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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.
211

Diásporas mentais e mentes diaspóricas : emergências, novas tecnologias, música, educação

Lima, Maria Helena de January 2013 (has links)
A Tese constitui uma reflexão sobre emergentes comportamentos coletivos e individuais associados às TICs – Tecnologias da Informação e Comunicação - e que a partir de abordagem de pesquisa baseada na Perspectiva Eco-Sistêmica (construtivista, interacionista, sociocultural, afetiva e transcendente), procura reproduzir um caminho de referencias e reflexões teóricas e pessoais, individuais e coletivas. Pode-se considerar como ponto de partida desta Tese, a visualização de comportamentos individuais e coletivos relacionados às TICs associados a uma crescente necessidade de expressão e compartilhamento. Embora a Tese não esteja limitada ao aspecto musical, a reflexão que resultou neste trabalho, teve como principio a observação de uma intensa e crescente atividade musical, que não se limitavam apenas a trocas e escuta de arquivos, mas também a comportamentos protagonistas, criativos, não hierárquicos, relacionados à intervenção sobre os arquivos, composições coletivas, manipulação de códigos abertos e comunidades open code, e que são investigados pela linha de pesquisa em Música Ubíqua, que constitui uma das referências da Tese.Todos esses comportamentos, de forma geral, associados aos jovens, mas cada vez mais generalizados na sociedade e ampliados a todas as áreas. Comportamentos tribais segundo Maffesoli, ligados a uma visão cíclica que manifesta a necessidade humana de expressão de seus anseios, que são caracterizados por um estar junto, um presenteísmo, e um reenraizamento como necessidades profundas humanas, em resposta a uma sociedade estagnada pela racionalidade excessiva. Comportamentos que frisam, segundo Heidegger, o aspecto relacional do ser-aí como essencialmente ser-com-o-outro, e do jogo como parte da existência e dessa relação. Jogo, que por sua vez, se associa diretamente às nossas formas de relação com às TICs. Comportamentos emergentes que, para Johnson, estão ligados a padrões observáveis em diversos sistemas na natureza e na sociedade. Todos esses aspectos são relacionados à visão complexa de Morin sobre homo, em todas suas faces de manifestação no mundo: sapiens,faber,demens, ludens,mythologicus, que por sua vez impregnam nossas próprias relações com o mundo que construímos, e com a tecnologia que retroage sobre o mundo e sobre nós. Comportamentos que trazem potencialmente consigo um profundo questionamento do que somos, de nossos determinismos e possibilidades, de nossas constituições física, cerebral, mental, espiritual. De nossos limites e possibilidades. De nossos avanços e recuos. Trazem a possibilidade de reflexão sobre a ciência, e as tecnociências, que produzimos e que nos produz. Todas relações que refletem na forma como vemos, refletimos e fazemos educação em todos os níveis. A ideia das Diásporas mentais e das Mentes diaspóricas, procura sintetizar este movimento complexo, que nos potencializa a possibilidade de ser ao mesmo tempo, em vários espaços, tempos, que nos desimpede de limitações físicas, locais, sociais, que reafirma nossa identidade complexa, física e não-física, cerebral e mental, espiritual, contraditória e consensual, coletiva e individual. / The thesis is a reflection on emerging collective behavior and individual associated with ICT - Information and Communication Technologies -, and that from a research approach based on the Eco-Systemic Perspective (constructivist, interactionist, socio-cultural, emotional and transcendent), seeks to reproduce a path of references and theoretical personal, individual and collective reflections. The visualization of individual and collective behaviors related to ICTs associated with a growing need for expression and sharing may be considered as the starting point of this thesis. Although the thesis is not limited to the musical aspect, the reflection that resulted from this work had as a principal an intense and growing musical activity observation , which was not limited to file listening and exchanges, but also to the observation of protagonist, creative, not hierarchical behavior , related to the intervention on archives, collective composition, manipulation of open codes and open code communities, which are investigated by the line of research on Ubiquitous Music, which is one of the Thesis´ references. All these behaviors are generally associated with youth, but also are increasingly widespread in society and extended to all areas. Tribal behaviors according to Maffesoli, linked to a cyclical view that expresses the human need for their desires´ expression, which are characterized by a being together, a presenteeism, and a rerooting as a deep human need, in response to a stagnant society by an excessive rationality. Behaviors that, according to Heidegger, emphasize the relational aspect of being-there as essentially as being-with-the-other, and the game as part of the existence and this relationship. A game, which in his turn is directly associated to our way of relating to ICTs. Emergent behaviors that for Johnson are linked to the observable patterns in many systems in nature and in society. All these aspects are related to the complex view of Morin on homo in all its facets of manifestation in the world: sapiens, faber, demens, ludens, mythologicus, which in turn permeate our own relationship with the world we have built, and with the technology that retroacts on the world and on us. Behaviors that potentially bring with them a deep questioning of what we are, our possibilities and determinism, of our physical, brain, mental and spiritual constitution, of our limits and possibilities, our advances and retreats. Behaviors that bring the possibility of reflection on science, and technosciences, that we produce and that produce us, all relationships that reflect the way we see, reflect and make education at all levels. The idea of Mental Diasporas and Diasporic Minds, seeks to synthesize this complex movement, which enhances the possibility of us being at the same time in different spaces and times, which disengages us from physical, local and social limitations, which reaffirms our complex physical and non-physical, mental and cerebral, spiritual, contradictory and consensual, collective and individual identity.
212

