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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.
141

RemoteME : experiments in thin-client mobile computing : a thesis submitted to the Victoria University of Wellington in fulfilment of the requirements for the degree of Master of Science in Computer Science /

Delwadia, Vipul. January 2009 (has links)
Thesis (M.Sc.)--Victoria University of Wellington, 2009. / Includes bibliographical references.
142

Multimedia-Assistenten im Betrieb : datenschutzrechtliche Anforderungen, rechtliche Regelungs- und technische Gestaltungsvorschläge für mobile Agentensysteme /

Steidle, Roland. Rossnagel, Alexander. January 2005 (has links) (PDF)
Diss. Univ. Kassel, 2005.
143

Effective partial ontology mapping in a pervasive computing environment

Kong, Choi-yu. January 2004 (has links)
Thesis (M. Phil.)--University of Hong Kong, 2005. / Title proper from title frame. Also available in printed format.
144

Ubiquitous user modeling

Heckmann, Dominikus. Unknown Date (has links) (PDF)
University, Diss., 2005--Saarbrücken.
145

Laptops as practice a case study examining communities of practice in a ubiquitous computing environment /

Rowland, Joseph Damon, January 1900 (has links)
Thesis (Ph. D.)--University of Texas at Austin, 2008. / Vita. Includes bibliographical references.
146

An architecture to support design of context-aware mobile applications / Αρχιτεκτονική υποστήριξης σχεδίασης φορητών εφαρμογών με επίγνωση του πλαισίου χρήσης

