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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.
241

Interfaces para dispositivos móveis

Santos, Jefferson dos 04 November 2013 (has links)
Made available in DSpace on 2016-04-29T14:23:23Z (GMT). No. of bitstreams: 1 Jefferson dos Santos.pdf: 9352405 bytes, checksum: 7833721059e2d89574d65185295960ff (MD5) Previous issue date: 2013-11-04 / Mobile devices have been claimed in recent years as essential accessories for the contemporary man. Hinting as ubiquitous and selling themselves as omnipotent, they constitute a significant portion of the electronic market and computational. Promising to replace the medium and long term personal computers, mobile devices are increasingly invested in features that transform them, sometimes in highly sophisticated equipment and for which the user has to be ready for an efficient use. While participating in a culture of rapid technological change and product obsolescence, mobile devices contribute to the formation of a culture of mobility and portability which tends to accelerate the process of merging the media in a convergence culture. Driven by marketing strategies, the current technological trend is touted as a central element of mobility and the consequent concomitant online connection, as currently conceived more cloud computing or sharing of information, content and interests. Taking this as a panorama skyline trends, this master's research focuses on a research on the concept of mobile devices, their fundamental characteristics as an instrument of the technological era, resource access and manipulation as user and producer, resulting in perspective prosumer set by Alvin Toffler and systematized by Negroponte in view of digital life. Displays the current landscape of numerous devices and their operating structures as well as their means and forms of use, such as human-machine and human prostheses as their coupling to cyberspace in support of everyday life, the laser increasingly fragmented and its growing use and incorporation of the language of games based on the methodology of interface design. From the methodological and technical scope presented applies the concepts developed in a case study of PUCSP, a cultural development of an application for the Android technology that was awarded the Nokia Development, showing its characteristics, stages of development and structuring their interfaces from the perspective of hypermedia language. Concludes in favor of the development work and research scholars who turn to the cultural needs of the population of large cities, in which access to information (within the criteria of mobility) is critical / Os dispositivos móveis tem se afirmado nos últimos anos como acessórios indispensáveis para o homem contemporâneo. Insinuando-se como omnipresentes e vendendo-se como onipotentes, eles constituem uma parcela significativa do mercado eletrônico e computacional. Prometendo substituir a médio e longo prazo os computadores pessoais, os dispositivos móveis são investidos de cada vez mais funcionalidades que os transformam, às vezes, em equipamentos altamente sofisticados e para os quais o usuário tem de ser preparar para uma um eficiente uso. Enquanto participante de uma cultura tecnológica de rápida transformação e obsolescência de produtos, os dispositivos móveis contribuem para a formação de uma cultura da mobilidade e portabilidade que tende a acelerar o processo da fusão das mídias em uma cultura da convergência. Direcionados por estratégias mercadológicas, a tendência tecnológica atual tem apontado como elemento central da mobilidade a consequente e concomitante conexão on-line, pensada mais atualmente como computação ou partilhamento em nuvem de informações, conteúdo e interesses. Tomando este panorama como um horizonte de tendências, a presente pesquisa de mestrado centra-se em uma investigação sobre o conceito dos dispositivos móveis, suas características fundamentais como instrumento da era tecnológica, recurso de acesso e manipulação como usuário e produtor, resultantes na perspectiva do prosumer definido por Alvin Toffler e sistematizado por Negroponte na perspectiva da vida digital. Apresenta o panorama atual dos inúmeros dispositivos e suas estruturas de funcionamento, bem como seus meios e formas de utilização, como a interação humano-máquina e o seu acoplamento como prótese humana para o ciberespaço, no apoio a vida cotidiana, no laser cada vez mais fragmentado e na sua crescente utilização e incorporação da linguagem dos games a partir da metodologia de design de interface. A partir do escopo metodológico e técnico apresentado, aplica os conceitos desenvolvidos em um estudo de caso da PUCSP, de um desenvolvimento de um aplicativo cultural para a tecnologia Android que recebeu o prêmio Celular Nokia de Desenvolvimento, mostrando suas características, etapas de desenvolvimento e estruturando as suas interfaces dentro da perspectiva da linguagem hipermídia. Conclui em favor do desenvolvimento de trabalhos e pesquisas acadêmicos que se voltem para as necessidades culturais da população de grandes metrópoles, na qual o acesso a informação (dentro dos critérios da mobilidade) é fundamental
242

