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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.
321

An experimental verification of single-frequency networks in multi-hop ad hoc networks

Mahdi, Rafid, Tobiasson, Pontus January 2016 (has links)
A multi-hop ad hoc network requires no infrastructure, like base stations or routers to function. This means that it can quickly be deployed and in movement, making it ideal for scenarios like natural disasters or battlefield communication. A single-frequency network (SFN) is the idea that transmitters can cooperate to send the same signals simultaneously over the same frequency channel, such that the signals are amplified. It was previously proposed that SFNs could be created in multi-hop ad hoc networks. According to simulations, this could improve the energy consumption, signal reachability, and data transfer rate. As this has only been simulated, the purpose of this project is to experimentally verify that SFN is attainable in a multi-hop ad hoc network, and to assess what the difficulties are of an actual implementation. The method involved synchronizing the transmission of two devices operating under the 802.11a standard. A multi-hop ad hoc network was created by changing the settings of the network interface cards. The devices used were mainly laptops and transmissions were monitored in Wireshark. The laptops were forced to send on one frequency channel to make interference possible, and identical packets were sent. Experiments were made to assess whether SFN was attained. The packet loss rate and distance were used to evaluate the results. The results suggest that a synchronized transmission off by less than 2 μs was attained. However, the error of these measurements were neither known nor approximable. This meant it was hard to know when a SFN was formed. The results indicate that SFN was attained, as the packet loss rate decreased significantly when employed. The effectiveness of SFN was hard to assess because the results were not comparable with the simulation values. The difficulty of an actual implementation is deemed to be the synchronization of transmissions.
322

Investigating Gaze Attraction to Bottom-Up Visual Features for Visual Aids in Games

Sjöblom, Mattias January 2016 (has links)
Context. Video games usually have visual aids guiding the players in 3D-environments. The designers need to know which visual feature is the most effective in attracting a player's gaze and what features are preferred by players as visual aid. Objectives. This study investigates which feature of the bottom-upvisual attention process attracts the gaze faster. Methods. With the use of the Tobii T60 eye tracking system, a user study with 32 participants was conducted in a controlled environment. An experiment was created where each participant looked at a slideshow consisting of 18 pictures with 8 objects on each picture. One object per picture had a bottom-up visual feature applied that made it stand out as different. Video games often have a goal or a task and to connect the experiment to video games a goal was set. This goal was to find the object with the visual feature applied. The eye tracker measured the gaze while the participant was trying to find the object. A survey to determine which visual feature was preferredby the players was also made. Results. The result showed that colour was the visual feature with the shortest time to attract attention. It was closely followed by intensity,motion and a pulsating highlight. Small size had the longest attraction time. Results also showed that the preferred visual feature for visual aid by the players was intensity and the least preferred was orientation. Conclusions. The results show that visual features with contrast changes in the texture seems to draw attention faster, with colour the fastest, than changes on the object itself. These features were also the most preferred as visual aid by the players with intensity the most preferred. If this study was done on a larger scale within a 3D-environment, this experiment could show promise to help designers in decisions regarding visual aid in video games.
323

Guidelines for ITIL Implementation : A Framework for IT Service Management

Assad, Muhammad Imran, Ahmad, Mian Abbas January 2015 (has links)
Information Technology Infrastructure Library (ITIL) is the most popular andthe influential framework for IT Service Management (ITSM). It is used for ITgovernance, management and control of IT services. It comprises of definedand best practices, developed in 1980’s by British Government Central ComputerTelecommunication Agency. The purpose of this thesis is to present theguidelines to implement ITIL. Available literature on ITIL discusses the importanceof ITIL, its benefits, facilitating and challenging factors associatedwith implementation. But the steps to implement ITIL have so far not beendiscussed. We take the opportunity to explore empirical data from industry andliterature to get to know different strategies and approaches used by IT professionalsfor implementing the ITIL framework.To fulfil the purpose, we stated three research questions: “What are facilitatingfactors for the ITIL Implementation?”, “What are the challenging factors forthe ITIL Implementation?”, and “Based on facilitating factors and barriers,what are the guidelines for a successful ITIL implementation?”. Literature wasreviewed to extract required factors and senior IT professionals from two organisationswere interviewed to get to know what factors had been facilitators and barriers for them. The extracted factors were compiled, grouped and analysedto develop implementation steps. The result of this thesis is a framework developed implementation steps, which any organisation can use as guidelineto adapt ITIL framework. These steps consist of four phases highlighting significantfactors needed for the successful implementation. Among the highlighted factors were top management support, ITIL skills of implementer, resistanceto change, financial support, staff training, process mapping, documentation,project management and governance are the most important factors which influence the implementation process.
324