Stoica, George Adrian 16 June 2011 (has links)
This thesis deals with the problem of interaction with context-aware mobile applications in digitally augmented physical spaces. The term "mobile application" is used as an umbrella term for any piece of software that can run on a mobile device in order to support a human task. “Context-aware” refers to the ability of such applications to use information about the environment or the user to adapt their behaviour accordingly. A "physical hyperlink" is a mechanism that associates a physical object or point in space with digital information/service(s). The term “digitally augmented physical space” refers here to a physical space where digital information relevant to points or artefacts can be accessed (e.g. by means of physical hyperlinks). In the last two decades mobile devices and applications have developed tremendously. With them, on one hand new ways appeared to support human tasks and on the other hand new research challenges emerged. A key factor is the continuous change of environment and context of use. This is very different to a classic desktop computer application, in which the external environment is hardly changing, as the user and the computer do not change location during interaction. In the world of mobile computing the environment and the context of use are changing, at a faster rate. One of the most widely spread mobile devices, the mobile phone, evolved into a powerful mobile computing device. These advanced devices are now ubiquitously spread and already billions of people carry and use them daily. New services and uses are emerging with every step of evolution of this technology. However these rapidly emerging and evolving technologies and services result in a generally heterogeneous environment that affects user experience. The advances in mobile technology permitted devices to be equipped with sensors and hardware that allow on one hand the acquisition of information from the environment and on the other hand interaction with objects like physical hyperlinks, that permit direct access to information related to physical artefacts. In the frame of this thesis a conceptual framework (MobiAct framework) and a service oriented architecture (MobiAct architecture) have been defined. The MobiAct framework deals with the interaction with context-aware mobile applications in a digitally augmented physical space. The MobiAct framework has as a goal to identify the main concepts that come into play while interacting with context-aware applications in digitally augmented physical spaces. MobiAct architecture is an innovative solution for delivering context-aware mobile services in digitally augmented physical spaces. The MobiAct architecture has MobiAct framework as the underlying base. The architecture aims at enabling a uniform and consistent user experience across spaces and contexts and at facilitating the design and development of context-aware mobile services by providing ready functionality for common tasks. Finally a set of software architectural patterns relevant to designing mobile context-aware applications have been identified. These patterns provide a set of building blocks to facilitate the design and development of similar systems. The road towards designing MobiAct conceptual architecture and framework for interacting with context-aware mobile applications included the development and evaluation of several prototypes mainly targeted at public and semi-public environments. These prototypes contributed in a great degree towards exploring and studying context-aware mobile applications and interaction with digitally augmented physical spaces using physical hyperlinks and subsequently defining the requirements for the architecture. To avoid binding the architecture to capabilities of a certain platform, the prototypes involved different devices and platforms. The prototypes and applications developed included educational games and a guide for a museum, an application to support users of a library and a shopping assistant aimed at a supermarket environment. The findings of these efforts contributed in the definition of the MobiAct architecture that has been evaluated through a software architecture analysis method based on scenarios and discussions involving representative stakeholders as well as an evaluation team / Αυτή η διατριβή πραγματεύεται το πρόβλημα της αλληλεπίδρασης μεταξύ χρηστών και εφαρμογών φορητών συσκευών με επίγνωση του πλαισίου, σε ψηφιακά επαυξημένους φυσικούς χώρους. Ο όρος "εφαρμογή φορητής συσκευής", ή “φορητή εφαρμογή”, χρησιμοποιείται ως όρος που περικλείει κάθε λογισμικό που μπορεί να εκτελεστεί σε μια φορητή συσκευή έτσι ώστε να υποστηρίξει μια ανθρώπινη εργασία (task). Ο όρος "πλαισιογνωστικός" αναφέρεται στη δυνατότητα τέτοιων εφαρμογών να χρησιμοποιήσουν πληροφορίες σχετικές με το άμεσο περιβάλλον ή με το χρήστη ώστε να προσαρμόσουν τη συμπεριφορά τους κατάλληλα. Ένας "φυσικός υπερσύνδεσμος" είναι ένας μηχανισμός που συσχετίζει ένα φυσικό αντικείμενο ή σημείο στο χώρο με ψηφιακή πληροφορία ή ψηφιακή υπηρεσία. Ο όρος "ψηφιακά επαυξημένος χώρος" αναφέρεται σε ένα φυσικό χώρο από όπου είναι προσβάσιμη ψηφιακή πληροφορία που σχετίζεται με σημεία ή αντικείμενα του χώρου (π.