Development and Impact of a Mobile Application that Allows Users to Track Their Location on an Educational Institution Campus

Carlos Andrés Tavera Romero, Patricia del Rosario Segovia de Maya, María Fernanda Díaz Velásquez, Diego Fernando Pérez Carvajal
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Abstract

This research study aims to solve user location issues within the campus at an educational institution. As this campus comprises a large number of places and departments, users often get confused about how to reach a specific location. To address this problem, the “Ubícate” (“locate by yourself” in Spanish) application was developed following the CDIO methodology, which encompasses four creative process steps: conceive, design, implement, and operate. The “Ubícate” app provides users with information on places of interest such as schools, departments, halls, auditoriums, and sports venues, offering a visual reference of available locations through 360-degree images. The application also uses Google Maps to track user location within the campus, thus marking a reference route between university gates and the different locations available, in addition to providing information on university-sponsored events. In this paper, Section 2 describes the methodology and each of the stages that were addressed in the following sections. Section 3 presents the development itself and the data used for the purposes thereof. Next, Section 4 reveals the results from this study. Later, Section 5 assesses these results and the findings from the study. In Section 6, our conclusions are discussed. Finally, Section 7 lists topics for future research. The application did indeed contribute to improving the attendance of the academic community at events. Where the application was used, the first-hand perception of visitors and their own was very positive and enhanced the institutional image and sense of belonging. The contribution of this study consists of presenting a mobile application as a solution from three approaches: the technical aspects for application development, the business vision to satisfy the user’s needs, and the end user’s perception. All three approaches provide a technical reader, an entrepreneur, or an end user an overview of a scalable solution to different types of implementations in different types of businesses that require indoor location through the use of technologies in mobile applications. The mobile application performs the location indoors using the Google Maps platform, allowing a more agile development in implementing the APP.
开发一款允许用户跟踪其在教育机构校园内位置的移动应用程序及其影响
本研究旨在解决某教育机构校园内的用户定位问题。由于该校园由大量场所和部门组成,用户经常对如何到达特定地点感到困惑。为解决这一问题,我们采用 CDIO 方法开发了 "Ubícate"(西班牙语 "自己定位")应用程序,该方法包括四个创意流程步骤:构思、设计、实施和运行。Ubícate "应用程序为用户提供学校、院系、大厅、礼堂和体育场馆等兴趣场所的信息,并通过 360 度图像提供可用地点的视觉参考。该应用程序还使用谷歌地图跟踪用户在校园内的位置,从而在大学校门和不同地点之间标出参考路线,此外还提供大学主办的活动信息。在本文中,第 2 节介绍了开发方法以及下文将讨论的各个阶段。第 3 节介绍了开发工作本身及其所使用的数据。接下来,第 4 节揭示了本研究的结果。随后,第 5 节对这些结果和研究结论进行评估。第 6 节讨论了我们的结论。最后,第 7 节列出了未来研究的主题。该应用程序确实有助于提高学术界对活动的出席率。在使用该应用程序的地方,来访者和他们自己的第一印象非常积极,提升了机构形象和归属感。本研究的贡献在于从三个方面提出了移动应用的解决方案:应用开发的技术方面、满足用户需求的商业愿景以及最终用户的感知。所有这三种方法都为技术读者、企业家或最终用户提供了一个可扩展的解决方案概览,以满足不同类型企业通过使用移动应用技术进行室内定位的需求。移动应用程序使用谷歌地图平台在室内进行定位,从而可以更加灵活地开发 APP。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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