IKT som stöd vid rehabilitering : Hinder och möjligheter med surfplattor som stöd vid träning efter knäprotesoperation

Frick, Martin, Sandström, Anna January 2013 (has links)
Denna uppsats är ett resultat av en försöksstudie med användning av surfplattor som stöd vid rehabilitering efter knäprotesoperationer på Länssjukhuset Ryhov i Jönköping. En av författarna är kliniskt verksam sjukgymnast sedan tio år tillbaka, den andre författaren har lika lång erfarenhet av ortopedisk sjukgymnastik ur ett patientperspektiv. Syftet med studien var att skapa förståelse för patienters uppfattningar om IKT-stöd vid rehabilitering efter knäprotesoperation. Det IKT-stöd som är i fokus i detta arbete är en egenframtagen innovativ informationsbroschyr med interaktiva träningsinstruktioner, samt den redan befintliga applikationen Min Hälsoplan. Författarna har valt att utgå ifrån ett sociotekniskt ramverk som teoretisk modell, och utifrån detta använt ramverkets tre perspektiv organisation, teknik och individ vid resultatanalys. I undersökningen deltog 24 patienter, som fick låna en surfplatta innehållande ovan nämnda IKT-stöd. Samtliga deltagare fick sedan svara på en enkät med frågor kring deras upplevelse av detta. Enkätundersökningen kompletterades med fem patientintervjuer och två personalintervjuer. Detta för att få med både patientperspektiv och personalperspektiv, precis som med författarnas egna perspektiv som följt med under hela processen genom studiens planering, utförande och sammanställning. Hela 82 % av de tillfrågade ville prova att använda surfplatta som stöd vid rehabiliteringen, och 79 % ställde sig även positiva eller mycket positiva till att använda IKT-stöd även i framtida vårdsammanhang efter att ha provat surfplattan som stöd. Studien visar att patienterna som deltagit i studien upplever stor nytta med instruktionsfilmerna. Nyttan beskrivs som stöd för minnet, känsla av trygghet, delaktighet samt ökad motivation till träning. Instruktionsfilmerna uppfattas även ge möjlighet till bättre tydlighet i träningsinstruktionerna. Hinder för IKT-stöd vid rehabilitering som författarna har tydliggjort i denna studie är organisatoriska strukturer, tekniska problem och lågt mått av tillgänglighet. Möjligheter med IKT-stöd kan i ett större, teoretiskt perspektiv vara högre vårdkvalitet, ökad trygghet i vård och behandling, bättre tillgänglighet, ökat främjande av goda kontakter mellan patienter och hälso- och sjukvårdspersonal, jämnare patientflöden, arbetsinsatsvinster, ekonomiska vinster samt förbättrade utsikter för en mer jämlik och rättvis vård.
325

Managing Innovation Networks : Exploring Coopetition Dynamics in Innovation Ecosystems

Mankevich, Vasili January 2014 (has links)
Companies increasingly rely on external partners when starting their innovation initiatives. Emergent innovation ecosystems of heterogeneous actors proved to be successful in leveraging combined competence for the creation of the new ventures. However, constantly changing environment of simultaneous competition and cooperation – coopetition, presents a challenge for the ecosystem management. Drawing on the network orchestration and coopetition research, I analyze management practices and coopetition dynamics in the digital creative industry in Northern Sweden. Based on the analysis, I offer two main contributions. First, I provide a detailed account of innovation ecosystem orchestration within the digital creative industry, including its chronological evolution and the challenges related to it. Second, the application of coopetition notion to the innovation ecosystem context brings forward tensions that should be further scrutinized in order to develop better management practices for such innovation networks.
326

Second screen on mobile crossplatform / Second screen on mobile crossplatform

Kvist, Torbjörn January 2014 (has links)
Utveckling av mobila applikationer är idag allt svårare för utvecklare, eftersom det finns många olika enheter och operativsystem. Detta examensarbete kommer gå igenom hur multiplattformsramverk kan användas för att utveckla och implementera en second screen som komplement till andra enheter. Plattformarna kommer utvärderas med avseende på hur komplext ded är att implementera lösningen samt hur de presterar under olika förhållanden. De multiplattformsramverk som kommer utvärderas är OpenFL och PhoneGap. / Development of mobile applications today are increasingly difficult for developers, because there are many different devices and operating systems. This thesis will look at how a cross-platform framework can be used to develop and implement a second screen as a complement to other devices. he platforms will be evaluated in terms of how complex it is to implement the solution and how they perform under different conditions. The cross-platform frameworks that will be evaluated is OpenFL and PhoneGap.
327