χ. μέσω φυσικών υπερσυνδέσμων). Τις τελευταίες δύο δεκαετίες οι φορητές συσκευές και εφαρμογές έχουν εξελιχθεί εντυπωσιακά. Μαζί τους εμφανίστηκαν νέοι τρόποι υποστήριξης ανθρώπινων εργασιών και παράλληλα παρουσιάστηκαν και νέα ερευνητικά προβλήματα. Ένας σημαντικός παράγοντας είναι η συνεχής αλλαγή του περιβάλλοντος στο οποίο γίνεται η χρήση και του πλαισίου επίγνωσης της χρήσης. Αυτό διαφέρει πολύ από τις κλασικές εφαρμογές υπολογιστών, όπου το εξωτερικό περιβάλλον αλλάζει ελάχιστα καθώς ο χρήστης και ο υπολογιστής δεν μεταβάλλουν τη θέση τους στη διάρκεια της αλληλεπίδρασης. Στον κόσμο των φορητών υπολογιστών το περιβάλλον και το πλαίσιο επίγνωσης αλλάζουν με γρηγορότερο ρυθμό. Μια από τις πιο ευρέως διαδεδομένες φορητές συσκευές, το κινητό τηλέφωνο, εξελίχθηκε σε μια ισχυρή φορητή υπολογιστική συσκευή. Αυτές οι εξελιγμένες συσκευές είναι σήμερα διάχυτες και δισεκατομμύρια ανθρώπων τις κουβαλούν και χρησιμοποιούν καθημερινά. Νέες υπηρεσίες και χρήσεις εμφανίζονται με κάθε βήμα εξέλιξης αυτής της τεχνολογίας. Ωστόσο αυτές οι ταχέως εμφανιζόμενες και εξελισσόμενες τεχνολογίες και υπηρεσίες καταλήγουν να δημιουργήσουν ένα γενικώς ετερογενές περιβάλλον, πράγμα το οποίο επηρεάζει την εμπειρία της χρήσης τους. Οι εξελίξεις στη φορητή τεχνολογία επέτρεψαν στις συσκευές αυτές να εξοπλισθούν με αισθητήρες και υλικό το οποίο επιτρέπει τη συλλογή πληροφοριών από το περιβάλλον και επίσης την αλληλεπίδραση με αντικείμενα όπως είναι οι φυσικοί υπερσύνδεσμοι, οι οποίοι επιτρέπουν την άμεση πρόσβαση σε πληροφορία που σχετίζεται με τα φυσικά αντικείμενα. Στο πλαίσιο αυτής της εργασίας ορίστηκε ένα εννοιολογικό πλαίσιο (πλαίσιο εργασίας MobiAct) και μια υπηρεσιοκεντρική αρχιτεκτονική (service oriented architecture) (αρχιτεκτονική MobiAct). Το πλαίσιο εργασίας MobiAct αφορά την αλληλεπίδραση με πλαισιογνωστικές φορητές εφαρμογές σε ψυφιακά επαυξημένους φυσικούς χώρους. Η αρχιτεκτονική MobiAct έχει ως στόχο τον εντοπισμό των βασικών σημείων της αλληλεπίδρασης με πλαισιογνωστικές εφαρμογές σε ψηφιακά επαυξημένους φυσικούς χώρους. Η αρχιτεκτονική MobiAct είναι μια πρωτοποριακή λύση για την παροχή πλαισιογνωστικών υπηρεσιών σε ψηφιακά επαυξημένους φυσικούς χώρους. Η βάση της αρχιτεκονικής MobiAct είναι το πλαίσιο εργασίας MobiAct. Η αρχιτεκτονική στοχεύει στην πραγμάτωση μιας ομοιόμορφης και συνεπούς εμπειρίας χρήστη διαμπάξ σε διάφορους φυσικούς χώρους και πλαίσια επίγνωσης και στη διευκόλυνση της ανάπτυξης πλαισιογνωστικών φορητών υπηρεσιών (μέσω της παροχής λειτουργικότητας για εργασίες που επαναλαμβάνονται συχνά). Τέλος έχει εντοπιστεί ένα σύνολο αρχιτεκτονικών προτύπων για το σχεδιασμό φορητών πλαισιογνωστικών εφαρμογών. Αυτά τα πρότυπα συγκροτούν μια ομάδα καλουπιών που διευκολύνουν το σχεδιασμό και την ανάπτυξη παρεμφερών συστημάτων. Η πορεία προς το σχεδιασμό του πλαισίου και της αρχιτεκτονικής MobiAct για την αλληλεπίδραση με φορητές πλαισιογνωστικές εφαρμογές συμπεριέλαβε το σχεδιασμό και την ανάπτυξη αρκετών πρωτοτύπων τα οποία στόχευαν κυρίως σε δημόσια ή ημι-δημόσια περιβάλλοντα. Αυτά τα πρωτότυπα συνέβαλαν σε μεγάλο βαθμό στην εξερεύνηση και στη μελέτη των πλαισιογνωστικών φορητών εφαρμογών και της αλληλεπίδρασης με ψηφιακά επαυξημένους φυσικούς χώρους μέσω φυσικών υπερσυνδέσμων και τελικά στον ορισμό των απαιτήσεων για την αρχιτεκτονική. Για την αποφυγή της υπερβολικής συσχέτισης της αρχιτεκτονικής με τις δυνατότητες μιας συγκεκριμένης πλατφόρμας, τα πρωτότυπα συμπεριέλαβαν διάφορες συσκευές και πλατφόρμες. Τα πρωτότυπα και οι εφαρμογές που αναπτύχθηκαν περιλαμβάνουν εκπαιδευτικές εφαρμογές και έναν πλοηγό για ένα μουσείο, μια εφαρμογή για την υποστήριξη των επισκεπτών μιας βιβλιοθήκης καθώς και έναν βοηθό αγορών σε περιβάλλον σούπερ μάρκετ. Τα ευρήματα αυτών των προσπαθειών συνέβαλλαν στον ορισμό της αρχιτεκτονικής MobiAct η οποία αξιολογήθηκε χρησιμοποιώντας μια μεθοδολογία ανάλυσης αρχιτεκτονικών λογισμικού που βασίζεται σε σενάρια και συζητήσεις με αντιπροσωπευτικούς συμμετόχους καθώς και με μια ομάδα αξιολόγησης.
147

