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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.
71

Interacting with Public Art by using Mobile Augmented Reality

Diriye, Kalid January 2022 (has links)
Augmented reality is getting much attention due to its continuous development and becoming more pervasive across various industries. Researchers have shown the possibility of improving user experience in augmented reality. Every piece of public art created and installed aims to improve the community's quality of life. This study aims to determine how to create an augmented reality mobile application that users can interact with and learn more about public art on the Växjö campus. An Augmented reality prototype was implemented to examine the possibility of improving the awareness of public art. It was designed and developed using the front-end Unity Engine, Vuforia SDK, and the back-end Node.js server with MongoDB database. A user study with two iterations was conducted. The prototype was tested and validated by an established and standardized method using System Usability Scale (SUS) and User Engagement Scale-Short Form (UES-SF) questionnaires. Based on usability and user engagement scores and interviews, the analysis of the responses demonstrated that the prototype is user-friendly and scalable.
72

Evaluación de la QoE en un sistema de streaming adaptativo de vídeo 3D basado en DASH

Guzmán Castillo, Paola Fernanda 06 September 2022 (has links)
[ES] La distribución de contenidos multimedia, y en particular el streaming de vídeo, domina actualmente el tráfico global de Internet y su importancia será incluso mayor en el futuro. Miles de títulos se agregan mensualmente a los principales proveedores de servicios, como Netflix, YouTube y Amazon. Y de la mano del consumo de contenidos de alta definición que se convierte en la principal tendencia, se puede observar nuevamente un incremento en el consumo de contenidos 3D. Esto ha hecho que las temáticas relacionadas con la producción de contenidos, codificación, transmisión, Calidad de Servicio (QoS) y Calidad de Experiencia (QoE) percibidas por los usuarios de los sistemas de distribución de vídeo 3D sean un tema de investigación con numerosas contribuciones en los últimos años. Esta tesis aborda el problema de la prestación de servicios de transmisión de vídeo 3D bajo condiciones de red de ancho de banda variable. En este sentido, presenta los resultados de la evaluación de la QoE percibida por los usuarios de los sistemas de vídeo 3D, analizando principalmente el impacto de los efectos introducidos en dos de los elementos de la cadena de procesamiento de vídeo 3D: la etapa de codificación y el proceso de transmisión. Para analizar los efectos de la codificación en la calidad del vídeo 3D, en la primera etapa se aborda la evaluación objetiva y subjetiva de la calidad del vídeo, comparando el rendimiento de diferentes estándares y métodos de codificación, con el fin de identificar aquellos que logran la mejor relación entre calidad, tasa de bits y tiempo de codificación. Así mismo, en el contexto de la transmisión en un entorno simulcast, se evalúa la eficacia de la utilización de las codificaciones asimétricas para la transmisión de vídeo 3D, como una alternativa para la reducción del ancho de banda manteniendo la calidad global. En segundo lugar, para el estudio del impacto y el rendimiento del proceso de transmisión, se ha trabajado sobre la base de un sistema de transmisión dinámica adaptativa sobre HTTP (DASH) en el contexto de la transmisión de vídeo tanto 2D como 3D, utilizando diferentes escenarios de variación de ancho de banda. El objetivo ha sido el desarrollo de un marco de referencia para la evaluación de la QoE en escenarios de transmisión adaptativa de vídeo 3D, que permite analizar el impacto en la QoE del usuario frente a diferentes patrones de variación del ancho de banda, así como el rendimiento del algoritmo de adaptación frente a estos escenarios. El trabajo se enfoca en identificar el impacto en la Calidad de Experiencia del usuario que tienen aspectos como: la frecuencia, el tipo, el alcance y la ubicación temporal de los eventos de variación del ancho de banda. El sistema propuesto permite realizar mediciones de rendimiento de forma automatizada y sistemática para la evaluación de los sistemas DASH en el servicio de distribución de vídeo 2D y 3D. Se ha utilizado Puppeteer, la librería Node.js desarrollada por Google, que proporciona una API de alto nivel, para automatizar acciones en el protocolo Chrome Devtools, como iniciar la reproducción, provocar cambios de ancho de banda y guardar los resultados de los procesos de cambio de calidad, marcas de tiempo, paradas, etc. A partir de estos datos, se realiza un procesamiento que permite la reconstrucción del vídeo visualizado, así como la extracción de métricas de calidad y la evaluación de la QoE de los usuarios utilizando la recomendación ITU-T P.1203. / [CA] La distribució de continguts multimèdia, i en particular el streaming de vídeo, domina actualment el trànsit global d'Internet i la seua importància serà fins i tot mes gran en el futur. Milers de títols s'afegeixen mensualment als principals proveïdors de serveis, com ara Netflix, YouTube i Amazon. I de la mà del consum de continguts d'alta definició que es converteix en la tendència principal, es pot observar novament un increment en el consum de continguts 3D. Això ha fet que les temàtiques relacionades amb la producció de continguts, codificació, transmissió, Qualitat de Servei (QoS) i Qualitat d'Experiència (QoE) percebudes pels usuaris dels sistemes de distribució de vídeo 3D siguen un tema de recerca amb nombroses contribucions en els últims anys. Aquesta tesi aborda el problema de la prestació de serveis de transmissió