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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

Jogos em ambientes pervasivos / Games in pervasive environments

Vázquez, Sonia Andrea Lugo January 2009 (has links)
Dispositivos eletrônicos com características de computadores pessoais, como um alto poder de processamento de dados e armazenamento, estão espalhando-se cada vez mais na vida das pessoas. Variando desde notebooks a PocketPCs e, mais recentemente, telefones celulares com funcionalidades extras, os chamados smart phones, estes dispositivos oferecem recursos antes disponíveis apenas em desktops em praticamente qualquer lugar. Essa tendência em difundir cada vez mais serviços computacionais de forma a integrálos na vida das pessoas deu origem à computação pervasiva. Este ramo da computação almeja integrar os serviços computacionais de forma transparente na vida das pessoas. Um uso interessante desta nova tecnologia ainda relativamente pouco explorado é o entretenimento, mais exatamente jogos pervasivos. A criação deste novo tipo de jogo exige que certos cuidados inerentes ao ambiente pervasivo sejam tomados para aumentar a qualidade dos produtos desenvolvidos e permitir que eles de fato resultem na experiência a que se propõe. Este trabalho contribui apresentando uma pesquisa realizada sobre quais são as características desejáveis em jogos pervasivos. Para embasar essas características foi realizado um estudo sobre o que autores clássicos classificam como sendo as características de jogos tradicionais, isto é, jogos que são encontrados no universo físico, sem o auxílio de computadores. Também foram analizados trabalhos que descrevem os elementos usualmente presentes em jogos de video game, que são jogos que utilizam extensivamente recursos computacionais. Utilizando essas duas análises, é possível identificar pontos em comum entre essas duas formas de jogos, e então derivar importantes características que deveriam estar presentes em jogos pervasivos. Um jogo pervasivo foi desenvolvido para verificar se a utilização dessas características aumentam as possibilidades de um jogo pervasivo ser mais fiel ao projeto de seu idealizador. O conceito desse jogo pervasivo é similar ao conceito de um jogo de video game já existente, porém levando em consideração as necessidades do ambiente pervasivo. O jogo foi projetado utilizando as ferramentas de modelagem da UML, respeitando sempre as características quando uma decisão deveria ser tomada. Um protótipo do jogo foi desenvolvido e testado com usuários, sempre procurando avaliar quando as características estavam de fato presentes. Este trabalho finaliza apresentando uma conclusão e algumas possibilidades de trabalhos futuros. / Electronic devices with characteristics of personal computers (such as high processing power and high data storage capacities) are becoming more common in everybody lives. These devices vary from laptops to PocketPCs and, recently, to cell phones with expanded functionality, the so called smart phones. All these equipments make available everywhere possibilities that have been available before only in desktops. This new paradigm of spreading computational services and integrating them into the lives of everybody created the concept of pervasive computing. This branch of computer science aims to integrate computational services transparently into the lives of everyone. An interesting use of this new technology that still has not been widely explored is for entertainment, specifically for pervasive games. The creation of this new type of game demands certain precautions relative to the pervasive environment. This is a necessity, such that the final product has higher quality and actually corresponds to the satisfying experience it proposes. This work contributes by presenting a research about desirable characteristics in pervasive games. A study about the elements of traditional games as classified by classic authors was performed. Traditional games are games that happen in the physical universe, without the use of computers. This work also includes an analysis of different works that describe the characteristics of video games. Video games are games that extensively use computational resources. This work uses both analysis to identify similarities between these two different forms of games, and then builds important characteristics that should be present in pervasive games. A pervasive game has been developed to verify if the use of these characteristics increase the possibilities of a pervasive game meet the design goals set by its designer. The idea behind this pervasive game is similar to the concept of an existing video game, but now considering the requirements of a pervasive environment. This game was designed using the UML tools, always respecting the characteristics when a decision should be made. A prototype of this game was coded and tests have been performed with different users, always trying to verify if the characteristics were indeed present in the game. In the end of this work there is a conclusion section, along with some possibilities for future work.
42