Σχεδιασμός και ανάπτυξη οντολογιών για περιβάλλοντα περιρρέουσας νοημοσύνης / Design and development of ontologies in ubiquitous computing environments

Στεφανόπουλος, Γεώργιος 01 November 2010 (has links)
Τα τελευταία χρόνια, με την ανάπτυξη της Πληροφορικής Τεχνολογίας, οι Οντολογίες βρίσκονται στο επίκεντρο των ενδιαφερόντων επιστημόνων και ερευνητικών ομάδων σε όλο τον κόσμο. Η έρευνα κατευθύνεται σε μια σειρά από διαφορετικά επιστημονικά πεδία όπως της τεχνητής νοημοσύνης, της διαχείρισης γνώσης, καθώς και των τεχνολογιών του παγκόσμιου και ιδιαίτερα του σημασιολογικού ιστού. Το σύνολο των διεργασιών οι οποίες αφορούν στην διαδικασία ανάπτυξης οντολογιών, στον κύκλο ζωής τους, καθώς και στις μεθοδολογίες, στα εργαλεία και στις γλώσσες προγραμματισμού που απαιτούνται για την δημιουργία τους αναφέρεται ως Μηχανική των Οντολογιών. Η κατασκευή οντολογιών είναι μια διεργασία η οποία επηρεάζεται από αντικειμενικούς αλλά και υποκειμενικούς παράγοντες. Στους αντικειμενικούς παράγοντες περιλαμβάνονται τα εργαλεία με τα οποία θα κατασκευαστεί και θα επεξεργαστεί η οντολογία, η γλώσσα στην οποία θα αναπτυχθεί, η μεθοδολογία στην οποία θα βασιστεί, οι εφαρμογές στις οποίες θα χρησιμοποιηθεί, το είδος της οντολογίας και τις διαθέσιμες πηγές γνώσης (τυπικές ή μη), όπως λεξικά ή υπάρχουσες οντολογίες. Στους υποκειμενικούς παράγοντες περιλαμβάνονται οι ειδικές δεξιότητες ανάλυσης γνώσης και η εμπλοκή ατόμων που το καθένα έχει την δική του άποψη σχετικά με το πεδίο ενδιαφέροντος. Συνεπώς, η ανάπτυξη μιας οντολογίας είναι επιρρεπής στα λάθη, αφού μπορεί να υπάρξουν διάφορες ερμηνείες για το ίδιο πεδίο και τα αποτελέσματα είναι συχνά υποκειμενικά, διότι κάθε σχεδιαστής οντολογιών έχει διαφορετικούς στόχους, μπορεί να αναλύει το πεδίο ενδιαφέροντος σε διαφορετικό επίπεδο και αποσκοπεί σε διαφορετικό τρόπο χρήσης της οντολογίας. Για να ξεπεραστεί το πρόβλημα της δημιουργίας υποκειμενικών οντολογιών, οι ερευνητές ανέπτυξαν συνεργατικές μεθοδολογίες ανάπτυξης. Στις μεθοδολογίες αυτές πολλές υποκειμενικές και ίσως αντιφατικές έννοιες πρέπει να συνενωθούν έτσι ώστε να οδηγήσουν σε ένα διαμοιραζόμενο εννοιολογικό μοντέλο. Η μετάβαση όμως από την ατομική αντίληψη στο επίπεδο της κοινότητας, που θεωρείται δεδομένη σε μια συνεργατική προσέγγιση, απαιτεί ικανότητες και γνώσεις τις οποίες κάποιος αρχάριος δεν διαθέτει. Με βάση τον παραπάνω προβληματισμό, στόχος της παρούσας διπλωματικής εργασίας είναι η αξιοποίηση της μεθοδολογίας κατασκευής οντολογιών που προτείνεται στην εργασία [L. Seremeti and A. Kameas. “A task-based ontology engineering approach for novice ontology developers”. 4th Balkan Conference in Informatics, Thessaloniki, Greece, 2009]. Στο πλαίσιο αξιοποίησής της, κατασκευάζονται οντολογίες οι οποίες θα χρησιμοποιηθούν σε εφαρμογές περιρρέουσας νοημοσύνης. Ειδικότερα, παρατίθενται αναλυτικά οι μεθοδολογίες ανάπτυξης οντολογιών και κατηγοριοποιούνται. Αναλύονται στην συνέχεια, οι ιδιαιτερότητες των οντολογιών σε Περιβάλλοντα Περιρρέουσας νοημοσύνης και τελικά ακολουθώντας, τα στάδια ανάπτυξης οντολογιών της προαναφερθείσας μεθοδολογίας, κατασκευάζονται οντολογίες