de vídeo 3D sota condicions de xarxa d'ample de banda variable. En aquest sentit, presenta els resultats de l'avaluació de la QoE percebuda pels usuaris dels sistemes de vídeo 3D, analitzant principalment l'impacte dels efectes introduïts en dos dels elements de la cadena de processament de vídeo 3D: l'etapa de codificació i el procés de transmissió. Per analitzar els efectes de la codificació en la qualitat del vídeo 3D, a la primera etapa s'aborda l'avaluació objectiva i subjectiva de la qualitat del vídeo, comparant el rendiment de diferents estàndards i mètodes de codificació, per tal d'identificar aquells que aconsegueixen la millor relació entre qualitat, taxa de bits i temps de codificació. Així mateix, en el context de la transmissió en un entorn simulcast, s'avalua l'eficàcia de la utilització de les codificacions asimètriques per la transmissió de vídeo 3D, com una alternativa per la reducció de l'ampleada de banda mantenint la qualitat global. En segon lloc, per a l'estudi de l'impacte i el rendiment del procés de transmissió, s'ha treballat sobre la base d'un sistema de transmissió dinàmica adaptativa sobre HTTP (DASH) en el context de la transmissió de vídeo tant 2D com 3D, utilitzant diferents escenaris de variació d'ample de banda. L'objectiu ha estat el desenvolupament d'un marc de referència per a l'avaluació de la QoE en escenaris de transmissió adaptativa de vídeo 3D, que permet analitzar l'impacte en la QoE de l'usuari davant de diferents patrons de variació de l'ample de banda; així com el rendiment de l'algorisme d'adaptació davant d'aquests escenaris. El treball s'enfoca a identificar l'impacte a la Qualitat d'Experiència de l'usuari que tenen aspectes com ara: la freqüència, el tipus, l'abast i la ubicació temporal dels esdeveniments de variació de l'ample de banda. El sistema proposat permet realitzar mesuraments de rendiment de manera automatitzada i sistemàtica per a l'avaluació dels sistemes DASH en el servei de distribució de vídeo 2D i 3D. S'ha utilitzat Puppeteer, la llibreria Node.js desenvolupada per Google, que proporciona una API d'alt nivell, per automatitzar accions al protocol Chrome Devtools, com iniciar la reproducció, provocar canvis d'ample de banda i desar els resultats dels processos de canvi de qualitat, marques de temps, parades, etc. A partir d'aquestes dades, es fa un processament que permet la reconstrucció del vídeo visualitzat, així com l'extracció de mètriques de qualitat i l'avaluació de la QoE dels usuaris fent servir la recomanació ITU-T P.1203. / [EN] The distribution of multimedia content, and in particular video streaming, currently dominates global Internet traffic and will become even more important in the future. Thousands of titles are added monthly to major service providers such as Netflix, YouTube and Amazon. In addition to the consumption of high-definition content becoming the main trend, an increase in the consumption of 3D content can be observed again. This fact has caused that issues related to content production, encoding, transmission, Quality of Service (QoS) and Quality of Experience (QoE) perceived by users of 3D video distribution systems became a research topic with numerous contributions in recent years. This thesis addresses the problem of providing 3D video streaming services under variable bandwidth network conditions. In this sense, it presents the results of the evaluation of the QoE perceived by the users of 3D video systems, analyzing mainly the impact of the effects introduced in two of the elements of the 3D video processing chain: the encoding stage and the transmission process. To analyze the effects of the encoding process on the quality of 3D video, the first stage deals with the objective and subjective evaluation of video quality, comparing the performance of different encoding standards and methods, in order to identify those that achieve the best ratio between quality, bit rate and encoding time. Also, in the context of transmission in a simulcast environment, the advantages of using asymmetric coding for 3D video transmission is evaluated as an alternative for bandwidth reduction while maintaining overall quality. Secondly, for the study of the impact and performance of the transmission process, the work has been carried out on the basis of an adaptive dynamic over HTTP (DASH) transmission system in the context of both 2D and 3D video transmission, using different bandwidth variation scenarios. The aim has been to develop a framework for the evaluation of QoE in 3D adaptive video streaming scenarios, which allows analyzing the impact on the user's QoE against different bandwidth variation patterns, as well as the performance of the adaptation algorithm under these scenarios. The work focuses on identifying the impact on the user's Quality of Experience in aspects such as: frequency, type, range and temporal location of bandwidth variation events. The proposed system allows to perform performance measurements in an automated and systematic way for the evaluation of DASH systems in the 2D and 3D video distribution service. The tool Puppeteer, the Node.js library developed by Google, has been used, which provides a high-level API to automate actions in the Chrome Devtools protocol, such as starting playback, causing bandwidth changes and saving the results of the quality change processes, timestamps, stops, etc. From this data, a further processing is performed that allows the reconstruction of the displayed video, as well as the extraction of quality metrics and the evaluation of the QoE of the users using the ITU-T P.1203 recommendation. / Guzmán Castillo, PF. (2022). Evaluación de la QoE en un sistema de streaming adaptativo de vídeo 3D basado en DASH [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/186354
73