Corpo(u)s de história e províncias de relações empáticas : uma etnografia de corpos de direitos recusados em Moçambique

Cossa, Segone Ndangalila January 2017 (has links)
As mulheres têm sido retratadas como inertes, sem vida e despojadas de seus lugares de sujeitos-históricos, dizem-nos isso os estudos sobre as relações de gênero em Moçambique. No entanto, os mesmos estudos ao construírem narrativas transversais dominantes sobre os gêneros, tendem a essencializar as mulheres como o único sujeito, oprimido pela cultura/tradição calcada pelo patriarcado. Com efeito, a mulher de que falam tais narrativas é sempre vitimizada, oprimida mesmo pelos estudos que têm a intenção de tornar sua voz audível. Sendo assim, nesta tese, objetivo traçar uma outra alternativa analítica que, a partir de uma corporalidade especifica – ubiquidade dos corpos – retrata-as de forma regenerada, como tendo agência feminina. / Women have been portrayed as inert, lifeless and deprived of their places as subjects of history, we are told about studies of gender relations in Mozambique. However, the same studies, when constructing dominant cross-narratives about gender, tend to essentialize women as the only subject, oppressed by the culture/tradition traced by patriarchy. Indeed, the woman of whom such narratives speak about always is victimized, oppressed even by the studies that are intended to make her voice audible. Thus, in this thesis, the objective is to outline another analytic alternative that, based on a specific corporality – the ubiquity of bodies – portrays them in a regenerated way, as having a female agency.
213

Multi Sensor System for Pedestrian Tracking and Activity Recognition in Indoor Environments

Marron Monteserin, Juan Jose 03 March 2014 (has links)
The widespread use of mobile devices and the rise of Global Navigation Satellite Systems (GNSS) have allowed mobile tracking applications to become very popular and valuable in outdoor environments. However, tracking pedestrians in indoor environments with Global Positioning System (GPS)-based schemes is still very challenging given the lack of enough signals to locate the user. Along with indoor tracking, the ability to recognize pedestrian behavior and activities can lead to considerable growth in location-based applications including pervasive healthcare, leisure and guide services (such as, museum, airports, stores, etc.), and emergency services, among the most important ones. This thesis presents a system for pedestrian tracking and activity recognition in indoor environments using exclusively common off-the-shelf sensors embedded in smartphones (accelerometer, gyroscope, magnetometer and barometer). The proposed system combines the knowledge found in biomechanical patterns of the human body while accomplishing basic activities, such as walking or climbing stairs up and down, along with identifiable signatures that certain indoor locations (such as turns or elevators) introduce on sensing data. The system was implemented and tested on Android-based mobile phones with a fixed phone position. The system provides accurate step detection and count with an error of 3% in flat floor motion traces and 3.33% in stairs. The detection of user changes of direction and altitude are performed with 98.88% and 96.66% accuracy, respectively. In addition, the activity recognition module has an accuracy of 95%. The combination of modules leads to a total tracking error of 90.81% in common human motion indoor displacements.
214