O papel da foto na hipermídia

Silvestro, Marco Alves 19 June 2009 (has links)
Made available in DSpace on 2016-04-29T14:23:50Z (GMT). No. of bitstreams: 1 Marco Alves Silvestro.pdf: 1622003 bytes, checksum: f22ed74ab1f33d1bafd9b98aa5506aa4 (MD5) Previous issue date: 2009-06-19 / The main objective of this thesis named The role of photography in hypermedia is to investigate the characteristics that photography acquires when it is integrated into the context of hypermedia. The point of departure is the technical history of photography and the transmutations it is undergoing in the digital world. Then, photography is studied as a language. The method that was applied was to identify the technical and stylistic devices of photography such as plane, ground, focus, movement, angles, illumination, perspective and others. The same procedure was followed concerning hypermedia, a hybrid language which, thanks to the digital process, the speranto of machines, is structured in a mixture of several languages, photography among them. In the end, the role of photography in hypermedia was studied in light of the evolution in the modes of production of the image with an emphasis in 3D computational image / A dissertação intitulada O papel da foto na hipermídia tem como principal objetivo efetuar uma investigação sobre as características que a fotografia adquire quando integrada no contexto da hipermídia. Parte-se da história técnica da fotografia e as transmutações por que vem passando no mundo digital, para, então, estudá-la como linguagem. O método utilizado para isso foi o da identificação de seus recursos técnico-estilísticos, tais como: plano, foco, movimento, ângulo, iluminação, perspectivas entre outros. O mesmo se fez com a hipermídia, uma linguagem híbrida que, graças ao esperanto das máquinas, ou seja, o processo digital, é tecida na conjugação de várias linguagens, entre elas, a fotografia. Por fim, o papel da foto na hipermídia foi estudado à luz da evolução nos modos de produção da imagem, com ênfase na imagem computadorizada 3D
243