Systém pro on-line záznam jízd autoškoly / A System for On-Line Driving School Trip Recording

Voneš, Jakub January 2017 (has links)
The subject of this thesis is the design and implementation of a client-server applications for collecting GPS data using a smartphone with Android OS. The system is used for real-time monitoring and recording vehicle’s movement on a server, where the data are adapted to the real road. This thesis is a continuation of the project DoAutoškoly.cz . The theoretical part of the thesis deals with GPS, real-time communication problems and the Android platform, including its application interface for GPS. In the next part of the thesis, this knowledge is used to design the whole system. The thesis continues with the implementation of a mobile application, the web module and the corresponding server application. The chapters continue to deal with real-time tracking and route editing. The last part is focused on testing and evaluation of the results.
74

Software pro digitální mixážní pult / Software for Digital Mixing Console

Zoň, Robin January 2018 (has links)
This thesis describes the design and implementation of a software for digital mixing console built on the Windows platform. This software is designed to offer real-time multi-channel audio processing using multiple input and output units, signal routing between these units and insertion and management of VST plug-in modules. The software uses an audio interface connected with ASIO technology. The thesis is divided into several applications. Main application which computes audio samples and allows insertion and management of plug-ins is programmed in C++ using JUCE technology. This application can be controlled with its own local graphical interface or with web control interface, which is programmed in TypeScript with the use of React technology. Web interface allows user to control VST plug-in modules with its own custom implementation of plug-in control.
75

Webový simulátor fotbalových lig a turnajů / Web Simulator of Football Leagues and Championships

Urbanczyk, Martin January 2019 (has links)
This thesis is about the creation of a simulator of football leagues and championships. I studied the problematics of football competitions and their systems and also about the base of machine learning. There was also an analysis of similar and existing solutions and I took inspiration for my proposal from them. After that, I made the design of the whole simulator structure and of all of its key parts. Then the simulator was implemented and tested. The application allows simulating top five competitions in UEFA club coefficients rating.
76

