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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.
21

A Roadmap to Pervasive Systems Verification

Konur, Savas, Fisher, M. 01 May 2015 (has links)
yes / The complexity of pervasive systems arises from the many different aspects that such systems possess. A typical pervasive system may be autonomous, distributed, concurrent and context-based, and may involve humans and robotic devices working together. If we wish to formally verify the behaviour of such systems, the formal methods for pervasive systems will surely also be complex. In this paper, we move towards being able to formally verify pervasive systems and outline our approach wherein we distinguish four distinct dimensions within pervasive system behaviour and utilise different, but appropriate, formal techniques for verifying each one. / EPSRC
22

Exploring Electronic Storyboards as Interdisciplinary Design Tools for Pervasive Computing

Forsyth, Jason Brinkley 09 June 2015 (has links)
Pervasive computing proposes a new paradigm for human-computer interaction. By embedding computation, sensing, and networking into our daily environments, new computing systems can be developed that become helpful, supportive, and invisible elements of our lives. This tight proximity between the human and computational worlds poses challenges for the design of these systems - what disciplines should be involved in their design and what tools and processes should they follow? We address these issues by advocating for interdisciplinary design of pervasive computing systems. Based upon our experiences teaching courses in interactive architecture, product design, physical computing and through surveys of existing literature, we examine the challenges faced by interdisciplinary teams when developing pervasive computing systems. We find that teams lack accessible prototyping tools to express their design ideas across domains. To address this issue we propose a new software-based design tool called electronic storyboards. We implement electronic storyboards by developing a domain-specific modeling language in the Eclipse Graphical Editor Framework. The key insight of electronic storyboards is to balance the tension between the ambiguity in drawn storyboards and the requirements of implementing computing systems. We implement a set of user-applied tags, perform layout analysis on the storyboard, and utilize natural language processing to extract behavioral information from the storyboard in the form of a timed automaton. This behavioral information is then transformed into design artifacts such as state charts, textual descriptions, and source code. To evaluate the potential impact of electronic storyboards on interdisciplinary design teams we develop of user study based around ``boundary objects''. These objects are frequently used within computer-supported collaborative work to examine how objects mediate interactions between individuals. Teams of computing and non-computing participants were asked to storyboard pervasive computing systems and their storyboards were evaluated using a prototype electronic storyboarding tool. The study examines how teams use traditional storyboarding, tagging, tool queries, and generated artifacts to express design ideas and iterate upon their designs. From this study we develop new recommendations for future tools in architecture and fashion design based upon electronic storyboarding principles. Overall, this study contributes to the expanding knowledge base of pervasive computing design tools. As an emerging discipline, standardized tools and platforms have yet to be developed. Electronic storyboards offer a solution to describe pervasive computing systems across application domains and in a manner accessible to multiple disciplines. / Ph. D.
23

Accessible interaction solution based on confidence for the deployment of pervasive sensitive services in intelligent environments

