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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.
161

Serviço de referência e informação para smartphones: análise de acesso e uso

Vianna, Carolina Segatto [UNESP] 16 September 2011 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:26:44Z (GMT). No. of bitstreams: 0 Previous issue date: 2011-09-16Bitstream added on 2014-06-13T19:54:59Z : No. of bitstreams: 1 vianna_cs_me_mar.pdf: 861198 bytes, checksum: 4d8ebe0ad8503d7cd1e942aa271731ac (MD5) / A evolução tecnológica propiciou a aplicação de novas ferramentas para acessar os serviços disponíveis nas bibliotecas. Os serviços de uma biblioteca por muito tempo ficaram restritos aos seus acervos em papel. Com o surgimento de novas ferramentas para auxiliar nos processos de recuperação da informação, oferecida por intermédio das tecnologias da informação, transformaram-se os métodos de trabalho e a forma de acesso aos serviços das bibliotecas, especificamente os serviços de referência e informação. Foi constatado que não há como prever se há como aliar o momento em que um usuário tem uma necessidade informacional com o momento em que tem recursos computacionais para acesso remoto aos serviços de referência e informação por ela oferecidos. Porém, observou-se que atualmente, os sistemas de comunicação sem fio e os dispositivos móveis são tecnologias que permitem acesso remoto e ininterrupto à Internet. Isso faz com que as bibliotecas esforcem-se para ampliar as condições de acesso e uso aos seus serviços, independente da restrição de seu horário de funcionamento para atendimento presencial ou de sua localização física. O objetivo geral concentrou-se em analisar aspectos de acesso e uso de serviços de referência e informação em ambientes digitais e digitais móveis em bibliotecas norte-americanas e brasileiras. A metodologia utilizada inicialmente foi a pesquisa bibliográfica e documental que ofereceram base para investigação das bibliotecas norte-americana e brasileira que tiveram seus serviços de referência e informação otimizados para ambientes digitais móveis. As tecnologias móveis proporcionaram a criação de ferramentas que valorizam o tempo e a independência de localização física para o usuário acessar e recuperar informação nas bibliotecas, tornando dispensável sua presença física... / The technological evolution propitiated the application of new tools to access the services available in the libraries. The services of a library for a long time were restricted to their collections on paper. With the emergence of new tools to assist in the process of information retrieval, offered through information technology, transforming the working methods and ways of access to library services, specifically the services of information and reference. It was noted that there is no way to predict if it’s possible to ally the moment when a user has an informational need with the moment in which computing resources to have remote access to information and referral services offered by it. However, it was noted that currently, the wireless communication systems and mobile devices are technologies that allow remote access and uninterrupted to the Internet. It makes the libraries try hard to improve the conditions of access and usage to their services, regardless of the restriction of their working time to attend in person or their physical location. The general objective focused on examining aspects of access and use of the services of reference and information in digital environment and in digital mobile libraries in United States and Brazil. Initially, the used methodology was the bibliographical and documental research that could provide the basis of research for Brazilian and American libraries who had their services of information and reference optimized for mobile digital environments. The mobile technologies propitiated the development of tools that valorized time and the independence of the user location to access and retrieve information in libraries, making expendable his physical presence. Therefore, the libraries that are attentive to the emergence of this mobile society, where information must go with the user, expanding... (Complete abstract click electronic access below)
162

Desenvolvimento de três aplicativos educacionais para plataformas de tablets e smartphones baseados em sistemas iOS