πεδίου ενδιαφέροντος οι οποίες θα χρησιμοποιηθούν σε εφαρμογές περιρρέουσας νοημοσύνης. / The last years, with the development of Computer scientist Technology, the Ontologies are found in the centre of interesting scientists and inquiring teams in all the world. The research is directed in a line by different scientific fields as the artificial intelligence, the management of knowledge, as well as technologies of the world wide web and particularly the semantic web. The total of activities what concern in the process of development of ontologies, in their circle of life, as well as in the methodologies, in the tools and in the computing languages that are required for the creation to them are reported as Mechanics of Ontologies. The manufacture of ontologies is an activity which is influenced by objective but also subjective factors. In the objective factors are included the tools with which will be manufactured and will process the ontology, the language in which will be developed, the methodology on which it will be based, the applications in which it will be used, the type of ontology and the available sources of knowledge (formal or not), as dictionaries or existing ontologies. In the subjective factors are included the special dexterities of analysis of knowledge and the entanglement of individuals that each one has his own opinion with regard to the field of interest. Consequently, the development of ontology is prone in the errors, after it can exist various interpretations for the same field and the results are frequent subjective, because each designer of ontologies aims at different, can analyze the field of interest in different level and aims in different way of use of ontology. In order to exceeded the problem of creation of subjective ontologies, the researchers developed cooperative methodologies of development. In these methodologies many subjective and perhaps contradictory significances should join themselves so as to lead to a distribute conceptual model. The passage however from the individual perception in the level of community, that is considered given in a cooperative approach, requires faculties and knowledge which someone novice does not have. Based in the last examination, objective of present diplomatic work is the exploitation of methodology of manufacture of ontologies that is proposed in the work [L. Seremeti and A. Kameas. “A task-based ontology engineering approach for novice ontology developers”. 4th Balkan Conference in Informatics, Thessaloniki, Greece, 2009]. In the frame of exploitation of the methontology , are manufactured ontologies that will be used in applications of ubiquitous intelligence. More specifically, are mentioned analytically the methodologies of development ontologies and are categorized. Are then analyzed, the particularities of ontologies in Ubiquitous Computing Environments and finally following, the stages of development ontologies of mentioned before methodology, are manufactured ontologies of field of interest what will be used in applications of Ubiquitous Computing intelligence.
148

