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Seleção de interfaces de acesso baseada em análise de contextoMonteiro, Alex Fernando Duarte 20 February 2015 (has links)
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Previous issue date: 2015-02-20 / Não Informada / The demand for different applications and services on the Internet has grown dramatically in
recent years. To meet this demand, various wireless communication technologies with different
characteristics have been used to provide access these services. However, not always technology
wireless access used is the most appropriate to the requirements of the applications and services or
even the user's interest in issues such as access speed, financial cost and power consumption. The
main issue is how to identify the best network and access interface that offers the best value for
money, meeting user expectations and operating autonomously. In order to propose a solution to
address this issue, this paper describes a new interface selection mechanism based on analysis of
contextual information obtained from the user and the device. This mechanism, called CANS
(Context-Aware Network Selection), is composed of an acquisition module of context information
and selection strategies and management interfaces specific to each type of access technology. The
CANS is designed to operate on computers that support the Linux operating system. The evaluation
of the proposed mechanism is held in the real environment. The results show that the adoption of
the proposed selection strategies enables the user to better exploit the advantages of access
technologies in an environment, achieving a reduction in device power consumption and financial
cost. / A demanda por diferentes aplicações e serviços na Internet tem crescido drasticamente nos
últimos anos. Para atender esta demanda, diversas tecnologias de comunicação sem fio com
diferentes características têm sido utilizadas para fornecer acesso estes serviços. Contudo, nem
sempre a tecnologia de acesso sem fio utilizada é a mais adequada aos requisitos exigidos pelas
aplicações e serviços ou mesmo a questões de interesse do usuário como velocidade de acesso,
custo financeiro e consumo de energia. A questão principal é como identificar a melhor rede e
interface de acesso que ofereça a melhor relação custo benefício, atendendo as expectativas do
usuário e que opere de forma autônoma. Com o intuito de propor uma solução para tratar essa
questão, este trabalho descreve um novo mecanismo de seleção de interfaces baseado em análise de
informações contextuais obtidas a partir do usuário e do dispositivo. Este mecanismo, denominado
CANS (Context-Aware Network Selection), é composto por um módulo de aquisição de
informações de contexto e por estratégias de seleção e gerenciamento de interfaces específicas a
cada tipo de tecnologia de acesso. O CANS é projetado para operar em computadores que suportem
o sistema operacional Linux. A avaliação do mecanismo proposto é realizada em ambiente real. Os
resultados mostram que a adoção das estratégias de seleção propostas possibilita ao usuário explorar
melhor as vantagens das tecnologias de acesso em um ambiente, obtendo uma redução no consumo
de energia do dispositivo e do custo financeiro.
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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 ubíquaCosta, 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.
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ORACON: an adaptive model for contexts predictionRosa, João Henrique da 28 February 2013 (has links)
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Previous issue date: 2013-01-01 / CNPQ – Conselho Nacional de Desenvolvimento Científico e Tecnológico / Contexts prediction has been receiving considerable attention in the last years. Furthermore, this area seems to be the next logical step in context-aware computing, which, until a few years ago, had been concerned more with the present and the past temporal dimensions. There are many works regarding models for contexts prediction. Nevertheless, most of them employ the same algorithm for all cases. In other words, we did not find any approach that automatically decides the best prediction method according to the situation. Therefore, we propose the ORACON model. ORACON adapts itself in order to apply the best algorithm to the case. Moreover, the model supports other important aspects of ubicomp, such as, context formal representation and privacy. In this thesis, we describe the ORACON design and evaluate the model through two experiments, one using real data and the other employing simulated information.
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Towards Design of Lightweight Spatio-Temporal Context Algorithms for Wireless Sensor NetworksMartirosyan, Anahit 29 March 2011 (has links)
Context represents any knowledge obtained from Wireless Sensor Networks (WSNs) about the object being monitored (such as time and location of the sensed events). Time and location are important constituents of context as the information about the events sensed in WSNs is comprehensive when it includes spatio-temporal knowledge.
In this thesis, we first concentrate on the development of a suite of lightweight algorithms on temporal event ordering and time synchronization as well as localization for WSNs. Then, we propose an energy-efficient clustering routing protocol for WSNs that is used for message delivery in the former algorithm.