Varjão, Ricardo Moreira 30 September 2013 (has links)
Made available in DSpace on 2016-06-02T20:02:53Z (GMT). No. of bitstreams: 1 5692.pdf: 5360221 bytes, checksum: 5197c96d5c87a3be85b9b578da277200 (MD5) Previous issue date: 2013-09-30 / This study aimed to produce educational apps for tablets and smartphones targeted to teaching physics and mathematics that could be used both in the classroom and in informal places of learning and teaching. "Kinematics", "String" and "Equation" with themes of kinematic waves on strings and polynomial equations up to the third degree, respectively, three applications for iOS systems were developed. Until the release date at the Apple Store, between December 2011 and January 2012 up to September 2013 were made more than fourteen thousand downloads in one hundred and twelve countries spread across all continents. Comments sent to the author, both the virtual store, and through social networks, demonstrated the successful implementation of these new applications as educational tools. / Este trabalho teve por objetivo produzir aplicativos educacionais para tablets e smartphones voltados ao ensino de física e matemática que pudessem ser usados tanto em sala de aula como em locais não formais de ensino e aprendizagem. Foram desenvolvidos três aplicativos para sistemas iOS: Cinemática , String e Equation com os temas de cinemática, ondas em cordas e equações polinomiais de até o terceiro grau, respectivamente. Da data de lançamento na Apple Store, entre dezembro de 2011 e janeiro de 2012, até setembro de 2013, foram feitos mais de quatorze mil downloads em cento e doze países, espalhados por todos os continentes. Os comentários enviados ao autor, tanto pela loja virtual, como pelas redes sociais, demonstram o alcance e o sucesso na aplicação destes aplicativos como novas ferramentas educacionais.
163

Memory Interference Characterization and Mitigation for Heterogeneous Smartphones

January 2016 (has links)
abstract: The availability of a wide range of general purpose as well as accelerator cores on modern smartphones means that a significant number of applications can be executed on a smartphone simultaneously, resulting in an ever increasing demand on the memory subsystem. While the increased computation capability is intended for improving user experience, memory requests from each concurrent application exhibit unique memory access patterns as well as specific timing constraints. If not considered, this could lead to significant memory contention and result in lowered user experience. This work first analyzes the impact of memory degradation caused by the interference at the memory system for a broad range of commonly-used smartphone applications. The real system characterization results show that smartphone applications, such as web browsing and media playback, suffer significant performance degradation. This is caused by shared resource contention at the application processor’s last-level cache, the communication fabric, and the main memory. Based on the detailed characterization results, rest of this thesis focuses on the design of an effective memory interference mitigation technique. Since web browsing, being one of the most commonly-used smartphone applications and represents many html-based smartphone applications, my thesis focuses on meeting the performance requirement of a web browser on a smartphone in the presence of background processes and co-scheduled applications. My thesis proposes a light-weight user space frequency governor to mitigate the degradation caused by interfering applications, by predicting the performance and power consumption of web browsing. The governor selects an optimal energy-efficient frequency setting periodically by using the statically-trained performance and power models with dynamically-varying architecture and system conditions, such as the memory access intensity of background processes and/or coscheduled applications, and temperature of cores. The governor has been extensively evaluated on a Nexus 5 smartphone over a diverse range of mobile workloads. By operating at the most energy-efficient frequency setting in the presence of interference, energy efficiency is improved by as much as 35% and with an average of 18% compared to the existing interactive governor, while maintaining the satisfactory performance of web page loading under 3 seconds. / Dissertation/Thesis / Masters Thesis Electrical Engineering 2016
164

A Simplified Pavement Condition Assessment and its Integration to a Pavement Management System

January 2018 (has links)
abstract: Road networks are valuable assets that deteriorate over time and need to be preserved to an acceptable service level. Pavement management systems and pavement condition assessment have been implemented widely to routinely evaluate the condition of the road network, and to make recommendations for maintenance and rehabilitation in due time and manner. The problem with current practices is that pavement evaluation requires qualified raters to carry out manual pavement condition surveys, which can be labor intensive and time consuming. Advances in computing capabilities, image processing and sensing technologies has permitted the development of vehicles equipped with such technologies to assess pavement condition. The problem with this is that the equipment is costly, and not all agencies can afford to purchase it. Recent researchers have developed smartphone applications to address this data collection problem, but only works in a restricted set up, or calibration is recommended. This dissertation developed a simple method to continually and accurately quantify pavement condition of an entire road network by using technologies already embedded in new cars, smart phones, and by randomly collecting data from a population of road users. The method includes the development of a Ride Quality Index (RQI), and a methodology for analyzing the data from multi-factor uncertainty. It also derived a methodology to use the collected data through smartphone sensing into a pavement management system. The proposed methodology was validated with field studies, and the use of Monte Carlo method to estimate RQI from different longitudinal profiles. The study suggested RQI thresholds for different road settings, and a minimum samples required for the analysis. The implementation of this approach could help agencies to continually monitor the road network condition at a minimal cost, thus saving millions of dollars compared to traditional condition surveys. This approach also has the potential to reliably assess pavement ride quality for very large networks in matter of days. / Dissertation/Thesis / Doctoral Dissertation Civil, Environmental and Sustainable Engineering 2018
165

