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The importance of mobile development has significantly grown as technology becomes more accessible, leading to increased interconnectivity in society. To keep pace with evolving trends, businesses and companies allocate development departments to create mobile applications that meet current and ever-changing needs. However, developers often encounter numerous challenges during the software development cycle. One common issue is the conversion of wireframes, which are designed to meet functional requirements and engage customers, into functional GUI code. This manual conversion process can be cumbersome, slow, and error-prone, consuming valuable time that could be spent on developing other functionalities. This paper aims to address this problem by introducing a website that offers an automated alternative to the wireframe-to-graphic user interface transformation process. Leveraging patte...
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Talking about mobile applications is talking about App. According to what was published by AppBain, on its official site, at the time of writing this article, a total of 3,036,608 mobile applications are counted, only for the Android operating system , of which 16% are considered low quality. And it is that information technologies, added to mobile devices, have become for many companies an opportunity to improve their business processes since they offer a competitive advantage if they are used correctly. But this digital transformation, which has been talked about for some years, has had an impact on the behavior of entrepreneurs, but also on consumer behavior and the way they react to technological trends, taking into account that The App has been incorporated into all business processes of all business sectors, so analyzing a sector such as small and medium-sized companies could give ...
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Currently, most companies have an induction process whenever they hire a new employee. This implies a constant expense, but for some companies, the induction process only consists of assigning one of the company's internal workers to be in charge of the new worker and teach him the functions that correspond to him; this usually causes the new worker to have a poor performance in the first month of work. This research aims to design a mobile application to improve the induction process and therefore improve the performance of new workers from the first month of work. The methodology used was Design Thinking, which allowed the evaluation of different ideas and then implementation in a solution, prioritizing the user experience and achieving the development of the mobile application. A test was conducted on a population of 43 users, using questionnaires to gather information on their experi...
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Due to the increase in online shopping, companies are looking to reinvent themselves and improve their ecommerce platforms. However, some users still do not dare to make an online purchase mainly because they cannot physically view the product. As a result of this, innovative technologies have started to emerge. Therefore, this project seeks to improve the customer's user experience, using augmented reality and colour recognition to recommend products in a mobile application. For the development of the application, ARCore was used as a software development kit (SDK) to display products and take measures with augmented reality. In addition, a colour recommendation was implemented using the Palette API (Application Programming Interface) for colour recognition and an algorithm based on colour theory to generate the combinations. The usability of the application was evaluated by a group of ...
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Currently, most companies have an induction process whenever they hire a new employee. This implies a constant expense, but for some companies, the induction process only consists of assigning one of the company's internal workers to be in charge of the new worker and teach him the functions that correspond to him; this usually causes the new worker to have a poor performance in the first month of work. This research aims to design a mobile application to improve the induction process and therefore improve the performance of new workers from the first month of work. The methodology used was Design Thinking, which allowed the evaluation of different ideas and then implementation in a solution, prioritizing the user experience and achieving the development of the mobile application. A test was conducted on a population of 43 users, using questionnaires to gather information on their experi...
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Overweight is a serious problem in Peru, and compliance with a healthy and balanced diet is essential for its management. Despite the existence of different types of diets and meal plans, people still find it difficult to comply with the treatment. Also, lack of access to adequate nutritional information and lack of follow-up in implementing a low-calorie diet can demotivate people and reduce the effectiveness of the process. To reduce this problem, a mobile application is presented that allows the control of the caloric intake of food, based on food suggestions using Machine Learning. For this purpose, the Support Vector Machine algorithm is applied to train a model that recommends personalized food to users according to their preferences. This is how the application allows users to easily access personalized food recommendations by analyzing their preferences and caloric needs individu...