A POESIA DIGITAL NA ERA TECNOLÓGICA

Cezar, Tatiana Santana Rodrigues Faria 05 June 2018 (has links)
Submitted by admin tede (tede@pucgoias.edu.br) on 2018-08-23T13:31:23Z No. of bitstreams: 1 Tatiana Santana Rodrigues Faria Cezar.pdf: 949160 bytes, checksum: 73c3cdc76ae0fb43d1fa831a323f1d4a (MD5) / Made available in DSpace on 2018-08-23T13:31:23Z (GMT). No. of bitstreams: 1 Tatiana Santana Rodrigues Faria Cezar.pdf: 949160 bytes, checksum: 73c3cdc76ae0fb43d1fa831a323f1d4a (MD5) Previous issue date: 2018-06-05 / This dissertation investigates the digital medium and its consequences for the poetic text, as well as the openings that the environments of cyberspace can contribute with the new poetry. Hypotheses are: the hybrid language of the hypermiditic medium broadens the sign field; epistemological changes operate in the notion of text; 3D animation and features extend the polysemic character of the text; the mediatization of poetry suggests the call of the reader in the process of co-creation and the performance of the digital poem in the process of the reader in the classroom. It is an analysis of the fluid relations established in post-modernity, especially with regard to space in its physical aspects and in literary relations. According to Landow, Deleuze, Guattari, Lévy and others, two theoretical orientations are the frictions concept, according to Vera Casa Nova, and theories related to the constitution and aesthetics of hypertext. In means to the objects of analysis are: "Pluvial", by Augusto de Campos and "Chromosomes", by Arnaldo Antunes. These are works that now explore the language of the digital medium in the perspective of re - reading of texts previously published in conventional support - paper - and others intrinsically grounded in this space. In the objects of analysis, one perceives a concern with the spatialization of the text in line with the digital factors in such a way that texts emerge that depend fundamentally on the environment where they are inserted to constitute. For the analysis, ideas related to semiotics and their appropriations will be applied to the digital and hypermedia media, as they are interested in the break with the dichotomous reading of texts and the decentration of the subject with which these authors work. Research strategies: bibliographic research; interviews with artists and specialists in the art / technology relationship; analysis of experiments that, in the print media, advance characteristics of digital poetry because it is able to interact and transform time and space into the universe of the classroom. This study on digital poetics aims to demonstrate that these compositions result from the use of new tools for poetic creation and are shaped by the expansion of its significant elements, encompassing different language systems. / Esta dissertação investiga o meio digital e seus desdobramentos para o texto poético, assim como as aberturas que os ambientes do ciberespaço podem contribuir com a nova poesia. As hipóteses são: a linguagem híbrida do meio hipermidiático amplia o campo sígnico; mudanças epistemológicas operam-se na noção de texto; a animação e os recursos 3D ampliam o caráter polissêmico do texto; a midiatização da poesia sugere a conclamação do leitor no processo de cocriação e a atuação do poema digital no processo do leitor em sala de aula. Trata-se de uma análise das relações fluidas estabelecidas na hipermodernidade, sobretudo no que se refere ao espaço em seus aspectos físicos e das relações literárias. Dois encaminhamentos teóricos utilizados são o conceito fricções, segundo Vera Casa Nova, e teorias ligadas à constituição e estética do hipertexto, segundo Landow, Deleuze, Guattari, Lévy, dentre outros. Em meios aos objetos de análise estão: “Pluvial”, de Augusto de Campos e “Cromossomos”, de Arnaldo Antunes. São trabalhos que ora exploram a linguagem do meio digital na perspectiva de releituras de textos antes publicados em suporte convencional – o papel – e outros intrinsecamente fundamentados nesse espaço. Percebe-se, nos objetos de análise, uma preocupação com a espacialização do texto em consonância com os fatores digitais de tal modo que surgem textos que dependem fundamentalmente do ambiente onde estão inseridos para se constituir. Para a análise, serão aplicadas ideias relacionadas à semiótica e suas adequações ao meio digital e hipermidiático, pois interessam a quebra com a leitura dicotômica de textos e o descentramento do sujeito com os quais esses autores trabalham. As estratégias de pesquisa: pesquisas bibliográficas; entrevistas com artistas e especialistas na relação arte/tecnologia; análise de experimentos que, na mídia impressa, adiantam características da poesia digital por esta conseguir interagir e transformar o tempo e o espaço ao universo da sala de aula. Este estudo sobre poéticas digitais visa demonstrar que essas composições resultam da utilização de novas ferramentas para a criação poética e se configuram pela expansão de seus elementos significativos, abarcando diferentes sistemas de linguagem.
244

Análise das estruturas interativas em jogos multiplayer: caso Counter-Strike / Analyzes of the interactive structures of multiplayer games: case Counter-Strike

