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Modelagem de espaços inteligentes pessoais e espaços inteligentes fixos no contexto de cenários de computação ubíqua / Personal and fixed smart space modeling in the context of ubiquitous computing scenariosVieira, Marcos Alves 26 February 2016 (has links)
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Previous issue date: 2016-02-26 / Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG / Advances in electronics allow the creation of everyday devices with computing capabilities,
called smart objects. Smart objects assist people in carrying out a variety of tasks
and compose smart spaces. When smart spaces are confined to a certain area, they can
be referred to as fixed smart spaces. In complement of these, personal smart spaces are
composed by the smart objects a user carries with himself, hence with boundaries moving
along with his owner. However, user mobility and the increasing number of smart
spaces, fostered also by the Internet of Things (IoT) and the Web of Things (WoT), can
lead to smart spaces overlap, where a certain smart object is configured in different smart
spaces, whether fixed or personal. In addition, smart spaces are complex and difficult to
model and maintain, as, among other factors, they have to deal with different smart objects.
This thesis proposes the use of Model-Driven Engineering to enable modeling of
ubiquitous computing scenarios, considering the coexistence between fixed and personal
smart spaces. Its contributions include a metamodel for modeling scenarios composed
by personal smart spaces and fixed smart spaces, together with a language and an algorithm,
aiming at determining the access order to the resources of a ubiquitous computing
scenario. The validation of the proposal was carried out based on the results of a Systematic
Literature Review, conducted in order to identify metamodel validation methods
most commonly used by researchers within the field. Thus, scenarios were modeled with
the aid of modeling tools, which were constructed to produce models, conforming to the
proposed metamodels. An implementation in Java enabled to validate the access policy
language as well as its processing algorithm. / Os avanços em eletrônica estão possibilitando a criação de dispositivos do cotidiano com
capacidades computacionais, chamados de objetos inteligentes. Os objetos inteligentes
auxiliam as pessoas na realização de suas tarefas e compõem os espaços inteligentes.
Quando os espaços inteligentes são restritos a uma determinada área, eles são denominados
espaços inteligentes fixos. Em complementação a estes, os espaços inteligentes
pessoais são formados pelos objetos inteligentes que um usuário carrega consigo e seus
limites se movem juntamente com seu “dono”. No entanto, a mobilidade dos usuários e
o crescente número de espaços inteligentes, fomentados também pela Internet das Coisas
e Web das Coisas, podem levar à sobreposição de espaços inteligentes, onde um determinado
objeto inteligente pode ser utilizado em diferentes espaços inteligentes, sejam estes
fixos ou pessoais. Além disso, espaços inteligentes são complexos e difíceis de modelar e
manter, pois, entre outros fatores, precisam lidar com diferentes objetos inteligentes. Este
trabalho propõe o uso de técnicas de Engenharia Dirigida por Modelos para possibilitar
a modelagem de cenários de computação ubíqua, considerando a coexistência entre espaços
inteligentes fixos e pessoais. As contribuições deste trabalho incluem: um metamodelo
para modelagem de cenários compostos por espaços inteligentes pessoais e espaços inteligentes
fixos; e uma linguagem e um algoritmo, com objetivo de permitir determinar a
ordem de acesso aos recursos de um cenário de computação ubíqua. A validação da proposta
se deu com base nos resultados de uma Revisão Sistemática da Literatura, que foi
conduzida com objetivo de identificar as formas de validação e avaliação de metamodelos
mais utilizadas pelos pesquisadores da área. Dessa forma, cenários foram modelados com
o auxílio de ferramentas de modelagem construídas para produzir modelos em conformidade
com os metamodelos propostos. Uma implementação em linguagem Java permitiu
validar tanto a linguagem de políticas de acesso quanto seu algoritmo de processamento.