Jogos em ambientes pervasivos / Games in pervasive environments

Vázquez, Sonia Andrea Lugo January 2009 (has links)
Dispositivos eletrônicos com características de computadores pessoais, como um alto poder de processamento de dados e armazenamento, estão espalhando-se cada vez mais na vida das pessoas. Variando desde notebooks a PocketPCs e, mais recentemente, telefones celulares com funcionalidades extras, os chamados smart phones, estes dispositivos oferecem recursos antes disponíveis apenas em desktops em praticamente qualquer lugar. Essa tendência em difundir cada vez mais serviços computacionais de forma a integrálos na vida das pessoas deu origem à computação pervasiva. Este ramo da computação almeja integrar os serviços computacionais de forma transparente na vida das pessoas. Um uso interessante desta nova tecnologia ainda relativamente pouco explorado é o entretenimento, mais exatamente jogos pervasivos. A criação deste novo tipo de jogo exige que certos cuidados inerentes ao ambiente pervasivo sejam tomados para aumentar a qualidade dos produtos desenvolvidos e permitir que eles de fato resultem na experiência a que se propõe. Este trabalho contribui apresentando uma pesquisa realizada sobre quais são as características desejáveis em jogos pervasivos. Para embasar essas características foi realizado um estudo sobre o que autores clássicos classificam como sendo as características de jogos tradicionais, isto é, jogos que são encontrados no universo físico, sem o auxílio de computadores. Também foram analizados trabalhos que descrevem os elementos usualmente presentes em jogos de video game, que são jogos que utilizam extensivamente recursos computacionais. Utilizando essas duas análises, é possível identificar pontos em comum entre essas duas formas de jogos, e então derivar importantes características que deveriam estar presentes em jogos pervasivos. Um jogo pervasivo foi desenvolvido para verificar se a utilização dessas características aumentam as possibilidades de um jogo pervasivo ser mais fiel ao projeto de seu idealizador. O conceito desse jogo pervasivo é similar ao conceito de um jogo de video game já existente, porém levando em consideração as necessidades do ambiente pervasivo. O jogo foi projetado utilizando as ferramentas de modelagem da UML, respeitando sempre as características quando uma decisão deveria ser tomada. Um protótipo do jogo foi desenvolvido e testado com usuários, sempre procurando avaliar quando as características estavam de fato presentes. Este trabalho finaliza apresentando uma conclusão e algumas possibilidades de trabalhos futuros. / Electronic devices with characteristics of personal computers (such as high processing power and high data storage capacities) are becoming more common in everybody lives. These devices vary from laptops to PocketPCs and, recently, to cell phones with expanded functionality, the so called smart phones. All these equipments make available everywhere possibilities that have been available before only in desktops. This new paradigm of spreading computational services and integrating them into the lives of everybody created the concept of pervasive computing. This branch of computer science aims to integrate computational services transparently into the lives of everyone. An interesting use of this new technology that still has not been widely explored is for entertainment, specifically for pervasive games. The creation of this new type of game demands certain precautions relative to the pervasive environment. This is a necessity, such that the final product has higher quality and actually corresponds to the satisfying experience it proposes. This work contributes by presenting a research about desirable characteristics in pervasive games. A study about the elements of traditional games as classified by classic authors was performed. Traditional games are games that happen in the physical universe, without the use of computers. This work also includes an analysis of different works that describe the characteristics of video games. Video games are games that extensively use computational resources. This work uses both analysis to identify similarities between these two different forms of games, and then builds important characteristics that should be present in pervasive games. A pervasive game has been developed to verify if the use of these characteristics increase the possibilities of a pervasive game meet the design goals set by its designer. The idea behind this pervasive game is similar to the concept of an existing video game, but now considering the requirements of a pervasive environment. This game was designed using the UML tools, always respecting the characteristics when a decision should be made. A prototype of this game was coded and tests have been performed with different users, always trying to verify if the characteristics were indeed present in the game. In the end of this work there is a conclusion section, along with some possibilities for future work.
43

