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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.
21

Arquitetura da informação pervasiva: contribuições conceituais

Oliveira, Henry Poncio Cruz de [UNESP] 28 April 2014 (has links) (PDF)
Made available in DSpace on 2014-11-10T11:09:41Z (GMT). No. of bitstreams: 0 Previous issue date: 2014-04-28Bitstream added on 2014-11-10T11:58:46Z : No. of bitstreams: 1 000793107.pdf: 12514867 bytes, checksum: 855b24cf3e1ca655547b5d680a190b4a (MD5) Bitstreams deleted on 2015-09-21T13:18:47Z: 000793107.pdf,. Added 1 bitstream(s) on 2015-09-21T13:19:49Z : No. of bitstreams: 1 000793107.pdf: 12638238 bytes, checksum: 2f1c10174d47348f48b14b522ccfb5f7 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / No campo da informação, os impactos hodiernos estão relacionados aos avanços da técnica e da tecnologia, com a diversidade de ambientes de informação digital e com a necessidade de lidar com os estoques informacionais que nem sempre se transformam em conhecimento na estrutura cognitiva dos sujeitos. Constatamos a emergência de novas ações teóricas e práticas na disciplina de Arquitetura da Informação, cuja preocupação se fixa na pervasividade da informação em ambientes analógicos, digitais ou híbridos. Estas ações têm utilizado os comportamentos dos sujeitos no cotidiano como elemento norteador para produção de artefatos tecnológicos transparentes ou ubíquos. Evidenciamos que Arquitetura da Informação Pervasiva carece ser melhor concebida no plano conceitual e teórico. Fomos norteados pela seguinte questão de pesquisa: O que é a Arquitetura da Informação Pervasiva e como pode ser representada conceitualmente para tratar as atuais demandas tecnológicas. Traçamos como objetivo geral: Construir um conceito de Arquitetura da Informação Pervasiva com base na fenomenologia e na Ciência da Informação. Defendemos a tese de que sobre a Arquitetura da Informação Pervasiva pode ser feita uma conceituação de base fenomenológica e na perspectiva da Ciência da Informação. Utilizamos o método quadripolar e construímos o polo teórico, o polo epistemológico, o polo técnico e o polo morfológico, incluindo as perspectivas fenomenológica e sistêmica, tratadas como fundamentos epistêmicos da pesquisa e enquadradas no polo epistemológico. Concluímos apresentando teoricamente a Arquitetura da Informação Pervasiva sob a forma de conceito, mapa conceitual e representação visual do conceito, como forma de oferecer mecanismos plurais de disseminação do conceito para alunos, pesquisadores, arquitetos da informação e afins que podem ter preferências cognitivas... / In the information field, the modern-day impacts are related to the advances of the technique and technology, with the diversity of digital information environments and with the need to deal with informational stocks that not always are transformed into knowledge in the subject's cognitive structure. We found the emergence of new theoretical and practical actions in the Information Architecture subject, whose concern is fixed in the information pervasiveness in physical, digital or hybrid environments. These actions have used the subjects' behavior in daily life as a guide for the production of transparent or ubiquitous technological artifacts. We showed that the Pervasive Information Architecture needs to be better designed in conceptual and theoretical level. We were guided by the following research question: What is the Pervasive Information Architecture and how can it be conceptually represented to deal with current technological demands. We draw as general objective: Build a concept of Pervasive Information Architecture based on phenomenology and Information Science. We start from the thesis that on Pervasive Information Architecture a conceptualization with phenomenological basis and in the perspective of Information Science can be made. We use the quadrupole method and construct the theoretical pole, the epistemological pole, the technical pole and the morphological pole, including phenomenological and systemic perspectives, treated as epistemic foundations of research and framed in the epistemological pole. We conclude theoretically presenting Pervasive Information Architecture in the form of concept, conceptual map and visual representation of the concept, as a way to provide plural mechanisms for concept dissemination to students, researchers, information architects and the like, that may have distinct cognitive preferences for knowledge absorption.
22