Vega Barbas, Mario January 2016 (has links)
Services based on the Information and Communications Technologies (ICT) are present more and more in the lives of people. The advancement of ICT in technical and social acceptance terms has led the creation of new models of service provision. These provision models involve further integration with people's activities so that are not only present in their professions or civic space but also in a more intimate areas related to their own identity. So it is now common to find services aware of user's health, their domestic habits, ideology, etc. Therefore, the analysis of existing services must be open out to include other aspects related to the way of being and feeling of their members. This way is possible to ensure both the technical correctness of its features as promoting safe and respectful solutions both of civic rights as the way of being and feeling of its members. From the engineering point of view, the user perspective has historically encompassed under the concept of technological acceptance. Within this field can be interpreted as friendly solutions adapted to users will encourage the acceptance by them. Solution acceptance is desirable although it is difficult to ensure. This difficulty is due to the lack of the number of variables that affect the acceptance of technological solutions and the difficulty of optimizing the known variables. In this thesis it is studied and characterized one of the variables that affect the acceptance of existing services: confidence. Confidence is defined in psychological terms, providing its characterization with the aim of be used in typical methods of engineering. Also different tools are proposed to facilitate the optimization of this confidence in services whose complexity establishes this variable in a basic issue to improve acceptance. Health services deployed in a home have been chosen as working context for this thesis. This scenario presents a number of acceptance restrictions on the technology used to create services and how they manage the acquired user information. It comes to highly sensitive and delocalized services that can affect to the user's perception of the environment, the home, and generate fear or rejection to prevent final adoption as a valid solution. Once defined the generic framework, the main objective of this dissertation is focused on promote the acceptance of new pervasive and personalized health services and their deployment in domestic intelligent environments through a layout that promotes a psychological state of confidence in users. To achieve this goal, a set of results, both conceptual, technological and experimental, have been provided. In particular, it has offered a complete characterization of the feeling of confidence from a viewpoint of engineering and a definition of sensitive or delocalized pervasive service. Furthermore, a method for the inclusion of the Interaction Design discipline in engineering processes of such services through a set of patterns of interaction is offered. Finally, this thesis provides the development of a software architecture to ensure proper deployment of these pervasive sensitive services in intelligent environments in a confident way. Discussion of the results suggests the extension of the deployment model to different services of the Information Society that handle sensitive data both in the context of the digital home and other settings where the user perform everyday activities such as work spaces or schools. The future work lines include the imminent need to apply the results to ongoing developments, within research projects in those the author takes part, and the development of new research lines aimed at creating new spaces and interaction technologies as advanced accessible interfaces, toys of the future, confident visualization systems or security systems based on the condition of the user. / Tjänster baserade på informations- och kommunikationsteknik (IKT) blir allt mer vanligare i människors liv. För att främja acceptansen för IKT i både tekniska och sociala aspekter av människors liv har nya modeller för dessa tjänster skapats. Dessa modeller har en närmare knytning till människors verksamhet så att de inte bara förekommer i deras yrken eller fritid men också i mer intima områden som anknyter till individens egen identitet. Det är nu därför vanligt att hitta tjänster som tar hänsyn till användarens hälsa, vanor, ideologi, etc.  En analys av befintliga tjänster måste inkludera dessa aspekter men även användarnas känsla av identitet och medlemskap. På detta sätt är det möjligt att säkerställa den tekniska riktigheten hos dessa funktioner som i sin tur borgar för säkra och respektfulla lösningar som tar hänsyn till medlemmarnas medborgerliga rättigheter likväl som deras känsla av identitet och medlemskap. Historiskt sett, och ur ett tekniskt perspektiv, har användarperspektivet omfattats under begreppet teknisk acceptans. Inom detta område har användarvänliga lösningar anpassade till användarna själva uppmuntrat acceptans av dem. Acceptans av lösningar är önskvärt även om det är svårt att säkerställa. Denna svårighet beror på avsaknaden av antalet variabler som påverkar acceptansen av tekniska lösningar och svårigheten att optimera de kända variablerna. I denna avhandling studeras och karaktäriseras en av de variabler som påverkar acceptansen av befintliga tjänster: förtroende. Förtroendet definieras i psykologiska termer med syftet att kunna använda termen i typiska metoder för teknik. Det föreslås också olika verktyg för att underlätta optimering av detta förtroende inom tjänstesektorn. Hälso- och sjukvård i hemmet har valts som scenario för denna avhandling. Detta scenario presenterar ett antal restriktioner med avseende på acceptansen av den teknik som används för att skapa tjänster och hur dessa tjänster hanterar den förvärvade användarinformationen. För användaren är situationen mycket känslig och de erbjudna tjänsterna kan påverka användarens uppfattning av miljön och hemmet och/eller generera rädsla eller avsmak för att acceptera lösningen. När den generiska ramen är etablerad är det huvudsakliga syftet med denna avhandling att främja acceptans av nya tjänster för personlig hälsovård och deras användning i hemmet. Detta skall uppnås genom en layout som främjar ett psykologiskt förtroende hos användarna. För att uppnå detta mål har en uppsättning resultat, både begreppsmässiga, tekniska och experimentella, analyserats. Framför allt har en fullständig karaktärisering gjorts av känslan av förtroende från en teknologisk synvinkel och en definition av en känslig och allomfattande tjänst. Dessutom framläggs en metod för införandet av interaktionsdesign i de aktuella tjänsterna genom ett antal interaktionsmönster. Slutligen behandlar denna avhandling utvecklingen av en mjukvaruarkitektur för att säkerställa en korrekt användning av dessa känsliga tjänster. Resultaten pekar på att distributionsmodellen även kan användas för andra tjänster i informationssamhället där användaren utför vardagliga sysslor, såsom i det digitala hemmet eller andra miljöer (t.ex. skolor och arbetsplatser), där känsliga uppgifter hanteras. De framtida arbetsuppgifterna omfattar det överhängande behovet av att tillämpa resultaten på den pågående utvecklingen av forskningsprojekt som författaren är involverad i. Detta omfattar även utveckling av ny forskning som syftar till att skapa ny interaktionsteknik t.ex. avancerade gränssnitt, framtida leksaker, säkra visualiseringssystem eller säkerhetssystem baserat på användarens hälsa/tillstånd. / <p>This PhD research has been conducted under a double PhD agreement degree between the School of Telecommunications Systems and Engineering (ETSIST) at the Technical University of Madrid (UPM) in Spain and the School of Technology and Health (STH) at the Royal Institute of Technology (KTH) in Sweden.</p><p>QC 20160129</p>
24