Continuum : a context-aware service-based software infrastucture for ubiquitous computing / Continuum : uma infra-estrutura de software sensível ao contexto e baseada em serviços para a computação ubíqua

Costa, Cristiano Andre da January 2008 (has links)
Este trabalho apresenta uma proposta de infra-estrutura de software sensível ao contexto para a computação ubíqua (ubicomp) denominada Continuum. A área de ubicomp, também chamada de computação pervasiva, pressupõe uma forte integração com o mundo real, com foco no usuário e na manutenção de alta transparência. Para o desenvolvimento de aplicativos nesse cenário, é necessária uma infra-estrutura de software adequada. A infra-estrutura projetada é baseada no padrão da arquitetura orientada a serviços (service-oriented architecture ou SOA), fazendo uso de framework e middleware, e empregando uma redefinição da semântica siga-me. Nessa visão redefinida, os usuários podem ir para qualquer lugar carregando os dados e os aplicativos que desejam, os quais podem ser usados de forma imperceptível e integrada com o mundo real (seamless integration). O foco particular desse trabalho é sensibilidade ao contexto: a percepção de características relacionadas aos usuários e ao entorno. No trabalho são considerados os recursos disponíveis no ambiente e é mantida a história dos dados de contexto. Além disso, é proposta a representação do contexto para promover raciocínio e compartilhamento de conhecimento, empregando uma ontologia. Dessa forma, contexto é representado de uma maneira formal e bastante expressiva, diferente de muitas soluções existentes hoje em dia que ainda usam modelos de representação ad hoc. Esta tese está então na interseção destas três áreas principais: infra-estrutura de software para ubicomp, sensibilidade ao contexto e ontologias. No desenvolvimento desta tese, também examina-se o campo da computação ubíqua, e sugere-se um modelo de arquitetura geral que enfrente esses desafios fundamentais. Baseado nos requisitos estabelecidos para esse modelo, propõe-se um conjunto de serviços para o Continuum. Os serviços são projetados considerando o trabalho previamente desenvolvido pelo nosso grupo de pesquisa, mais especificamente o projeto ISAM, e particularmente o middleware EXEHDA. A proposta estende esses projetos, adicionando aspectos que não haviam sido considerados no momento do seu desenvolvimento. Particularmente, o suporte a sensibilidade de contexto é melhorado com a proposta de uma ontologia para a formalização da informação de contexto. Algumas análises, usando a metodologia de estudo de caso, foram conduzidas para apreciar as principais proposições da tese. Baseado nessas avaliações, foram apresentadas algumas lições aprendidas e traçada a conclusão do trabalho. Como resultado, Continuum é uma infra-estrutura de software que endereça muitos aspectos da computação ubíqua, integrando imperceptivelmente diferentes desafios. / The present work is a proposal of a context-aware software infrastructure for ubiquitous computing (ubicomp) named Continuum. The ubicomp area, also called pervasive computing, presupposes a strong integration with the real world, with focus on the user and on keeping high transparency. For the development of applications in this scenario, we need an adequate software infrastructure. The infrastructure designed in this work is based on service-oriented architecture (SOA), making use of framework and middleware, and employing a redefinition of follow-me semantics. In this redefined vision, users can go anywhere carrying the data and application they want, which they can use in a seamlessly integrated fashion with the real world. The specific focus of our work is context awareness: the perception of characteristics related to users and surroundings. We consider the resources available in the environment and keep a history of context data. Furthermore, we propose the representation of context to promote reasoning and knowledge sharing, using ontology. In this way, context is represented in a considerably expressive, formal approach, different from many solutions that exist today, which still use ad hoc representations models. Our work is then at the intersection of these three main areas: software infrastructures for ubicomp, context awareness, and ontologies. In the development of this thesis, we also survey the field of ubiquitous computing, suggesting a general architectural model to deal with its fundamental challenges. Based on the established requirements for this model, we propose a set of services for Continuum. The services are designed considering the previous works developed by our research group, namely ISAM (Infra-estrutura de Suporte às Aplicações Móveis – Mobile Applications Support Infrastructure), and particularly the middleware EXEHDA (Execution Environment for Highly Distributed Applications). We further extend these projects, by adding aspects to them that had not been considered at the time of their development. Particularly, we improve context awareness support, proposing an ontology for the formalization of context information. We have conducted some analysis, using case study methodology, to evaluate the main propositions of our work. Based on these assessments, we present lessons learned and draw the conclusion of our work. As a result, Continuum is a software infrastructure that addresses many aspects of ubiquitous computing, seamlessly integrating many different challenges.
149

Um middleware para internet das coisas com suporte ao processamento distribuído do contexto