Micro-Interactions on Smartphones : An email notification redesign

Mallavajjala, Rahul January 2018 (has links)
Context. The mental effort offered by a user to identify an important email from the email message is considered significant or impossible. A user must enter the e-mail application to determine what type of e-mail they have received. To let the user identify the type of email via smartphone notification, micro-interactions are utilized. De augmentatie in UX of de e-mail notificaties is dan getest met de modificaties gemaakt aan de micro-interacties. Objectives. This study explores the microinteractions in an email notification of a smartphone that requires the modification of micro-interactions. These modifications have been implemented based on the design principles and usability heuristics of the existing literature. With this implementation, the augmentation in user experience of the modified design is determined. Methods. On conducting a systematic literature review, the experimental design of micro-interactions is prototyped. These prototypes are subjected to user interaction by conducting interviews that include performing certain tasks on the prototype and obtaining the user's perspectives regarding usability with an SUS scale. The data collected has been analyzed to obtain data on user experience increase. Since this data is tested for statistical significance to prove the theory and the evidence reinforce each other. Results. User interviews resulted in 100% of the users being able to perform the tasks successfully during the interaction with the prototypes. The modified design or email notifications achieve job performance time that is much less than the time used by the user for the existing design. Meanwhile, The SUS score for the modified design of micro-interactions with the existing design achieved the best imaginable score which reflects the rise in user experience of the e-mail notifications on a smartphone. On analysis, these achieved scores showed their statistical significance of the claim of increase in UX.Conclusions. This study concludes the reduction in cognitive load in a smartphone's email notifications by effective application or design principles in microinteractions. Regardless of the increased number of email arrivals on a device, a smartphone user can now identify the important e-mails on a smartphone directly from the email notifications. Following the Google's Material Design Principles resulted in increased user experience of e-mail notifications on a smartphone. However,
166

Diseño y validación de un modelo de negocio basado en la metodología running lean para una guía de atractivos turísticos del departamento Lambayeque por medio de una aplicación para smartphone

Díaz Terrones, Keyla Lilibeth, Vilchez Avalo, Ivan Junior January 2017 (has links)
La presente tesis consiste en el diseño y validación de un modelo de negocio basado en la metodología Running Lean para una guía de atractivos turísticos del departamento Lambayeque por medio de una aplicación para Smartphone que se origina en la necesidad del turista, basada en la practicidad y accesibilidad de información sobre los diferentes atractivos turísticos de Lambayeque, como museos, museos de sitios, playas, sitios naturales, entre otros; y se comprobó que se hace presente cuando el turista no conoce la distancia ni cómo llegar al lugar, precio, tipo y ubicación de la movilidad, generando un gasto considerable de tiempo. Se propone diseñar un modelo de negocio siguiendo la metodología running Lean y validando por medio de entrevistas en sus tres respectivas fases: ajuste problema/solución, se plantearon e iteraron diversas preguntas para determinar el problema principal que tenían los turistas. Ajuste producto/ mercado, se puso a prueba el prototipo (demo) de la aplicación móvil y se definieron las fuentes de ingresos. La Escalabilidad, no se validó, el autor menciona que no es necesario en las primeras etapas de una startup y genera énfasis en encontrar una idea de negocio viable proponiendo tres motores de crecimiento para cuando el producto o servicio este en el mercado. Se incluyeron diversas sugerencias de los early adopters al agregar el estado del clima en tiempo real, compendio de movilidad a los lugares turísticos, entre otros, mostrando la información precisa, completa y dinámica sobre los principales problemas existentes, además de mejorar el modelo de negocio. / Tesis
167

