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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.
421

The buzz supporting extensively customizable information awareness applications /

Eagan, James R.. January 2008 (has links)
Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2009. / Committee Chair: Stasko, John T.; Committee Member: Edwards, Keith; Committee Member: Greenberg, Saul; Committee Member: Grinter, Beki; Committee Member: Guzdial, Mark. Part of the SMARTech Electronic Thesis and Dissertation Collection.
422

Ubiquitous user modeling /

Heckmann, Dominikus. January 2006 (has links)
Thesis (Ph. D.)--Universität des Saarlands, 2005. / Includes bibliographical references (p. 253-268) and index.
423

Sounds at work - akustische Repräsentationen für die Mensch-Computer-Interaktion in kooperativen und hybriden Arbeitsumgebungen

Müller-Tomfelde, Christian. Unknown Date (has links)
Techn. Universiẗat, Diss., 2003--Darmstadt. / Dateien in unterschiedlichen Formaten.-Enth.: Textteil. CD-Daten.
424

Cooperative communication systems /

Wrona, Konrad S. January 2005 (has links)
Techn. Hochsch., Diss., 2005--Aachen.
425

Multimodal interaction with mobile devices : fusing a broad spectrum of modality combinations /

Wasinger, Rainer. January 1900 (has links)
Thesis (doctoral) - Univ., Saarbrücken, 2006. / Includes bibliographical references and index.
426

Σημασιολογική αναπαράσταση για την προστασία της ιδιωτικότητας σε περιβάλλοντα περιρρέουσας νοημοσύνης

Παναγιωτόπουλος, Ιωάννης 20 October 2010 (has links)
Τα μελλοντικά περιβάλλοντα υπολογισμού περιλαμβάνουν την ενσωμάτωση καθημερινών αντικειμένων, εφοδιασμένα με μικροσκοπικούς επεξεργαστές, αισθητήρες και κάρτες ασύρματων δικτύων. Τα έξυπνα αυτά αντικείμενα (τεχνουργήματα) μπορούν να εξερευνούν το περιβάλλον στο οποίο βρίσκονται και να επικοινωνούν μεταξύ τους. Η διαδραστικότητα με τον άνθρωπο μπορεί να παρέχει τη δυνατότητα αντιμετώπισης διαφόρων εργασιών με διαισθητικό τρόπο. Γίνεται αντιληπτό ότι μέσα σε ένα τέτοιο περιβάλλον, προκύπτουν σοβαρά ζητήματα που σχετίζονται με την ιδιωτικότητα των χρηστών. Αρχικά, εξαιτίας της αορατότητας των υπολογισμών που έχει σαν αποτέλεσμα οι χρήστες να μην τους αντιλαμβάνονται και έτσι να μην αισθάνονται ασφαλείς στο περιβάλλον αυτό. Επιπλέον, η παροχή ορισμένων υπηρεσιών απαιτεί τη μετάδοση και επεξεργασία προσωπικών δεδομένων και, ως εκ τούτου, εγκυμονεί κινδύνους για την προσωπική ζωή. Στην παρούσα εργασία ένα τέτοιο περιβάλλον (περιβάλλον περιρρέουσας νοημοσύνης) με τα παραπάνω χαρακτηριστικά, μοντελοποιείται μέσω των σφαιρών δραστηριοτήτων. Μια σφαίρα δραστηριοτήτων περιλαμβάνει όλη εκείνη την πληροφορία που απαιτείται για να εκτελεστεί μια συγκεκριμένη εργασία μέσα στο περιβάλλον. Στόχος της εργασίας είναι η μοντελοποίηση πολιτικών ιδιωτικότητας με κέντρο το χρήστη, η οποία μπορεί να πραγματοποιηθεί σε μια σφαίρα σε οποιοδήποτε περιβάλλον περιρρέουσας νοημοσύνης. Για να επιτευχθεί σημασιολογική ομοιογένεια, παρά την πιθανή ετερογένεια των πόρων ενός τέτοιου συστήματος, έχει σχεδιαστεί μια οντολογία για την αναπαράσταση αυτών των πολιτικών. Επιπλέον το σημασιολογικό αυτό πλαίσιο μοντελοποιεί τις βασικές αρχές και τους κανόνες αναφορικά με την προστασία των προσωπικών δεδομένων και την ιδιωτικότητα. Η προτεινόμενη οντολογία αξιολογείται βάσει αναγνωρισμένων κριτηρίων όπως είναι οι ερωτήσεις επάρκειας / Future computing environments involve integrating everyday objects equipped with tiny processors, sensors and wireless network cards. These smart objects (artifacts) may explore their environment and communicate with each other. Interactivity with humans may provide the ability of dealing with tasks in an intuitive way. It is clear that within this environment, serious issues related to the privacy of the users arise. Initially, due to the invisibility of all computations which results to the users being unaware of them. Moreover, the provision of certain services requires the transmission and processing of user’s personal data and thus poses a serious threat to their privacy. In the present project such an environment (ambient intelligence environment) with the above characteristics, is modeled through the concept of activity spheres. An activity sphere contains all the necessary information needed to realize a specific task within this environment. The aim of the project is to model a user-centered privacy policy which could be realized for a sphere in any ambient intelligence environment it is instantiated. To achieve semantic homogeneity, despite the possible heterogeneity of the resources within such an environment, an ontology has been designed. Furthermore, this semantic framework, models the fundamental principles and rules regarding personal data protection and privacy. The proposed ontology is evaluated by means of well-appreciated criteria such as competency questions
427