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The purpose of this research was to develop a mobile application based on OCR (Optical Character Recognition), to reduce errors in the readings of electric power meters that are presented monthly in Electro Sur Este SAA company, which are harmful for customers, they are not satisfied with their invoices and have to make unnecessary expenses to correct the errors. The research was experimental with pre-test and post-test with a single group design. The SCRUM methodology was applied based on an iterative and incremental agile process. The sample was of 295 meters of users of the Province of Grau, district of Chuquibambilla that workswith CQ01 feeder. The results of Mobile Application usability for the reading the digital meters machine show that it was possible to reduce from 9 errors to 0 errors, and the time of reading and processing of data also decreased; the number of anomalous readin...
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La adopción y uso de tecnologías móviles ha trascendido exponencialmente en todo el mundo en los últimos años. años, por lo tanto, el gran desafío de las organizaciones públicas es implementar con éxito iniciativas que se encuadran en el marco del gobierno digital. En ese sentido, el objetivo de este La investigación consiste en desarrollar una aplicación móvil en la plataforma Android para mejorar el acceso a la información. para usuarios de municipios de Cañete. La metodología de desarrollo utilizada fue Mobile-D basada en exploración, inicialización, producción, estabilización y prueba del producto; también favoreció la agilidad y desarrollo oportuno y garantizó la calidad y usabilidad de la aplicación móvil. Los resultados indicó que luego del desarrollo del software y el análisis de las variables, el pretest había un promedio de 8,75 puntos mientras que el...
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tesis de grado
The objective of this study is to determine user acceptance of a mobile application for the timely detection of possible COVID-19 infections in the city of Cajamarca. For this purpose, the mobile application Covid Alerta (Covid Alert) was developed for devices with the Android operating system. The OpenUp software development methodology was used for the development of this application. The applied, quantitative, exploratory research used 2 survey forms: one to measure how the detection of COVID-19 was carried out in the city of Cajamarca, and another to measure the impact of using a mobile application to detect infected contacts. The results indicated that the most reliable screening tests are molecular tests; in addition, 85% of respondents felt much safer receiving alerts of infected contacts on their mobile devices. Likewise, 88.5% indicated confidently that the application complies ...
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At present, companies in the retail sector seek to expand their markets in various ways, always seeking to sell their products to more and more customers, which is why they have opted for e-commerce. Selling and buying online is today essential in every company. Moreover, most businesses opt for a mobile application because most purchases are made from smartphones. Therefore, this application seeks to help customer loyalty by providing users with an interface that motivates them to buy. The progress of the application was based on five sprints which developed the user stories, prototypes were presented, which were used for surveys in which the dimensions were included, collecting important statistical data for the development and improvement of the application. In this research work, an application was designed using the Scrum methodology to carry out sales processes using mobile devices...
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Smishing is a form of phishing carried out via mobile devices to steal confidential information from victims. The number of smishing attacks has increased in recent years due to the large number of users acquiring these easy-to-use and functional devices. This literature review objective is to examine the techniques and methods used in smishing attacks using classification algorithms. To do so, we conducted a manual search process and selected 155 articles from Scopus and 29 articles from access to research for development and innovation (ARDI). Of these, 36 articles met the inclusion criteria. In addition, the algorithms most commonly used by the studies were random forest classification techniques, decision trees, and neural networks. These studies analyzed various machine learning models for detecting phishing and smishing messages. The attack simulation scenarios included generating ...
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Augmented reality technology is being a huge support in education standing out the user's attention to interact with virtual world in real space. In this article, the level of influence that would have the use of a mobile application with augmented reality will be evaluated in primary students for Quechua language learning. Likewise, the quasi-experimental design is used and the sample consists of sixty students divided into two classrooms of thirty students respectively. The experimental group improves his grades in a 19.7% unlike the control group and also a reduction of time for understanding the information is seen. In conclusion, the augmented reality mobile application influences significantly in Quechua language learning for fourth-year pupils of primary school.
