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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.
301

Sensor systems for positioning and identification in ubiquitous computing

Jayabharath Kumar, Suri January 2006 (has links)
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. 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.
302

Flexible User Interface - FLUSI

Conrad, Jan January 2006 (has links)
The cellular phone network has been increasing rapidly during the last years. For many people the mobile phone has become an every day gadget with a wide performance and functional range. The usage of technologies like GPRS, HSCSD, EDGE and UMTS as well as the bandwidth of networks and consequently the connectivity of the phones has also increased persistently. Coming along with that, three technologies, which are ubiquitous or pervasive computing, mobile and wireless networks and location-based technologies, are making rapid progress. The aim of this thesis is to offer an architecture for a location-based user interface in the intersection of the three technologies mentioned above. The system should work with a minimum of special hardware requirement. Not to overload the user with information, the user interface should be adaptable, context-aware and location-based. The context-data should remain extendible and adaptable.
303

Context-based innovative mobile user interfaces / Interfaces utilisateurs mobiles innovantes basées sur le contexte

Zhou, Yun 08 October 2012 (has links)
Avec le développement de différents capteurs et des dispositifs, l'informatique ne se limite plus à la mode bureautique. Cependant, l'interface utilisateur traditionnelle, utilisée sur l'ordinateur de bureau, n'est plus approprié pour l'informatique ubiquitaire. La complexité de l'environnement mobile demande la conception d'interfaces dédiées impliquant des techniques d'entrée et la sortie qui contiennent les nouvelles caractéristiques émergentes au-delà des techniques traditionnelles. L'une des solutions possibles pour permettre l'interaction omniprésente soit le nomadisme, soit la mobilité. Nous proposons trois interfaces liées à ces deux solutions: L'interface fixé dan l'environnement (abréviation de IEI en anglais), interface dépendante de l'environnement (EDI) et Interface Indépendante de l'environnement (EII). Tout d'abord, nous présentons globalement notre approche sur la conception de ces trois interfaces innovantes (IEI, EDI et EII), leurs configurations portées (dispositif d'affichage portée sur les lunettes plus caméra et dispositif d'affichage pico-projecteur plus caméra), des exemples réels d'utilisation et une évaluation préliminaire des techniques d'entrée de sélection pour prouver la faisabilité de nos prototypes. Par la suite, nous proposons sur les dispositifs portées, et seule les EDI et les EII seraient étudié plus en détail. Afin de concrétiser l'EDI et l'EII, nous proposons un continuum allant de l'interface physique, l'interface mixte physique-numérique, jusqu'à l'interface totalement numérique. Basé sur l'interface physique, nous proposons le système MobilePaperAccess qui sur le dispositif d'affichage portée sur les lunettes plus caméra permettant l'accès à l'information numérique à partir d'une interface imprimé du papier. Ce système est conçu pour valider nos concepts de l'EDI et de l'EII. Les deux types d'interfaces (EDI et EII) et trois techniques d'entrée (doigt, masque et carnet) ont été évaluées par les méthodes quantitatives et qualitatives avec ce système. Basé sur l'interface numérique projetée multi-échelle, le système PlayAllAround est sur dispositif d'affichage pico-projecteur plus caméra, et il pouvoir fournir un affichage à différentes tailles, à la plus petite, individuelle et portée, à la plus grande, partageable et publique. Pour la conception de ce système, nous proposons une décomposition de l'interface basée sur une de cellule de référence de taille fixé pourrait la mise à l'échelle de l'interface en fonctionne de la taille de projection. Le geste de sélection sur un vol et l'interface multi-échelle ont été évalués avec ce système. Les résultats de nos expériences ont montré que PlayAllAround fonctionne bien avec le geste de sélection sur un vol et l'interface multi-échelle. Pour aller plus loin, nous explorons les gestes de la main, y compris le geste stationnaire, le geste de pincement et le geste de fermeture du poing. Nous employons le geste de pincement et le geste de fermeture du poing comme entrée pour pointer, l'action de glisser-déposer et la action de tracer. Afin de satisfaire aux exigences de l'interaction dans la vie quotidienne, nous étudions comment l'utilisateur peut interagir avec ces gestes à l'arrêt ou en marchant. Nous comparons les interactions du geste de sélection sur un vol et geste de pincement dans trois situations que debout, assis et en marchant. En outre, l'évaluation de l'interface projetée, ainsi que la satisfaction sur le fonctionnement de la configuration porté sur la tête a été faite et discutée. Enfin, le long du continuum, nous continuons à étudier sur l'interface mixte par un dispositif pico-projecteur plus caméra dans le but de concrétiser les concepts de l'EDI et de l'EII. L'interface mixte contient une partie physique basée sur des marqueurs d'ARToolkit et une partie numérique projetée. […] / With the development of a wide variety of sensors and devices, computing is no longer limited to the desktop mode. However, the traditional user interface, used on the desktop computer, is no longer appropriate for ubiquitous computing. A sophisticated mobile environment re-quires dedicated design of interfaces, involving input and output techniques with new emerging features that go far beyond the capacities of traditional techniques. One of the solutions to enable ubiquitous interaction and end limitation of the desktop mode is nomadism, while another is mobility. We propose three interfaces related to these two solutions: In-environment interface (IEI), Environment Dependent Interface (EDI), and Environment Independent Interface (EII). We exclude IEI and mainly focus on wear-able interaction. This thesis aims to investigate research issues involved in the design, implementation and evaluation of EDI and EII. It presents our design approach to these three innovative interfaces (IEI, EDI and EII), their wear-able configurations (camera-glasses device unit and cam-era-projector device unit), real examples of use (including the Research Team Interaction Scenario), and both the quantitative and qualitative user studies and evaluations to prove the feasibility and usability of our prototypes. Our work is a many-sided investigation on innovative wearable interfaces, as well as input and output techniques, which will pave the way for future research into wearable interfaces.
304

