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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.
181

[en] END-USER CONFIGURATION IN ASSISTIVE TECHNOLOGIES: A CASE STUDY WITH A SEVERELY PHYSICALLY IMPAIRED USER / [pt] CONFIGURAÇÃO PELO USUÁRIO FINAL EM TECNOLOGIAS ASSISTIVAS: UM ESTUDO DE CASO COM UM USUÁRIO COM LIMITAÇÃO FÍSICA SEVERA

BRUNO AZEVEDO CHAGAS 28 April 2016 (has links)
[pt] Tecnologia Assistiva (TA) visa compensar limitações funcionais motoras, sensoriais ou cognitivas de seus usuários. Uma das razões pela qual TA é difícil de projetar e transformar em um produto é a variabilidade dos tipos e graus de deficiência e das características individuais dos seus os usuários (físicas, psicológicas, culturais e ambientais). Esta variabilidade pode ser tratada por meio de configurações. Este trabalho tem como ponto de partida a premissa de que a capacidade para o usuário final de adaptar a TA pode ter o potencial para melhorar a experiência de uso e a qualidade dos produtos. No entanto, antes de empreender tal esforço, devemos responder a perguntas como: o que é configuração no domínio da TA? O que significa a TA para os seus usuários (e para as pessoas ao redor deles)? O que pode, deve ou não deve ser configurado e como? Neste trabalho, foi realizado um estudo de caso que mistura etnografia e pesquisa-ação com um único participante tetraplégico que veio ao nosso laboratório em busca de tecnologia para ajudá-lo em sua vida cotidiana. Primeiro, nós o entrevistamos e observamos suas necessidades e atividades diárias e, em seguida, desenvolvemos uma plataforma protótipo de TA que controla alguns dispositivos, operada simultaneamente por gesto e interação de voz em sua casa inteligente. Ao longo de dois ciclos de pesquisa-ação, investigamos questões de interação e tecnológicas em relação à configuração e ao uso do nosso protótipo. Com base em nossos resultados, propomos um conjunto de dimensões e um framework colaborativo para a configuração de TA. Nossa principal contribuição é propor uma estrutura conceitual para organizar o espaço do problema de configuração de TA que pode apoiar a criação de tecnologias semelhantes. / [en] Assistive Technology (AT) aims at compensating for motor, sensory or cognitive functional limitations of its users. One of the reasons AT is hard to design and turn into a product is the variability of kinds and degrees of disabilities and individual characteristics among users (physical, psychological, cultural and environmental). This variability can be addressed by means of configurations. This work takes as a starting point the premise that the ability for the end-user to adapt AT may have the potential to improve user s experience and the quality of the products. However, before engaging in such endeavor we must answer questions like: what is configuration in the AT domain? What does AT mean to users (and stakeholders)? What could, should or should not be configured and how? In this work, we conducted a case study mixing ethnography and actionresearch with a single tetraplegic participant who came to our lab seeking for technology that could help him in his daily life. First, we interviewed him and observed his daily needs and activities and then we developed an AT platform prototype that controls some devices to be operated simultaneously by gesture and voice interaction in his smart home. Throughout two action-research cycles, we investigated interaction and technological issues regarding our prototype configuration and use. Based on our findings, we propose a set of dimensions and a collaborative framework for AT configuration. Our main contribution is to propose a conceptual structure for organizing the AT configuration problem space to support the design of similar technologies.
182

Ubiquitous computing se zaměřením na bankovnictví a pojišťovnictví / Ubiquitous computing with focus on banking and insurance industry