Bio-inspired agent-based programming environment for pervasive platforms / Environnement de Programmation Orienté Agent et Bio-Inspiré pour Plateformes Pervasives

Brousse, Olivier 26 February 2010 (has links)
La tendance marquée de ces dernières années au niveau des systèmes informatiques est à l'Ubiquitous Computing. Ces plateformes pervasives ont des contraintes (environnementales et architecturales) qui leurs sont propre et influence la manière de les programmer. En se basant sur l'étude des réseaux de capteurs une approche orientée agents et bio-inspirée est proposée pour programmer les plateformes pervasives en assurant leur adaptabilité dans un environnement non maitrisé. La question se pose de savoir comment améliorer les performances de ce type de plateforme construites à partir de modules possédant peu de ressources de calcul. L'emploi de coprocesseurs parallèles est envisagé. L'utilisation de matériel spécifique à l'un ou l'autre des modules de la plateforme pose des problèmes de facilité de programmation. Une solution de programmation adaptée est proposée tirant partie de la portabilité de Java et de la flexibilité de l'environnement proposé précédemment. L'ensemble de ces deux contributions qui forme un environnement de programmation pour plateformes pervasives, a été testé sur la plateforme PERPLEXUS. / Ubiquitous Computing is the emerging trend in computing systems. These pervasives platforms have characteristic constraints (environmental and architectural). Such characteristics clearly impact the way pervasive platforms should be programmed. Base on Sensor Network programming experience an agent oriented and bio-inspired approach is proposed as a reliable programming framework for pervasive platforms. Nevertheless, how to improve performance of such platforms made of modules with small computing resources. The use of parallel coprocessors is then considered. Such distributed and locally hardware dependent programming does not ease platform programming. Taking advantage of Java's portability and of the proposed framework flexibility a coprocessor programming solution is proposed. These contributions are basic blocks of a pervasive platform programming environment that has been tested on the PERPLEXUS platform.
25

Continuous deployment of pervasive applications in dynamic environments / Déploiement continue des applications pervasives en milieux dynamiques