Innovativeness: One School's Experience of Sustaining Educational Change

Lieux, Maria L. 18 May 2018 (has links)
Abstract This single, embedded case study focused on educators’ experiences of educational change as they adopted, implemented, and sustained a one-to-one computing innovation over 20 years. The purpose of the study was to explore the innovativeness, the capacity of a school community to take on change for continuous educational improvement over time. Through interviews and focus groups with administrators, teachers, students, and graduates, observations of current classroom practices, and archival data, the study provides an understanding of how individuals experienced change and how a school sustained change over an exceptionally long period of time. Data analysis revealed multiple rationales for the implementation of one-to-one computing, including the development of a constructivist environment, the empowerment of women, preparation of students for college and the 21st century work force, and the need to keep the school’s educational program on the “cutting-edge.” The study of this individual school community suggests the importance of a strong educational philosophy, flexibility of implementation, an environment that encourages risk-taking, and collegiality. The study also demonstrates that change occurred on a continuum and continued to progress as hardware, software, and the Internet evolved, and as faculty became more knowledgeable of the application of the program to teaching and learning.
215

[en] AN ARCHITECTURE FOR INFERENCE OF ACTIVITIES OF MOBILE COMPUTING USERS / [pt] UMA ARQUITETURA PARA INFERÊNCIA DE ATIVIDADES DE USUÁRIO DE COMPUTAÇÃO MÓVEL

JERONIMO SIROTHEAU DE ALMEIDA EICHLER 26 April 2012 (has links)
[pt] A computação ubíqua aliada ao avanço tecnológico de sensores definiu um novo cenário no qual a integração de diversos recursos computacionais pode contribuir para que um conjunto de serviços e funcionalidades esteja disponível ao usuário sempre que necessário. Um subconjunto desta área é de sistemas sensíveis às atividades realizadas por seus usuários, isto é, sistemas que utilizam informações sobre o que o usuário está fazendo. Nesses sistemas, mecanismos de inferência são essenciais para reconhecer ações do usuário e permitir que o comportamento do sistema se adapte a estas ações. Entretanto, como esses ambientes são caracterizados por uma elevada troca de informações, o desenvolvimento deste tipo de sistema não é uma tarefa trivial e possui como desafios: privacidade, desempenho, complexidade e ambigüidade das informações coletadas. O objetivo deste trabalho é propor uma arquitetura para sistemas de inferências de atividades do usuário. Para atingir esse objetivo, definimos um conjunto de componentes que representam funções especificas do processo de inferência. Com o objetivo de analisar a viabilidade da arquitetura proposta, desenvolvemos, avaliamos e relatamos um protótipo de sistema baseado na arquitetura. / [en] The ubiquitous computing combined with the advance of sensor technology creates a scenario in which the integration of several computing resources is used to keep a set of services and features available to the user whenever necessary. A particular trend in this area is the activity based systems, i.e., systems that are aware of the activity played by the user. In these systems, inference engine is essential to recognize user’s actions and allow the systems to adapt its behavior according to user’s actions. Though, the development of this type of systems is not a trivial task as the high rate of information exchanged brings challenges related to privacy, performance and information management. In this work we propose an architecture for activity inference systems. To achieve this goal, we define a set of components that perform important roles in the inference process. Finally, to show the feasibility of this approach, we designed, implemented and evaluated a system based on the proposed architecture.
216

A participatory design approach in the engineering of ubiquitous computing systems