The context-aware middleware in ambient intelligence / Intergiciels sensibles au contexte en intelligence ambiante

Xu, Tao 09 December 2013 (has links)
Il y a près de 20 ans, Marc Weiser a imaginé l'ordinateur du 21ème siècle et a proposé le concept de l’informatique ubiquitaire. Une des idées principales de Weiser a récemment évolué vers un paradigme plus général connu comme la sensibilité au contexte qui est devenu un thème très important en informatique ubiquitaire. Depuis Active Badge considéré comme la première application sensible au contexte, de nombreuses tentatives pour construire des systèmes sensibles au contexte efficaces ont vu le jour. Cependant la problématique comment acquérir contexte, comment le traiter et comment créer des applications sensibles au contexte est encore aujourd’hui un défi suscitant de nombreuses recherches. Cette thèse étudie en profondeur certaines questions clés liées à la sensibilité au contexte et au développement d’intergiciels sensibles au contexte. Les principales contributions de notre recherche concernent la prise en compte du contexte spatiotemporel et sa modélisation, la conception et l’implémentation d’un intergiciel sensible au contexte et d’un moteur intelligent d'inférence de contexte. Le modèle de représentation du contexte spatiotemporel proposé vise à organiser le contexte et ses relations pour un système sensible au contexte. La méthode basée sur les ontologies est adoptée pour construire notre modèle, supportant à la fois le partage des connaissances et leur réutilisation ainsi que la déduction logique. Ce modèle adopte une structure hiérarchique à deux couches pour modéliser les situations à prendre en compte. La couche supérieure s’occupe du contexte commun générique, tandis que la couche inférieure se concentre sur les caractéristiques plus spécifiques. A la différence des modèles existants, en plus de prendre en compte l’aspect localisation, notre modèle prend également en charge la gestion d’historique des de contextes en s’appuyant sur différentes ressources. Ces historiques de contexte peuvent être utilisés pour prévoir et inférer le contexte. Un middleware sensible au contexte a été conçu comme une plateforme permettant la récupération et le traitement du contexte. Elle est organisée en deux couches : La couche basse apporte une solution à l’intégration des capteurs et actionneurs avec une représentation de données normalisée ; la couche haute propose un interpréteur de contexte polyvalent qui s’appuie sur quatre éléments : un agrégateur de contexte, un moteur d'inférence, une base de connaissance de contextes et un moteur de recherche en charge de la déduction de contexte, de l’interrogation et du stockage persistant. Ce middleware fournit un environnement pour le prototypage rapide de services sensibles au contexte pour l’intelligente ambiante. Le moteur intelligent d’inférence est le composant central de notre middleware. Pour le concevoir nous avons d’abord étudié toutes les méthodes publiées pendant les dix dernières années dans les trois conférences de premier plan du domaine. Nous en avons retiré que la reconnaissance du contexte d’activité peut être obtenue par trois catégories de traitements : par l’activité de l’inférence de base, par l’analyse dynamique de l’activité et par la recommandation d’activités futures. Nous proposons alors un moteur d'inférence intelligent basé sur notre middleware sensible au contexte. Outre les exigences liées à la vérification de la cohérence du contexte, notre moteur d'inférence intègre les trois méthodes les plus populaires concernant la reconnaissance de contexte : des règles, des arbres de décision, et les Modèles de Markov Cachés. Ceci constitue une solution intéressante couvrant toutes les facettes de l'activité de reconnaissance de contexte dans notre middleware sensible au contexte. Les informations collectées à partir des