Souza, Rodrigo Santos de January 2017 (has links)
Um dos principais desafios de pesquisa na UbiComp consiste em fornecer mecanismos para a ciência de contexto que promovam o desenvolvimento de aplicações que reajam de acordo com a dinâmica do ambiente de interesse do usuário. Para manter o conhecimento a respeito desse ambiente, a área da UbiComp pressupõe a utilização de informações produzidas e disponibilizadas em diferentes localizações, o tempo todo. Nesse sentido, os recentes avanços na área da Internet das Coisas (IoT) têm proporcionado uma crescente disponibilidade de sensores conectados em rede, os quais são potenciais produtores de informações contextuais do ambiente para aplicações ubíquas. Com essa motivação, nessa tese é apresentado o COIOT, um middleware para Internet das Coisas concebido com o objetivo de gerenciar a coleta e o processamento das informações contextuais do ambiente físico, bem como a atuação remota sobre o mesmo. O COIOT foi idealizado considerando os trabalhos previamente desenvolvidos pelo grupo de pesquisa GPPD (Grupo de Processamento Paralelo e Distribuído) da UFRGS, particularmente o middleware EXEHDA (Execution Environment for Highly Distributed Applications). Na concepção do COIOT foi adotada uma abordagem distribuída de processamento de contexto que contempla tanto as premissas da IoT quanto as demandas das aplicações da UbiComp. A arquitetura proposta também contempla o gerenciamento de eventos distribuídos através de regras e triggers para tratar as mudanças de estados dos contextos de interesse. Além disso, a arquitetura proposta gerencia outros aspectos importantes nos cenários da IoT, como o tratamento da interoperabilidade, da heterogeneidade, apoio ao controle da escalabilidade e descoberta de recursos. As principais contribuições desta tese são: (i) a concepção de uma arquitetura para IoT capaz de realizar de forma distribuída tanto a coleta e processamento das informações contextuais, como a atuação remota no meio a fim de atender as aplicações da UbiComp e, (ii) a proposição de um modelo de processamento de eventos distribuídos adequado aos cenários da IoT. Para avaliar a arquitetura do COIOT foram realizados dois estudos de caso na área da agricultura. O primeiro estudo de caso foi desenvolvido em ambiente de produção a partir de demandas de pesquisadores da área da agricultura, particularmente da análise de sementes. Já o segundo estudo de caso teve como cenário de testes ambientes da viticultura de precisão. / One of the main research challenges in UbiComp is to provide mechanisms for context-aware to promote the development of applications that react according to the dynamics of user interest environment. To keep the knowledge of this environment, the area of UbiComp presupposes the use of information produced and made available in different locations, all the time. In this sense, the recent advances in the field of Internet of Things (IoT) have provided an increasing availability of sensors and actuators networked. These sensors are potential producers of contextual information. With this motivation, this thesis is presented the CoIoT, a middleware for Internet of Things (IoT) designed in order to manage the collect and processing of contextual information of the physical environment as well as remote actuation on it. The CoIoT was designed considering the work previously developed by the research group GPPD (Parallel Processing Group and distributed) of UFRGS, particularly middleware EXEHDA (Execution Environment for Highly Distributed Applications). In designing the CoIoT it was adopted a distributed approach of context processing that includes both the principles of IoT as the demands of the applications of UbiComp. The proposed architecture also includes rules based and triggers mechanisms to deal with events that characterize the changes of states of the contexts of interest. In addition, the proposed architecture manages other important aspects of IoT scenarios such as the treatment of interoperability, heterogeneity, support the control of scalability and resource discovery. Until now, the central contributions of this thesis include: (i) the design of an architecture for IoT able to perform distributed way both the collect and processing of contextual information, such as remote actuation in the environment in order to meet UbiComp applications and, (ii) the proposition of a distributed event processing model appropriate to the IoT scenarios. In order to evaluate the CoIoT architecture, two case studies were carried out in the area of agriculture. The first case study was developed in a production environment based on the demands of agricultural researchers, particularly seed analysis. On the other hand, the second case study was based on precision testing of viticulture environments.
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Um modelo de educação ubíqua orientado à consciência do contexto do aprendiz / Ubiquitous Learning Model Addressed to Learner’s Context-Aware

