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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.
1

基於臉書互動行為的關係圖領域專屬語言與工具 / A Domain Specific Language for Describing Facebook Interaction Graphs

潘宗佐, Pan, Tsung Tso Unknown Date (has links)
因大量臉書用戶留下不少行為紀錄,吸引研究人員蒐集臉書資料,從中挖掘具有價值的潛在資訊與研究成果,並用 Graph 點線關係圖視覺化呈現成果。然而透過臉書 Graph API 蒐集資料的方法,自 2.0 版起漸漸提高了限速限制,造成蒐集資料開始是一個問題。雖有研者人員提出應對方法,卻也產生用戶識別度弱化問題。故本研究動機是提出一套工具能有效協助研究人員進行臉書資料蒐集與建立關係圖以利進行分析與研究,在進行相關臉書蒐集資料與社會網絡與社群網絡分析文獻探討後,實作一種基於爬蟲技術,蒐集具用戶識別度之臉書資料;以及提出描述臉書互動行為的關係圖領域專屬語言;實作對應之使用者操作介面工具,讓使用者透過圖形化操作方式描述定義臉書粉絲頁、使用者、Hashtag、留言及回覆與貼文之間互動行為建立關係圖。經過本研究實驗設計與驗證,證明蒐集資料具識別度、產生的關係圖是正確以及問卷調查指出 75% 受試人員認同本系統可快速建立關係圖。未來可以結合爬蟲與關係圖領域專屬語言線上即時建立關係圖,以及導入更多社群分析功能,以利研究人員可以在本系統上進行更深入的分析與研究。 / The huge amount of digital footprints of Facebook users have become a good research resource and we have seen many good results developed by collecting data from Facebook and visualizing it to node-link diagram. However, there are more and more rate limits in Facebook Graph API since version 2.0. Although one could overcome the restriction of rate limits by creating more Facebook App resources, yet this makes user identification become cumbersome in analyzing the retrieved data. Therefore, the motivation of this research is to provide a set of tools to assist researchers in collecting recognizable Facebook user data with a crawler and propose a domain specific language (DSL) to build the relation graph by describing Facebook interactions. With our crawler and the DSL tool, we are able to gather unique user data successfully. The experimental results show that we can construct node-link diagram conveniently, and 75% of the surveyed subjects agreed that our tool could be helpful for building graph.
2

實作時序性資料集的形狀查詢語言 / Implementation of a Shape Query Language for Time Series Datasets

劉家豪, Liu, Chia Hao Unknown Date (has links)
越來越多帶有時間序列的資料普遍的存在醫學工程、商業統計、財務金融等各領域,例如:在財務金融分析領域中已知的形狀樣式用以預測未來價格趨勢做出買賣的決策。由於時序性資料通常非常的龐大,領域的專家看法也未必相同,所描述出新的形狀樣式剛開始也都是比較粗略的,必須透過不斷的修正才會得到比較精準的結果。有鑒於此,我們實做了一套時序性資料集的形狀查詢語言,透過簡單的語言描述,讓使用者簡便快速的定義出屬於自己的形狀樣式。此外我們也實作出互動式的環境並實際有效率應用於台灣證券交易市場。 / There are more and more time series data in the fields of medical engineering, commerce statistics, finance, etc. For example, in financial analysis, we can forecast the price trends by using some well known chart patterns. People want to find out some new patterns for making their purchase decisions fast and easily. However, it is technical challenging to implement a high-level pattern description language. This thesis implemented a shape query language for time-series datasets. Through the simple syntax, field users can find out there own shape patterns by using a more realistic, easily and fast way. We have also developed an interactive environment that users can apply our shape query language to the data of Taiwan Stock Market efficiently.
3

應用模型驅動架構於多平台導引精靈程式開發 / Apply Model-Driven Architecture to the Development of Multi-Platform Wizards

