#one ui 7 beta
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adriaticpulse · 5 months ago
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Samsung proširuje One UI 7 Beta program
Samsung nastavlja s poboljšanjem korisničkog iskustva kroz One UI 7 Beta program. Tvrtka je sada službeno najavila širenje Beta programa na još više uređaja, omogućujući korisnicima rani pristup novim značajkama i optimizacijama. Provjeri još i… Prvi na redu: Galaxy Z Fold6 i Z Flip6 Prvi uređaji koji će dobiti beta verziju su Samsungovi najnoviji preklopni telefoni – Galaxy Z Fold6 i Galaxy Z…
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gadget-bridge · 8 months ago
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2 ways to install One UI 7 Beta on your Samsung Galaxy smartphone
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jininews · 8 months ago
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Samsung’s One UI 7 Beta Brings AI Noise Reduction For Calls
Samsung has officially launched the One UI 7 Beta program for Galaxy S24 series devices in select regions, including Germany, India, South Korea, Poland, the United Kingdom, and the United States. The beta version, based on Android 15, introduces several AI-driven features and system enhancements designed to improve productivity and functionality. The stable release is expected to coincide with…
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bytetrending · 2 months ago
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Galaxy ganha upgrade com One UI baseada no Android 16; veja os modelos compatíveis
A Samsung deu início aos testes da nova versão da One UI, sua interface personalizada para Android. Baseada no Android 16, a atualização traz consigo mudanças visuais, melhorias de desempenho e novas funcionalidades para os dispositivos Galaxy. O sistema ainda está em fase beta, mas oferece um vislumbre intrigante das novidades que acompanham a One UI 7. Prevista para lançamento oficial nos…
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starsandinsight02 · 3 months ago
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Samsung One UI 7.0 Update: Beta 3 Released for Galaxy A55 with May 2025 Security Patch
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rayhaber · 10 months ago
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Samsung'un One UI 7 Güncellemesi ve Beklentiler
Samsung’un One UI 7 Güncellemesi Hakkında Son Gelişmeler SamMobile’a göre, Samsung’un Android 15 tabanlı One UI 7 güncellemesini henüz kullanıcılara sunmamış olmasının arkasında, tasarım ve işlevsellik konularında yaşanan kararsızlıklar yatıyor. Raporlar, Güney Koreli teknoloji devinin yeni sürümle birlikte uygulama simgeleri ve sistem arayüzünde önemli değişiklikler yapmayı planladığını, ancak…
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mobileshark · 10 months ago
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One UI 7 Beta Version Release Date set for end of 2024
Samsung recently announced the highly anticipated One UI 7, the latest version of its custom Android skin, at its annual Samsung Developer Conference (SDC) 2024. Built on top of Android 15, One UI 7 promises a wealth of improvements across design, functionality, and performance, leveraging deeper artificial intelligence (AI) integration to enhance the user experience. With a public beta version…
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arro-now · 6 months ago
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[Beta] Sims 3 UI Tweaks [UPDATE 26.02]
I would be grateful for any feedback on my new mod, UITweaks. For anyone using my FocusOnSimNotOnLot and Recover Notification Mod, they are now merged into it.
Update 14.02.2025 Searchable pie menu is now an independent mod.
In case of any crashes please dm me!
List of tweaks
1. Lunar tooltip now use the same background as Season tooltip.
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2. When a pet or toddler is selected, the Career and Opportunities tabs are hidden.
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3. Queued interactions can be moved up one position with a right-click, allowing the entire queue to be reorganized.
4. Use the RecoverNotification command to re-show previously hidden notification.
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More tweaks and download under the cut.
5. Right-click a Sim’s icon in the Relationship tab to focus on them, even if they are not visiting.
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6. Season tooltip now display the current weather.
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7. The command console has been overhauled. Insert topmost cheat by using the TAB key.
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8. When a stray or wild horse is leaving the current lot and the tooltip would normally display 'Going Home,' the tooltip now says 'Going to its place.'
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Update 14.02.2025 Searchable pie menu is now an independent mod.
9. Focus on inactive sim or on a vehicle
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10. Ghosts that reside in town or are actively hunting will now appear in the Relationships tab.