réseaux sociaux sont utilisées pour éduquer le moteur d'inférence intelligent. […] / Almost 20 years ago, Marc Weiser envisioned the prospect of computer in 21st century, and proposed the pioneering notion of ubiquitous computing. One of Weiser’s primary ideas has recently evolved to a more general paradigm known as context awareness, becoming a central research theme in many other ubiquitous computing programs. From Active Badge considered as the first context-aware application, there are numerous attempts to build effective context-aware systems. However, how to acquire context, how to process context and how to create context-aware applications is still faced with enormous challenges in the both of research and practice. This dissertation investigates deeply some chosen key issues in context awareness and develops a context-aware middleware. The main research contributions are presented in three categories: a spatialtemporal context represent model, a context-aware middleware and an intelligence context inference engine. The spatial-temporal context representation model is proposed to organize context and relations for context-aware system. Ontology-based method is adopted to construct our model, supporting both knowledge sharing and reuse as well as logic inference. This model adopts two-layer hierarchy structure for different situation. The higher layer comes up with the generic common context, while the lower layer focuses on various specific situations. Differing from existing models, besides taking locational factors into account, it supports different historical context service depending on different context resource. These context histories may be used to predict and infer the context. A context-aware middleware is designed as a platform associated with context retrieval and context processing. It is organized in two layers: the low layer provides a solution to integrate sensors and actuators with a standardized data representation; the high layer: versatile context interpreter focuses on context processing, which is made up of four parts: Context Aggregator, Inference Engine, Context Knowledge Base, and Query Engine in charge of context inferences, expressive query, and persistent storage. This middleware provides an environment for rapid prototyping of context aware services in ambient intelligent. The intelligent inference engine is the central and intellectual component of context-aware middleware. We review all the methods on activity context recognition published in three premier conferences in past decade and conclude that activity context recognition is divided into three facets: basic activity inference, dynamic activity analysis and future activity recommendation. Then we propose an intelligent inference engine based on our context-aware middleware. Beside satisfying requirements of checking the context consistency, our inference engine integrates the three most popular methods on activity context recognition: Rules, Decision Tree, and Hide Markov Model. It provides a solution for all facets of activity context recognition based on our context-aware middleware. The individuals’ information collecting from their social networks under permission are leveraged to train intelligent inference engine. We finally use two scenarios (applications) to explain the generic process to develop application via our middleware, and compare and analyze the main aspects of our middleware with other five representative context-aware applications. Our middleware profits good features from existing context-aware systems and improve intelligence via supporting activity context recognition. It provides an efficient platform for a rapid developing of new context-aware applications in ambient intelligence.
305

The development of ubiquitous 360° learning environment and its effects on students’ satisfaction and histotechnological knowledge