Transmedia marketing : strengthening multiplatform user participation through storytelling

Yang, Binbin, Zisiadis, Miltiadis January 2014 (has links)
The term transmedia storytelling describes an interactive narrative that exists in multiple platforms. This phenomenon allows active audience participation as a part of the narrative creation process. Part of the prior research on transmedia focuses on how to create a transmedia narrative. However there is a dearth of literature examining the merit that transmedia narratives create in Marketing. In order to answer the research question “How can transmedia storytelling be used to create value in marketing?” we conducted a multiple case study research in which we examined four marketing campaigns to reveal the transmedia elements in them. Using the approach of qualitative content analysis we applied a structured method according which we collected and ­­analysed the data from these campaigns. Our findings suggest that creating audience participation through transmedia storytelling in marketing campaigns for movies, products and services can be beneficial. By using different media, platforms and stimulating user participation, concepts such as brand extension and brand awareness are introduced to the audience with an alternative way. The aim of this thesis is to illustrate several ways of how transmedia can be a valuable asset to a marketing campaign through storytelling.
328

Detecting ADS-B spoofing attacks : using collected and simulated data / Insamling och simulering av ADS-B meddelanden för detektion av attacker

Wahlgren, Alex, Thorn, Joakim January 2021 (has links)
In a time where general technology is progressing at a rapid rate, this thesis aims to present possible advancements to security in regard to air traffic communication. By highlighting how data can be extracted using simple hardware and open-source software the transparency and lack of authentication is showcased. The research is specifically narrowed down to discovering vulnerabilities of the ADS-B protocol in order to apply countermeasures. Through fetching live aircraft data with OpenSky-Network and through fetching simulated ADS-B attack data with OpenScope, this thesis develops a data set with both authentic and malicious ADS-B messages. The data set was cleaned in order to remove outliers and other improper data. A machine learning model was later trained with the data set in order to detect malicious ADS-B messages. With the use of Support Vector Machine (SVM), it was possible to produce a model that can detect four different types of aviation communications attacks as well as allow authentic messages to pass through the IDS. The finished model was able to detect incoming ADS-B attacks with an overall accuracy of 83.10%.
329

Detection of safety equipment in the manufacturing industry using image recognition / Detektering av säkerhetsutrustning i tillverkningsindustrin med hjälp av bildigenkänning

Hallonqvist, Linn, Cromsjö, Mimmi January 2021 (has links)
Safety is an essential part of the paper industry, as the industry can be very hazardous and accidents can lead to serious injuries for the people involved. In order to mitigate and prevent accidents, it has been shown that proactive measures are of great value. One type of proactive measure is the use of Personal Protective Equipment (PPE), such as gloves, hard hats, safety glasses and reflective vests. Despite that it is often required to wear PPE in a work place, it is not always guaranteed and non-usage can affect the safety of workers. To detect unsafe conditions, such as non-usage of PPE, automated video monitoring with image recognition can be useful. The intention of this work is to investigate whether an image recognition model can be created using the cloud service Azure and used in a system that can detect PPE, which in this work is limited to reflective vests. The work results in an artifact using an image recognition model. Additionally, this work examines how the training data can affect the model's performance. It is found that the model can be improved by training the model on images with varying backgrounds, angles, distances, and occlusions. While there are many advantages with automated monitoring, the use of it can raise questions regarding the privacy of the people being monitored and how it can be perceived in a workplace. Therefore, this thesis examines the privacy concerns and attitudes regarding an image recognition system for monitoring. This is accomplished by performing a literature study and interviews with employees at a paper mill. The results reveals challenges with systems for automated monitoring as well as factors that can affect how employees feel about them.
330

Identifying Early Usage Patterns That Increase User Retention Rates In A Mobile Web Browser / Att identifiera tidiga användarmönster som ökar användares återvändningsfrekvens

Persson, Pontus January 2017 (has links)
One of the major challenges for modern technology companies is user retentionmanagement. This work focuses on identifying early usage patterns that signifyincreased retention rates in a mobile web browser.This is done using a targetedparallel implementation of the association rule mining algorithm FP-Growth.Different item subset selection techniques including clustering and otherstatistical methods have been used in order to reduce the mining time and allowfor lower support thresholds.A lot of interesting rules have been mined. The best retention-wise ruleimplies a retention rate of 99.5%. The majority of the rules analyzed in thiswork implies a retention rate increase between 150% and 200%.

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