential to account for both the requirements of the scientists interested in acquiring data and the needs of the citizen scientists contributing data. Citizens and participating scientists should therefore ideally work together during the conception, design and testing of mobile applications used in a citizen science project. This will benefit both sides, as both scientists and citizens can bring in their expectations, desires, knowledge, and commitment early on, thereby making better use of the potential of citizen science. Such processes of app co-design are highly transdisciplinary, and thus pose challenges in terms of the diversity of interests, skills, and background knowledge involved.</p><p>Our “Nachtlicht-BüHNE” citizen science project addresses these issues. Its major goal is the development of a co-design process enabling scientists and citizens to jointly develop citizen science projects based on smartphone apps. This includes (1) the conception and development of a mobile application for a specific scientific purpose, (2) the design, planning and organization of field campaigns using the mobile application, and (3) the evaluation of the approach. In Nachtlicht-BüHNE, the co-design approach is developed within the scope of two parallel pilot studies in the environmental and space sciences. Case study 1 deals with the problem of light pollution. Currently, little is known about how much different light source types contribute to emissions from Earth. Within the project, citizens and researchers will develop and use an app to capture information about all types of light sources visible from public streets. Case study 2 focuses on meteors. They are of great scientific interest because their pathways and traces of light can be used to derive dynamic and physical properties of comets and asteroids. Since the surveillance of the sky with cameras is usually incomplete, reports of fireball sightings are important. Within the project, citizens and scientists will create and use the first German-language app that allows reporting meteor sightings.</p><p>We will share our experiences on how researchers and communities of citizen scientists with backgrounds in the geosciences, space research, the social sciences, computer science and other disciplines work together in the Nachtlicht-BüHNE project to co-design mobile applications. We highlight challenges that arose and present different strategies for co-design that evolved within the project accounting for the specific needs and interests of the communities involved.</p>


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