Potencialidades do uso do celular na sala de aula : atividades investigativas para o ensino de função /

Romanello, Laís Aparecida. January 2016 (has links)
Orientador: Marcus Vinicius Maltempi / Banca: Marcelo de Carvalho Borba / Banca: Rodrigo Della Vecchia / Resumo: Esta pesquisa tem como objetivo investigar o uso do aplicativo Matemática para celulares inteligentes no desenvolvimento de conceitos de função em sala de aula. Em decorrência disso, a pergunta que norteou a produção dos dados e o desenrolar desta pesquisa é: Quais as potencialidades do uso do celular inteligente na sala de aula, quando conceitos de função são trabalhados? Buscando respostas para essa pergunta e alcançar o objetivo traçado, me guiei por ideias e procedimentos da metodologia de pesquisa qualitativa, baseados nos pressupostos do Construcionismo e de Atividades Investigativas. Elaborei atividades para serem desenvolvidas com o aplicativo Matemática por alunos do 9º ano do Ensino Fundamental de uma escola Estadual de Limeira (SP), visando à construção de conceitos de função por meio da exploração de gráficos de função afim e função quadrática. Essas atividades foram aplicadas em quatro encontros, totalizando oito aulas, sendo que em cada encontro havia uma atividade com um objetivo específico. As fontes de dados para esta pesquisa foram: gravações das aulas acompanhadas, respostas dos alunos a um questionário e entrevista realizada com o professor. Na análise desses dados busquei indícios das potencialidades do uso do celular inteligente na sala de aula, a partir da identificação das dimensões do Construcionismo e de características da Atividade Investigativa. Foi possível identificar que, por meio do aplicativo, os alunos puderam explorar diversos gráficos, elab... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The objective of this research is to investigate the use of Matemática app in smartphones through the study of concepts related to function in classrooms. Hence, the research question that guided the data production and the development of this research is: What are the potentialities through the use of smartphones in classroom as function's concepts are studied? Looking for answers to this question and to achieve the objective of this research, I utilized procedures from qualitative Methodology, based of Constructionism and Investigative Activities. I elaborated activities to be developed through Matemática app in ninth year of elementary education public school classroom in Limeira (SP), aiming the construction of function concepts through the exploration of graphics of linear function and quadratic function. Data source of this research were: classrooms audio record, questionnaire answers and interview carried out with one teacher. In data analysis, I tried to look at potentialities of smartphone use in classroom, through the identification of constructionism dimensions and characteristics of Investigative Activities. It was identified that, through the app, students were able to explore various graphics, elaborating and testing conjectures, what helped them to generalize properties of the functions studied in classroom. Besides, I identified that the role of the teacher in classroom was fundamental as the teacher allowed the students to get their conclusions not previously... (Complete abstract click electronic access below) / Mestre
168

Roteiros e produção de conteúdos interativos para celulares nos cursos de educação a distância na televisão digital interativa

