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Technical Feasibility Study for Implementing and Visualizing Diving Tracks in 3D in a Web PlatformHeinemann, Jakob January 2014 (has links)
This thesis describes how positional data gathered from a diving device can be visualized in a regular browser on mobile as well as stationary devices utilizing built-in connections to the GPU with OpenGL. In this work a platform and a visualization prototype are designed, implemented and evaluated. The results show that WebGL is available to most platforms but notably not on devices running iOS. The web browser can be used for implementing advanced functionality but the performance on the handheld devices needs to be improved. The thesis discusses and proposes a design for getting more enjoyment out of diving based on the observations of the implementation and suggests an entertaining social platform for adventures. / Detta examensarbete visar hur positionsdata inhämtade med ett dykredskap kan visualiseras i en webbläsare på såväl mobila enheter som på stationära datorer med hjälp av nyttjande av inbyggd koppling till GPU med OpenGL. I detta arbete designas, implementeras och utvärderas en plattform och en visualiseringsprototyp. Resultatet visar att WebGL finns tillgängligt på de flesta plattformarna, men värt att notera inte på enheter som kör iOS. Webläsaren kan användas för att implementera avancerad funktionalitet men prestandan behöver förbättras. Arbetet diskuterar och föreslår en design för att få ut mer glädje av dykupplevelser genom observationer av en implementerad prototyp och föreslår ett engagerande system för socialt samarbete kring äventyrsupplevelser.
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Vývoj testu na měření reakčního času a pozornosti / Measurement of Reaction Time and AttentionOravová, Pavlína January 2018 (has links)
The semesters thesis is focused on Measurement of Reaction Time and Attention. Part of this work is a definition of reaction time and factors influencing reaction time. Measuring reaction time in context of the theory of intelligence C-H-C is described together with this theory. There are included related tests, specifically Stroop test, Flanker test, Go/No-go test and N-back test. Next there is mentioned online problematics containing hardware and software delays and diagnostic and measuring of the network. The last part of the work is dedicated to a practical part.
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Možnosti technologie Google Wave / Google Wave TechnologyMichlík, Pavel January 2010 (has links)
The Master’s thesis explains API and features of Google Wave technology, which was designed for flexible real-time collaboration of defined participants. The project aim was description of Google Wave basic elements and creation of sample Wave extensions, demonstrating capabilities of the communication protocol. The first extension (robot) was developed using client libraries in Java. The second extension (gadget) shows another approach of Google Wave extensions, based on XML, HTML, CSS and JavaScript.
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A Mobile System for Vital Sign’s Data Collection and Data PresentationTang, Fohai January 2012 (has links)
The purpose of this project work is to make research on vital sign’s data collection and datapresentation on handheld devices. With the development of smart phones and tablets, more andmore people prefer accomplishing their daily tasks on mobile devices. Additionally, theawareness of personal health care increases at the same time. This report consists of three mainparts: analysis, design and implementation and system evaluation. By studying literature andsearching related works on the internet, general design guidelines are documented. The result isthat a prototype is implemented with the functionalities of data collection and data presentation.The system test and evaluation are also completed.