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List of known issues
If you still have crashing issues then please dm me!
Changelog V1.3.6
· Fixed: You should no longer see an error notification when right-clicking on an empty vehicle.
· Improved: Ghosts currently present in town will now appear in the Relationships tab. Previously, they were only shown if they were on the same lot as the Sim.
Download on SFS V1.3.6
This mod require Mono Patcher to work!
Please note that this is testing, and bugs may occur.
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lj-lephemstar · 4 months ago
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Progress Checkup! (Apr. 2025) | Scratchin' Melodii Devlog
Hey there! I felt like it was time for another devlog, it's been a little longer than usual I think. I felt it was less of a priority since I'd just shown off a gameplay preview, so my deepest apologies to all 7 dedicated devlog readers...
First off, in case you missed it, Lucid Mode was shown off in a recent gameplay preview of Stir & Mix!
During stages, freestyling well enough on two consecutive lines will allow you to ascend into Lucid Mode, a state where there are no charts or suggestions to follow, just your own freestyles! Successfully completing the stage in Lucid will give you a special ending scene and an emblem on your rank as lasting proof of your success.
To answer a few questions about it I've seen floating around:
Q: Does this mean the other parts of the song are gone? A: No, going Lucid is something that only happens if you manage to activate it yourself. Otherwise, the song continues as normal.
Q: Can it be disabled? A: Yep, if you're like really good at freestyling but still don't wanna ascend into Lucid, there will be a toggle in the Options menu to enable/disable the ability for it to activate.
Q: Can this happen in every stage? A: Probably! That's the plan, unless I find a rare reason it wouldn't work well for one.
In the preview, you can also see that Stir & Mix itself has been updated a bit in the vocal and artwork departments! Compared to the 2023 beta version's vocals, 2cada tuned them with a bit more stylization this time. In terms of artwork, the animations were redone in my current art style, as another step towards a consistent art style by release. In the process, I was able to make the animations much more fluid and expressive!
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Little fun fact about that, Jamtine's hair actually used to cover up more of her eyes/eyebrows as if they were bangs of some sort, but I eventually moved it out the way so I could have more freedom with her expressions, which I found important for a character like her. An inverse of that philosophy would be Nami, who has her sunglasses and bangs cover up her eyes/eyebrows to give her a more mysterious feel. It's hard to tell what's going on in Nami's head! (If anything at all!)
Now, let's talk about the gameplay and UI again. Here's a little quickfire of some changes I've made: 
The Next Line Tab has a "NEXT" text sign above it and will stay at the end of the Player's line to help with clarity
 The background bar of each line now adjusts to the line's length to also help with visual clarity
When points are gained or deducted, it now briefly flashes over the score counter instead of having a separate bubble
Holding the button on pow notes instead of tapping them will accumulate extra points until you either release it or reach the max amount. The more buttons you manage to hold at once, the more points you'll get!
Landing notes on the later end of a beat marker without being off-beat can count as swing rhythm, adding extra points.
To account for the new score system and its balancing, you won't need the Perfect Bonus to be eligible for an S-rank anymore
Overall, I'd say the new rhythm/scoring system is much more consistent, balanced, forgiving, and accurate to the game's inspirations compared to how it was in the beta demos.
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As for future stuff I'm working on, I've been animating the Boss battle for Act 2. Not much I can really say about it atm, but the song's going for an electro-funk style. Pretty happy with how it's been turning out so far!
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I've also been redesigning the stage select screen to be easier to navigate and easier for me add more stages and acts to it. This one's able to just pull the needed information from each song/act and arrange it all accordingly instead of me having to manually do it each time I add something. It's still very much a work in progress, but it's functional! I haven't gotten to drawing McWave's new icons yet... (Don't look too deep into the number of acts here btw, it just stops at 3 because that's as far as I've indexed it at the moment!)
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I've also started working on a redesign for the results screen. Since the new scoring doesn't have equal spaces between the rank requirements, I decided to replace the linear rank meter with a more dial-like one that goes through a cycle per each rank threshold you pass. Along with it, I'll have to finally make new results screen animations for Melodii at some point. Not sure yet if the pose Melodii's doing in this concept sketch will be what I end up using, but I definitely will be letting them aura farm more.