Schimmelpfeng, Leonardo Enrico [UNESP] 28 March 2012 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:24:06Z (GMT). No. of bitstreams: 0 Previous issue date: 2012-03-28Bitstream added on 2014-06-13T20:31:02Z : No. of bitstreams: 1 schimmelpfeng_le_me_bauru.pdf: 969219 bytes, checksum: a63d570a9776884dd9cd0ce4a15df252 (MD5) / Este trabalho apresenta a produção de um roteiro interativo e a produção de um produto audiovisual voltado para a disciplina de artes do curso de educação a distância em pedagogia do Núcleo de educação a Distância da Unesp - NeAD, ligado a Universidade Virtual do Estado de São Paulo - UNIVESP. O roteiro e a produção do conteúdo do produto são baseados nas pesquisas sobre o mercado de dispositivos móveis e portáteis para a Televisão Digital Interativa e as produções de conteúdos audiovisuais voltadas para esses dispositivos. O projeto de conteúdos voltados para a disciplina de artes do curso de EaD do NeAD/UNIVESP promoveu a pesquisa sobre educação a distância no Brasil e os recursos que são utilizados nos Ambientes Virtuais de Aprendizagem. Após essas análises foi realizada a produção, edição, finalização e inserção das aplicações interativas. Como resultado, foi produzido o aplicativo interativo Reflexões sobre a Arte, disponibilizado aos alunos do curso nas versões web e também para dispositivos móveis, e a aprovação do aplicativo na Google Play, a loja de aplicativos para smartphones e tablets com o sistema operacional Android. O site permite ao usuário baixar aplicativos pagos ou gratuitos para serem utilizados em dispositivos móveis / This academic work performs the production of an interactive script and the production of an audiovisual product toward the discipline of arts from education course distance in pedagogy in the distance Center of education at UNESP - Nead, linked to the Virtual University of Sao Paulo - UNIVESP. The script and production are based on the market analysis for mobile and portable for the Digital Interact Television and devices and production of audiovisual content for these devides. The project of contents for the arts discipline of the course EAD/UNIVESP fomented the research about distance education in Brazil and the resources that are used in Virtual Learning Environments. Pursuant this analysis, it were performed production, editing, finishing, and insertionof interactive applications. The result was the production of an interactive application Reflections on Art, available to students in versions for web and mobile devices, and the approval of the application Google Play, the app store for smarphones and tablets with the system Android. The site allows users to download free or paid applications for use on mobile devices
169

Clash of Clans: análise do game design de um jogo gratuito, mas lucrativo para a economia de atenção

Silva, Rodrigo Portes Valente da January 2015 (has links)
Made available in DSpace on 2015-10-28T01:15:21Z (GMT). No. of bitstreams: 1 000475902-Texto+Completo-0.pdf: 569 bytes, checksum: f43850f0b242a7e1f65e7f5487fedc3d (MD5) Previous issue date: 2015 / This research aims to understand the characteristics of games that can be linked to the needs of the current economy of attention. As object of study, it was chosen one of the main products of the company Supercell, called Clash of Clans. The game is a free application, available in the online stores of Apple Store and Google Play, to be used in tablets and smartphones. Since 2012, the year it was released worldwide, occupies the top positions in profitability of the category, considering the digital mobile platforms. To achieve the objectives of this research, the evolution of the media was studied, from mass culture to the culture of convergence. Considering the mobile communication technologies, the values to capture and retain the attention of the public in excess of context information have been identified, but also a lot of dispersion. In this opportunity, the characteristics were observed of games, considered one of the most profitable cultural products in the age of cyberspace. For game analysis Clash of Clans, a game design model was used to assess the possible effects on management attention. The methodological aspects were identified samples of the study and the analysis of categories, using as data processing description of gameplay and images of the game. Finally, the results were presented that identified convergent features between games and the current context of communication that can behold the lucrative process to capture and retain the attention of their audiences. / Esta pesquisa tem o objetivo de compreender as características dos games que podem estar associadas às necessidades da atual economia de atenção. Como objeto de estudo, foi escolhido um dos principais produtos da empresa finlandesa Supercell, chamado Clash of Clans. O jogo é um aplicativo gratuito, disponibilizado nas lojas virtuais da Apple Store e Google Play, para ser usado em tablets e smartphones. Desde 2012, ano em que foi lançado mundialmente, ocupa as primeiras posições em rentabilidade da categoria, considerando as plataformas móveis digitais. Para atingir os objetivos desta pesquisa, foi estudada a evolução dos meios de comunicação, desde a cultura de massa até a cultura da convergência. Considerando as tecnologias móveis de comunicação, foram identificados os valores para captar e reter a atenção dos públicos em um contexto de excesso de informação, mas também de muita dispersão. Nesse ensejo, foram observadas as características dos games, considerados um dos produtos culturais mais rentáveis na era do ciberespaço. Para a análise do game Clash of Clans, foi utilizado um modelo de game design para avaliar seus possíveis efeitos no gerenciamento de atenção. Nos aspectos metodológicos, foram identificadas as amostras do estudo e as categorias de análise, utilizando como tratamento de dados a descrição do gameplay e das imagens do jogo. Por fim, foram apresentados os resultados obtidos, que identificaram características convergentes entre os games e o atual contexto da comunicação, que podem tornar lucrativo o processo de captar e reter a atenção dos seus públicos.
170

