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A user interface toolkit extension for cooperative problem solving /Huntington, Regina. Unknown Date (has links)
Thesis (MAppSc in Computer and Information Science)--University of South Australia, 1995
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Indigenous language usage in a digital library he hautoa kia ora tonu ai /Keegan, Te Taka Adrian Gregory. January 2007 (has links)
Thesis (Ph.D.)--University of Waikato, 2007. / Title from PDF cover (viewed April 1, 2008) Includes bibliographical references (p. [339]-343)
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Digital Capabilities of Internet based Consultancy StartupsLal Das, Jinto January 2018 (has links)
Advanced information and communication technologies, social media, Internet, etc. have tremendously impact on flourishing Internet based Startup around the world. Although some Internet Startups e.g. Facebook, Google, Uber, Airbnb, and Amazon are very successful, but most of the startups fail in their early stage of journey. Previous research findings show that inadequate funding, fierce competition, lack of appropriate strategies and business model, etc. are main reasons for failure of startup firms. Researchers suggest that adequate fund and proper digital business strategies can significantly support these Startups to survive and grow. Digital technologies, which include hardware, software, applications, and interactive communication technologies can significantly enhance and increase capabilities of startups through creating values and competitive advantages. Although, now days digital capabilities in large organization is getting more importance to many researchers, however a few researchers are focusing on investigating the impact of digital capabilities of Internet based startups. The study is conducted to examine how digital technologies create values for Internet based Startups Consultancy. Besides, the study investigates the digital capabilities of and how digital technologies enhance and increase the capability of Internet based Startups Consultancy firms. Five Internet based startup consultancy firms have been investigated. Case based qualitative research methodology has been followed. As research method semi-structured and informal interviews, and observation with the companies have been conducted. The study finds that Internet based digital technologies profoundly facilitate startup companies. From businesss creation to service delivery, digital technologies have enormously increase digital capabilities of internet startup firms. In addition to academic researchers, the outcome of the research will be particularly important for existing startups firms and future entrepreneurs who has plan to establish new startup.
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Um framework de desenvolvimento de plataformas e um mecanismo de depuração baseado em reflexão computacional / A platform development framework and a debugging mechanism based on computacional reflectionAlbertini, Bruno de Carvalho, 1980- 23 March 2007 (has links)
Orientador: Sandro Rigo, Guido Araujo / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-09T09:47:20Z (GMT). No. of bitstreams: 1
Albertini_BrunodeCarvalho_M.pdf: 662858 bytes, checksum: 2f20414069e7bee35628c149a740056a (MD5)
Previous issue date: 2007 / Resumo: Com o passar do anos, os sistemas digitais estão se tornando cada vez mais complexos, aglutinando processadores de propósito geral com hardware e barramentos especializados em uma única pastilha de silício, devido às restrições de consumo, espaço e desempenho. Para contornar esta complexidade e o curto time-to-market, os projetistas estão adotando novas metodologias de descriçãao de hardware em alto nível baseadas em linguagens de descrição de sistemas como o SystemC. Estas descrições permitem o desenvolvimento e o teste do software cedo, sobre um ambiente simulado, e são mais rápidas de escrever e simular que as descrições em baixo níivel. A desvantagem é a perda da precisão da simulação no que diz respeito aos ciclos de clock, que pode ser ignorada nas fases iniciais de projeto. O ArchC é um projeto do LSC que tem como alvo a geração de simuladores de conjuntos de instruções e outras ferramentas a partir de modelos descritos em uma linguagem similar a SystemC. Os simuladores gerados são compatíveis com SystemC e podem ser compilados com ferramentas gratuitas como GCC. Seguindo os passos da indústria, ele suporta descrições de alto nível com comunicação por chamada de funções (TLM ¿ Modelagem em nível de transações ) desde a versão 2.0. Um problema comum quando se está desenvolvendo hardware especializado usando linguagens de descrição de alto nível é a depuração. A utilização das ferramentas existentes como o GDB (GNU Debugger) não é trivial dado que a biblioteca SystemC passa a fazer parte do simulador quando este é compilado. Propomos uma metodologia de depuração baseada em reflexão computacional de módulos SystemC para gerar dicionários que alimentam um módulo capaz de inspecionar e alterar outros módulos em tempo de execução. No presente trabalho, apresentaremos a ARP, a plataforma de referência do ArchC. Seu público alvo são os arquitetos de projetos baseados em plataformas, fornecendo um ambiente para o desenvolvimento de plataformas utilizando simuladores ArchC e os novos usuários, introduzindo o protocolo de comunicação do ArchC, o SystemC e as metodologias relacionadas ao projeto de plataformas / Abstract: Digital systems are becoming more and more complex through the years, putting general purpose processors together with specialized hardware and buses into the same silicon die, due to power, area and performance constraints. In order to deal with this complexity and a short time-to-market, designers are adopting high level hardware descriptions, based on languages such as SystemC. Those descriptions permit early software development and test under a simulated environment, and are also faster to be coded and simulated than low level descriptions. The tradeoff is the loss of simulation precision regarding clock cycles, that can be ignored in early project phases. ArchC is an architecture description language aiming retargetable instruction set simulator generation described in a SystemC like language. The generated simulator is full SystemC compatible and can be compiled with free available tools, as GNU GCC. Following industry path, it supports high level descriptions with Transaction Level Modeling (TLM) communication capabilities since version 2.0. A common problem when developing specialized hardware using high level description languages is debugging. The use of existing tools like GDB (GNU Debugger) is not straightforward since SystemC library becames part of the executable simulator. We propose a new platform debugging methodology based on computational reflection of SystemC modules to generate a dictionary. This dictionary feeds a special SystemC module capable of inspecting and changing attributes of platform modules at run time. In the present work, the ArchC Reference Platform is introduced. It aims the platform based architects, supplying a framework for platform design using ArchC simulators, introducing ArchC communication protocol, SystemC and platform design methodologies / Mestrado / Arquitetura de Computadores / Mestre em Ciência da Computação