Communication and Adaptation in a Ubiquitous Environment

Balegh, Walid January 2018 (has links)
Context awareness means sending the right information to the right user at the righttime. Context is our environment, which can be anything around us such as location,lights, noises etc. To make the context interact with our mobile devices or sensors,there must be protocols for communication and data formats for the “sent” or “received”contextual information so we can give very specific context information tothe user. Since this communication and adaptive part is not well understood, in thispaper we are interested in investigating the technology used for adaptation. We willalso explain how this technology works to adapt itself to changes in the environment.
428

[en] ACTIVE PRESENTATION: A SYSTEM FOR DISTRIBUTED MULTIMEDIA PRESENTATIONS IN UBIQUITOUS COMPUTING ENVIRONMENTS / [pt] ACTIVE PRESENTATION: UM SISTEMA PARA APRESENTAÇÕES DISTRIBUÍDAS EM AMBIENTES DE COMPUTAÇÃO UBÍQUA

MARK STROETZEL GLASBERG 21 June 2006 (has links)
[pt] A diminuição do custo e a diversificação dos dispositivos computacionais vêm criando ambientes de computação cada vez mais completos e sofisticados, mas que ainda carecem de softwares de integração que simplifiquem sua utilização e que melhor explorarem seu potencial. Para responder a esta questão, sistemas de computação ubíqua vêm sendo desenvolvidos para criar mecanismos de controle remoto e unificado de aplicações e dispositivos. Além disso, grupos de pesquisa na área de multimídia abordam outras questões como a sincronização entre dispositivos, gerência de recursos e definição de padrões de documentos. Este trabalho visa unificar os esforços de ambas as áreas com o objetivo de realizar apresentações multimídia através do paradigma de computação ubíqua. Neste trabalho, apresentamos a infraestrutura de execução de apresentações ActivePresentation desenvolvida e baseada em diferentes protótipos. Além disso, propomos um formato de documento multimídia chamado NCLua para orquestrar tais apresentações. / [en] The diminishing costs and the diversity of computational devices are creating increasingly complex and sophisticated computational environments. Nonetheless, such environments still lack integration software to simplify their use and to better explore their potential. In response to this issue, ubiquitous computing systems are being developed to create remote control mechanisms of applications and devices. At the same time, research groups in the area of multimedia deal with other issues, such as synchronization between devices, resource management and document standard definitions. The purpose of this work is to join the efforts of both areas in order to build presentations using the ubiquitous computing paradigm. In this work, we introduce the ActivePresentation infrastructure, based and developed through the study of different prototypes. In addition, we propose a multimedia document format called NCLua to orchestrate such presentations.
429

SysSU - Um Sistema de Suporte para Computação Ubíqua / SysSU - A System Support for Ubiquitous Computing