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SocialNetLab : serviços de localização através da API de geolocalização do HTML5 e do Web Service DinâmicoHoentsch, Sandra Costa Pinto 15 January 2013 (has links)
Front of large amount of personal mobile devices sold in the market and the vast amount of location technologies available for use by this equipment, we present a solution of localization that is able to position geographically a user and his friends on any mobile device, regardless of the equipment localization technology, as well as calculate the distance that it is in relation to friends and set the distance to be notified of the proximity thereof. This solution consists of two localization services: the localization service that uses the HTML5 Geolocation API and the localization service that uses Dynamic Web Service. Both services have been deployed and tested in SocialNetLab, which is the mobile social network that was implemented to validate these location services, serve as a laboratory for future research on social networks and will be available for the Department of Computer Science, of the University Federal of Sergipe. The main result we obtained the integration of two localization services in a mobile social network, the SocialNetLab, making it able to find and notify users of the proximity of friends regardless of localization technology available on the device (mobile or not). Upon completion of the tests we obtained satisfactory results in both localization services tested. / Diante da grande quantidade de dispositivos móveis pessoais vendidos no mercado e do vasto número de tecnologias de localização disponível para serem utilizadas por esses equipamentos, apresentamos uma solução de localização que é capaz de posicionar geograficamente um usuário e seus amigos em qualquer dispositivo móvel, independente da tecnologia de localização presente no equipamento, bem como calcular a distancia que o mesmo se encontra em relação aos amigos e definir a distância que deseja ser notificado da proximidade dos mesmos. Essa solução é composta por dois serviços de localização: o serviço de localização que utiliza a API de Geolocalização do HTML5 e o serviço de localização que utiliza Web Service Dinâmico. Ambos os serviços foram implantados e testados na SocialNetLab, que é a rede social móvel que foi implementada para validar esses serviços de localização e que servirá de laboratório para futuras pesquisas em redes sociais e estará disponível para o Departamento de Computação da Universidade Federal de Sergipe. Como principal resultado obtivemos a integração de dois serviços de localização em uma rede social móvel, a SocialNetLab, tornando-a capaz de localizar e notificar usuários da proximidade de amigos independente da tecnologia de localização disponível no dispositivo (móvel ou não). Ao término dos testes obtivemos resultados satisfatórios nos dois serviços de localização testados.
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Indexation et recherche de contenus par objet visuel / Object-based visual content indexing and retrievalBursuc, Andrei 21 December 2012 (has links)
La question de recherche des objets vidéo basés sur le contenu lui-même, est de plus en plus difficile et devient un élément obligatoire pour les moteurs de recherche vidéo. Cette thèse présente un cadre pour la recherche des objets vidéo définis par l'utilisateur et apporte deux grandes contributions. La première contribution, intitulée DOOR (Dynamic Object Oriented Retrieval), est un cadre méthodologique pour la recherche et récupération des instances d'objets vidéo sélectionnés par un utilisateur, tandis que la seconde contribution concerne le support offert pour la recherche des vidéos, à savoir la navigation dans les vidéo, le système de récupération de vidéos et l'interface avec son architecture sous-jacente.Dans le cadre DOOR, l’objet comporte une représentation hybride obtenues par une sur-segmentation des images, consolidé avec la construction des graphs d’adjacence et avec l’agrégation des points d'intérêt. L'identification des instances d'objets à travers plusieurs vidéos est formulée comme un problème d’optimisation de l'énergie qui peut approximer un tache NP-difficile. Les objets candidats sont des sous-graphes qui rendent une énergie optimale vers la requête définie par l'utilisateur. Quatre stratégies d'optimisation sont proposées: Greedy, Greedy relâché, recuit simulé et GraphCut. La représentation de l'objet est encore améliorée par l'agrégation des points d'intérêt dans la représentation hybride, où la mesure de similarité repose sur une technique spectrale intégrant plusieurs types des descripteurs. Le cadre DOOR est capable de s’adapter à des archives vidéo a grande échelle grâce à l'utilisation de représentation sac-de-mots, enrichi avec un algorithme de définition et d’expansion de la requête basée sur une approche multimodale, texte, image et vidéo. Les techniques proposées sont évaluées sur plusieurs corpora de test TRECVID et qui prouvent leur efficacité.La deuxième contribution, OVIDIUS (On-line VIDeo Indexing Universal System) est une plate-forme en ligne pour la navigation et récupération des vidéos, intégrant le cadre DOOR. Les contributions de cette plat-forme portent sur le support assuré aux utilisateurs pour la recherche vidéo - navigation et récupération des vidéos, interface graphique. La plate-forme OVIDIUS dispose des fonctionnalités de navigation hiérarchique qui exploite la norme MPEG-7 pour la description structurelle du contenu vidéo. L'avantage majeur de l'architecture propose c’est sa structure modulaire qui permet de déployer le système sur terminaux différents (fixes et mobiles), indépendamment des systèmes d'exploitation impliqués. Le choix des technologies employées pour chacun des modules composant de la plate-forme est argumentée par rapport aux d'autres options technologiques. / With the ever increasing amount of available video content on video