郭建宏, Kuo, Chien Hung Unknown Date (has links)
導引精靈(wizard)是一種用來收集用戶端資料的互動式使用者介面應用程式,常被廣泛的使用在軟體系統裡,也是大多數應用程式常見的功能之一。導引精靈的使用不僅簡化了複雜的資料收集過程,也可以避免資料的遺漏以確保收集資料的完整性;此外在資料收集的過程中導引精靈所提供的適當提示與即時資料驗證,還可以提高資料收集的正確性,所以導引精靈對於應用程式的資料收集是相當有用的。 本研究的目標是開發一個模型驅動的導引精靈開發系統,希望能在相同或不相同的時間裡快速建構多平台導引精靈程式。我們提出的系統稱為MoDWiz,它實現了應用「模型驅動架構(MDA)」於多平台導引精靈開發的所有工具支援。為了讓使用者建構自己的(平台無關)導引精靈模型,MoDWiz不僅提供了用以規範導引精靈的超模型,還制定一個特定領域語言WDL以作為此超模型的具體語法。此外,由於WDL的制定,我們得以提供專屬的編輯器以輔助使用者進行導引精靈模型的編輯。目前MoDWiz支援三種執行平台的導引精靈開發,分別為網頁應用程式、Eclipse與Java。而根據MDA理論,我們必須制定的三種平台超模型均已內含於MoDWiz。除此之外,MoDWiz的工具鏈還包括用來將平台無關導引精靈模型轉換成符合每一個特定平台導引精靈模型的M2M工具,以及將每一個特定平台導引精靈模型轉換成相對應實作的M2T工具。所有MoDWiz的工具與WDL編輯器程式均實作為Eclipse 外掛程式,因此能夠與Eclipse平台高度整合。當利用WDL編輯器完成導引精靈模型的製作之後,使用者只需透過簡單的滑鼠點擊就可以完成導引精靈程式的實作。 / A wizard is an interactive user interface program used to collect data from the user. It is widely used in software systems and is a common part of most applications. Not only does the use of wizards modularize and simplify complex data collection process, but it can also avoid data missing and ensure data integrity. Furthermore, during the process of data collection, since a wizard can provide tips and instant data validation it can also improve the correctness of collected data. As a conclusion, it is very beneficial to use wizards in an application. The goal of this research is the development of a model-driven wizard generation system (MoDWiz) that can be used to help rapid construction of multi-platform wizards to be developed at different or the same time. MoDWiz is our solution to the problem of applying OMG's model-driven architecture (MDA) to the development of multi-platform wizards. In order for the user to construct his (platform independent) wizard model, MoDWiz provides not only a wizard metamodel but also a domain specific language (DSL) called WDL as a concrete syntax of the metamodel. Owing to the availability of WDL, we are able to provide also a friendly editor to help the user to edit his wizard models. MoDWiz supports at present three platforms: eclipse platform, web application platform and plain Java platform. Accordingly metamodels of wizards for these platforms have to be defined and indeed have been provided in MoDWiz. Apart from these, MoDWiz's tool chain includes also M2M tools, which could transform every platform independent wizard model into a corresponding PSM model for each platform, as well as M2T tools, which could transform every platform specific wizard model into a corresponding implementation. All of MoDWiz's tools and wizard editor are implemented as eclipse plug-ins and thus are highly integrated with eclipse. As a result it is very easy to get a wizard implementation by simple mouse clicks once its model has been constructed using MoDWiz.
4

用於圖形化編輯器開發之專屬模型語言設計 / A Modeling Language of Domain Specific Editors Based on Graphical Modeling Framework

呂宗龍, Lv,Zong-Long Unknown Date (has links)
圖形化模型編輯器是模型編輯器開發長久以來一直努力的方向。Eclipse.org 已提供兩個功能強大的圖形化編輯器設計框架:GEF 圖形化編輯器設計框架,和將 EMF 與 GEF 結合並簡化其設計流程的 GMF 圖形化模型編輯器設計框架,來協助開發者發展圖形化模型編輯器。 / 使用設計框架時所面臨的高學習門檻是開發者選用設計框架上的一大障礙。為降低開發者在 GMF 使用上的學習門檻,我們希望能提供一個以模型開發為導向的圖形編輯器設計專屬模型語言,讓程式設計師能夠以其慣用的程式設計角度來描述其圖形化模型編輯器的組成架構。 / 本篇研究主要是在探討 GMF 圖形化模型編輯器開發流程的簡化。在研究中希望藉由提供 GMF 圖形化模型編輯器設計框架的 GM3 專屬模型語言,讓開發者能夠透過 MDA 的角度來開發圖形化模型編輯器的架構,藉以縮短 GMF 的開發流程。實驗中使用 JavaCC 文法剖析器產生工具來開發 GM3專屬模型語言與 GMF 各項模型定義間的模型轉換。 / The availability of a visual graphical editor for a target domain is the prerequisite of visual graphical modeling, which has been adopted by classical software development for decades and is especially emphasized in today's model-driven engineering. However, compared with traditional textual editors, developing a visual graphical editor from scratch is not an easy work. As a result, there were frameworks developed such as GEF and GMF aimed to simplify the construction of graphical editors. Even so, however, it is still though hard for an average programmer to construct a visual graphical editor by using these frameworks without a long time of learning. / Our result is a modeling langauge of graphcial editors called GM3, serving as a bridge betwen developers of graphical editors and the GMF framework. With GM3, the developer can specify the model of his editing domain, how each model element should be presented by which kind of graphical elements in the editor, and how the tool pallete should be filled with various kind of creation and manipulation tools for model elements. After the GM3 specification of an editor is produced, the GM3 transformation engine developed by us using the JavaCC parser generator can be used to generate all files required of the GMF framework and, finally, a subsequent application of the standard GMF code generation procedure can produce a complete graphical editor on Eclipse platform.
5