Günalp, Ozan Necati 13 November 2014 (has links)
L'émergence des nouveaux types d'environnements informatiques amplifie le besoin pour des systèmes logiciels d'être capables d'évoluer dynamiquement. Cependant, ces systèmes rendent très difficile le déploiement de logiciels en utilisant des processus humains. Il y a donc un besoin croissant d'outils d'automatisation qui permettent de déployer et reconfigurer des systèmes logiciels sans en interrompre l'exécution. Le processus de déploiement continu et automatisé permet de mettre à jour ou d'adapter un logiciel en exécution en fonction des changements contextuels et des exigences opérationnelles. Les solutions existantes ne permettent pas des déploiements reproductibles et tolérant aux pannes dans des environnements fluctuants, et donc requérant une adaptation continue. Cette thèse se concentre en particulier sur des solutions de déploiement continu pour les plates-formes d'exécution dynamiques, tels que celle utilisé dans les environnements ubiquitaires. Elle adopte une approche basée sur un processus transactionnel et idempotent pour coordonner les actions de déploiement. La thèse propose, également, un ensemble d'outils, y compris un gestionnaire de déploiement capable de mener des déploiements discret, mais également d'adapter les applications continuellement en fonction des changements contextuels. La mise en œuvre de ces outils, permet notamment aux développeurs et aux administrateurs de développer des déploiements d'applications grâce à un langage spécifique suivant les principes de l‘infrastructure-as-code. En utilisant l'implantation de Rondo, les propositions de cette thèse sont validées dans plusieurs projets industriels et académiques à la fois pour l'administration de plates-formes ubiquitaires ainsi que pour l'installation d'applications et leurs reconfigurations continues. / Driven by the emergence of new computing environments, dynamically evolving software systems makes it impossible for developers to deploy software with human-centric processes. Instead, there is an increasing need for automation tools that continuously deploy software into execution, in order to push updates or adapt existing software regarding contextual and business changes. Existing solutions fall short on providing fault-tolerant, reproducible deployments that would scale on heterogeneous environments. This thesis focuses especially on enabling continuous deployment solutions for dynamic execution platforms, such as would be found in Pervasive Computing environments. It adopts an approach based on a transactional, idempotent process for coordinating deployment actions. The thesis proposes a set of deployment tools, including a deployment manager capable of conducting deployments and continuously adapting applications according to the changes in the current state of the target platform. The implementation of these tools, Rondo, also allows developers and administrators to code application deployments thanks to a deployment descriptor DSL. Using the implementation of Rondo, the propositions of this thesis are validated in several industrial and academic projects by provisioning frameworks as well as on installing application and continuous reconfigurations.
26

An investigation of smartphone applications : exploring usability aspects related to wireless personal area networks, context-awareness, and remote information access

Hansen, Jarle January 2012 (has links)
In this thesis we look into usability in the context of smartphone applications. We selected three research areas to investigate, namely Wireless Personal Area Networks, Context-awareness, and Remote Information Access. These areas are investigated through a series of experiments, which focuses on important aspects of usability within software applications. Additionally, we mainly use smartphone devices in the experiments. In experiment 1, Multi-Platform Bluetooth Remote Control, we investigated Wireless Personal Area Networks. Specifically, we implemented a system consisting of two clients, which were created for Java ME and Windows Mobile, and integrated with a server application installed on a Bluetooth-enabled laptop. For experiments 2 and 3, Context-aware Meeting Room and PainDroid: an Android Application for Pain Management, we looked closely at the research area of Contextawareness. The Context-aware Meeting Room was created to automatically send meeting participants useful meeting notes during presentations. In experiment 3, we investigated the use of on-device sensors for the Android platform, providing an additional input mechanism for a pain management application, where the accelerometer and magnetometer were used. Finally, the last research area we investigated was Remote Information Access, where we conducted experiment 4, Customised Android Home Screen. We created a system that integrated both a cloud-based server application and a mobile client running on the Android platform. We used the cloud-computing platform to provide context management features, such as the ability to store the user configuration that was automatically pushed to the mobile devices.
27

