GigTroop: A Home Service Provider Application
The User’s Adoption towards Chatbot Technology – An Exploration
Performance on QoS Metrics with Active Queue Management Techniques in AODV Routing Protocol in MANETs
Fundamental Understanding of Mobile Phone Data for Transport Applications
Embracing Sustainable Usage of Mobile Health in Developing Countries: The Mediating Role of Behavioural Intentions
An Empirical Evidence from Uganda
Development of Mobile App for the Soil Classification
Emerging Technologies in Interaction with Mobile Computing Devices – A Technology Forecast
Using the Arduino Platform for Controlling AC Appliances with GSM Module and Relay
Applications of Wearable Technology in Elite Sports
Evaluation of Mobile Banking Services Usage in Minna, Niger State
Smartphone Applications–A Comparative Study BetweenOlder And Younger Users
Technological Diffusion of Near Field Communication (NFC)
Touchscreen and Perceived Usability: A Comparison of Attitudes between Older and Younger Mobile Device Users
A Review on Routing Protocols for Mobile Adhoc Networks
Applications of Wearable Technology in Elite Sports
The increasing development in the world of Information Technology (IT) has provided a better way for teaching and learning. Learners have now preferred methods by which they learn and remember what they have learned with the use of mobile devices anywhere and anytime. A model widely used to determine learners' preference has been the Felder and Silverman learning style, but this learning style has been criticized due to its limitation of dichotomous responses in the Index Learning Style (ILS) questionnaire. Hence, this research paper developed a personalised mobile learning system (PMLS) that combines Felder and Silverman learning model with fuzzy logic to identify individual learner. In this study, the dichotomous ILS questionnaire is extended from the standard two (2) option ILS questionnaire to a five (5) option questionnaire in order to accommodate learners whose attributes fall in different dimensions. Fuzzy logic is applied to determine the degree of learner's preference or learning style. The system is implemented on Android based mobile devices. Experimental control group is used to ascertain the effect of learning preference in students' learning performance. The study used twenty-two participants of first year undergraduate students from Nigeria College of Education in 2018/2019 academic session. These set of students gainfully interacted with PMLS and also engaged in a learning system that is not PMLS (not focussed on personalisation). Results from the experimental control group showed significant improvement in students' learning performance from 50.95% (without PMLS) to 81.36% (with PMLS).
Visual impairment was defined as the limitation of actions and functions of the visual system. It may cause an individual's difficulty in carrying out their normal daily activities such as driving, reading, socializing, and walking. Technology innovation plays a major part in our lives today and can be utilized for many purposes and one of which is an aid for Legally Blind Persons (LBP) suffering from the defect of visual impairment. The main focus of this work is to develop an application which will help the LBP in recognizing objects, color and text using only the mobile camera. Machine learning was implemented in the study using the platform of TensorFlow. The network of algorithms or artificial neural network was also integrated into the work, thus the application has the capability of providing different interpretation of data captured by the mobile camera through deep learning. To validate the effectiveness and efficiency of work, it was evaluated by several individuals using the following criteria: Usability, Accuracy and Assistance and the result was interpreted using the Likert scale values. Overall result was 4.33 interpreted as outstanding, thus concluded that the work met the targeted individuals' expectations and requirements and that it is acceptable.
A mobile computerised system for handling the activities and services of the library provides a comprehensive way to lessen physical labour, reduce human error and grant access to information materials anywhere and anytime. This research work aimed to design and implement an Android Mobile Library Management System that university libraries can use to overcome the human and other challenges that prevent them from providing services on the go. The research work was guided by four objectives and four research questions. The Android Mobile Library Management System was designed and implemented using the Android Studio which contains XML (Extensible Mark-Up Language) and Java. At the back-end HTML (Hypertext Mark-Up Language), CSS (Cascading Style Sheet), PHP (PHP Hypertext PreProcessor) and MySQL database were used. The system was tested after the development and found suitable to meet all the requirements specified. The system has capacity to add to the integrity of the library, ease the activities of the librarian and eliminate the stress related with the current process of searching for library books.
As the popularity and complexity of mobile software grows, developers need to become more efficient. To unify coding to multiple platform into a single code base, different cross-platform tools were created. The current scenario is a saturated market, full of tools for developing applications for multiple platforms. Selecting the more adequate tool might be challenging, especially in those cases where the application needs to make use of resources other than just traditional screen input/output. This paper shows how some of the most popular tools currently available will perform in creating an application that makes use of camera and geographic location, and how each tool performs relatively to each other within this task. The results indicate that React Native may be the best choice for most cases, followed by Xamarin.
Agile is an iterative and step-by-step software development methodology with very less risk factor. This methodology comprises of small cycles. Every development life cycle in agile application includes planning, requirement analysis, design, development, testing and documentation drawing up. Mobile apps are more flexible for users as compared to conventional desktop applications for PC that may function for a few years without an upgrade. User requirements changes frequently, so mobile application developers or owners should update the application to meet the user demands. Users update the new change as desired. To build a new mobile app agile methodology is acceptable and can be used easily. This paper discusses a comparative study of agile methodologies such as, Scrum Methodology, Extreme Programming, Adaptive Software Development, and Feature Driven Development in mobile application development.