A Distributed Context Simulation Component

Khan, Izhar Ahmed January 2011 (has links)
Mobile devices with access to large numbers of sensors with internet access move forwards the development of intelligent applications towards new shape of ubiquitous applications. In order to create such applications we need to be able to do simulations to test and deploy. Current simulators do not permit this since they are centralized and the information is not shared globally. Therefore we cannot use them to test application built on distributed sensor information. I selected Siafu as the simulator component. In the next step, the simulator was customized according to the requirements of the project. There are different possibilities to achieve this task, but a simple GUI is made to control the simulator.The end result is a complete architecture for simulating context aware scenarios. The implementation is tested by running the simulator and dumping the context data into the PGRID overlay. For future work, implementing proximity estimation between the agents will be a good idea and can be interesting as well.
44

Context-aware access control in ubiquitous computing (CRAAC)

Ahmed, Ali Ahmed Ali January 2010 (has links)
Ubiquitous computing (UbiComp) envisions a new computing environment, where computing devices and related technology are widespread (i.e. everywhere) and services are provided at anytime. The technology is embedded discreetly in the environment to raise users' awareness. UbiComp environments support the proliferation of heterogeneous devices such as embedded computing devices, personal digital assistants (PDAs), wearable computers, mobile phones, laptops, office desktops (PCs), and hardware sensors. These devices may be interconnected by common networks (e.g. wired, wireless), and may have different levels of capabilities (i.e. computational power, storage, power consumption, etc). They are seamlessly integrated and interoperated to provide smart services (i.e. adaptive services). A UbiComp environment provides smart services to users based on the users' and/or system's current contexts. It provides the services to users unobtrusively and in turn the user's interactions with the environment should be as non-intrusive and as transparent as possible. Access to such smart services and devices must be controlled by an effective access control system that adapts its decisions based on the changes in the surrounding contextual information. This thesis aims at designing an adaptive fine-grained access control solution that seamlessly fits into UbiComp environments. The solution should be flexible in supporting the use of different contextual information and efficient, in terms of access delays, in controlling access to resources with divergent levels of sensitivity. The main contribution of this thesis is the proposal of the Context-Risk-Aware Access Control (CRAAC) model. CRAAC achieves fine-grained access control based upon the risk level in the underlying access environment and/or the sensitivity level of the requested resource object. CRAAC makes new contributions to the access control field, those include 1) introducing the concept of level of assurance based access control, 2) providing a method to convert the contextual attributes values into the corresponding level of assurance, 3) Proposing two methods to aggregate the set of level of assurance into one requester level of assurance, 4) supporting four modes of working each suits a different application context and/or access control requirements, 5) a comprehensive access control architecture that supports the CRAAC four modes of working, and 6) an evaluation of the CRAAC performance at runtime.
45

Pervasive Game Design : a Case Study Using Social Interaction to Promote Physical Activity of Elderly People / 拡張現実ゲームデザイン : 社会的交流を用いた高齢者の身体的機能促進に関するケーススタディ

LUCIANO, HENRIQUE DE OLIVEIRA SANTOS 24 September 2019 (has links)
付記する学位プログラム名: デザイン学大学院連携プログラム / 京都大学 / 0048 / 新制・課程博士 / 博士(情報学) / 甲第22096号 / 情博第706号 / 新制||情||121(附属図書館) / 京都大学大学院情報学研究科社会情報学専攻 / (主査)教授 黒田 知宏, 教授 吉川 正俊, 教授 矢守 克也 / 学位規則第4条第1項該当 / Doctor of Informatics / Kyoto University / DFAM
46

DESIGN AND DELIVERY OF A PERVASIVE WEB APPLICATION INTERFACE

PITKIN, SCOTT GARRETT 17 April 2003 (has links)
No description available.
47

Specifying the Boundaries of Pervasive Developmental Disorder - Not Otherwise Specified: Comparisons to Autism and other Developmental Disabilities on Parent-Reported Autism Symptoms and Adaptive and Behavior Problems

Snow, Anne V. 09 September 2009 (has links)
No description available.
48

Genetics of Autism: The Maternal Genotype at the Dopamine Beta Hydroxylase Locus may be a Factor in the Etiology of Autism and Related Pervasive Developmental Disorders / Genetics of Autism