Distributed Technology-Sustained Pervasive Applications

Nevelsteen, Kim J.L. January 2016 (has links)
Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of ‘non-standard input devices’ and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geographical Information Systems and IoT. Computer video games have existed for decades, with a reusable game engine to drive them. If pervasive games can be understood as computer games interfacing with the physical world, can computer game engines be used to stage pervasive games? Considering the use of non-standard input devices in pervasive games and the rise of IoT, how will this affect the architectures supporting the broader set of pervasive applications? The use of a game engine can be found in some existing pervasive game projects, but general research into how the domain of pervasive games overlaps with that of video games is lacking. When an engine is used, a discussion of, what type of engine is most suitable and what properties are being fulfilled by the engine, is often not part of the discourse. This dissertation uses multiple iterations of the method framework for Design Science for the design and development of three software system architectures. In the face of IoT, the problem of extending pervasive games into a fourth software architecture, accommodating a broader set of pervasive applications, is explicated. The requirements, for technology-sustained pervasive games, are verified through the design, development and demonstration of the three software system architectures. The scaling up of the architecture to support distributed pervasive applications, is based on research in the domain of Virtual Worlds and IoT. The results of this dissertation are: the aligning of the Pervasive Games research domain with that of Virtual Worlds, the mapping of virtual time and space to physical counterparts, the scaling up of pervasive games to distributed systems, and the explication of the problem of incorporating IoT into pervasive applications. The implication of this dissertation is to ensure that pervasive games are not left reinventing existing technologies. / Teknikförmedlade verklighetsspel (technology-sustained pervasive games), i motsats till teknikstödda verklighetsspel (technology-supported pervasive games), kan förstås som dataspelets gränssnitt mot den fysiska världen. Verklighetsspel games är kända för att använda sig av ‘icke-standardiserade inmatningsenheter’ och med ökningen av Sakernas Internet (Internet of Things) (IoT), kan verklighetsapplikationer (pervasive applications) förväntas gå längre än verklighetsspel. Denna avhandling omfattar krav- och utvecklingfokuserad (Design Science) forskning för distribuerad teknik omfattande verklighetsspel, som innehåller kunskap från områdena distribuerad databehandling (Distributed Computing), blandad realitet (Mixed Reality), kontextmedveten databehandling, geografiska informationssystem och IoT. Dataspel har funnits i decennier, ofta med en återanvändbar spelmotor för att driva dem. Om verklighetsspel kan förstås som dataspel med gränssnitt mot den fysiska världen, kan då dataspelsmotorer användas för att iscensätta verklighetsspel? Med tanke på användningen av ickestandardiserade inmatningsenheter i verklighetsspel och den tilltagande mängde IoT tillämpningar, hur kommer detta att påverka arkitekturen som stöder verklighetsspel? Användningen av en konventionell spelmotor kan återfinnas i vissa befintliga verklighetsspelsprojekt, men mer generell forskning om hur verklighetsspel överlappar med konventionella dataspel saknas. När en konventionell dataspelsmotor används, är en diskussion om vilken typ av motor som är mest lämplig och vilka egenskaper uppfylls av motorn ofta inte en del av diskursen. Denna avhandling använder flera iterationer av metodramverket för design vetenskap (method framework for Design Science) för konstruktion och utveckling av tre mjukvarusystemarkitekturer. Med tanke på IoT utarbetas problemet att utvidga verklighetsspel till en fjärde mjukvaruarkitektur som kan tillmötesgå en bredare uppsättning av verklighetsapplikationer. Kraven för teknikförmedlade verklighetsspel verifieras genom design, utveckling och demonstration av tre mjukvarusystemarkitekturer. Uppskalning av arkitekturen för att stödja distribuerade verklighetsspel är baserad på forskning inom området för virtuella världar och IoT. Resultaten från avhandlingen är: anpassning av forskningsområdet verklighetsspel med forskningsområdet virtuella världar, metod för matchning av virtuell tid och utrymme till fysiska motsvarigheter, uppskalning av verklighetsspel till distribuerade system, och utarbetning av problemen med att införliva IoT in verklighetsapplikationer. Innebörden av denna avhandling är att se till att implementeringen av verklighetsspel inte leder till att man återuppfinner redan existerande teknik. / <p>At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 4: Submitted. Paper 6: Submitted. Paper 7: Submitted.</p>
28