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The article evidences the implementation of a mobile application to manage information on the consumption of vital liquids in the homes that make up the administrative board of drinking water of the Santa Fe parish. Such a computer system allows for improving collection services and records, updating water consumption and monthly charges data, viewing the geographical location of the meters on a map, and synchronizing user information in real time. The study is an empirical investigation of a descriptive type - application with a quantitative modality. For project management and software development, the agile Scrum methodology was used, which allowed the tasks to be executed effectively together with the client's active participation. The preliminary results reveal that the processes in the transport of the information were optimized from the meter reading carried out by the company emp...
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Currently, continuous technological advancements are pervasive in society, enhancing various aspects of our lives, including entertainment, information, and communication. In this context, one of the primary domains that can benefit from these advancements is education. The constant technological developments must be applied to the educational system to keep pace with changes in our lifestyle. Augmented reality (AR) is an innovative technology that allows smartphones to combine the real environment with virtual objects. Through the device's accelerometer, gyroscope, and camera, AR places 3D models on the screen based on the user's movements, creating an interactive experience. This technology has the potential to improve the learning experience in schools, making teaching more dynamic and increasing student motivation and interest in subjects such as mathematics and sciences, among other...
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The pandemic is currently forcing several countries to take certain restrictions on public transportation to prevent the spread of the virus, Peru is in the aforementioned phase, so many users who continue to use public transportation on a daily basis to get to work, home, supermarkets, among other activities, must stay informed to comply with these requirements. In this context, the mobile application was developed to help the proper management of information of the sanitary measures of the Covid-19 in the area of public transport for the city of Lima, and this is compatible with Android and iOS; likewise, the Mobile-D methodology, helped to make such mobile application and to know the phases to proceed with the implementation, which has an impact on time, information management and user satisfaction. The results of the present document show that the level of user satisfaction increased...
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The pandemic is currently forcing several countries to take certain restrictions on public transportation to prevent the spread of the virus, Peru is in the aforementioned phase, so many users who continue to use public transporta-tion on a daily basis to get to work, home, supermarkets, among other activities, must stay informed to comply with these requirements. In this context, the mobile application was developed to help the proper management of information of the sanitary measures of the Covid-19 in the area of public transport for the city of Lima, and this is compatible with Android and iOS; likewise, the Mobile-D methodology, helped to make such mobile application and to know the phases to proceed with the implementation, which has an impact on time, information management and user satisfaction. The results of the present document show that the level of user satisfaction increase...
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In the present study, a serious game based on gamification techniques was developed to motivate the learning of mathematical topics seen in the last academic grade of Peruvian high schools. The proposed game was developed for mobile devices and uses a cloud-based web infrastructure. In addition, gamification techniques such as avatar, levels, progress indicators and rewards were used for its design. A total of 14 students participated in the experiment and qualitative data were collected through a questionnaire. The results showed that the selected gamification techniques were very effective in motivating learning, the serious game had a good user experience, and the students were satisfied with the learning experience of the game.
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In the last decade, mobile applications have shown an expansion to a great diversity of uses that can be made, which has influenced at different levels (economic, cultural, political), as in the area of learning where it has played a very important role in learning, since now with the development of technologies, children and adolescents are very interested in these new technologies and it is easier for them to use them, which also supports them in learning a great diversity of subjects of their own interest. That is why in this work a prototype of a mobile application for the management of mobile education using the Scrum methodology at the Norbert Wiener University of Lima-Peru, knowing that there are learning problems in students in the classroom, for this, want to provide a mobile application that supports the student to improve their learning. As a result, obtained from the study, w...
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The objective of this research is to optimize the communication and interaction between members of educational institutions, using a mobile application to improve service quality of the institution. By using the database with the information collected by the institution, as an important source for the integration and collection of education sector information, each institution is considered as an entity; it could be said that all the people who interact with it are the population, which needs to be connected and communicated with each other to subsist. Based on the exposed premises, a mobile application is designed to gather all users that interact with the same institution in a single platform. Thus, users are connected and communicated with each other by determining specific roles, which will have specific functions enabled for each type of user.