The two problems - temporal event ordering and synchronization - are dealt with together as both are concerned with preserving temporal relationships of events in WSNs. The messages needed for synchronization are piggybacked onto the messages exchanged in underlying algorithms. The synchronization algorithm is tailored to the clustered topology in order to reduce the overhead of keeping WSNs synchronized.
The proposed localization algorithm has an objective of lowering the overhead of DV-hop based algorithms by reducing the number of floods in the initial position estimation phase. It also randomizes iterative refinement phase to overcome the synchronicity of DV-hop based algorithms. The position estimates with higher confidences are emphasized to reduce the impact of erroneous estimates on the neighbouring nodes.
The proposed clustering routing protocol is used for message delivery in the proposed temporal algorithm. Nearest neighbour nodes are employed for inter-cluster communication. The algorithm provides Quality of Service by forwarding high priority messages via the paths with the least cost. The algorithm is also extended for multiple Sink scenario.
The suite of algorithms proposed in this thesis provides the necessary tool for providing spatio-temporal context for context-aware WSNs. The algorithms are lightweight as they aim at satisfying WSN's requirements primarily in terms of energy-efficiency, low latency and fault tolerance. This makes them suitable for emergency response applications and ubiquitous computing.
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Activity-Centric Prioritized Streaming of Games to Mobile DevicesRahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
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Towards Design of Lightweight Spatio-Temporal Context Algorithms for Wireless Sensor NetworksMartirosyan, Anahit 29 March 2011 (has links)
Context represents any knowledge obtained from Wireless Sensor Networks (WSNs) about the object being monitored (such as time and location of the sensed events). Time and location are important constituents of context as the information about the events sensed in WSNs is comprehensive when it includes spatio-temporal knowledge.
In this thesis, we first concentrate on the development of a suite of lightweight algorithms on temporal event ordering and time synchronization as well as localization for WSNs. Then, we propose an energy-efficient clustering routing protocol for WSNs that is used for message delivery in the former algorithm.
The two problems - temporal event ordering and synchronization - are dealt with together as both are concerned with preserving temporal relationships of events in WSNs. The messages needed for synchronization are piggybacked onto the messages exchanged in underlying algorithms. The synchronization algorithm is tailored to the clustered topology in order to reduce the overhead of keeping WSNs synchronized.
The proposed localization algorithm has an objective of lowering the overhead of DV-hop based algorithms by reducing the number of floods in the initial position estimation phase. It also randomizes iterative refinement phase to overcome the synchronicity of DV-hop based algorithms. The position estimates with higher confidences are emphasized to reduce the impact of erroneous estimates on the neighbouring nodes.
The proposed clustering routing protocol is used for message delivery in the proposed temporal algorithm. Nearest neighbour nodes are employed for inter-cluster communication. The algorithm provides Quality of Service by forwarding high priority messages via the paths with the least cost. The algorithm is also extended for multiple Sink scenario.
The suite of algorithms proposed in this thesis provides the necessary tool for providing spatio-temporal context for context-aware WSNs. The algorithms are lightweight as they aim at satisfying WSN's requirements primarily in terms of energy-efficiency, low latency and fault tolerance. This makes them suitable for emergency response applications and ubiquitous computing.