Robinson, Paula 06 1900 (has links)
Autism is a severe developmental disorder characterized by impairments in reciprocal social interaction and communication, coupled with repetitive stereotypic activities. Evidence from twin and family studies strongly suggest that genetic factors play a significant role in the etiology of autism. The factors involved in the development of autism are also thought to underlie related pervasive developmental disorders (PDD). The affected sib-pair method was used to screen nine autosomal candidate loci in 18 families, each of which have two or more children with autism or a related PDD. Candidate loci were selected on the basis that: (1) the locus is near genetic disorders or chromosomal abnormalities found to co-occur with autism; and/or (2) the gene encodes a protein which has been speculated to play a role in the pathophysiology of autism. Genotypes of the affected children and their parents were determined for the following microsatellite markers which are tightly linked to the candidate genes/regions: 13S118, DRD2, TH, HRAS-1, 22S343, D15S11, GABRB3, 16S291, and DBH. No significant concordance between affected siblings was observed for any of the loci tested. During the study, however, many of the families were found to be uninformative at the dopamine beta hydroxylase (DBH) microsatellite locus. A comparsion of DBH allele frequencies observed in the parents to published British values revealed a significant difference between the two groups (L2=13.16, df=5, p<0.05). Given this finding, and the knowledge that serum DBH activity is largely under the control of DNA sequences in or close to the DBH gene, serum DBH activities were measured in the parents and in an adult control group. Mean serum DBH activity was found to be significantly lower in parents with two autistic/PDD children compared to an adult control group (Student's t=-1.71, df=60, p<0.05). DBH alleles are defined by a polymorphic dinucleotide repeat and the presence or absence of a 19 bp sequence. Upon further analysis the frequency of alleles in which the 19 bp sequence is deleted was found to be significantly increased in the mothers with two autistic/PDD children, compared to both published frequencies (L2=11.99, df=1, p<0.001) and to a Canadian control group (L2=6.96, df=1, p<0.01). Subsequent investigation revealed that deletion of the 19 bp sequence is associated with lower mean serum DBH enzyme activity (nondeletion homozygotes 44.5±28.6 iu/L; heterozygotes 30.4±16.0 iu/L; and deletion homozygotes 20.5±15.3 iu/L; F=5.45, df=59, p<0.01). Based on these findings it is proposed that lowered maternal serum DBH activity provides a uterine environment which, in conjunction with genotypic susceptiblity of a fetus, results in autism or a related PDD. / Thesis / Master of Science (MS)
49

Glanceable AR: Towards a Pervasive and Always-On Augmented Reality Future

Lu, Feiyu 06 July 2023 (has links)
Augmented reality head-worn displays (AR HWDs) have the potential to assist personal computing and the acquisition of everyday information. With advancements in hardware and tracking, these devices are becoming increasingly lightweight and powerful. They could eventually have the same form factor as normal pairs of eyeglasses, be worn all-day, overlaying information pervasively on top of the real-world anywhere and anytime to continuously assist people’s tasks. However, unlike traditional mobile devices, AR HWDs are worn on the head and always visible. If designed without care, the displayed virtual information could also be distracting, overwhelming, and take away the user’s attention from important real- world tasks. In this dissertation, we research methods for appropriate information displays and interactions with future all-day AR HWDs by seeking answers to four questions: (1) how to mitigate distractions of AR content to the users; (2) how to prevent AR content from occluding the real-world environment; (3) how to support scalable on-the-go access to AR content; and (4) how everyday users perceive using AR systems for daily information acquisition tasks. Our work builds upon a theory we developed called Glanceable AR, in which digital information is displayed outside the central field of view of the AR display to minimize distractions, but can be accessed through a quick glance. Through five projects covering seven studies, this work provides theoretical and empirical knowledge to prepare us for a pervasive yet unobtrusive everyday AR future, in which the overlaid AR information is easily accessible, non-invasive, responsive, and supportive. / Doctor of Philosophy / Augmented reality (AR) refers to a technology in which digital information is overlaid on the real-world environment. This provides great potential for everyday uses, because users can view and interact with digital apps anywhere and anytime even when physical screens are unavailable. However, depending on how the digital information is displayed, it could quickly occupy the user’s view, block the real-world environment, and distract or overwhelm users. In this dissertation work, we research ways to deliver and interact with virtual information displayed in AR head-worn displays (HWDs). Our solution centers around the Glanceable AR concept, in which digital information is displayed in the periphery of users’ views to remain unobtrusive, but can be accessed through a glance when needed. Through empirical evaluations, we researched the feasibility of such solutions, and distilled lessons learned for future deployment of AR systems in people’s everyday lives.
50