To save the most boring for last, optimization. For the notes in stages, I've started using a method called "Object Pooling". (Which I actually hadn't heard of until recently.) Basically, note objects get recycled now when possible​ instead of created/destroyed, which helps reduce memory usage. For materials, I've managed to up performance by using Texture Arrays and a pretty convoluted shader trick where I put the vertices of UV layers at specific coordinates, which are then decoded to be used as material info. (e.g. color, spec, emission) That way, more meshes can share materials while looking different instead of loading in separate ones. Not really sure how common this is, as I couldn't find much info on it, but it seems to be working pretty well so far! I was also able to cut performance costs in some areas by taking a screenshot of a background model and having the game render a flat image instead of the entire model. This works pretty well for shots where large background models are far away or when the camera angle stays static.
That's all for now! As always, thanks for reading.
-LJ
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l-1-z-a · 2 months ago
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💻🍎Adding the latest expansion packs and stuff packs for The Sims 2 to The Sims 2 Super Collection on macOS
About six months ago, I posted in a Discord group dedicated to the beta version of The Sims 2 about a discovery I made, but since that server has been move into read only mode, I’d like to share it here—along with some new details.
My discovery is related to The Sims 2: Super Collection — the macOS edition. It includes expansions up to Bon Voyage and several stuff packs: Happy Holiday Stuff, Family Fun Stuff, and Glamour Life Stuff. The remaining DLCs were never released on macOS, because EA and Aspyr had a contract to release only a fixed number of expansions. By the time Bon Voyage was out, all obligations (9 DLCs) were fulfilled, and EA didn’t extend the contract for the remaining packs.
As a result, Super Collection is considered quite limited. Moreover, it lacks support for the Russian language. Still, I must give Aspyr credit for making it 64-bit and continuing to support and update it.
I decided to dig into the game files, take a closer look at how things are structured, and try to bring back the missing expansions and stuff packs.
So, in The Sims™ 2: Super Collection.app/Contents, the most interesting folders are MacOS, which contains the executables (the main one is called Sims2XP_Exe), and Assets, which is structured similarly to the root folder of the Windows version (with TSData and Expansion Packs).
Contents and Assets structure
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Expansion Packs structure
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Each expansion or stuff pack has its own TSData folder, just like in Ultimate Collection (UC), Legacy Edition, and a Sims.plist file.
Sims.plist is kind of a mini-registry analog for macOS. It’s used to link the DLCs. Here's what it looks like:
Example of Sims.plist in the Bon Voyage folder:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>TSProductIndex</key>
<integer>10</integer>
</dict>
</plist>
The TSProductIndex corresponds to the release order of the DLCs. I discovered that:
University — 1
Nightlife — 2
Open for Business — 3
Family Fun Stuff — 4
Glamour Life Stuff — 5
Pets — 6
Seasons — 7
Bon Voyage — 10 (!)
It seems that Aspyr at some point planned to port Happy Holiday Stuff and H&M Stuff to macOS, as they reserved indexes 8 and 9 and assigned 10 to Bon Voyage! I’ve seen unofficial ports of these and even all the remaining stuff packs up to IKEA (since they’re all based on Open for Business), but they don’t add CAS items like clothing or hairstyles.
The same thing happens if you replace Happy Holiday or H&M with Teen Style, Kitchen & Bath, or IKEA.
But you can only add two packs this way, since only indexes 8 and 9 are reserved. If you add Teen Style, Kitchen & Bath, and IKEA and assign all of them index 9 in their .plist, the game picks Teen Style and ignores the others. Additionally, only wall and floor textures will load—no objects or CAS items.
Okay, so what if I try to add the final expansions and Mansion & Garden Stuff, which updated the game engine, by using a TSProductIndex higher than 10? That’s when a new issue appears: the game performs an integer check. If I set it to 11 or higher, the game won’t launch and shows this error: TSProductIndex=>10
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And what if I assign index 10 to Apartment Life and try to run the game? Then I get this error:
Trying to add FreeTime or Apartment Life files
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What about Mansion & Garden Stuff? That one worked! (Even with Store Edition files!!)