Vicente, Victor Emmanuel José de Sousa 09 May 2005 (has links)
Made available in DSpace on 2016-04-26T18:17:01Z (GMT). No. of bitstreams: 1 dissertacao_capa_resumo_indice_victoremm.pdf: 122687 bytes, checksum: 26318df16cecbdfe740cba1f87184dff (MD5) Previous issue date: 2005-05-09 / The present inquiry presents a proposal of analyzes of the interactive structures in games carried through in digital environments and its possible reuse in new communication processes in cooperation with the computer sciences and the hypermedia. It currently analyzes the processes of authoring of games of the historical, conceptual point of view and the perspectives of interdisciplinary concept gifts inside of the research carried through in the academy in that it says respect the matrices of the language and thought. The referencial model multi-player (Counter-Strike) studied involves strategies of complex reuses and interactive. The research identified as basic elements of the process the work in qualified teams, either in the planning, same development and in the conduction of the practical ones of use to the user level. The used concept of team is of interdisciplinary concept, what it becomes the interesting research for the contexts of the entertainment and education. The reuses concept if becomes operative when it is developed by the current inquiries on the interactive, which is presented from the research in semiotics and hypermedia, leaving the open possibility of its extension for the area of the education. / A presente investigação de mestrado apresenta uma proposta de análise das estruturas interativas em jogos realizados em ambientes digitais, e sua possível reutilização em novos processos comunicacionais em cooperação com as ciências da computação e a hipermídia. Analisa os processos de autoria de games do ponto de vista histórico, conceitual e as perspectivas interdisciplinares presentes atualmente, dentro das pesquisas realizadas na academia, no que diz respeito às matrizes da linguagem e pensamento. O modelo referencial multi-jogador (Counter-Strike) estudado envolve estratégias de reutilização e interatividade complexas. A pesquisa identificou como elementos fundamentais do processo o trabalho em equipes qualificadas, seja no planejamento, desenvolvimento e mesmo na condução das práticas de utilização ao nível de usuário. O conceito de equipe utilizado é o de interdisciplinaridade, o que torna a pesquisa interessante para os contextos do entretenimento e educação. O conceito de reutilização se torna operativo quando é incrementado pelas investigações atuais sobre a interatividade, a qual é apresentada a partir das pesquisas em semiótica e hipermídia, deixando a possibilidade aberta de sua extensão para a área da educação.
245

ELECTROSONORO, ELECTROVISUAL

Costa, Marco António Pereira da 03 December 2007 (has links)
Mestrado em Arte Multimédia / O som e a imagem, conjuntamente com a crescente utilização dos computadores pessoais, são componentes importantes no nosso mundo de comunicações, interagindo e inserindo-se no meio artístico e técnico. As características do meio digital fazem expandir a obra audiovisual no sentido participativo. As propriedades generativas, interactivas e reactivas possíveis de serem aplicadas ao som e à imagem, fornecem ambientes aos quais o utilizador se congrega de forma única e a bem dizer irrepetível. A linearidade audiovisual cinematográfica clássica, muito embora possa ser, um pretexto ou um resultado para a obra digital, não é o objectivo da nossa análise pois queremos reforçar o sentido hipermédia e capacidade de criar narrativas personalizadas e em tempo real neste meio. A amplitude conceptual e formal que o ambiente audiovisual dinâmico cria, pode ser dividido em várias categorias. Deste modo analisamos o papel do som e da imagem no sentido individual, de como as suas características e propriedades influenciam, ou não, o outro campo sensorial. O projecto electroimagesound.pt.vu, aborda estas questões e permite um acesso facilitado a trabalhos práticos, que são paradigmáticos desta categorização. A análise sistemática, fundamentada e crítica destes trabalhos, ajudam-nos a compreender a legitimidade, que as aplicações reactivas têm, por modo a serem um campo autónomo da arte multimédia. / Sound and image are, together with the growing useful of personal computers, important components of our communications world, interacting and inserting them self in the artistic and technician medium In a participative way, the digital medium s properties, make the audiovisual environment to expand. The generative, interactive and reactive characteristics, in a possible way to be applicable to sound and image, give us fields where the user joins in a unique and unrepeated way. The classical cinematographic audiovisual linearity, could be an pretext or the final result of the digital masterpiece. But this is not the goal of our research. In another way, we are up to reinforce the hypermedia sense and his abilities to create real time personal narratives in this medium. The conceptual and formal amplitude that, dynamic audiovisual environment creates, could be divided into several categories. By this way, we can examine the sound and image in his individual sense, and on how they influence or not, by their characteristics and properties, the other sensorial field. The electroimagesound.pt.vu project, come up with this questions, allowing an easy way to analise works that are good examples of this thematic. This approach helps us to understand the right that reactive applications have, to be an autonomous field in multimedia art scene.
246

Secondary Students Using Expert Heuristics in the Analysis of Digitalized Historical Documents