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.
23

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.
24

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.
25

Policy-based approach for context-aware systems

Al-Sammarraie, Mohammed January 2011 (has links)
Pervasive (ubiquitous) computing is a new paradigm where the computers are submerged into the background of the everyday life. One important aspect of pervasive systems is context-awareness. Context-aware systems are those that can adapt their behaviours according to the current context. Context-aware applications are being integrated into our everyday activity aspects such as: health care, smart homes and transportations. There exist a wide range of context-aware applications such as: mobile phones, learning systems, smart vehicles. Some context-aware systems are critical since the consequence of failing to identify a given context may be catastrophic. For example, an auto-pilot system is a critical context-aware system; it senses the humidity, clouds, wind speed and accordingly adjusts the altitude, throttle and other parameters. Being a critical context-aware system has to be provably correct. Policy-based approaches has been used in many applications but not in context-aware systems. In this research, we want to discover the anatomy (i.e. architecture, structure and operational behaviour) of policy-based management as applied to context-aware systems, and how policies are managed within such a dynamic system. We propose a novel computational model and its formalisation is presented using the Calculus of Context-aware Ambients (CCA). CCA has been proposed as a suitable mathematical notation to model mobile and context-aware systems. We decided to use CCA due to three reasons: (i) in CCA, mobility and context-awareness are primitive constructs and are treated as first-class citizens; (ii) properties of a system can be formally analysed; (iii) CCA specifications are executable, and thus, leading to rapid prototyping and early validation of the system properties. We, then show how policies can be expressed in CCA. For illustration, the specification of the event-condition-action (ECA) conceptual policy model is modelled in CCA in a natural fashion. We also propose a policy-based architecture for context-aware systems, showing its different components, and how they interact. Furthermore, we give the specification of the policy enforcement mechanism used in our proposed architecture in CCA. To evaluate our approach, a real-world case study of an infostation-based mobile learning (mLearning) system is chosen. This mLearning system is deployed across a university campus to enable mobile users to access mobile services (mServices) represented by course materials (lectures, tests and tutorials) and communication services (intelligent message notification and VoIP). Users can access the mServices through their mobile devices (Hand-set phones, PDAs and laptops) regardless of their device type or location within a university campus. We have specified the mLearning system in CCA (i.e. specification based on policies of the mServices), afterwards, the specification is simulated using the CCA interpreter tool. We have developed an animation tool specially designed for the mLearning system. The animation tool provides graphical representation of the CCA processes. In terms of safety and liveness, some important properties of the mLearning system have been validated as a proof of concept.
26

Οντολογίες στο απανταχού υπολογίζειν και σε κινητές εφαρμογές έχοντας επίγνωση του περιβάλλοντος / Ontologies in context-aware ubiquitous and mobile computing

Χριστοπούλου, Ελένη 14 October 2013 (has links)
Σε αυτή τη διδακτορική διατριβή μελετήσαμε τις δυνατότητες αξιοποίησης των οντολογιών στην αναπαράσταση γνώσης σε συστήματα απανταχού και κινητού υπολογίζειν. / In this thesis we studied the use of ontologies for knowledge representation in ubiquitous and mobile computing.
27

Towards a localisation of trust framework for pervasive environments

Li, Jun January 2008 (has links)
Pervasive computing envisions an environment in which we are surrounded by many embedded computer devices. The existence of those networked devices provides us with a mobile, spontaneous and dynamic way to access various resources provided by different (security policy) domains. In recent years, we have witnessed the evolutionary development of numerous multiple domain applications. One of the richest examples is pervasive environments. Typi- cally, the conventional approach to secure access over multiple domains is to implement a unique trusted infrastructure, extending local identity or capa- bility based security systems and combining them with cross-domain authen- tication mechanisms. However, this does not adequately meet the security requirements of communicating with unknown players in pervasive environ- ments. Moreover, it is infeasible to define a global trust infrastructure and a set of assumptions that every player will trust in the multiple domain context. A powerful design technique to address those new security challenges posed by pervasive environments is to understand them from a domain perspective. This thesis presents Localisation of Trust (LoT), an architectural frame- work designed to address the security need of how to talk to correct strangers in pervasive environments. Based on the localising trust security principle, LoT provides a generic platform for building access control over multiple do- mains from two ends: authentication and authorisation. Firstly, LoT proposes a two-channel authentication protocol to replace traditional (strong) identity- based authentication protocols by exploring desirable contextual information for different pervasive applications. Then, delegation and localised authenti- cation are deployed to achieve authorisation in pervasive environments. The heart of this different semantic is to let the right domain get involved with its local players’ interactions by helping them to convert a “token” to a usable 2 access capability, whilst keeping revocation in mind. This is done by introduc- ing a domain-oriented Encryption-Based Access Control method, using ideas borrowed for Identity-based Encryption. The second part of this thesis describes several specific mechanisms and protocols including a Dual Capabilities Model to achieve the required anti- properties for LoT. Although novel, they are intended primarily as an existence proof rather than being claimed to be ideal. Depending upon the precise application and context, other mechanisms may be better. Most importantly, the architecture-focused LoT provides such a flexibility by introducing multiple domains as a primary concern but leaving untouched the security protocols underlying each single domain and system implementation. Finally, a single domain scenario, guest access, is examined with the light of LoT. The purpose of doing so is to enhance the understanding of domain and other concepts described in LoT and demonstrate the effectiveness and efficiency of LoT for the scenarios chosen.
28