repositories the issue of content-based video objects retrieval is growing in difficulty and becomes a mandatory feature for video search engines.The present thesis advances a user defined video object retrieval framework and brings two major contributions. The first contribution is a methodological framework for user selected video object instances retrieval, entitled DOOR (Dynamic Object Oriented Retrieval), while the second one concerns the support offered for video retrieval, namely the video navigation and retrieval system and interface and its underlying architecture.Under the DOOR framework, the user defined video object comports a hybrid representation obtained by over-segmenting the frames, constructing region adjacency graphs and aggregating interest points. The identification of object instances across multiple videos is formulated as an energy optimization problem approximating an NP-hard problem. Object candidates are sub-graphs that yield an optimum energy towards the user defined query. In order to obtain the optimum energy four optimization strategies are proposed: Greedy, Relaxed Greedy, Simulated Annealing and GraphCut. The region-based object representation is further improved by the aggregation of interest points into a hybrid object representation. The similarity between an object and a frame is achieved with the help of a spectral matching technique integrating both colorimetric and interest points descriptors.The DOOR framework is suitable to large scale video archives through the use of a Bag-of-Words representation enriched with a query definition and expansion mechanism based on a multi-modal, text-image-video principle.The performances of the proposed techniques are evaluated on multiple TRECVID video datasets prooving their effectiveness.The second contribution is related to the user support for video retrieval - video navigation, video retrieval, graphical interface - and consists in the OVIDIUS (On-line VIDeo Indexing Universal System) on-line video browsing and retrieval platform. The OVIDIUS platform features hierarchical video navigation functionalities that exploit the MPEG-7 approach for structural description of video content. The DOOR framework is integrated in the OVIDIUS platform, ensuring the search functionalities of the system. The major advantage of the proposed system concerns its modular architecture which makes it possible to deploy the system on various terminals (both fixed and mobile), independently of the exploitation systems involved. The choice of the technologies employed for each composing module of the platform is argumented in comparison with other technological options. Finally different scenarios and use cases for the OVIDIUS platform are presented.
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Prototype a solution for multi-track premium music score web playerWu, Haotian January 2014 (has links)
The current commercial version of ScorX multi-track premium music score(MPMS) player has poor support on mobile device, extra cost could be required for current product to support mobile device. This project aims to focus on developing a MPMS player1 using web based cross-platform technology. The company's commercial version is build on Adobe Flash Player. An investigation is conducted and result shows that a possible solution exist that by using which building such a player could be done by using Web Audio API and Adobe Edge Animate; a prototype is built upon this solution. Study of this project shows that alternative solution for support mobile device could be native application for single mobile hardware platform and Haxe for multiple hardware platform including desktop and mobile device. After building a prototype, a series of tests are run to evaluate both Flash player solution and HTML5 solution. It turns out that Flash player will still be the rst choice for desktop device solution in current phase since it is more stable with a rather satisfactory performance, while HTML5 solution supports better in mobile device. The most of the disadvantage of HTML5 solution lies on the performance of the audio engine (i.e. Web Audio API) rather than the animation engine. As more and more major web browser has fully supportWeb Audio API, it will for sure make the audio engine perform even better. The future development of ScorX multi-track premium music score should therefore focus on HTML5 and native application if necessary. / Den nuvarande kommersiella versionen av ScorX multi-track premium music score(MPMS) har dåligt stöd för mobila enheter och det kan medföra extra kostnader att göra så att produkten stödjer mobila enheter. Projektet syftar till att fokusera på att utveckla en MPMS baserat på en webbaserad och plattformsoberoende teknik. Bolagets kommersiella version bygger på Adobe Flash Player. En utredning genomförs och resultatet visar att en möjlig lösning finns i att använda Web Audio API och Adobe Edge Animate där det redan finns en prototyp som bygger på denna lösning. Studien av detta visar att en alternativ lösning för att göra systemet kompatibelt med mobila enheter kan vara en skräddarsydda native-versioner för respektive mobil hårdvaruplattform och Haxe för övriga stationära och mobila enheter. När prototypen var byggd kördes en serie tester för att utvärdera både Flash player lösningen och HTML5-lösningen. Det visar sig att Flash player fortfarande kommer att vara ett första val för stationära enheter i nuvarande fas eftersom den är mer stabil med en ganska tillfredsställande prestanda, medan HTML5-lösningen fungerar bättre i mobila enheter. Den huvudsakliga nackdelen med HTML5-lösning ligger på utförandet av ljudmotorn (dvs Web Audio API) i stället för animeringen av motorn. Eftersom er och er stora webbläsare har full supportWeb Audio API, kommer ljudmotorn prestera ännu bättre framöver. Den framtida utvecklingen av ScorX flerspårig premium musik poäng bör därfor inriktas på HTML5 och ursprungliga programmet om det behövs.