Matuštík, Ondřej January 2007 (has links)
This dissertation thesis is focused on the issue of further extension of computers into the human life and its stronger influencing of human being, in the foreign literature defined as ubiquitous computing, everyware or pervasive computing. The basic goals of the thesis are follows: - Compare different views on this issues and make their assessment - Analyze possible effect, especially for banking and insurance area - Propose some specific innovation in named areas The results of this thesis should: - Serve as a basis for further studies in the ubiquitous computing area - Be usable as a basis for further scientific research - Bring some practical application, with which can we met in practice in future years Whole work place emphasis on the innovation process, with which is topic very closely linked and which is constantly emphasizing both in technical as in commercial spheres. The goals of the thesis are fulfilled in the individual chapters in the following way: - Definition of the goals and introduction of the topic -- Chapter 1 - Analysis of current status of knowledge -- Chapter 2 - Brief characteristic of main UC concepts -- Chapter 3 - Practical experience and innovation from UC -- Chapter 4 - Final evaluation -- Chapter 5 The scientific benefits of this work have been awarded by presentation of main parts of the thesis on international conferences and publication in the scientific magazines.
183

Usando Serviços Web para integrar aplicações cientes de contexto / Applying Web services to integrate context-aware applications

Carlos Henrique Odenique Jardim 20 March 2006 (has links)
A Computação Ubíqua está revolucionando a interação do ser-humano com os dispositivos computacionais ao disponibilizar tecnologias pouco intrusivas ao cotidiano das pessoas. A Computação Ciente de Contexto, um dos temas de pesquisa em Computação Ubíqua, tem contribuído para a construção de aplicações capazes de customizar-se e adaptar-se às necessidades do usuário sem a intervenção explícita deste. Suportar o desenvolvimento de aplicações Cientes de Contexto é um dos desafios da Computação Ubíqua. Desenvolvido no mesmo grupo de pesquisa que este trabalho está inserido, o Serviço Web Context Kernel, gerencia informações de contexto e explora as especificações e tecnologias da Web como plataforma de intercâmbio para a informação contextual. O trabalho aqui reportado teve como objetivo investigar a utilização de Serviços Web por meio do emprego da infra-estrutura Context Kernel na integração de aplicações em cenários de trabalho colaborativo e de aprendizado eletrônico. Como resultado, foi elaborado um conjunto de lições aprendidas provenientes do estudo e do emprego das especificações para Serviços Web. Outros resultados foram: as especificações de informações de contexto de grupo e de metadados educacionais em dimensões de contexto e exemplos de utilização do Context Kernel para tornar aplicações cientes de contexto. / Ubiquitous computing has became a revolution in terms of the user-computer interaction by providing technologies that seamlessly integrate themselves to people?s everyday life. Context-aware computing, which is an important research theme in ubiquitous computing, has been contributing for the building of applications that are capable both to customize and adapt themselves aiming to support a user without disturb him. A great challenge in ubiquitous computing has been the support to build context-aware aplications. For that reason, the it has been developed the Context Kernel Web Service, which is a service infrastructure that makes use of Web-based specifications and technologies in order to promote the management and the interchange of context information. In this work the usage of Web Services was analyzed by using the Context Kernel to integrate applications in scenarios of cooperative work and e-learning. As a result, a list of lessons learned was ellaborated with respect to the use and the study of Web Services specifications for context-aware computing. Other results include a context information specifications for metadata about group and educational resources as well as examples of how to use the Context Kernel to leverage applications context-aware.
184

Umbilical Cord: A system for ubiquitous computing

Warshawsky, James Emory 01 January 2004 (has links)
Ubiquitous computing aims to make computing widely available, easy to use, and completely transparent to the user. Umbilical Cord is intended to be the first step in researching ubiquitous computing at CSUSB. It implements a model scalable network with a client-server architecture that features consistent user interaction and global access to user data. It is based on the Linux operating system which can be leveraged for future research due to the open nature of its source code. It also features a scalable network swap.
185

Patterns of Trust in Ubiquitous Environments

Biel, Bettina, Grill, Thomas, Gruhn, Volker 08 November 2018 (has links)
In ubiquitous environments, users are exposed to public spaces and places where they are supposed to interact and provide also private information. In order to enhance user acceptance of such ubiquitous appliances they have to be designed to consider trust and trustworthiness already in the design phase. We focus on regarding trust in early phases and provide tools for designers by describing trust issues through patterns which are made available through design repositories. Such patterns help designers of ubiquitous applications to create designs quicker based on the availability of already proven solutions they can rely on.
186