安全多方計算協定描述語言之設計與實作 / A Protocol Description Language for Secure Multi-Party Computation

黃文楷, Huang, Wen Kai Unknown Date (has links)
安全多方計算的研究主要是針對在分散環境下的兩造(或多方)之間,如何在不透露彼此私有的資料的情況下,計算一個約定函數的問題,並要確保除了計算結果及其可能推導出的資訊,不會洩漏額外的私有資料。依此設計出來的函數算法,稱為安全的多方計算協定(protocol)。 過去兩年本實驗室根據一套基於向量內積運算(scalar product)發展出的安全多方計算方法,設計了一個雛型的分散式系統框架,開發了一套符合其安全要求的常用算數運算函數庫。 但目前個別的應用問題在此系統上發展安全協定的程式時,使用者必須相當熟悉其架構與程式庫細節,才能開發所需程式,造成推廣上的障礙。有鑑於此,本論文採用領域專屬語言(domain-specific language)的方法與技術,針對一般安全多方協定程式的特徵來進行歸納與分析,找出協助其表達計算步驟的適當抽象機制,並在設計上訂定了以下目標: 1. 設計一高階語言用以描述多方安全計算,以提供使用者撰寫安全多方計算程式。 2. 檢查並確保使用者撰寫的程式不會有資訊洩漏。 3. 多方安全運算執行上能保持一定的效率。 4. 建立多方安全計算的運算流程,讓PDL與現有的運作環境配合,達到各伺服器合作運行多方安全計算的目的。 朝向這四個目標發展出一套協定描述語言與其編譯器。以便與SMC-Protocol以及其環境合作,協助領域專家以更簡便的方式來設計與實驗更多的安全多方協定。我們稱此語言為多方安全計算協定描述語言(Protocol Description Language, PDL)。 / Protocols for secure multi-party computation (SMC) allow participants to share a computation while each party learns only what can be inferred from their own inputs and the output of the computation. In the past two years, we developed an SMC implementation framework for both integers and floating numbers which comprises a set of arithmetic operations that manipulate secret values among involved parties using the scalar product protocol as the basis. Such a library of arithmetic operations is call building blocks. But using this library is not easy. To solve individual SMC problem, programmer should knowing the given framework and protocol detail very well. This difficulty makes them won't consider this framework while facing the need of SMC. To ease the writing of more complex user-defined protocols, using the technique of domain-specific language, this thesis analysis the general needs of SMC, develop a domain-specific language of SMC, and implement a compiler that coverts this language to SMC code, which is executable code composed of the protocols of given framework. We called this language Protocol Description Language, PDL.
6

支援虛實互動展演之程式環境 / Programming Support for Cyber-Physical Interactive Performance Art