Um sistema inteligente de teleoftalmologia para o aux?lio no diagn?stico de catarata

Ribeiro, Anna Giselle C?mara Dantas 06 September 2014 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2016-02-01T21:30:49Z No. of bitstreams: 1 AnnaGiselleCamaraDantasRibeiro_TESE.pdf: 23598503 bytes, checksum: 4aa3b62cec65945d371ff9ad8c137f86 (MD5) / Approved for entry into archive by Elisangela Moura (lilaalves@gmail.com) on 2016-02-16T20:09:04Z (GMT) No. of bitstreams: 1 AnnaGiselleCamaraDantasRibeiro_TESE.pdf: 23598503 bytes, checksum: 4aa3b62cec65945d371ff9ad8c137f86 (MD5) / Made available in DSpace on 2016-02-16T20:09:04Z (GMT). No. of bitstreams: 1 AnnaGiselleCamaraDantasRibeiro_TESE.pdf: 23598503 bytes, checksum: 4aa3b62cec65945d371ff9ad8c137f86 (MD5) Previous issue date: 2014-09-06 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES / O aumento da popula??o mundial, com propor??o maior de idosos, acarreta no aumento do n?mero de indiv?duos com perda visual, sendo a catarata a maior causa de cegueira no mundo. A Catarata ? uma patologia dos olhos que consiste na opacidade parcial ou total do cristalino (lente natural do olho) ou de sua c?psula. Pode ser desencadeada por v?rios fatores, como traumatismo, idade, diabetes mellitus, uso de medicamentos, entre outros. Sabe-se que o atendimento por oftalmologistas no Brasil nas ?reas rurais e mais pobres ? inferior ao necess?rio e muitos pacientes com doen?as trat?veis como a Catarata ficam sem diagn?stico e consequentemente sem tratamento. Neste contexto, esse projeto tem como proposta o desenvolvimento do OPTICA, um sistema de tele-oftalmologia que utiliza smartphones para detec??o de urg?ncias oftalmol?gicas, disponibilizando um aux?lio ao diagn?stico a Catarata utilizando sistemas inteligentes e t?cnicas de processamento de imagens. As imagens ser?o capturadas por um celular com uma lente especial acoplada a c?mera e juntamente com um question?rio com informa??es do paciente ser?o transmitidos de forma segura via a plataforma Sana Mobile (sana.mit.edu) para uma central online de laudos que disp?e de um programa inteligente de auxilio ao diagn?stico a Catarata e de m?dicos oftalmologistas que ir?o analisar as informa??es e emitir o laudo do paciente. Desta forma, o OPTICA permite levar atendendimento oftalmol?gico a popula??o menos favorecida e em ?reas remotas , melhorando a triagem de pacientes graves e aumentando o acesso ao diagn?stico e tratamento. / The increasing in world population, with higher proportion of elderly, leads to an increase in the number of individuals with vision loss and cataracts are one of the leading causes of blindness worldwide. Cataract is an eye disease that is the partial or total opacity of the crystalline lens (natural lens of the eye) or its capsule. It can be triggered by several factors such as trauma, age, diabetes mellitus, and medications, among others. It is known that the attendance by ophthalmologists in rural and poor areas in Brazil is less than needed and many patients with treatable diseases such as cataracts are undiagnosed and therefore untreated. In this context, this project presents the development of OPTICA, a system of teleophthalmology using smartphones for ophthalmic emergencies detection, providing a diagnostic aid for cataract using specialists systems and image processing techniques. The images are captured by a cellphone camera and along with a questionnaire filled with patient information are transmitted securely via the platform Mobile SANA to a online server that has an intelligent system available to assist in the diagnosis of cataract and provides ophthalmologists who analyze the information and write back the patient?s report. Thus, the OPTICA provides eye care to the poorest and least favored population, improving the screening of critically ill patients and increasing access to diagnosis and treatment.

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