Co-design på distans : Att i hemmiljö utveckla applikationsprototyper för hemmabruk / Remote Co-Design : Developing Mobile Application Prototypes in Home Environment for Home Use

Wiklander, Christoffer January 2021 (has links)
Co-design är en systemutvecklingsmetod som går ut på att potentiella slutanvändare får vara med under designprocessen och designa produkter i samråd med övriga intressenter, exempelvis designers och utvecklare. En utmaning för dagens IT-utveckling är att den ökade digitaliseringen i vår vardag skapar nya kontexter av användningsområden där designarbeten måste anpassas för att kunna genomföras. Undersökningens syfte har varit att ta reda på hur man kan anpassa designtekniker och interaktiva verktyg för att kunna genomföra co-design på distans i hemmiljö. För att kunna svara på frågeställningen konstruerades en iterativ genomförandeprocess bestående av 3 digitala sessioner där 2 designers och 4 rekryterade co-designers träffades i grupp under 3 tillfällen. I genomförandet användes skisser, prototyper och scenarion som grund för att konstruera en mobil applikation för ett framtida smartkök. Undersökningen visade att distansutförande kan påverka tidsåtgången negativt för en del arbetsmoment och att det i vissa fall skulle vara fördelaktigt att i stället anordna fysiska träffar. Några av de svårigheter som identifierades var att digitala kommunikationsverktyg kan begränsa deltagarna och hindra dem från att yttra sina tankar och åsikter. Trots detta visar resultaten på att co-design på distans kan främja ömsesidigt lärande och att det är möjligt att anpassa både designtekniker och interaktiva verktyg för att fungera i olika miljöer. Distansutförande har fördelen att det möjliggör åtkomst till användningsmiljöer som vanligtvis skulle vara svåråtkomliga, däribland slutanvändarens egna hem.
187

One-To-One Computing and Student Achievement in Ohio High Schools

Williams, Nancy L. 23 September 2014 (has links)
No description available.
188

[pt] STABLEBELT: WEARABLES EM ESTABILIZAÇÃO SEGMENTAR / [en] STABLEBELT: WEARABLES IN CORE STABILIZATION

FERNANDO CARDOSO ISMÉRIO 28 September 2016 (has links)
[pt] Nesta dissertação são investigadas formas de áudio biofeedback (ABF) para exercícios de estabilização segmentar usando sensores de movimento. A estabilização segmentar é uma das estratégias no tratamento de lombalgias. O exercício de Ponte foi escolhido como foco para a investigação. O sensor de movimento principal foi um acelerômetro tri-axial. Flex Sensors, Force Sensitive Resistor e múltiplos acelerômetros foram usados em outros protótipos. Os resultados desta dissertação, que incluem dados do acelerômetro, comentários, procedimentos, reflexões e implementação de protótipos com geração de 3 tipos de ABF, foram obtidos durante 5 ciclos de uma pesquisa-ação. Na pesquisa-ação, o pesquisador conduz a pesquisa realizando ações sucessivas que busquem reduzir um problema específico em um ambiente real. Nesta dissertação, o ambiente usado foi um local onde um paciente executa exercícios de estabilização segmentar e o problema identificado é a dificuldade do paciente executar os exercícios de forma correta. A ação é a disponibilização de um wearable – StableBelt – que produz ABF baseado nos movimentos do paciente durante um exercício de estabilização segmentar. Diferentes formas de áudio foram investigadas: música instrumental, piano e percussão. O StableBelt foi avaliado através de 3 testes com usuários. Após um teste preliminar com um participante, testes com 5 e depois 8 participantes foram feitos. No teste preliminar foi usada música instrumental e piano e percussão nos testes subsequentes. O último ciclo da pesquisa-ação foi dedicado ao conforto do StableBelt. Durante a investigação, foram entrevistados fisioterapeutas que pesquisam lombalgia e fisioterapeutas que usam estabilização segmentar na clínica. / [en] In this dissertation, different types of audio biofeedback (ABF) for core stabilization exercises using motion sensors are investigated. Core stabilization exercises are one of the strategies used in the treatment of low back pain. The Supine Bridge (SB) exercise was chosen as the focus for the investigation. The primary motion sensor used was a tri-axial accelerometer. Flex Sensors, Force Sensitive Resistors and multiple accelerometers were also used in other prototypes. The results of this dissertation, which include data from accelerometer, comments, process, reflections, and implementation of prototypes that generate 3 types of audio biofeedback, were gathered during 5 cycles of action research. In action research, the researcher conducts the research performing successive actions that attempt to reduce a specific problem in a real world environment. In this dissertation, the environment chosen was a place where a patient executes exercises and the problem identified is the difficulty of the patient to perform the exercises correctly. The action was the introduction of a wearable – StableBelt – which generates audio biofeedback based on the patient s movements during a core stabilization exercise. Different types of audio were investigated: instrumental music, piano and drums. The StableBelt was evaluated through 3 user tests. After a preliminary test with one participant, user tests with 5 and 8 participants were conducted. In the preliminary test, instrumental music was used and piano and drums in later tests. The last cycle of the action research was dedicated to the comfort of the StableBelt. During the investigation, physical therapists which research low back pain and physical therapists which use core stabilization exercises in their clinical practice were interviewed.
189