蕭奕凱, Hsiao, Yi Kai Unknown Date (has links)
本研究係發想自政治大學「未來馬戲團」的展演活動表演方式,嘗試改進表演方式中的程式技術,以程式化方式整合展演藝術中實體與虛擬的互動平台,我們希望提供導演撰寫較為口語或展演描述方式的腳本敘述如『when ... other-wise ...』,如此一來就可以任意組合實體演員的肢體動作與指示虛擬環境的特效,因此我們採用了一套介接實體與虛擬環境應用程式的領域專屬語言- Digital In-teractive Performance Sketch (DIPS),用以開發客製化的展演程式庫,並佈署於本團隊自行開發的執行引擎 Wearable Item Service runtimE (WISE),提供導演在這個引擎上透過這個DIPS編寫前述口語的程式腳本,讓程式自行互動,達成展演效果的自動變化。 我們的系統會接收來自展演人員穿配的連網感應器上的訊號,並且根據導演寫好的腳本規則,自動根據接收到的裝置訊號判斷出該指示虛擬環境做出什麼樣的效果,以達到展演效果自動變化,完成虛擬與實體展互動的程式支援。 為了減少腳本程式撰寫前須具備的程式邏輯訓練,本研究開發一款所見即所得(WYSIWYG)的視覺化腳本編輯器 DIPS Creator,提供腳本編寫者可以直覺的方式組合編輯器中的展演詞彙方塊,完成腳本設計。 本研究展示了如何以較為口語或展演語意的方式敘述展演規則,以實現虛實互動的程式化,並且提供了具有彈性的客製化展演函式庫及圖形化展演規則編輯器的製作方式,未來可增加多演員層次的抽象支援以展現本研究系統的更多程式化能力,並加入表演階段設計、雙向溝通與規則互斥等能力,擴充系統功能。 / This research was inspired by “The Future Circus”, a cyber-physical interactive performance art developed in National Chengchi University. In this thesis, we pro-pose some mechanisms to support such performance art programmatically in a more effective manner. Specially, we provide a high-level scripting tool for directors to de-scribe the performance rules abstractly in the form of “when ... otherwise ...”, so that directors can compose arbitrary actions and effects easily. Underlying such abstract rules are a domain specific language – Digital Interactive Performance Sketch (DIPS), and a middleware. Wearable Item Service runtime (WISE), developed by our research team. Given a script with those abstract rules, our system will receive signals sent from a sensor on wearable devices of actors, and then it will command cyber environment perform effects, the performance effects or actions according to rules written by the director. Through our integration efforts, the performance effects in the cyber environment will change automatically in a programmatic way. Besides, for users without prior scripting experience, we developed a WYSIWYG GUI editor, DIPS Creator, that allows users to write a script intuitively by dragging and dropping pre-built rule blocks. We conduct a few experiments with real sensor device to demonstrate the programming support of our tool. The preliminary results are satisfactory in terms of prototype support. To further extend our tool for practical performance, we describe in detail a few directions such as support for multiple actor performance stage model-ing, and integrity check of related rules that will make our system more powerful.
7

雲端多租戶互動展演平台的設計與實作 / Design and Implementation of a Multi-tenant Cloud Platform for Cyber-Physical Interactive Performance Art

王佑霖, Wang, You Lin Unknown Date (has links)
傳統展演中,觀眾和表演者被視為是兩個獨立的個體,表演者與表演者間及表演者與觀眾間互動不多,若使用穿戴式裝置結合科技與藝術的「虛實互動數位展演」,能協助營造現場的互動氣氛,是既新穎又富有創意的表演模式,還能結合故事劇情與觀眾互動,此種互動的情境氛圍,會比一般的資訊傳遞更容易讓觀眾有所感受。 而目前許多表演活動的展演特效系統,都是由特效控制技術人員根據展演人員的動作與節目進程來呈現。如果由展演人員自行操作、建置與管理的話,便需要瞭解特效控制的相關技術,此外也需要和技術人員互相溝通與合作。而彼此觀念、資訊與背景的不同,難免容易造成控制上的失誤、延遲或是溝通不良導致表演效果不佳以致於觀眾不好的視聽感受。基於上述問題,本研究將設計一個基於多租戶概念的雲端互動展演系統整合平台,展演人員只需透過網路連結至展演系統網站,配合連網感應器的穿戴式裝置,不需自行建置、管理系統平台,登入後可依個人需求使用直覺圖形化邏輯編輯器,使用滑鼠拖拉,控制需求,不需繁複的技術教學訓練,便根據穿戴式裝置回傳的感測訊號做出響應式的展演效果變化,達到展演人員可簡單好上手地自行操作展演特效系統,減少與特效控制技術人員合作上的失誤。 / In traditional performance art, viewers and performers are regarded as two independent individuals. There is less interaction between performers and performers, performers and audiences. If wearable devices are used in the "cyber-physical interactive digital performance art", it can help create an interactive atmosphere in the scene. It is a creative, innovative mode of performance, and it also creates a combination between scenario and the interaction of the audiences. The interactive atmosphere is easier for the audience to be affected than ordinary information transmission. Currently, many special effects are presented by the technical staff. They are based on the performers and progression of show. If the special effects are managed by the performer-selves, they need to understand the relative technologies. In addition, they have to cooperate and communicate with technical staff. However, the difference of concept and background between each other, it's hard to avoid the mistake, delay, or misunderstanding of control. It may cause that the poor performance bring audience about the bad auditory and visual feeling. According to above issues, this study will design and implement a multi-tenant cloud platform for cyber-physical interactive performance art. The performers just connect to the performance art system website via the Internet, with the wearable device, and they do not need to set up and manage system platform by themselves. They log in the website, with the GUI editor, and use mouse to control demand. Without complex technical training, the variety of special effects are presented which based on the wearable device’s signal. We suppose that the platform makes the performers operate special effects system by themselves simply and easily. It also reduces the misunderstanding with the technical staff.

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