Lima, Francisco Fabrício de Paula January 2011 (has links)
LIMA, Francisco Fabrício de Paula. SysSU - Um Sistema de Suporte para Computação Ubíqua. 2011. 107 f. : Dissertação (mestrado) - Universidade Federal do Ceará, Centro de Ciências, Departamento de Computação, Fortaleza-CE, 2011. / Submitted by guaracy araujo (guaraa3355@gmail.com) on 2016-06-30T16:44:31Z No. of bitstreams: 1 2011_dis_ffplima.htm: 516 bytes, checksum: 2437a069c1b68c32347184787d792238 (MD5) / Approved for entry into archive by guaracy araujo (guaraa3355@gmail.com) on 2016-06-30T16:47:05Z (GMT) No. of bitstreams: 1 2011_dis_ffplima.htm: 516 bytes, checksum: 2437a069c1b68c32347184787d792238 (MD5) / Made available in DSpace on 2016-06-30T16:47:05Z (GMT). No. of bitstreams: 1 2011_dis_ffplima.htm: 516 bytes, checksum: 2437a069c1b68c32347184787d792238 (MD5) Previous issue date: 2011 / The hardware technologies necessary for the realization of Ubiquitous Computing (eg, smartphones, tablets, sensors and smart appliances) have evolved and, today, software components that enable new forms of interaction, able to recognize the face and voice of users, track its location and provide ways to incorporate augmented reality, needed in ubiquitous environments, are being widely developed. In addition, the Software Engineering has evolved to incorporate new development techniques seeking to increase quality and reduce production time of these software artifacts. However, in Ubiquitous Computing difficulties arise in the design of architectures, modeling collaboration among heterogeneous software components, system engineering, and marketing, implementation and validation of the system as a whole. Thus, the development of ubiquitous systems still presents many challenges due to the great diversity and complexity of your requirements. Especially, in ubiquitous environments, where the volatility and heterogeneity of devices, services and applications are common features, and unbound forms of interactions between entities in interoperable distributed software system becomes essential. This volatility and heterogeneity influence the way services are provided in the system, as they are discovered and invoked and how their activities are coordinated to achieve the ultimate goal of the applications. Therefore, this dissertation proposes a new software infrastructure in the form of a support system, called SysSU (System Support for Ubiquity). This support system is shown by a reference architecture and a formal specification. The architecture is based on models Linda and publish / subscribe for the purpose of achieving the desired decoupling. Since the formal specification determines the semantics of the primitives used for the interactions between software components and syntax of the messages exchanged between them in order to standardize implementations. To validate the proposed work, a reference implementation, based on formal specification and architecture, was built. This implementation was used to develop a case study consisting of two separate applications, and UbiPrinter GREat Tour, which exhibit characteristics of volatility and heterogeneity. / As tecnologias de hardware necessárias para a realização da Computação Ubíqua (e.g., smartphones, tablets, sensores e eletrodomésticos inteligentes) evoluíram e, atualmente, componentes de software que possibilitam novas formas de interação, capazes de reconhecer a face e a voz dos usuários, rastrear a sua localização e prover formas de incorporar realidade aumentada, necessários em ambientes ubíquos, estão sendo largamente desenvolvidos. Além disso, a Engenharia de Software evoluiu e passou a incorporar novas técnicas de desenvolvimento buscando aumentar a qualidade e diminuir o tempo de produção desses artefatos de software. Contudo, na Computação Ubíqua as dificuldades surgem no projeto das arquiteturas, na modelagem da colaboração entre os componentes de software heterogêneos, na engenharia do sistema, e na comercialização, implantação e validação do sistema como um todo. Assim, o desenvolvimento de sistemas ubíquos ainda apresenta inúmeros desafios devido à grande diversidade e complexidade dos seus requisitos. Particularmente, em ambientes ubíquos, onde a volatilidade e a heterogeneidade de dispositivos, serviços e aplicações são características comuns, formas de interações desacopladas e interoperáveis entre as entidades de software distribuídas no sistema tornam-se essenciais. Essa volatilidade e heterogeneidade influencia a forma como os serviços são disponibilizados no sistema, como são descobertos e invocados e como suas atividades são coordenadas para se atingir o objetivo final das aplicações. Nesse contexto, este trabalho de dissertação propõe uma nova infraestrutura de software, na forma de um sistema de suporte, denominada SysSU (System Support for Ubiquity). Esse sistema de suporte é apresentado por meio de uma arquitetura de referência e de uma especificação formal. A arquitetura é baseada nos modelos Linda e publish/subscribe com o propósito de se atingir o desacoplamento desejado. Já a especificação formal determina a semântica das primitivas utilizadas para as interações entre os componentes de software e a sintaxe das mensagens trocadas entre eles com o objetivo de padronizar as implementações. Para validar o trabalho proposto, uma implementação de referência, baseada na arquitetura e na especificação formal, foi construída. Essa implementação foi utilizada no desenvolvimento de um estudo de caso consistindo de duas aplicações distintas, GREat Tour e UbiPrinter, que apresentam características de volatilidade e heterogeneidade.
430