"Pets" on macOS
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But there were major UI glitches. The game thought all DLCs were installed and showed this:
Screenshots of broken UI:
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I couldn’t load families or create a Sim. UI elements from expansions beyond Bon Voyage didn’t work. They were clickable but showed nothing. It’s like the game didn’t know what to do with them.
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I believe this is because the executable is from Bon Voyage and needs to be updated to support FreeTime and Apartment Life code.
So, at this stage of my discovery, it’s possible to restore at least two stuff packs.
What about other languages? Aspyr claims only English, French, Italian, German, Spanish, and Japanese are supported. But in the game files — specifically in TSData/Res/Locale — there are more language folders, just like in the multilingual Windows version. Surely, there’s a trick to enable them...
And yes — there is! I found a guide on SimsWiki about changing the language for different Sims versions (Changing the game language). For macOS, it suggests using the following Terminal command:
Polish language example from SimsWiki:
arch -x86_64 open "$HOME/The Sims™ 2: Super Collection" --args -l:Polish
That didn’t work for me, so I modified the command like this:
My version for Russian language:
arch -x86_64 open "/Applications/The Sims 2.app" --args -l:Russian
And the game switched to Russian! The only problem was that Cyrillic characters weren’t displayed—just blank text. So I replaced the fonts in Super Collection with those from the base UC game, located in <Base Game>/TSData/Res/UI/Fonts, and... the game now runs fully in Russian!
The Sims 2 Super Collection turned into Bon Voyage in Russia
Ignore the untranslated Pleasantview — I entered that neighborhood before switching the language. It’s also necessary to replace the Center, Downtown, and university template files, or else they’ll stay in English. This issue also exists in UC and Legacy Edition and is resolved in a similar way.
Interestingly, when creating Downtown or the shopping district, the game shows the Double Deluxe logo instead of the localized Business or Nightlife icons:
Traces of The Sims 2 Double Deluxe
So, at this point, it’s already possible to play The Sims 2 on macOS entirely in Russian (with some workarounds like launching it through Terminal) and with two stuff packs, up to Mansion & Garden Stuff.
Now, if only we could figure out how to reserve additional values in TSProductIndex — then we could potentially get all stuff packs based on Open for Business at the very least, and at best, a fully working "Ultimate Collection" on macOS.
Source (RU):
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aemiron-main · 8 months ago
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me: 1, apple: 0 (PSA to anyone else who hates the IOS 18 update/photos app update- there IS a way to revert it)
PSA to anyone else who fucking hates the AWFUL new ios 18 apple photos app UI: I managed to revert my phone back to EXACTLY how it was prior to the update WITHOUT losing any of my stuff (I had been running IOS 17.7.2 prior to the update). Here's what I did:
1.) I had an iCloud backup from BEFORE updating to 18.1.1. This backup was from when my phone was still on 17.7.2. You can still undo the update without a backup, but you'll lose all your stuff/your phone will be wiped. 2.) I went here and picked my phone type (iphone 13 pro in my case) and then downloaded the most recent ios BETA version (17.6 ver 3 beta)- it has to be one of those beta versions, because apple keeps their beta versions signed longer than other versions, and there are no longer any versions of IOS prior to IOS 18 that are still signed. You can't install unsigned versions via itunes, so they're useless. 3.) I downloaded the 17.6 ver 3 beta file to my computer 4.) I opened iTunes with my phone connected 5.) I right-clicked on "Restore iPhone..." button, and selected that 17.6 ver 3 beta file from my "downloads" folder 6.) I let it restore/factory reset my phone & it downloaded IOS 17.6 ver 3 beta to my phone because I selected that file in step 5.) 