Timothy Cederman-Haysom Unknown Date (has links)
Ubiquitous computing aims to make human-computer interaction as naturalistic and functionally invisible as possible through embedding computing potential within a particular context to support human activity. However, much of ubiquitous computing research is focussed on technical innovation due to the challenges involved with deploying embedded computing, thereby reducing the commitment to the philosophical ideals of ubiquitous computing in research. This dissertation describes the investigation of a participatory approach to technically-complex research in order to understand how our view of the engineering and human challenges changes when the two are approached hand-in-hand. The domain chosen for this system was a dental surgery. Dentistry involves a complex workspace with computer interaction constrained by surgery hygiene. Ubiquitous computing offers a compelling interaction alternative to the keyboard and mouse paradigm in such an environment. A multi-method approach that employed ethnographic research and design prototyping was undertaken with dentists from several different private practices. A series of field studies used ethnographic methods such as observation and interview. Design events explored prototypes with activities such as design games, contextual interviews, role-playing and contextual prototyping. Activities were devised with the aim of providing a level playing field, whereby both designers and participants feel they can contribute equally, with their respective disciplinary knowledge. It was found that methods needed to be carefully chosen, devised and managed, in order to communicate complex concepts with participants and to constrain the design to technically feasible options. The thesis examines the design problem from the perspectives of a variety of different stakeholders within a participatory design framework, reflected upon by means of human-centred action research. Data was gathered through design speculations and observation, and explored using methods such as the Video Card Game and Video Interaction Analysis. Fieldwork was analysed using a multi-stage qualitative analysis process which informed further design collaboration with participants. The analysis of data gathered during design studies with dentists also contributed to the development of a prototype system to validate methodological contributions. The resulting prototype utilised off-the-shelf hardware and software which allowed for innovative customisation and development. In-situ prototyping (defined by the author as “participatory bootstrapping”) and a comprehensive knowledge of the domain afforded the creative application of technology. In addition to contributing to the prototype design, the interpretive understandings drawn from analysis identified how technical ideas were presented and utilised by participants of the studies, and how best to engage busy professionals. The final outcomes of the research were a multimodal ubiquitous computing system for interacting within a dental surgery; the development and implementation of a variety of methods aimed at communicating technical concepts and eliciting user motivations, practices and concerns; and a set of design principles for engineers engaging in design of systems for human use. The research presented within this thesis is primarily part of the field of human-computer interaction, but provides evidence of how engineering development can be influenced by a user-centred participatory approach. The benefits that derive from inclusive methods of design are demonstrated by the evaluation of a prototype that employed such methods. The contribution of this thesis is to demonstrate and delineate methods for developing ubiquitous computing technologies for the context of human use. This led to a set of design principles for the engineering of systems for human use: 1. Technology needs to be robust and simple to appropriate. This allows users to give insights on technology developments and also to allow users to discover for themselves how they would use the technology. 2. An evolving and carefully considered set of methods are needed to elicit communication between practitioners and across disciplines. The gaps in understandings and the different representations that arise across the disciplines provide essential clues to next steps in design. These gaps and differences form tensions that can be exploited productively. 3. Context is important for determining which design steps to take. Rather than abstracting a problem in order to solve it, as is usual in engineering design, the problem should remain grounded in the context of use. It reveals what the real problems are that need to be solved rather than the imagined ones. This requires an appreciation of the situated nature of action and of the variability of work. In turn it also requires an appreciation of what the human can and does do and what the machine should support. 4. Accountability in design is required. There is a fundamental tension between trying to make something work and seeing what really does work; specifically it is necessary to understand when automation is worth it in human machine systems. While engaged in the design process, engineers should ask how much technology should reconfigure human practices because of a useful outcome, rather than attempting to automate and converge devices for its own sake. A clear understanding of the constraints and workings of the work space needs to be balanced with the understandings of the limitations of the technology in order to design a system that improves work practice and empowers the practitioner.
217

Sensor systems for positioning and identification in ubiquitous computing

Jayabharath Kumar, Suri January 2006 (has links)
<p>Technologies for position sensing and identification are important to have in ubiquitous computing environments. These technologies can be used to track users, devices, and artefacts in the physical milieu, for example, locating the position of a cellular phone in av physical environment. The aim of this thesis was to survey and classify available technologies for location sensing and identification. </p><p>We have made a literature study on both commercial and research-oriented systems and technologies for use in indoor and outdoor environments. We compared the characteristics of the underlying sensing technologies with respect to physical size, sensing method, cost, and accuracy. We conclude the thesis with a set of recommendations to developers and discuss the requirements on future sensing technologies and their use in mobile devices and environments.</p>
218

Modelling User Tasks and Intentions for Service Discovery in Ubiquitous Computing