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Semantic service provisioning for 6LoWPAN : powering internet of things applications on Web / La provision de services sémantiques pour 6LoWPAN : faciliter le développement des applications IoT sur le WebHan, Ngoc Son 08 July 2015 (has links)
L'Internet des objets (IoT) implique la connexion des appareils embarqués tels que les capteurs, les électroménagers, les compteurs intelligents, les appareils de surveillance de la santé, et même les lampadaires à l'Internet. Une grande variété d'appareils intelligents et en réseau sont de plus en plus à la disposition de bénéficier de nombreux domaines d'application. Pour faciliter cette connexion, la recherche et l'industrie ont mis un certain nombre d'avancées dans la technologie microélectronique, de la radio de faible puissance, et du réseautage au cours de la dernière décennie. L'objectif est de permettre aux appareils embarqués de devenir IP activé et une partie intégrante des services sur l'Internet. Ces appareils connectés sont considérés comme les objets intelligents qui sont caractérisés par des capacités de détection, de traitement, et de réseautage. Les réseaux personnels sans fil à faible consommation d'IPv6 (6LoWPANs) jouent un rôle important dans l'IoT, surtout sur la consommation d'énergie (de faible puissance), la disponibilité omniprésente (sans fil), et l'intégration d'Internet (IPv6). La popularité des applications sur le Web, aux côtés de ses standards ouverts et de l'accessibilité à travers d'une large gamme d'appareils tels que les ordinateurs de bureau, les ordinateurs portables, les téléphones mobiles, les consoles de jeu, fait que le Web est une plateforme universelle idéale pour l'IoT à l'avenir. Par conséquent, quand de plus en plus d'objets intelligents se connectent à l'Internet, l'IoT est naturellement évolué pour la provision des services des objets intelligents sur le Web, comme des millions de services Web d'aujourd'hui. Puis vient une nouvelle opportunité pour des applications vraiment intelligentes et omniprésentes qui peuvent intégrer des objets intelligents et des services Web conventionnels en utilisant des standards Web ouverts. Nous appelons ces applications les applications IoT sur le Web. Cette thèse propose une solution complète pour la provision de 6LoWPAN avec une annotation sémantique pour pousser le développement d'applications IoT sur le Web. Nous visons à offrir des services d'objets intelligents pour le Web et les rendre accessibles par beaucoup d'API Web qui existe en considérant des contraintes de 6LoWPAN comme les ressources limitées (ROM, RAM et CPU), la faible puissance, et la communication à faible débit. Il y a quatre contributions: (i) La première contribution est sur l'architecture globale de la provision sémantique de services pour les applications IoT sur le Web qui comprennent trois sous-systèmes: le système de communication des services, le système de provision des services, et le système d'intégration des services. (ii) La deuxième contribution étudie un modèle d'interconnexion entre les réseaux 6LoWPAN et les réseaux IPv6 réguliers par la conception, la mise en oeuvre et l'évaluation de la performance d'un 6LoWPAN qui constitué des MTM-CM5000-MSP TelosB motes pour les objets intelligents, et le Raspberry Pi pour un routeur de bordure. (iii) La troisième contribution présente en détails de l'architecture, des algorithmes et des mécanismes pour la provision des services des objets intelligents fiables, évolutifs et sécurisés en respectant des contraintes de ressources limitées; (iv) La quatrième contribution est composée de deux applications innovantes IoT sur le Web pour l'intégration des services dans lesquels nous appliquons l'architecture proposée: un système d'automatisation de la construction (SamBAS) et une plateforme Social IoT (ThingsChat) / This dissertation proposes a complete solution to provision 6LoWPAN services with semantic annotation that enables the development of IoT applications on Web. We aim to bring smart object services to the Web and make them accessible by plenty of existing Web APIs in consideration of 6LoWPAN constraints such as limited resources (ROM, RAM, and CPU), low-power, and low-bitrate communication links. There are four contributions: (i) The first contribution is about the overall architecture of the semantic service provisioning for IoT application on Web consisting of three subsystems: service communication, service provisioning, and service integration. (ii) The second contribution studies the internetworking model between 6LoWPAN and regular IPv6 networks by a design, implementation, and performance evaluation of a 6LoWPAN consisting of MTM-CM5000-MSP TelosB motes with TI MSP430F1611 microprocessors and CC2420 IEEE 802.15.4 radio transceivers for smart objects, and Raspberry Pi for an edge router; (iii) The third contribution presents the detailed architecture, algorithms, and mechanisms for provisioning reliable, scalable, and secure smart object services with respect to its resource-constrained requirements; (iv) The fourth contribution is in application domain for service integration in which we apply the proposed architecture on two innovative IoT applications on Web: a building automation system (SamBAS) and a Social IoT platform (ThingsChat)
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Behavior Based Artificial Intelligence in a Village EnvironmentLindstam, Tim, Svensson, Anton January 2017 (has links)
Abstract. Autonomous agents, also known as AI agents, are staples in modern video games. They take a lot of roles, everything from being quest-givers in roleplaying games, to opposing forces in action- and shooter games. Crafting an AI that is not only easy to create, but also retains humanlike and believable behavior, has always represented a challenge to the development industry, and has in several cases ended up with open world games using AI systems that limit the AI agents to simple moving patterns. In this thesis, a form of AI systems more commonly used in simulation games such as The Sims video game series, are taken and implemented in an environment that could possibly be seen in an open world game. After the implementation, a set of tests were performed on a group of testers which resulted in the insight that a majority of the testers, when asked to compare their experience to other games, found this implementation to feel more lifelike and realistic.
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