Self-describing objects with tangible data structures / Objets intelligents avec des données tangibles

Sinha, Arnab 28 May 2014 (has links)
En informatique ubiquitaire, l'observation du monde physique et de son "contexte" (une représentation haut niveau de la situation physique) est essentielle. Il existe de nombreux moyens pour observer le contexte. Typiquement, cela consiste en un traitement en plusieurs étapes commençant par la récupération de données brutes issues de capteurs. Diverses technologies de capteurs sont utilisées pour la récupération d'informations de bas niveau sur les activités physiques en cours. Ces données sont ensuite rassemblées, analysées et traitées ailleurs dans les systèmes d'information afin d'offrir une reconnaissance de contexte. Les applications déployées réagissent alors en fonction du contexte/de la situation détecté(e). Parmis les capteurs utilisés, les tags RFID, une technologie émergente, permettent de créer un lien virtuel direct entre les objets physiques et les systèmes d'information. En plus de stocker des identifiants, ils offrent un espace mémoire générique aux objets auxquels ils sont attachés, offrant de nouvelles possibilités d'architectures en informatique omniprésente. Dans cette thèse, nous proposons une approche originale tirant parti de l'espace mémoire offerts aux objets réels par les tags RFID. Dans notre approche, les objets supportent directement le système d'information. Ce type d'intégration permet de réduire les communications requises par le traitement à distance. Pour ce faire, des données sémantiques sont tout d'abord attachées aux objets afin de les rendre auto-descriptifs. Ainsi, les données pertinentes concernant une entité physique sont directement disponibles pour un traitement local. Les objets peuvent ensuite être liés virtuellement grâce à des structures de données dédiées ou ad hoc et distribuées sur les objets eux-mêmes. Ce faisant, le traitement des données peut se faire de façon directe. Par exemple, certaines propriétés peuvent être vérifiées localement sur un ensemble d'objets. Une relation physique peut être déduite directement de la structure de données, d'où le nom de "structures de données tangibles". Vis-à-vis des approches conventionnelles tirant parti des identifiants, notre approche offrent des avantages en termes de vie privée, de mise à l'échelle, d'autonomie et d'indépendance vis-à-vis des infrastructures. Le défi se situe au niveau de son expressivité limitée à cause du faible espace mémoire disponible sur les tags RFID. Les principes sont validés dans deux prototypes aux applications différentes. Le premier prototype est développé dans le domaine de la gestion de déchets afin d'aider le tri et d'améliorer le recyclage. Le deuxième offre des services supplémentaires, tels qu'une assistance lors du montage et de la vérification d'objets composés de plusieurs parties, grâce aux structures de données distribuées sur les différentes parties. / Pervasive computing or ambient computing aims to integrate information systems into the environment, in a manner as transparent as possible to the users. It allows the information systems to be tightly coupled with the physical activities within the environment. Everyday used objects, along with their environment, are made smarter with the use of embedded computing, sensors etc. and also have the ability to communicate among themselves. In pervasive computing, it is necessary to sense the real physical world and to perceive its “context” ; a high level representation of the physical situation. There are various ways to derive the context. Typically, the approach is a multi-step process which begins with sensing. Various sensing technologies are used to capture low level information of the physical activities, which are then aggregated, analyzed and computed elsewhere in the information systems, to become aware of the context. Deployed applications then react, depending on the context situation. Among sensors, RFID is an important emerging technology which allows a direct digital link between information systems and physical objects. Besides storing identification data, RFID also provides a general purpose storage space on objects, enabling new architectures for pervasive computing. In this thesis, we defend an original approach adopting the later use of RFID i.e. a digital memory integrated to real objects. The approach uses the principle where the objects self-support information systems. This way of integration reduces the need of communication for remote processing. The principle is realized in two ways. First, objects are piggybacked with semantic information, related to itself ; as self-describing objects. Hence, relevant information associated with the physical entities are readily available locally for processing. Second, group of related objects are digitally linked using dedicated or ad-hoc data structure, distributed over the objects. Hence, it would allow direct data processing - like validating some property involving the objects in proximity. This property of physical relation among objects can be interpreted digitally from the data structure ; this justifies the appellation “Tangible Data Structures”. Unlike the conventional method of using identifiers, our approach has arguments on its benefits in terms of privacy, scalability, autonomy and reduced dependency with respect to infrastructure. But its challenge lies in the expressivity due to limited memory space available in the tags. The principles are validated by prototyping in two different application domains. The first application is developed for waste management domain that helps in efficient sorting and better recycling. And the second, provides added services like assistance while assembling and verification for composite objects, using the distributed data structure across the individual pieces.
29

Modelagem de contexto utilizando ontologias. / Context modeling using ontologies.