7.) It finished resetting it and then I SET IT UP AS A NEW IPHONE and i did NOT click the "partial setup," button because THAT button took me to a screen where they were going to force me to update to 18.1.1 AGAIN 8.) After setting it up as a new, blank phone, running on the IOS 17.6 ver 3 beta, I went into my iPhone settings, went to the software updates section, and updated to 17.7.2 (it gave me the option to update to 17.7.2 instead of 18.1.1- this is where the little loophole is, because the 17.7.2 file is no longer available for download online/is no longer signed, but you CAN still update from 17.6 to 17.7.2 from within your iphone settings) 9.) I updated it to 17.7.2. This would be your final step if you don't have an IOS 17.7.2 or earlier iTunes or iCloud backup to restore from. 10.) You can only restore from an iCloud backup during the setup process- so, I factory reset my phone AGAIN, but from within my phone settings this time (instead of using iTunes like I did when factory resetting & installing that IOS 17.6 version) 11.) During THIS setup process, I didn't click on the "partial setup," option, and then just clicked on the iCloud backup option after declining the "partial setup" option, and it restored from my 17.7.2 iCloud backup without forcing me to update to 18.1.1 12.) My phone was back to how it was right before the update! I then went and shut off all of apple's stupid "automatic update" features, made sure that it CANNOT update without me going out of my way to update it, because apple has LOST automatic update privileges with this vile, wretched IOS 18 photos app update. 13.) If you are going to do this, I recommend you do it as soon as possible, because even though the signed 17.6 beta was available, and even though I could update to 17.7.2 from within my phone's settings, there is NO guarantee how long this option will last, it could be gone tomorrow, it could be gone two days from now, it could be gone an hour from now.
14.) I suggest Apple stops letting their UI devs reach into my mind while I sleep & use my nightmares to design their UI, because I don't really think there's any other explanation for how that mess was perfectly catered to piss me off & make the photos app unusable for me.
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techfoogle · 9 months ago
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radar-of-the-stars · 2 years ago
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Ranking all portable ways to play Minecraft
Minecraft Java Edition (Steam Deck or other Portable PC): This is basically cheating, but it's super easy to set up on basically any portable PC, It's updated to the latest version, it has betas, it has full mod support, and the controls can be whatever you want thanks to Steam Input
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2. Minecraft Nintendo Switch Edition: this is the last version of Minecraft Legacy Console Edition, so it has all of the love and care that that version had, with the bonus of the Super Mario Mash-Up Pack. This version runs silky smooth with about a 10 chunk render distance, and has the easiest multiplayer on the list, assuming you can find other people with a discontinued version of Minecraft. This version of the game lacks a bunch of features because it was not updated past the Update Aquatic
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3. Minecraft Playstation Vita Edition: I adore the playstation vita, and this is the other portable version of Minecraft Legacy Console Edition, although there are some limitations that come with being on weaker hardware, like Multiplayer being limited to 4 players, a slightly lower render distance (about 5 chunks), and a smaller world size. The game controls better than the Switch version because the Playstation Vita is more ergonomic than the Switch, but other than that it's basically the same game.
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4. Minecraft (Android/IOS): Minecraft on Phones is better than you'd expect, but not much better, it has an 8-20 chunk render distance depending on the speed of your device and how okay you are with frame drops, which speaks to how much less stable this version of Minecraft is compared to the Java and Legacy Console Edtions are. There is mod support, but it's really lacking, and you are updated to the lastest version of the game. However, the touch screens just do not give Minecraft justice, so you would need a bluetooth controller, which have latency on both Android and IOS. Minecraft Bedrock Edition is missing a lot of the love found in the Legacy console versions, which really hurts it in the ranking.
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5. Minecraft New Nintendo 3DS Edition: Despite sounding like a legacy console version of Minecraft, it isn't, this one was developed by Other Oceans Interactive, and thus is also missing a lot of the love found on the Legacy Console Editions. this is also the least updated version of Minecraft on this list being stuck in the World of Color Update, it's also the weakest system Minecraft has ever had an official port for, being about as powerful as an Xbox or Wii, and that leads to a lot of technical limitations. Like the 4 chunk render distance and the fact that the game freezes when it autosaves, it also hangs in some worlds when large structures are being loaded. the controls are about as good as you could reasonably expect for a 3DS, and you get used to them very quickly. The UI is strange and in some parts unintuitive. Multiplayer is about as easy as it can be on a handheld because of the 3DS' Download Play feature.