Barbosa, Débora Nice Ferrari January 2007 (has links)
A Educação Ubíqua, tema de pesquisa desta tese, tem como objetivo relacionar os aprendizes com o ambiente em seu entorno, formando uma rede virtual e real de pessoas, objetos e situações, auxiliando para uma aprendizagem contínua, contextualizada e significativa. A consciência do contexto do aprendiz constitui-se do elemento fundamental neste tipo de educação. A partir das pesquisas realizadas, concluiu-se que, atualmente, os ambientes virtuais de suporte à Educação Ubíqua possuem um contexto de atuação específico ou localizado, além de um ambiente computacional próprio. Desta forma, o problema de pesquisa desta tese consiste em identificar os elementos básicos necessários para auxiliar uma aprendizagem independente de lugar, de tempo, do contexto em que ela ocorre e do ambiente computacional de suporte. A partir desses aspectos, esta tese aborda a hipótese de que o desenvolvimento de um ambiente educacional ubíquo deve ser apoiado por mecanismos computacionais pró-ativos, providos por um ambiente de suporte à ubiqüidade, que possibilite perceber o contexto do aprendiz e o uso de diversas tecnologias de acesso. Cabe ao ambiente educacional adaptar os recursos disponíveis, levando em consideração a dinamicidade com que eles se alteram, de forma contínua e transparente, criando um ambiente propício para a aprendizagem. Desta forma, este trabalho propõe um modelo de Educação Ubíqua orientado à consciência do contexto do aprendiz denominado GlobalEdu. Neste, o aprendiz tem a possibilidade de aprender de forma contínua e integrada com o seu contexto. O GlobalEdu provê uma organização em camadas. A camada de Aplicação é representada por um Agente Pedagógico, cujo objetivo é auxiliar a interação do aprendiz no ambiente. A camada de Sistema consitui-se de um conjunto de módulos Educacionais e de Suporte, necessários para auxiliar no processo educacional do aprendiz no ambiente, manipulando o contexto do aprendiz, seu perfil e seus conteúdos, além de elementos que auxiliem a execução do agente e dos recursos que ele manipula. As principais contribuições dessa tese consistem em aprofundar os aspectos referentes à consciência do contexto do aprendiz, bem como a proposta e desenvolvimento do modelo e sua integração com ambientes de suporte à Computação Ubíqua. Além disso, a partir de uma ontologia para representação de contexto, o modelo permite o mapeamento de contextos diversos. A partir da avaliação do sistema, identificou-se a importância do ambiente educacional preocupar-se com os processos educacionais, enquanto o ambiente computacional suporta os elementos necessários para prover à consciência do contexto e os demais aspectos relacionados à ubiqüidade. / This research is about Ubiquitous Learning. The idea of ubiquitous learning is to create a network of devices, people and situation that allows learning experiences to play out. The learner’s context-aware is a fundamental element of this type of education. Thus, the ubiquitous learning environment supports omnipresense processes, learner autonomy and integration with learner’s surrounding environment. The current related works are oriented for specific contexts. We are investigating what subset of functionality is required for to provide learning can occur anywhere, anytime, with continued computing support and no-specific computational environment. Our hypothesis is that it is possible to develop ubiquitous learning environment using ubiquitous computing support, because this type of computing can provide the context aware characteristics and support several access technologies. With this, the learning environment provides continuous learning resources, creating a propitious environment for the learning. This work proposes a ubiquitous learning model addressed to learner’s context-aware called GlobalEdu. This model supports learning on ubiquitous computing environments. It is composed by Pedagogical Agent, Educational Services and Support Services. The Pedagogical Agent is an agent that runs in the device that the learner is using, assisting the educational process in the ubiquitous environment. It contains an interface to the Educational Services and provides a ubiquitous vision through ubiquitous environment. The Educational Services and Support Services provide the support to agent execution in the ubiquitous environment, through identification and adaptation of resources in agreement with the learner’s profile and learner’s context. The main contributions of this work are concentrated in the surrounding context of the learner. An ontology for context representation was proposed. Moreover, it was proposed a ubiquitous learning model and its integration with a ubiquitous environment. We concluded that the integration of learning environment and ubiquitous environment is important. The ubiquitous environment supports context information and others ubiquitous aspects while the learning environment is dedicated to the educational process.

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