Virtanen, M. (Mari) 24 April 2018 (has links)
Abstract The digitalization of the society, the changing structures of education and the tightening resources have hastened the development of open learning environments. The aim of this study was to develop a ubiquitous 360° learning environment (360° ULE) on histotechnology (HT) education and evaluate its effects on student satisfaction and on HT knowledge in the biomedical laboratory science degree. In addition, the purpose was to provide systematic and transparent information on the development process. The study proceeded in two phases, i.e. development and evaluation. In the development phase, the criteria for ubiquitous learning environments (ULE) and the use in higher education were defined by a scoping review. Based on the review the first version of ULE was produced in the histotechnology (HT) context. The ULE was piloted in a study where an experimental group (n = 29) studied via ULE and a control group (n = 28) via a conventional web-based learning environment (WLE). The data was collected at the end of the term by an electronic questionnaire, and it was analyzed statistically. In the evaluation phase, the effects on the student's HT knowledge of (n = 115) and on satisfaction (n = 112) were evaluated in a quasi-experimental study. The data was electronically collected in the beginning and at the end of the term and analyzed statistically. The results from scoping review showed that the ULEs were not widely used in higher education. The criteria for ULEs were defined as flexibility, context-awareness, personalization and interactivity. These criteria were emphasized in the production of the ULE, evaluated in both phases. Based on the pilot study the flexibility, context-awareness and personalized operations were perceived as positive, whereas interactivity was seen as needing further development. In the final study, the students were very satisfied with the used ULE with significant improvements in their HT knowledge. Based on the results the development process of 360° ULE was stated as effective and valid. The process was described systematically and transparently. Further development, optimization, and evaluation was recommended when implementing the 360° ULE as a part of HT curricula in the biomedical laboratory science degree. / Tiivistelmä Yhteiskunnan digitalisoituessa, koulutuksen rakenteiden muuttuessa ja resurssien tiukentuessa avointen oppimisympäristöjen kehittäminen korkeakouluopetuksen tarpeisiin on välttämätöntä. Tämän tutkimuksen tarkoituksena oli kehittää ubiikki oppimisympäristö (ULE) histoteknologian opetukseen ja arvioida sen vaikutuksia bioanalyytikko-opiskelijoiden tyytyväisyyteen ja tietoon histoteknologiasta. Tavoitteena oli tuottaa uutta tietoa, jota voidaan hyödyntää kehitettäessä tulevaisuuden oppimisympäristöjä ja arvioitaessa 360o -tekniikan laajempaa hyödyntämistä koulutuksen eri osa-alueilla. Tutkimus eteni kahdessa vaiheessa: oppimisympäristön kehittäminen ja sen vaikuttavuuden arviointi. Ensimmäisessä vaiheessa määritettiin ULE:n kriteerit kartoittavan kirjallisuuskatsauksen menetelmällä ja kuvattiin niiden käyttöä korkeakouluopetuksessa. Tämän perusteella kehitettiin ULE:n ensimmäinen versio, histoteknologian (HT) opetukseen, jota käytettiin pilottitutkimuksessa. Koeryhmä (n= 29) opiskeli ULE:ssa ja vertailuryhmä (n=28) perinteisessä verkko-oppimisympäristössä (WLE). Aineisto kerättiin sähköisellä kyselyllä opetuksen jälkeen ja analysoitiin tilastollisesti. Tutkimuksen toisessa vaiheessa arvioitiin ULE:n vaikuttavuutta opiskelijoiden tietoon histoteknologiasta (n=115) sekä tyytyväisyyttä (n=112) oppimisympäristön käyttöön. Aineistot kerättiin kvasikokeellisella asetelmalla bioanalyytikko-opiskelijoilta ennen ja jälkeen opetuksen. Aineistot analysoitiin tilastollisesti. Kartoittava katsaus osoitti ULE:n vähäisen käytön korkeakouluopetuksessa. Tärkeimmiksi kriteereiksi osoittautuivat joustavuus, tilannesidonnaisuus, personoidut toiminnot ja interaktiivisuus. Näitä ominaisuuksia painotettiin kehitystyössä ja arvioitiin molemmissa vaiheissa. Pilottitutkimuksen tulosten perusteella joustavuus, tilannesidonnaisuus ja personoidut toiminnot nähtiin positiivisina, kehitettävää interaktiivisuudessa, jonka perusteella ULE:a optimoitiin varsinaista tutkimusta varten. Tulosten mukaan opiskelijat olivat erittäin tyytyväisiä ULE:n käyttöön ja heidän osaamisensa vahvistui merkittävästi. Tulosten perusteella kehitysprosessi todettiin tehokkaaksi ja luotettavaksi. Prosessi kuvattiin järjestelmällisesti ja läpinäkyvästi. Tulosten perusteella suositellaan kehittämistyön ja optimoinnin jatkamista, jonka jälkeen ULE voidaan liittää osaksi bioanalytiikan HT opintoja ja opetussuunnitelmaa.
306

Um suporte à captura informal de design rationale / A support for informal capture of Design Rationale