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6. Minecraft (Nintendo Switch): This is the version of Minecraft that replaced the Legacy Console Edition, and it's bad, the render distance is 7 chunks and even then the game is quite framey, the touch screen literally does nothing, not even the presses buttons on the main menu. Multiplayer is somewhat easy in terms of split screen, but it makes the performance even worse, and the online features are barely there, (except for the marketplace, that works perfectly). The game is unstable, I've played for about 5 hours and in that time I got 7 crashes to the switch's home screen.
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lunarentersuppo · 2 days ago
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From Concept to App Store: Full-Cycle App Development
Bringing a mobile app to life isn’t just about writing code — it’s a strategic journey that starts with an idea and ends with a polished product on the App Store or Google Play. At Lunar Enterprises, we offer full-cycle app development services to take your app from a napkin sketch to a successful launch — and beyond.
Whether you're a startup building an MVP or an enterprise scaling your digital capabilities, our team supports you at every stage.
🔄 What Is Full-Cycle App Development?
Full-cycle development means we manage the entire app development process — from ideation to post-launch support. It ensures:
A seamless workflow
Reduced development risks
Faster time to market
Consistent product quality
Long-term performance monitoring
This holistic approach is ideal for businesses that want one reliable tech partner handling everything end to end.
🚀 The 7 Stages of Our Full-Cycle Development Process
1. Discovery & Ideation
We start by understanding your vision and business goals. This includes:
Market and competitor research
User persona identification
Feature planning
Technology stack selection
Project roadmap and timeline
✅ Outcome: A validated app concept and strategy
2. UI/UX Design
Our designers create a user-focused experience that’s both intuitive and visually appealing:
Wireframes and user flows
High-fidelity mockups
Prototypes for user testing
Brand alignment and consistency
✅ Outcome: A fully designed app interface ready for development
3. App Development
This is where the code comes alive. We use agile methodologies for flexibility and speed:
Front-end & back-end development
API integration
Offline and real-time features
Platform-specific or cross-platform builds (iOS, Android, or both)
✅ Outcome: A functional app with business logic, database, and UI
4. Testing & QA
Quality assurance is critical at every step. We test for:
Functionality
Performance
Compatibility
Security
User experience
✅ Outcome: A bug-free, stable, and scalable application
5. App Store Deployment
We handle the technical and compliance steps required for launch:
App Store & Google Play guidelines compliance
App metadata, descriptions, and screenshots
Beta testing and review support
App submission and approval tracking
✅ Outcome: A published app available to users worldwide
6. Post-Launch Support & Monitoring
After the launch, we don’t disappear. We continue to help with:
Performance monitoring
User feedback collection
Crash reporting
Feature updates and version control
App scaling and optimization
✅ Outcome: A growing, evolving app backed by expert support
7. Ongoing Maintenance & Upgrades
To stay competitive, your app needs ongoing enhancements:
Security patches
New OS compatibility
Feature enhancements based on analytics
UX optimization
✅ Outcome: Long-term app success and user retention
🎯 Why Choose Lunar Enterprises?
At Lunar Enterprises, we don’t just build apps — we partner with you to create digital products that succeed. Our full-cycle model gives you:
✅ A single point of contact ✅ Transparent timelines and budgets ✅ Expert teams across design, dev, QA, and support ✅ Proven frameworks and scalable tech stacks ✅ Faster time-to-market with agile delivery
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buildingdigitalplatforms · 7 days ago
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Telemedicine Platform development
Building a Telemedicine Platform: A Complete Guide to Development in 2025
In recent years, healthcare delivery has undergone a major digital transformation. At the heart of this evolution is telemedicine — the use of technology to provide remote clinical services. With the global telemedicine market projected to surpass $460 billion by 2030, developing a telemedicine platform deveopment presents a timely opportunity for entrepreneurs, startups, and healthcare providers.
Whether you're a healthcare tech enthusiast or a stakeholder looking to launch your own telemedicine solution, this guide will walk you through everything you need to know about telemedicine platform development.
What Is a Telemedicine Platform?