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Culturally-relevant augmented user interfaces for illiterate and semi-literate usersGavaza, Takayedzwa 14 June 2012 (has links)
This thesis discusses guidelines for developers of Augmented User Interfaces that can be used by illiterate and semi-literate users. To discover how illiterate and semi-literate users intuitively understand interaction with a computer, a series of Wizard of Oz experiments were conducted. In the first Wizard of Oz study, users were presented with a standard desktop computer, fitted with a number of input devices to determine how they assume interaction should occur. This study found that the users preferred the use of speech and gestures which mirrored findings from other researchers. The study also found that users struggled to understand the tab metaphor which is used frequently in applications. From these findings, a localised culturally-relevant tab interface was developed to determine the feasibility of localised Graphical User Interface components. A second study was undertaken to compare the localised tab interface with the traditional tabbed interface. This study collected both quantitative and qualitative data from the participants. It found that users could interact with a localised tabbed interface faster and more accurately than with the traditional counterparts. More importantly, users stated that they intuitively understood the localised interface component, whereas they did not understand the traditional tab metaphor. These user studies have shown that the use of self-explanatory animations, video feedback, localised tabbed interface metaphors and voice output have a positive impact on enabling illiterate and semi-literate users to access information. / TeX / Adobe Acrobat 9.51 Paper Capture Plug-in
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Logserver monitor for managing log messages of applicationsZhu, Lilin 01 January 2002 (has links)
This project is a graphical user interface for managing log information. Logging is an important componet of a software development cycle as well as for diagnostics of performance and monitoring of the software after deployment. The LogServer Monitor provides a graphical user interface for the display and management of logged information from a distributed environment.
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College Students' Preference of Computer Input Device: Keyboard versus MousePickard, Stanley R. (Stanley Ray) 05 1900 (has links)
In the last several years, there has been an interest in graphical user interfaces as compared with character user interfaces. The "mouse" is the device most closely associated with graphical user interfaces. Key strokes are more closely associated with character user interfaces. Given these associations, is there a preference for the keyboard or for the mouse as an input device? The determination of user preference was reduced to the determination of preference of key strokes or mouse clicks for selection of main menu items. The subjects, university students working with Microsoft Works by Microsoft Corporation, copyright 1987-1989, were learning how to use application software. While Microsoft Works was running, tracking software recorded every user key stroke and mouse click, together with data about these key strokes and mouse clicks. From the analysis of these data, common preference for the means of menu item selection was determined.
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Investigation of Embedded Brand Placement within Esports / Undersökning av inbäddad varumärkesplacering inom EsportsLundberg, Carl Alexandros, Smith, Lola January 2021 (has links)
The video game and esports industry has grown exponentially over the past few years.“During recent years, esports have become one of the most rapidly growing forms ofnew media driven by the growing provenance of online games and onlinebroadcasting technologies” (Hamari and Sjöblom, 2017). Sponsors have identifiedmarketing opportunities in this rapidly growing advertising medium. Brand placementin esports is gaining momentum as a means to target audiences in an indirect andengaging way. In our study we have defined embedded brand placement in the contextof video games and esports as the practice of including a brand name, signage or otherforms of trademark merchandise integrated naturally within the game and in return,visibly featured in the esport broadcast. The aim of this study was to examine howembedded brand placement performed during different spectating scenarios whichpossess different distraction levels and in-game dynamics (audio and visual). Ourstudy explores the effectiveness of embedded brand placement within esports byemploying an eye tracking methodology as well as a brand recall exercise inconnection to participant's prior involvement with the video game, League of Legendsand the respective esports scene. The practical implications from the results of thisstudy hope to assist advertisers in making a better informed decision aboutcollaborating with esport events and uncover a better perception in regards to howthey might expect their advertising messages to perform. Through our study, we havesuccessfully contributed to the foundation of research surrounding embedded brandplacements within esports through our investigation of practical factors affecting towhich extent viewers are able to consume these advertising messages. These factorsbeing prior involvement, how differing spectating scenarios, distractions and in-gamedynamics affect fixations on advertising messages and finally how the above factorscontribute to overall brand recall as well as long-term versus short-term brandrecollection.
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Sniffer : a system that understands bugsShapiro, Daniel G. January 1981 (has links)
Thesis: M.S., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 1981 / Bibliography: leaves 59-60. / by Daniel Goodman Shapiro. / M.S. / M.S. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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Unified modeling language class diagram translator for the online design pattern library systemLi, Kaiyan 01 January 2003 (has links)
The Unified Modeling Language (UML) is the successor to the wave of object-oriented analysis and design (OOA&D) methods that appeared in the late '80s and early '90s. The class diagram is one of the most useful diagrams in UML. The class diagram technique has become truly central within object-oriented methods.
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