Silvana Maria Affonso de Lara 19 December 2005 (has links)
Durante o processo de desenvolvimento de software, uma grande quantidade de documentos é gerada com o propósito de registrar as experiências e as decisões relacionadas ao projeto de software. Apesar do esforço empregado na documentação de tais informações, muitas vezes esses documentos não contêm informações suficientes e necessárias para o completo entendimento do software, para a reutilização das experiências adquiridas e a recuperação do processo de tomada de decisão. De maneira geral, apenas as decisões finais a respeito do projeto são documentadas. O Design Rationale (DR) consiste das informações adicionais aos documentos padrões em um processo de desenvolvimento de software, facilitando sua compreensão, manutenção e reuso. Na literatura, muitas pesquisas referem-se aos problemas relacionados à atividade de captura de DR, principalmente no que diz respeito à sobrecarga de trabalho durante o momento de design. O desenvolvimento de mecanismos que facilitem a captura de Design Rationale durante a elaboração de artefatos de software é ainda um desafio. No contexto de ferramentas CASE (Computer Aided Software Engineering), cuja utilização enfrenta grande resistência por parte de seus usuários (desenvolvedores), torna-se imprescindível a aplicação de técnicas para garantir a máxima usabilidade dessas ferramentas, de forma a minimizar a resistência à sua utilização. O paradigma da computação ubíqua trouxe grandes mudanças ao desenvolvimento de aplicações da Ciência da Computação, visto que estas aplicações são transparentes, apresentam um comportamento contínuo e ciente de contexto, e visam tornar a interação com o usuário a mais natural possível. Diante desse contexto, a adoção de mecanismos de computação ubíqua na atividade de captura de DR torna-se uma abordagem de interesse científico. O uso de mecanismos de computação ubíqua faz com que a captura das informações e decisões relacionadas ao projeto de software seja realizada de forma mais natural, reduzindo a sobrecarga do uso de uma ferramenta que necessite de tempo adicional para o armazenamento do DR, seja durante o processo de tomada de decisões ou depois do mesmo. Assim sendo, o trabalho realizado neste projeto de mestrado consistiu na reengenharia de uma ferramenta de suporte a DR e à sua integração com um editor gráfico que permite a escrita manual e oferece um serviço de reconhecimento de escrita, de modo a prover uma maneira mais flexí?vel para a entrada de dados e que pode ser utilizada em dispositivos com diferentes tamanhos e características, tais como Tablet PCs e lousas eletrônicas / During the process of software development, a great amount of documents is generated with the purpose of registering experiences and decisions related to software project. Despite the effort made aiming at documenting of such information, in general, these documents do not contain enough and necessary information for the complete understanding of the software, for the reuse of the acquired experiences and the recovery of the process of decision making. In general, only the final decisions regarding the project are registered. The Design Rationale (DR) consists of the additional information to standards documents in a process of software development, aiming to facilitate its understanding, maintenance and reuse. In literature, many researches reveal the problems related to the activity of DR capture, especially related to the work overload during the moment of design. The development of mechanisms to facilitate the Design Rationale capture, during the elaboration of software artifacts, is still a challenge. In the context of CASE (Computer Aided Engineering Software) tools usage, users (developers) present great resistance, so the application of techniques to achieve the maximum usability in the tools becomes essential, aiming to minimize the resistance to their adoption. The paradigm of ubiquitous computing brought great innovations to the development of applications, since the applications are transparent; they present a continuous and aware context behavior, and aim the user-computer interaction become the most natural as possible. For that reason, the adoption of ubiquitous computing mechanisms in the activity of DR capture becomes an approach of scientific interest. The use of the ubiquitous computing makes the capture of the information and decisions related to software project be carried out on a more natural way, reducing the overload of using a tool that needs additional time for the DR storage, either during the process of making decisions or just after. This master project consisted of re-engineering of a DR tool and its integration with a graphical editor. The editor allows handwriting and offers a service of writing recognition in order to provide a more flexible way for the data entry and can be used in devices of different sizes and characteristics, such as Tablet PCs and electronic blackboards.
307

"Desenvolvimento de aplicações multi-plataformas para dispositivos móveis" / "Development of applications multi-platforms for mobile devices"