A telemedicine platform enables remote communication between healthcare providers and patients. It typically includes video conferencing, secure messaging, electronic health records (EHR) integration, appointment scheduling, and payment processing.
There are three main types of telemedicine services:
Store-and-forward (asynchronous): Transmitting medical data (e.g., X-rays) for later review.
Remote monitoring: Tracking patient health data using devices.
Real-time interactive: Live consultations via video, chat, or phone.
Why Invest in Telemedicine?
Improved Accessibility: Telemedicine breaks down geographical barriers.
Cost Efficiency: Reduces overhead costs and in-person visits.
Scalability: One doctor can serve more patients across regions.
Pandemic-Proof: COVID-19 highlighted the importance of remote healthcare.
Key Features of a Telemedicine Platform
A successful telemedicine app must prioritize usability, security, and compliance. Here are the essential features:
1. User Authentication
Secure logins for doctors and patients using email, phone, or biometrics.
2. Video Conferencing
High-quality, encrypted video calls that support consultations.
3. Appointment Scheduling
Calendar integration and real-time availability checking.
4. EHR Integration
Access and update patient records securely during sessions.
5. Prescription Management
Send e-prescriptions directly to patients or pharmacies.
6. Chat & Messaging
HIPAA-compliant messaging between patients and doctors.
7. Payment Gateway
Support for credit cards, insurance billing, and digital wallets.
8. Multi-language Support
For global reach and inclusivity.
Tech Stack for Telemedicine App Development
Choosing the right technologies is critical for scalability and performance.
Frontend: React Native / Flutter (for cross-platform apps)
Backend: Node.js / Django / Ruby on Rails
Database: PostgreSQL / MongoDB
Video Integration: WebRTC, Twilio, Agora.io
Cloud Services: AWS / Google Cloud / Azure
Security & Compliance: OAuth 2.0, HL7, HIPAA, GDPR
Step-by-Step Guide to Building a Telemedicine Platform
Step 1: Market Research & Compliance
Identify your target audience and regions.
Understand regulatory requirements like HIPAA (US), GDPR (EU), PIPEDA (Canada).
Step 2: Define the Scope
Choose between a web platform, mobile app, or both.
Decide the type of services (general, specialist, mental health, etc.).
Step 3: Design the UI/UX
Build user-centric interfaces with minimal friction.
Ensure accessibility and support for older devices.
Step 4: Develop MVP
Focus on core functionalities: registration, consultation, scheduling, and payments.
Use agile methodology for fast iterations.
Step 5: Integrate Third-Party APIs
Video call SDKs (e.g., Twilio)
Payment APIs (e.g., Stripe, PayPal)
EHR systems (e.g., Epic, Cerner)
Step 6: Ensure Data Security
End-to-end encryption.
Two-factor authentication.
Regular vulnerability assessments.
Step 7: Test Thoroughly
Functional testing, performance testing, and security audits.
Use beta testing to gather real-world feedback.
Step 8: Launch and Monitor
Deploy on app stores and/or the web.
Use analytics to track usage, engagement, and issues.
Challenges in Telemedicine Development
Data Privacy Regulations: Strict legal compliance is mandatory.
User Trust: Must ensure reliability and confidentiality.
Technical Hurdles: Real-time communication requires robust backend architecture.
Integration with Legacy Systems: Many hospitals still use outdated software.
Future Trends in Telemedicine
AI-Based Symptom Checkers
Remote Diagnostics with IoT Devices
Blockchain for Medical Records
AR/VR in Teletherapy
Voice Assistants for Elderly Care
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contextopolitico · 10 days ago
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RS Notícias: One UI 7 traz Wi-Fi Inteligente para celulares Samsung: Veja como usar
    A Samsung lançou a One UI 7, nova versão de sua interface para celulares, trazendo o recurso Wi-Fi Inteligente. Disponível inicialmente na versão beta, a funcionalidade usa inteligência artificial para otimizar a conexão Wi-Fi, alternando automaticamente entre redes disponíveis com base na qualidade do sinal e na velocidade da internet, garantindo uma experiência mais estável e fluida.Como…
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