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Activity-Centric Prioritized Streaming of Games to Mobile DevicesRahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
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Grapevine : efficient situational awareness in pervasive computing environments / Efficient situational awareness in pervasive computing environmentsGrim, Evan Tyler 04 March 2013 (has links)
Many pervasive computing applications demand expressive situational awareness, which entails an entity in the pervasive computing environment learning detailed information about its immediate and surrounding context. Much work over the past decade focused on how to acquire and represent context information. However, this work is largely egocentric, focusing on individual entities in the pervasive computing environment sensing their own context. Distributed acquisition of surrounding context information is much more challenging, largely because of the expense of communication among these resource-constrained devices. This thesis presents Grapevine, a framework for efficiently sharing context information in a localized region of a pervasive computing network, using that information to dynamically form groups defined by their shared situations, and assessing the aggregate context of that group. Grapevine’s implementation details are presented and its performance benchmarked in both simulation and live pervasive computing network deployments. / text
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Cooperative Context-Aware Setup and Performance of Surveillance Missions Using Static and Mobile Wireless Sensor NetworksPignaton de Freitas, Edison January 2011 (has links)
Surveillance systems are usually employed to monitor wide areas in which their usersaim to detect and/or observe events or phenomena of their interest. The use ofwireless sensor networks in such systems is of particular interest as these networks can provide a relative low cost and robust solution to cover large areas. Emerging applications in this context are proposing the use of wireless sensor networks composed of both static and mobile sensor nodes. Motivation for this trend is toreduce deployment and operating costs, besides providing enhanced functionalities.The usage of both static and mobile sensor nodes can reduce the overall systemcosts, by making low-cost simple static sensors cooperate with more expensive andpowerful mobile ones. Mobile wireless sensor networks are also desired in somespecific scenarios in which mobility of sensor nodes is required, or there is a specificrestriction to the usage of static sensors, such as secrecy. Despite the motivation,systems that use different combinations of static and mobile sensor nodes are appearing and with them, challenges in their interoperation. This is specially the case for surveillance systems.This work focuses on the proposal of solutions for wireless sensor networks including static and mobile sensor nodes specifically regarding cooperative andcontext aware mission setup and performance. Orthogonally to the setup and performance problems and related cooperative and context aware solutions, the goalof this work is to keep the communication costs as low as possible in the executionof the proposed solutions. This concern comes from the fact that communication increases energy consumption, which is a particular issue for energy constrained sensor nodes often used in wireless sensor networks, especially if battery supplied. Inthe case of the mobile nodes, this energy constraint may not be valid, since their motion might need much more energy. For this type of node the problem incommunicating is related to the links’ instabilities and short time windows availableto receive and transmit data. Therefore, it is better to communicate as little as possible. For the interaction among static and mobile sensor nodes, all thesecommunication constraints have to be considered.For the interaction among static sensor nodes, the problems of dissemination and allocation of sensing missions are studied and a solution that explores local information is proposed and evaluated. This solution uses mobile software agentsthat have capabilities to take autonomous decisions about the mission dissemination and allocation using local context information so that the mission’s requirementscan be fulfilled. For mobile wireless sensor networks, the problem studied is how to perform the handover of missions among the nodes according to their movements.This problem assumes that each mission has to be done in a given area of interest. In addition, the nodes are assumed to move according to different movement patterns,passing through these areas. It is also assumed that they have no commitment in staying or moving to a specific area due to the mission that they are carrying. To handle this problem, a mobile agent approach is proposed in which the agents implement the sensing missions’ migration from node to node using geographical context information to decide about their migrations. For the networks combining static and mobile sensor nodes, the cooperation among them is approached by abiologically-inspired mechanism to deliver data from the static to the mobile nodes.The mechanism explores an analogy based on the behaviour of ants building and following trails to provide data delivery, inspired by the ant colony algorithm. It is used to request the displacement of mobile sensors to a given location according tothe need of more sophisticated sensing equipment/devices that they can provide, so that a mission can be accomplished.The proposed solutions are flexible, being able to be applied to different application domains, and less complex than many existing approaches. The simplicity of the solutions neither demands great computational efforts nor large amounts of memory space for data storage. Obtained experimental results provide evidence of the scalability of these proposed solutions, for example by evaluatingtheir cost in terms of communication, among other metrics of interest for eachsolution. These results are compared to those achieved by reference solutions (optimum and flooding-based), providing indications of the proposed solutions’ efficiency. These results are considered close to the optimum one and significantly better than the ones achieved by flooding-based solutions.
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Story decorated context-awareness role playing learning activity generationLu, Chien-Heng (Chris) 13 January 2012 (has links)
In this research, a context-aware mobile role playing game is developed to provide users with a series of story decorated quests and allows them to interact with specific real and virtual objects in the real world. The game is designed based on multi-agent architecture, which allows reusable and modular agents and makes the game much more flexible and scalable. The usefulness of the CAM-RPG is evaluated with a comprehensive experiment. The interesting findings are: (1) generated story in CAM-RPG positively influences users' attitude toward game use and increases users' perceived game usefulness; (2) users' game-playing confidence, degree of liking computer games, and attitude toward computer games significantly influence attitudes toward CAM-RPG; and (3) there is no gender difference for users' game acceptance, but users' computer game attitude, time spent playing computer games, and voluntariness of use do significantly influence users' acceptance. / 2012-02
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