Jane Dirce Alves Monteiro 25 May 2006 (has links)
Devido à sua constante evolução, associada ao surgimento contínuo de novas tecnologias, a computação tem se tornado cada vez mais presente no cotidiano das pessoas, sendo utilizada não só no meio acadêmico e corporativo, mas também no entretenimento e no auxílio às atividades pessoais, entre outros. Nesse contexto, vem ocorrendo um grande avanço em termos de redução de custo e de aumento da variedade de dispositivos do tipo Personal Digital Assistants (PDAs). Esse avanço aumenta a demanda por aplicações que explorem esses equipamentos, mas são poucas as ferramentas que auxiliam no desenvolvimento dessas aplicações. O objetivo da presente pesquisa foi investigar o desenvolvimento de aplicações para dispositivos móveis, especificamente para PDAs, com independência de plataforma. A abordagem adotada foi a extensão da ferramenta MCards, um construtor de aplicações para PDAs, com o propósito de permitir a geração de aplicações para dispositivos móveis com a utilização da tecnologia J2ME (Java 2 Micro Edition). Para tanto, foi necessário, inicialmente, um entendimento do protótipo disponível da ferramenta MCards realizado através da aplicação de um processo de Engenharia Reversa na ferramenta MCards, baseando-se no modelo FUSION-RE/I. Foram executadas, também, manutenções na ferramenta com a finalidade de corrigir imperfeições e problemas de execução e de melhorar suas funcionalidades. Após o processo de Engenharia Reversa e manutenção da ferramenta, foi implementado e incorporado à ferramenta MCards o módulo de geração de aplicações J2ME. O módulo de geração de aplicações J2ME transforma a especificação abstrata, gerada pela manipulação do usuário no editor visual da ferramenta MCards, em código para a tecnologia J2ME com a utilização do perfil CDC / Personal Profile, compilando o código gerado para dar origem aos arquivos da aplicação J2ME que serão utilizados para instalação no dispositivo móvel. / Mobile devices such as Personal Digital Assistants (PDAs) have grown up and number and models, while their cost has been continuously decreasing. Although this scenario indicates that there is a demand for tools that support the development of applications for mobile devices, the literature does not report platform-independent tools. The aim of this research was to investigate the development of applications for mobile devices in a platform-independent way. We have elected to extend an existing prototype tool that supported the development of Palm OS applications, MCards, so that it supported the development of applications using J2ME (Java 2 Micro Edition). We first carried out a reverse engineering process, using FUSION-RE/I, which lead to the understanding of the prototype along with the production of a new, more stable and documented version. We then investigated the process of application generation for the J2ME platform and proposed an extension to MCards that supported both Palm OS and J2ME. In the extended version, the J2ME module transforms an abstract specification, generated with the MCards visual editor, in J2ME code using the CDC/Personal profile. As a result, the extended MCards tool supports the development of applications for the two most common platforms for mobile devices, Palm Os, Pocket PC and Symbian OS.
308

Uma análise acerca do artigo 8º do regulamento Roma II em face ao fenônemo das violações ubíquas de direitos autorais