Ponce Escobedo, Edgardo Paúl 05 May 2008 (has links)
Com os avanços dos processos da microeletrônica temos dispositivos menores e com maior poder de computação e comunicação. Um Ambiente Pervasivo contém diferentes dispositivos, tais como sensores, atuadores, eletroeletrônicos e dispositivos móveis que interagem com a pessoa de forma natural ao conhecer o contexto. A diversidade de dispositivos e informações do Ambiente Pervasivo introduz um problema de interoperabilidade. Um Ambiente Pervasivo é dinâmico devido à mobilidade do usuário, a variedade de dispositivos. Neste trabalho, é proposto um modelo semântico de contexto para permitir interoperabilidade e fornecer suporte ao dinamismo do Ambiente Pervasivo. O modelo proposto contém características da modelagem de contexto realizadas por trabalhos anteriores, assim como sua integração com a modelagem de preferências das pessoas, políticas de privacidade e serviços. Verificou-se que o modelo de contexto proposto é adequado mediante sua aplicação em um Estudo de Caso e mediante testes realizados. Mostra-se que a modelo de contexto utilizado ontologias e Serviços Web Semânticos permite tratar com informação incompleta e inconsistente, bem como fornece suporte na interoperabilidade e ao dinamismo do Ambiente Pervasivo. / Advances in microelectronic processes have allowed smaller devices with more computation and communication power. Pervasive environment contains different devices like electronic sensor, actuators and mobile devices which interact with the person naturally after the context is known. The device and information diversity introduce an interoperability problem. Pervasive environments are dynamics because of user\'s mobility and a variety of devices. In this work, we propose a context model to allow interoperability and to give support to pervasive environment dynamism. The proposed model contains features of context modeling developed in previous works, as well as, their integration with the modeling of the people\'s preferences, privacy policies and services. It was verified that the context model is appropriate by their application in a Case Study and by accomplished tests. It is shown that the model of context using ontologies and Semantic Web Services allow us to work with inconsistent and incomplete information, as well as gives support to interoperability and dynamism of the Pervasive Environment.
30

Modelagem de contexto utilizando ontologias. / Context modeling using ontologies.

Edgardo Paúl Ponce Escobedo 05 May 2008 (has links)
Com os avanços dos processos da microeletrônica temos dispositivos menores e com maior poder de computação e comunicação. Um Ambiente Pervasivo contém diferentes dispositivos, tais como sensores, atuadores, eletroeletrônicos e dispositivos móveis que interagem com a pessoa de forma natural ao conhecer o contexto. A diversidade de dispositivos e informações do Ambiente Pervasivo introduz um problema de interoperabilidade. Um Ambiente Pervasivo é dinâmico devido à mobilidade do usuário, a variedade de dispositivos. Neste trabalho, é proposto um modelo semântico de contexto para permitir interoperabilidade e fornecer suporte ao dinamismo do Ambiente Pervasivo. O modelo proposto contém características da modelagem de contexto realizadas por trabalhos anteriores, assim como sua integração com a modelagem de preferências das pessoas, políticas de privacidade e serviços. Verificou-se que o modelo de contexto proposto é adequado mediante sua aplicação em um Estudo de Caso e mediante testes realizados. Mostra-se que a modelo de contexto utilizado ontologias e Serviços Web Semânticos permite tratar com informação incompleta e inconsistente, bem como fornece suporte na interoperabilidade e ao dinamismo do Ambiente Pervasivo. / Advances in microelectronic processes have allowed smaller devices with more computation and communication power. Pervasive environment contains different devices like electronic sensor, actuators and mobile devices which interact with the person naturally after the context is known. The device and information diversity introduce an interoperability problem. Pervasive environments are dynamics because of user\'s mobility and a variety of devices. In this work, we propose a context model to allow interoperability and to give support to pervasive environment dynamism. The proposed model contains features of context modeling developed in previous works, as well as, their integration with the modeling of the people\'s preferences, privacy policies and services. It was verified that the context model is appropriate by their application in a Case Study and by accomplished tests. It is shown that the model of context using ontologies and Semantic Web Services allow us to work with inconsistent and incomplete information, as well as gives support to interoperability and dynamism of the Pervasive Environment.

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