Service Discovery in Pervasive Computing Environments

Thompson, Michael Stewart 17 October 2006 (has links)
Service discovery is a driving force in realizing pervasive computing. It provides a way for users and services to locate and interact with other services in a pervasive computing environment. Unfortunately, current service discovery solutions do not capture the effects of the human or physical world and do not deal well with diverse device populations; both of which are characteristics of pervasive computing environments. This research concentrates on the examination and fulfillment of the goals of two of the four components of service discovery, service description and dissemination. It begins with a review of and commentary on current service discovery solutions. Following this review, is the formulation of the problem statement, including a full explanation of the problems mentioned above. The problem formulation is followed by an explanation of the process followed to design and build solutions to these problems. These solutions include the Pervasive Service Description Language (PSDL), the Pervasive Service Query Language (PSQL), and the Multi-Assurance Delivery Protocol (MADEP). Prototype implementations of the components are used to validate feasibility and evaluate performance. Experimental results are presented and analyzed. This work concludes with a discussion of overall conclusions, directions for future work, and a list of contributions. / Ph. D.
190

Man in the Mirror: A Mythology-Driven Exploration of Multiple User-Interpretations in a Multimedia Space

Otitoju, Oluwabukumni Sharon 24 May 2007 (has links)
Artists, designers and writers have long employed ambiguity as a tool in compelling their audience to deduce a personal meaning to their work. As computing becomes less of a strictly workspace, task-oriented phenomenon and more of a ubiquitous, life-space one, it is increasingly important to consider the intelligence of the user in the design of everyday computer-based things. Support of multiple user interpretation through ambiguity is an element whose appropriate inclusion in system design can compel the user to deduce a personal interpretation of the system's meaning and utility. The work in this paper explores the process by which users may come to deduce a meaning to an ambiguous work, both as individuals and collaboratively. Incorporating elements of ambiguity, we created SenSpace, an immersive physical environment that embeds the Greek myth of Narcissus within itself. The subsequent user study provided insight on the process by which naïve visitors may come to deduce their meanings of a work, both individually and collaboratively. Our results showed that there exists a trade-off between a user's level of interaction and depth of the interpretation of the multimedia environment. We also show how ambiguity can be used as a design method, by incorporating observed user expectations into the system. This paper uses experimental evidence to advocate the design of systems that support not only the system goal the designer has in mind, but also the multiple perspectives and meanings that the user often brings to the system. / Master of Science

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