Moreira, André de Oliveira Schenini January 2014 (has links)
O objetivo do presente trabalho é analisar qual o tratamento que o fenômeno das violações ubíquas de direitos autorais, praticadas essencialmente no âmbito da internet, recebe no direito do conflito de leis, haja vista ser tal ocorrência um terreno fértil para a múltipla aplicação de legislações a um único ato. A análise realizada partiu da clara influência do princípio da territorialidade dos direitos autorais no âmbito do direito internacional privado de diferentes legislações, cujos resultados não se mostraram capazes de lidar com os reflexos do fenômeno das violações ubíquas. Para tanto, buscamos primeiramente no Regulamento Roma II, um instrumento de direito unional que unificou as regras de definição da lei a ser aplicada em casos de violações de direitos de propriedade intelectual no âmbito da União Europeia, mais especificamente no seu aritgo 8º, alternativas para uma abordagem mais atualizada. Aparentemente, apesar do alardeado teor vanguardista desse regulamento, referido instrumento de direito unional apresentou uma abordagem deveras conservadora no que tange ao conflito de leis para infrações de propriedade intelectual por meio de mídias ubíquas. Devido a isso, o presente estudo buscou em outras alternativas, encontradas em normas de soft law e no próprio direito europeu, possíveis saídas para o entrave criado pelo legislador unional nesse instrumento que deveria servir de modelo às futuras legislações internacionalprivatistas. A atual rigidez territorialista existente na forma como as violações ubíquas dos direitos de criação do homem são tratadas, fenômeno crescente com o uso desenfreado da internet em nosso dia a dia, assim como o poder unificador do Regulamento Roma II, foram razões que fizeram com que este trabalho propusesse um novo artigo para o citado conjunto de regras de conflitos de leis, específico para lidar com as violações ubíquas de direitos autorais, baseado em elementos de conexão condizentes com a atual realidade de exploração de obras da criação humana. / The purpose of this work is to analyse which is the treatment granted by the conflictof- law to the copyright ubiquitous infringement phenomenon occured mainly in the internet, considering that such situation is a fertile ground for the multiple application of laws occured due to the promotion of a sole act. The performed analysis departed from the clear influence of the copyright territoriality principle over the international private law of different legislations, whose results were not capable to deal with the reflexes originated from the ubiquitous infringement phenomenon. In this sense, we firstly searched in the Rome II Regulation, an european law tool that has unified the conflict-of-law rules for intellectual property infringement in the European Union, specifically in its article 8, an alternativa for an updated approach. Although the boasted avant-garde content of such regulation, apparently this european legal instrument presented an extremely conservative approach when dealing with the conflict-of-laws in intellectual property infringements perpetrated through ubiquitous medias, which therefore forced the current work to seek in other alternatives, located in the soft law and in the own european law, possible solutions for this complication created by the european legislator in an instrument that should have served as model to future international private law rules. The current rigidity seen in the way that ubiquitous infringements of creation rights are treated, considering the growing status of such phenomenon due to the vast use of the internet in our daily tasks, as well as the unifying power of the Rome II Regulation, were the reasons that directed this study to create a new rule for the cited group of conflict-oflaw rules specifically built to deal with copyright ubiquitous infringements, based on connecting factors that are consistent with the current reality of intellectual creations exploitation.
309

Corpos ubíquos : um estudo etnográfico sobre a construção social dos corpos em Moçambique

Cossa, Segone Ndangalila January 2014 (has links)
Em Moçambique, as discussões sobre equidade de gênero e inserção das mulheres no espaço público têm ocupado cada vez mais lugar de destaque na sociedade. Motivados pela democracia (realidade recente) e pelos acordos ratificados pelo governo do país, homens e mulheres de diferentes quadrantes da sociedade desenvolvem estudos de natureza diversa, mostrando que apesar de existir um esforço por parte do governo e seus parceiros, agências multilaterais de desenvolvimento, ONGs e outras instituições da sociedade civil, a emancipação da mulher em diferentes áreas continua aquém das expectativas e dos investimentos empreendidos por estes. Amiudadas vezes os discursos que sustentam tais estudos acabam atribuindo aos preceitos e às práticas culturais “nativas” a responsabilidade pelo insucesso do governo e seus parceiros no combate à desigualdade de gênero, afirmando que tais preceitos e práticas nativas, reproduzem velhas estruturas de poder patriarcal. Esta pesquisa, sobre os ritos de iniciação feminina na região matrilinear do Norte de Moçambique, problematiza e torna complexa a visão que reduz as relações de gênero à dominação masculina. Através de processos endógenos de corporificação da memória e saberes comunitários por parte de mulheres nos ritos de iniciação feminina, a pesquisa mostra como essas mulheres estruturam o seu cosmo circundante, definem papéis sociais, constroem noções sobre corpo e sexualidade, colocando-se, através de saberes e experiências disseminadas nos ritos de iniciação, numa posição onde se afirmam como sujeitos sócio-históricos nas suas comunidades. / In Mozambique, discussions on gender equity and participation of women in public space have occupied an increasingly prominent place in society. Motivated by democracy (recent reality) and the agreements ratified by the government of the country, men and women from different parts of society develop studies of various kinds, showing that, despite an effort by the government and its partners, multilateral development agencies, NGOs and other institutions of civil society, the emancipation of women in different areas remains below expectations and investments undertaken by them. Too often, the discourses that underpin such studies end up by assigning the precepts and the “native “cultural practices, alleging that such precepts and native practices reproduced old power patriarchal structures. This research on female initiation rites in the matrilineal region of northern Mozambique problematizes the view that reduces gender relations to male denomination, also aiming at looking at in a complex manner. Through endogenous processes of embodiment of community memory and knowledge from the woman side in" female initiation rites”, this research shows how this women structure their surrounding cosmos, define social role, and build notions about their bodies and sexuality, putting themselves, through knowledge and experiences spread in initiation rites, in a position where they stand up for their rights of being as social-historical subjects (individuals) in their communities.
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MTCONTEXT: apoio à geração de casos de teste para aplicações móveis sensíveis ao contexto