Stuckart, Daniel W 19 March 2004 (has links)
In time, more historical documents have become accessible through various technological modes including the Internet, CD-ROMs, and local databases. Teachers are now able to infuse a rich variety of resources into lessons with relative ease. This study measured expert historian heuristics in secondary students engaged in analysis of technologically-enhanced historical documents relating to women in the early United States republic. Nine 10th grade Advanced Placement world history students from an urban high school in the southeastern United States were assigned randomly to one of three conditions: paper historical documents, HTML historical documents, and HTML historical documents with simulated, limited Internet access. Using a think-aloud protocol developed by Jonassen et al. (1999), the qualities and frequencies of expert historian heuristics were measured. The findings support and enhance previous research related to how secondary students learn history while performing a task using primary and secondary source documents and the effects of hypermedia technology. Most of the time, students engaged in a simplistic read-and-react pattern, except for two participants who recognized greater levels of subtext. The two students account for slightly more than 50% of all heuristics. Moreover, the students in general failed to perceive nuances between the documents, engaged in presentism, and viewed history as a uniform expansion of civil rights and increased opportunities. However, all the participants achieved some level of understanding indicating that women enjoyed fewer rights than their white, male counterparts. In the HTML groups, the participants moved within and between the documents with greater frequency and nonlinearly. While in the Internet group, forays to the simulated Internet invoked a high proportion of expert heuristics and resulted in statements of clear understanding. The results imply that computer technologies promote authenticity and learner control. Furthermore, expert heuristics can help students manage information from the Internet. In addition, the paucity of heuristics exhibited by most subjects suggests a lack of prior knowledge and inexperience with historical documents. This may be a result of the way history is taught in the schools. The results are discussed within the framework of previous research and the cultural wars.
247

Multimedia och museer : En uppsats om förväntningar, problem och nya målgrupper / Multimedia and museums : A thesis about expectations, problems and new target audiences

Finnström, Joel January 2004 (has links)
<p>”Multimedia and museums - A thesis about expectations, problems and new target audiences” is a thesis about what it means for museums to work with multimedia in it´s public activities today. This paper also focuses on how this development is received by museum employees. Amongst other issues questions concerning new target audiences, application areas and economy is discussed. References are made to both the current discussion about new media and more traditional issues concerning museums, like authenticity for example.</p> / <p>Uppsatsen ”Multimedia och museer - en uppsats om förväntningar, problem och nya målgrupper” handlar om vad det innebär för museerna att arbeta med multimedia som ett verktyg för att möta sin publik. Uppsatsen fokuserar även på hur denna utveckling uppfattas av museernas anställda. Bland annat tas frågor kring nya målgrupper, användningsområden och ekonomi upp. Uppsatsen har ett diskursivt upplägg och sätter det empiriska materialet i fokus. Kopplingar görs till både till samtida teorier kring new media och mer traditionella museala frågor, såsom exempelvis autenticitet.</p>
248

Μηχανική υπερμέσων συστημάτων δομικού υπολογισμού / Hypermedia engineering of structural computing systems