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Analýza frameworků pro vývoj multiplatformních mobilních aplikací využívající HTML technologie / Analysis framework for developing cross-platform mobile applications using HTML technology.Voldřich, Martin January 2014 (has links)
The aim of the master thesis is to assess frameworks that are used for development of multiplatform cell phone applications supported by HTML technology. The theoretical part is focused to current market analysis, mobile access issues and the issue of difficulties in specific cases of their application. Analysis is followed by choice of evaluation criteria for setting the most appropriate architecture. Selected evaluation criteria will be used as a tool for detecting of the optimal technology's possibility, which is the most appropriate possibility for development of basic cell phones applications. The practical part is focused to choosing of new evaluation criteria, which helps to create specific questionnaire research. The confirmation or refuse of the hypothesis set up the level of criteria's severity. Based on criteria there will be selected and analysed six of the most used hybrid frameworks. Two of the frameworks with the highest ratings will be tested by real basic cell phone application. The conclusion of the thesis will be follow up by tested frameworks. The frameworks will be described and measured by the author's development experiences.
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Moderní Java frameworky pro front-end webových aplikací / Modern Java frameworks for front-end of web applicationsJahoda, Lukáš January 2013 (has links)
The aim of this thesis is the analysis of selected frameworks for the development of modern web applications on the Java platform focusing on the front-end. The work is complemented by well-chosen source code examples that help the reader to create one's own view of the frameworks and it can also server as a tutorial. Introductory section focuses on the trends of modern web applications, especially on the front-end. It affects themes such as support for mobile devices, AJAX or responsive design of user interface. There are also introduced the latest technology on the front-end including HTML5, CSS3, jQuery library and dynamic language LESS whose main objective is the simplification, shortening and making cascading style sheets more dynamic. The output of this section: General LESS template is freely available and it can be applied to emerging projects. For the analysis there has been created static registration form on which there are applied frameworks Apache Wicket and Spring MVC with template engine Freemarker. In terms of analysis were chosen following points: the basic structure of the project, the application of static templates, external JavaScript / jQuery library, internalization, application of the form, submitting the form and validation of the input fields. The points were discussed in detail, especially in terms of implementation of both analysed frameworks. The outputs of the analysis are freely available structures of the projects and both of the resulting applications.
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Využití HTML5 při vývoji webových aplikací / The use of HTML5 in web developmentHanyš, Pavel January 2011 (has links)
Currently, on the Internet we can see most of the time clasic website that offer multimedia content to users in the form of texts, pictures and videos or favorite e-shops to enable the purchase of various goods from the comfort of home. More and more we can see website sites, or applications that provide the user with a specific service. This thesis describes a new modern approaches for creating web sites and applications using the latest version of the markup language HTML, which is HTML5. The work is primarily intended for Web developers and encoders, which should provide an overview and basic information in the field of web applications. The acquired knowledge would be to simplify and streamline the work and especially to save time, which can undo web users in the form of new features. The result of their work can be faster, more comfortable user web application (website) that fully exploit potential of web browsers.
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