Digi-mart: an interactive "SUPER"market that enhances the social and technological condition in Ivory Park

Mahon, Tennille 12 October 2011 (has links)
Computer technology has advanced to the point where it has invaded our lives and become embedded in our environment. The problem with this is that not everyone has it, can use it, understands it or finds value in it. This requires an innovative solution that couples technology use in a communal and public space that provides both free access to technology and technology that is meaningful. Interactive architecture suggest new modes of interacting and interfacing between users and their environments offering the potential for richer and more intuitive dialogues between users, each other and our wider environments. Harnessed in a sustainable platform like a supermarket, it can become a manageable grassroots solution that serves the civic, cultural and social needs of a community. If developed in line with the goals of facilitating public information exchange and discourse in the built environment the application of interactive environments to its context seems well suited to contribute towards encouraging active user participation, social interaction and personal empowerment.
29

Architectures et mécanismes de sécurité pour l'auto-protection des systèmes pervasifs

He, Ruan 30 November 2010 (has links) (PDF)
Contributions principales Les éléments précédents identifient les principes de conception de base pour construire un canevas logiciel d'auto-protection. Différentes technologies peuvent être choisies pour réaliser ces principes. Les contributions principales de cette thèse décrivent des mécanismes développés et mis en œuvre pour réaliser notre canevas logiciel d'auto-protection. Il s'agit des éléments suivants : - Une architecture a trois couches pour l'auto-protection : un espace d'exécution fournit un environnement d'exécution pour des applications; un plan de contrôle supervise l'espace d'exécution ; et un plan autonome guide le plan de contrôle en prenant en compte l'etat du systeme, l'evolution des risques, la strategie de securite definie par l'administrateur, et les preferences de l'utilisateur. - Une approche du contrôle d'acces a base d'attributs: l'approche proposee (appelee G-ABAC) exprime les politiques d'autorisation en se basant sur des attributs. Cette approche apporte a la fois une neutralite vis-a-vis du modele de contrôle d'acces, et une flexibilite permettant des manipulations elementaires sur ces politiques. - Un canevas logiciel a base de politiques pour realiser la gestion autonome de la securite : l'approche a base de politiques a montre ses avantages pour l'administration des systemes complexes et dynamiques. Un canevas logiciel autonome de politiques de securite (ASPF) fournit une solution coherente et decentralisee pour administrer les politiques d'autorisation pour les systemes pervasifs a grande echelle. L'integration des patrons autonomes ameliore egalement la souplesse et la facilite d'adaptation au contexte. - Un noyau de securite embarque pour l'application des politiques de contrôle d'acces : les politiques d'autorisation denies precedemment sont appliquees par une architecture d'autorisation au niveau du systeme d'exploitation. Ce noyau appele VSK contrôle l'acces aux ressources d'une maniere dynamique an de reduire le surcoût des mecanismes d'autorisation. Ce mecanisme permet egalement de supporter dierents types de politiques d'autorisation. - Un langage dedie (Domain-Specic Language ou DSL) pour la specication de politiques d'adaptation : toutes les adaptations de notre canevas logiciel d'auto-protection de bout en bout sont contr^olees par des strategies de haut niveau appelees politiques d'adaptation. Un DSL tenant compte de nombreux facteurs pour les decisions d'adaptation. est deni pour specier ces politiques.
30

Intergiciel Sémantique pour les Services de l'Informatique Diffuse

Ben Mokhtar, Sonia 04 December 2007 (has links) (PDF)
Intergiciel Sémantique pour les Services de l'Informatique Diffuse

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