Γκότσης, Γιώργος 16 May 2007 (has links)
Η ανάδειξη των Ανοιχτών Συστημάτων Υπερκειμένου Βασισμένα σε Ψηφίδες (ΑΣΥ-ΒΨ) έχει σαν στόχο την απελευθέρωση ενός πλαισίου ανάπτυξης εφαρμογών Διαδικτύου και γενικότερα Υπερμέσων από τη μονοκρατορία του μέσου πλοήγησης "σύνδεσμος" ως η αποκλειστική δομική μονάδα. Αντίθετα , ένα σύνολο από ανοιχτές υπηρεσίες, που η κάθε μία παρέχει δομικές αφαιρέσεις ανάλογα με το πεδίο του προβλήματος, προσφέρονται στο σύνολο των εφαρμογών που απαιτούνται σε κάθε περίσταση. Παρόλα αυτά, η απουσία ενός πλαισίου μηχανικής που να περιγράφει κάθε διαδικασία της ανάπτυξης ενός ΑΣΥ-ΒΨ ευθύνεται ως ένα βαθμό για τη μειωμένη αποδοχή της εν λόγω προσπάθειας. Σε αυτή την εργασία γίνεται μια προσπάθεια για την ανάλυση όλων εκείνων των βημάτων, από τη σκοπιά του μηχανικού, που απαιτούνται για την υποστήριξη αυτής της προσπάθειας, δίνοντας έμφαση στην περιγραφή της μεθοδολογίας και των εργαλείων που να καλύπτουν όλες τις φάσεις της ανάπτυξης. Στην εργασία παρουσιάζεται ένας προτεινόμενος κύκλος ζωής για τα ΑΣΥ-ΒΨ, ενώ ιδιαίτερη έμφαση δίνεται στη φάση του σχεδιασμού του συστήματος και στη μεταφορά των εννοιολογικών μοντέλων σε χαμηλότερα επίπεδα (λογικό), χρησιμοποιώντας συγκεκριμένα παραδείγματα. / The emergence of Component-Based Open Hypermedia Systems (CB-OHS) aims at the releasing of hypermedia and web applications from the monocracy of link as an information structuring primitive. Instead, an open set of structure servers, each one providing abstractions and semantics relevant to a specific data-organization domain, are employed by an open set of client applications. Nonetheless, the lack of an engineering framework guiding the development and deployment process of structure servers plays a key role in their limited exploitation. In this paper, an analysis of the characteristics of structure servers from an engineering approach is carried out, through a proposition of a framework and a set of supporting tools, in order to support their development. Furthermore, in this paper a life-cycle for CB-OHSs is proposed, with special focus at the system
249

Σχεδιασμός και υλοποίηση της ανακάλυψης υπηρεσιών σε Ανοικτά Συστήματα Υπερκειμένου Βασισμένα σε Ψηφίδες (ΑΣΥ-ΒΨ) / Design and development service discovery in Component-Based Open Hypermedia Systems (CB-OHS)