Ingmarsson, Magnus January 2007 (has links)
<p>Ubiquitous computing (Ubicomp) increases in proliferation. Multiple and ever growing in numbers, computational devices are now at the users' disposal throughout the physical environment, while simultaneously being effectively invisible. Consequently, a significant challenge is service discovery. Services may for instance be physical, such as printing a document, or virtual, such as communicating information. The existing solutions, such as Bluetooth and UPnP, address part of the issue, specifically low-level physical interconnectivity. Still absent are solutions for high-level challenges, such as connecting users with appropriate services. In order to provide appropriate service offerings, service discovery in Ubicomp must take the users' context, tasks, goals, intentions, and available resources into consideration. It is possible to divide the high-level service-discovery issue into two parts; inadequate service models, and insufficient common-sense models of human activities.</p><p>This thesis contributes to service discovery in Ubicomp, by arguing that in order to meet these high-level challenges, a new layer is required. Furthermore, the thesis presents a prototype implementation of this new service-discovery architecture and model. The architecture consists of hardware, ontology-layer, and common-sense-layer. This work addresses the ontology and common-sense layers. Subsequently, implementation is divided into two parts; Oden and Magubi. Oden addresses the issue of inadequate service models through a combination of service-ontologies in concert with logical reasoning engines, and Magubi addresses the issue of insufficient common-sense models of human activities, by using common sense models in combination with rule engines. The synthesis of these two stages enables the system to reason about services, devices, and user expectations, as well as to make suitable connections to satisfy the users' overall goal.</p><p>Designing common-sense models and service ontologies for a Ubicomp environment is a non-trivial task. Despite this, we believe that if correctly done, it might be possible to reuse at least part of the knowledge in different situations. With the ability to reason about services and human activities it is possible to decide if, how, and where to present the services to the users. The solution is intended to off-load users in diverse Ubicomp environments as well as provide a more relevant service discovery.</p> / Report code: LiU-Tek-Lic-2007:14.
219

A Framework for Mobile Paper-based Computing

Sylverberg, Tomas January 2007 (has links)
<p>Military work-practice is a difficult area of research where paper-based approaches are still extended. This thesis proposes a solution which permits the digitalization of information at the same time as workpractice remains unaltered for soldiers working with maps in the field. For this purpose, a mobile interactive paper-based platform has been developed which permits the users to maintain their current work-flow. The premise of the solution parts from a system consisting of a prepared paper-map, a cellular phone, a desktop computer, and a digital pen with bluetooth connection. The underlying idea is to permit soldiers to take advantage of the information a computerized system can offer, at the same time as the overhead it incurs is minimized. On one hand this implies that the solution must be light-weight, on the other it must retain current working procedures as far as possible. The desktop computer is used to develop new paper-driven applications through the application provided in the development framework, thus allowing the tailoring of applications to the changing needs of military operations. One major component in the application suite is a symbol recognizer which is capable of recognizing symbols parting from a template which can be created in one of the applications. This component permits the digitalization of information in the battlefield by drawing on the paper-map. The proposed solution has been found to be viable, but still there is a need for further development. Furthermore, there is a need to adapt the existing hardware to the requirements of the military to make it usable in a real-world situation.</p>
220

Playing with Context : Explicit and Implicit Interaction in Mobile Media Applications

Håkansson, Maria January 2009 (has links)
This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. Two extensive case studies explore the interplay between users, mobile media, and aspects of context in different ways, and how it can invite playful use. The first case study, Context Photography, uses sensor-based information about the immediate physical surroundings to affect images in real time in a novel digital camera application for everyday creativity. The second, Push!Music, makes it possible to share music both manually and autonomously between co-located people, based on so-called media context, for spontaneous music sharing. The insights gained from the designs, prototypes, and user studies, point at the value of combining explicit and implicit interaction – essentially, the expected and unexpected – to open for playful use. The explicit interaction encouraged users to be active, exploratory, and creative. The implicit interaction let users embrace and exploit dynamic qualities of the surroundings, contributing to making the systems fun, exciting, magical, ‘live’, and real. This combination was facilitated through our approach to context, where sensor-based information was mostly open in use and interpretation, ambiguous, visible, and possible to override for users, and through giving the systems a degree of agency and autonomy. A key insight is that the combination of explicit and implicit interaction allowed both control and a sense of magic in the interaction with the mobile media applications, which together seems to encourage play and playfulness.

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