Management of scenarized user-centric service compositions for collaborative pervasive environments / Mise en oeuvre de la composition de services scénarisée et centrée utilisateur pour les environnements pervasifs collaboratifs

Faure, Matthieu 07 December 2012 (has links)
L'informatique pervasive (ou ubiquitaire) est un support pour des environnements contenant denombreux objets (ou dispositifs) disséminés, équipés d'électronique et interconnectés. Ces dispositifsfournissent un accès distant à une multitude de fonctionnalités qui nous aident dans notre vie quotidienne.Les Architectures Orientées Services sont adaptées à la conception de logiciels pervasifs. En effet,chaque dispositif fournit son propre ensemble de fonctionnalités sous la forme de services. Ainsi, enl'absence de mécanisme complémentaire, les utilisateurs se trouvent limités à utiliser les servicesisolément alors que leurs besoins correspondent à des scénarios qui impliquent une composition demultiples services offerts par plusieurs appareils.Dans cette thèse, nous défendons qu'un système pervasif doit : d'une part, permettre aux utilisateursd'exprimer facilement leurs besoins en créant des scénarios et d'autre part, proposer à ses utilisateursune représentation et des moyens de gestion de leur contexte afin qu'ils puissent tirer le meilleur parti deleur environnement et de ses changements. De plus, la présence de plusieurs utilisateurs implique lanécessité de collaborer. Par ailleurs, l'exécution de scénarios doit être résiliente aux changementsenvironnementaux et aux actions des utilisateurs. Elle doit ainsi s'adapter dynamiquement et, si possible,tirer profit du contexte et des changements de l'environnement.Notre contribution, nommée SaS (Scenarios as Services), répond à ces objectifs. Elle propose uneapproche interopérable capable de s'adapter à l'environnement. Elle fournit une représentation persistanteet personnalisable du contexte et inclut un langage de description de scénarios destiné aux utilisateurs.Ces scénarios sont facilement contrôlables, personnalisables et réutilisables. Elle planifie l'exécution pasà pas des scénarios, afin de s'adapter aux changements de l'environnement et de bénéficier desavantages de la mobilité des utilisateurs (exécution d'un scénario, dans la durée, sur plusieurs lieux).Enfin, elle inclut le partage de scénarios qui permet aux utilisateurs de collaborer. Un prototype de SaS,basé sur des normes industrielles (telle qu'OSGi), prouve la faisabilité de notre contribution et nouspermet de l'évaluer sur un cas d'étude simple. / Pervasive (or ubiquitous) computing is a paradigm for environments containing distributedinterconnected devices that embed electronics. These devices provide a remote access to numerousfunctionalities that assist us in our daily life. Service-Oriented Architectures are suitable to design softwarefor pervasive environments. Indeed, each device provides its own set of functionalities as services.Without any extra mechanism, users can only use a single service at a time. Nevertheless, their needsusually correspond to scenarios which involve a composition of multiple services, provided by multipledevices.In this thesis, we advocate that a pervasive system must, on the one hand, enable users to easily expresstheir needs through scenario creation and, on the other hand, propose to users a representation of theircontext so that they can benefit from both their environment and its changes. In addition, the presence ofseveral users implies that users must be able to collaborate.Our contribution, named SaS (Scenarios as Services), fulfils these requirements. It proposes aninteroperable approach that adapts to its environment. It provides users with a customizable andpersistent representation of their context and includes a scenario description language targeted to users.Scenarios are easy to control, customize and reuse. SaS schedules the step-by-step execution ofscenarios to adapt to environmental changes and benefit from user mobility (scenario execution split over time on successive distinct sites). Finally, SaS includes scenario sharing mechanisms which are abasis for collaboration. A prototype of SaS, based on industrial standards (e.g., OSGi), proves thefeasibility of our contribution and serves for its evaluation on a simple use case.

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