Διολής, Χρήστος 16 May 2007 (has links)
Τα τελευταία χρόνια η ανάπτυξη των Ανοιχτών Συστημάτων Υπερκειμένου (ΑΣΥ) είναι ευρεία με την προσθήκη νέων πεδίων και αρχιτεκτονικών που βοηθούν στην καλύτερη οργάνωση της πληροφορίας με στόχο την εξομοίωση και επαύξηση της σκέψης του ανθρώπου στο συγκεκριμένο τομέα. Ωστόσο, η χρησιμοποίηση των ΑΣΥ από το ευρύ κοινό είναι πολύ μικρή διότι η κατηγορία των συστημάτων αυτών δεν έχει καταφέρει μέχρι στιγμής να γίνει γνωστή για τα πλεονεκτήματα που προσφέρει όσον αφορά τη διαχείριση, τη δόμηση και τη σύνδεση της πληροφορίας. Επίσης, η κοινωνία των ΑΣΥ δεν έχει ακόμα παγιώσει κοινές μεθοδολογίες και υποδομές που θα βοηθούσαν κάθε developer να εισάγει εύκολα στην εφαρμογή του λειτουργίες υπερκειμένου. Στην παρούσα Μεταπτυχιακή εργασία γίνεται μια προσπάθεια για την ανάπτυξη μιας υποδομής που βοηθά τον developer στην εύκολη ενσωμάτωση υπηρεσιών υπερκειμένου στην εφαρμογή του. Έτσι, μελετήθηκε, σχεδιάστηκε και υλοποιήθηκε ο τρόπος με τον οποίο μπορεί να γίνει ανακάλυψη υπηρεσιών (service discovery) στα σύγχρονα Ανοικτά Συστήματα Υπερκειμένου βασισμένα σε Ψηφίδες (ΑΣΥ-ΒΨ). Στα πλαίσια της αρχιτεκτονικής της ανακάλυψης υπηρεσιών των ΑΣΥ-ΒΨ μελετήθηκαν οι αρχιτεκτονικές πελάτη/εξυπηρετητή και peer-to-peer. Το άμεσο αποτέλεσμα της συγκεκριμένης προσπάθειας είναι η παροχή στον developer εργαλείου (μηχανισμού) που τον βοηθάει στην αναζήτηση και επισκόπηση υπηρεσιών υπερκειμένου και στην εύκολη επιλογή κατάλληλης υπηρεσίας (με βάση τα χαρακτηριστικά της). Το μελλοντικό αποτέλεσμα της συγκεκριμένης προσπάθειας θα είναι η επίτευξη της γνωστοποίησης των υπηρεσιών που προσφέρουν τα ΑΣΥ-ΒΨ σε όλο και μεγαλύτερο σύνολο από developers με αποτέλεσμα όλο και περισσότερες εφαρμογές να χρησιμοποιούν τις υπηρεσίες των ΑΣΥ-ΒΨ. / In the last few years, Component-Based Open Hypermedia Systems (CB-OHS) have been widely developed with the addition of new hypermedia domains and architectural models for better data organization with main aim to equate and increase the human thinking in this particular field. However, OHS aren’t widely used because they haven’t managed, until this time, to become popular for the advantages that they offer on management, structuring and data linking. Additionally, the OHS community hasn’t yet effectively targeted in the establishment of common methodologies and frameworks that could help any developer to insert hypermedia functionality into his applications. In this Master’s thesis an effort is being made to develop an infrastructure which will help any developer to integrate easily, in his application, hypermedia services. Taking into consideration the above issues, the application of Service Discovery functionality to Component-Based Open Hypermedia Systems was investigated, analyzed and developed, in the context of this project. Trying to specify the architecture that should better fit in this case, two different types of architecture were examined; the client/server and the peer-to-peer architecture. The direct objective of this study is to provide developers with a tool that will help them to search easily and effectively, review and finally choose the proper structure service for them based on each service’s characteristics. A long-term objective of the current research is to make CB-OHS services widely known to developer communities in order to broaden the utilization of the above mentioned services by more and more applications.
250

MIDAS: Multi-device Integrated Dynamic Activity Spaces

Karadkar, Unmil Purushottam 2011 December 1900 (has links)
Mobile phones, tablet computers, laptops, desktops, and large screen displays are increasingly available to individuals for information access, often simultaneously. Dominant content access protocols, such as HTTP/1.1, do not take advantage of this device multiplicity and support information access from single devices only. Changing devices means restarting an information session. Using devices in conjunction with each other poses several challenges, which include the presentation of content on devices with diverse form factors and propagation of the content changes across these devices. In this dissertation, I report on the design and implementation of MIDAS - architecture and a prototype system for multi-device presentations. I propose a framework, called 12C, for characterizing multi-device systems and evaluate MIDAS within this framework. MIDAS is designed as a middleware that can work with multiple client-server architectures, such as the Web and context-aware Trellis, a non-Web hypertext system. It presents information content simultaneously on devices with diverse characteristics without requiring sensor-enhanced environments. The system adapts content elements for optimal presentation on the target device while also striving to retain fidelity with the original form from a human perceptual perspective. MIDAS reconfigures its presentation in response to user actions, availability of devices, and environmental context, such as a user's location or the time of day. I conducted a pilot study that explored human perception of similarity when image attributes such as size and color depth are modified in the process of presenting images on different devices. The results indicated that users tend to prefer scaling of images to color-depth reduction but gray scaling of images is preferable to either modification. Not all images scale equally gracefully; those dominated by natural elements or manmade structures scale exceptionally well. Images that depict recognizable human faces or textual elements should be scaled only to an extent that these features retain their integrity. Attributes of the 12C framework describe aspects of multi-device systems that include infrastructure, presentation, interaction, interface, and security. Based on these criteria, MIDAS is a flexible infrastructure, which lends itself to several content distribution and interaction strategies by separating client- and server-side configuration.

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