Reis, Rodrigo dos Anjos Cruz 14 March 2016 (has links)
Submitted by bruna ortiz (brunaortiz.f@gmail.com) on 2016-07-18T13:35:01Z No. of bitstreams: 1 Dissertacao-Rodrigo dos Anjos C. Reis.pdf: 2208200 bytes, checksum: f7aa5497dd6ebb439dea02d6e500808f (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2016-07-28T13:51:31Z (GMT) No. of bitstreams: 1 Dissertacao-Rodrigo dos Anjos C. Reis.pdf: 2208200 bytes, checksum: f7aa5497dd6ebb439dea02d6e500808f (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2016-07-28T13:57:04Z (GMT) No. of bitstreams: 1 Dissertacao-Rodrigo dos Anjos C. Reis.pdf: 2208200 bytes, checksum: f7aa5497dd6ebb439dea02d6e500808f (MD5) / Made available in DSpace on 2016-07-28T13:57:04Z (GMT). No. of bitstreams: 1 Dissertacao-Rodrigo dos Anjos C. Reis.pdf: 2208200 bytes, checksum: f7aa5497dd6ebb439dea02d6e500808f (MD5) Previous issue date: 2016-03-14 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Mobile computing is currently everywhere. Applications running on mobile devices (e.g. smartphones and tablets) are becoming increasingly popular and they represent a revolution in the information technology sector. The exponential growth of this market and the criticality of the developed systems impose greater attention to reliability aspects of these applications. Mobile applications are not free of defects, and new software engineering approaches are needed to test them. In addition to the considerable increase in the use of mobile devices in recent years, allowing users to perform more tasks in a mobile environment, technological advances in mobile devices and communication networks, has made it possible the context awareness, characteristic of ubiquitous computing. One of the ways to evaluate the quality of these applications is through testing. This paper proposes the definition of a testing technique to support the generation of test cases for Context Aware mobile applications in order to decrease the amount of test cases generated for this type of application, decrease the generation time of these test cases increase the contexts coverage achieved with these test cases and facilitate the management of the tests generated by a tool support. The results obtained in controlled experiment conducted with two scenarios of context aware mobile applications provided evidence regarding the feasibility of this work. MTContext approach contributed to the generation of test cases with significant statistical difference when compared to Ad Hoc approach concerned with the higher contexts coverage during test cases generation. However, the results of this experiment showed limitations and possible upgrades to MTContext approach that will be addressed in future work. / A computação móvel está atualmente em todos os lugares. Aplicações executando em dispositivos móveis (ex: smartphones e tablets) estão se tornando cada vez mais populares e elas representam uma revolução no setor de tecnologia da informação. O exponencial crescimento deste mercado e da criticidade dos sistemas desenvolvidos impõem uma maior atenção a aspectos de confiabilidade destas aplicações. As aplicações móveis não são livres de defeitos, e novas abordagens de engenharia de software são necessárias para testar as aplicações. Além do aumento considerável da utilidade de dispositivos móveis nos últimos anos, permitindo aos usuários executar mais tarefas em um contexto móvel, os avanços tecnológicos nas áreas de dispositivos móveis e redes de comunicação tem tornado possível a sensibilidade ao contexto, característica da computação ubíqua. Umas das formas de avaliar a qualidade dessas aplicações é por meio de testes. Este trabalho propõe a definição de uma técnica de teste para apoiar a geração de casos de teste para aplicações móveis sensíveis ao contexto visando diminuir a quantidade de casos de testes gerados para este tipo de aplicação, diminuir o tempo de geração desses casos de teste, aumentar a cobertura de contextos alcançados com esses casos de teste e facilitar o gerenciamento dos testes gerados por meio de um apoio ferramental. Os resultados obtidos no experimento controlado realizado com dois cenários de aplicações móveis sensíveis ao contexto forneceram indícios de viabilidade deste trabalho visto que a abordagem MTContext contribuiu para a geração de casos de teste com diferença estatisticamente significante em relação a abordagem de comparação Ad Hoc no que se diz respeito a maior cobertura de contextos. Porém, os resultados deste experimento evidenciaram limitações e possíveis evoluções para abordagem MTContext que serão tratados em trabalhos futuros.

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