Webový editor audia / Web Based Audio Editor

Kadlčík, Stanislav January 2013 (has links)
The Web Based Audio Editor thesis deals with the requirements specification, selection of technologies and with the implementation itself. The thesis uses modern approaches of HTML5 standards and is divided into the client and the server parts. Both the web application and the server are implemented in JavaScript. The Web based audio editor allows basic editing features like cut, shifting, deleting. All this in multiple audio tracks. The application runs in recent versions of the most widely used web browsers.
77

Aplikace pro ovládání dohledového systému v obytných vozech / Application for Controll System in Caravan

Řehulka, Marek January 2015 (has links)
This Master's thesis deals with the development of a mobile application for a control of the supervisory system in caravans and motorhomes. The thesis presents the currently available principles and research of the existing solutions. This custom solution includes an Android application and a desktop application of the central unit simulator of the supervisory system. The simulator is based on the Node.js and node-webkit technologies. The simulator communicates with the devices available via RF Transciever and it simulates other devices. The mobile application communicates with the simulator via Bluetooth Low Energy and GSM. Major part of the implementation description is devoted to the Bluetooth Low Energy technology and to issues, which are associated with it. The resulting solution puts emphasis on the usability of the user interface and the ability to supervise a wide range of connected devices. The system also implements custom logic alerts for tracked events. The thesis concludes with evaluation of the resulting system and outlining the future development options.
78

Aggregation and power forecasting for the CoordiNet power flexibility market in Uppsala

Hjelm, Daniel, Wreeby, Emanuel, Sjöström, Anton January 2021 (has links)
In the region of Uppland, a shortage of electric power during cold days has emerged during the past years by virtue of the electrification of the society and industry in general. As a result, a power flexibility market managed by the CoordiNet project has commenced to hopefully create a more reliant, eco-friendly and accessible electricity supply. Uppsala kommun wishes to participate in the market but needs a solution for communication between market and technology and smart control methods. In this project, the solution to the problem, consisting of a mobile app, API, database, server and deep learning model, almost meets the requirements to participate on the market this autumn. With more time and resources, the product can hopefully be completed, enabling both economic and city growth in the region.
79

Snow depth measurements and predictions : Reducing environmental impact for artificial grass pitches at snowfall

Forsblom, Findlay, Ulvatne, Lars Petter January 2020 (has links)
Rubber granulates, used at artificial grass pitches, pose a threat to the environment when leaking into the nature. As the granulates leak to the environment through rain water and snow clearances, they can be transported by rivers and later on end up in the marine life. Therefore, reducing the snow clearances to its minimum is of importance. If the snow clearance problem is minimized or even eliminated, this will have a positive impact on the surrounding nature. The object of this project is to propose a method for deciding when to remove snow and automate the information dispersing upon clearing or closing a pitch. This includes finding low powered sensors to measure snow depth, find a machine learning model to predict upcoming snow levels and create an application with a clear and easy-to-use interface to present weather information and disperse information to the responsible persons. Controlled experiments is used to find the models and sensors that are suitable to solve this problem. The sensors are tested on a single snow quality, where ultrasonic and infrared sensors are found suitable. However, fabricated tests for newly fallen snow questioned the possibility of measuring snow depth using the ultrasonic sensor in the general case. Random Forest is presented as the machine learning model that predicts future snow levels with the highest accuracy. From a survey, indications is found that the web application fulfills the intended functionalities, with some improvements suggested.
80

Monitorovací systém pro sledování chodu laboratoře / Monitoring system for monitoring of laboratory processes

Bachmayer, Marek January 2020 (has links)
The presented work deals with the development of a monitoring system for monitoring the operation of the laboratory. The theoretical part of the work includes information on the safety of operation and work in biological laboratories, measured physical quantities and the principle of their measurement. The monitoring system is built on a compact ESP32-CAM camera and a WeMos D1 development board. The practical part consists of the design and implementation of a given system and the creation of a full-stack application for displaying live input from the laboratory for monitoring measured quantities in real time.

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