The Social Bench : Interactive product design for public space

Järlehag, Ella January 2018 (has links)
This report covers a master’s thesis project in industrial design engineering, product design, at Luleå University of Technology. The objective for the thesis has been to develop a product that enables interaction between people in the public space. This to promote meetings and create an additional experience with the help of integrated technology. Studies of concerned theories have been research which included information about interaction design, ubiquitous computing, public space and social innovation. It was decided early in the project to focus on benches as they are a natural part of public spaces like parks. To seek an understanding for the projects context an benchmark on similar projects, interviews with experts in choosing furniture for public space and a cultural probe has been conducted. This research served as a base for the design process which started with an ideation phase where creative methods were used to generate a great amount of ideas for possible interactions. Experience prototyping was one of the key methods used and when enough ideas had been developed four different concepts where put together that focused on how the interaction would be perceived. With the help of a voting process and a concept-scoring matrix one concept was chosen to further develop. This concept was then detailed design were the design for the actual bench was decided and two prototypes were built to be able to demonstrate and test the final concept. The final result of the thesis project was the interactive bench named The Social Bench. The Social Bench has integrated technology in the form of lightning and sensors that detect when someone sits down. This triggers the interaction and enables the user to choose the color on the light underneath the bench by sitting on the different colored seating disks placed on the bench. The bench is supposed to function in a network of benches that are all connected and mimics each other’s interactional patterns. This is displayed by the choosing of color were every users choice is displayed on all of the benches in the network. The Social Bench lets the user share an experience together on remote locations. It promotes interaction between people in the public space and provides with a fun and innovative way to communicate. This thesis aims to contribute in knowledge of interaction design as a tool for promoting interaction in the public space and the thesis concludes in a discussion of the outcome and recommendations for future work. / Den här rapporten innefattar ett examensarbete inom Teknisk Design inriktning produktdesign vid Luleå Tekniska Universitet. Syftet med examensarbetet har varit att utveckla en produkt som stödjer interaktionen mellan människor i den offentliga miljön. Detta för att främja möten och skapa ytterliga användarupplevelser genom integrerad teknologi. En litteraturstudie utfördes på berörda områden och innefattade teorier om interaktionsdesign, ubiquitous computing, offentliga miljöer och social innovation. Från början av projektet gjordes en avgränsning till att titta på specifikt bänkar eftersom dessa är en naturlig del av offentliga miljöer såsom parker. Efter detta utfördes en marknadsundersökning på liknade produkter, intervjuer och en cultural probe för att undersöka arbetets kontext. Den informationsinsamling som bedrivits blev utgångspunkten för en idégenerering som sedan utfördes där olika kreativa metoder användes för att generera ett stort antal med idéer. En av dessa metoder var experience prototyping och efter att tillräckligt många idéer genererats framställdes fyra olika koncept. Dessa koncept innefattade hur interaktionen skulle upplevas och genom en röstnings-process och en utvärderingsmatris så valdes ett koncept för vidare utveckling. Detta koncept blev sedan detalj utvecklat där designen på den fysiska bänken togs fram. För att kunna testa och utvärdera det slutgiltiga resultatet framställdes också två stycken prototyper i full skala. Det slutgiltiga resultatet av examensarbetet är den interaktiva bänken The Social Bench. The Social Bench har inbyggd belysning och integrerade trycksensorer som läser av när någon sätter sig ned på bänken. Detta triggar själva interaktionen som möjliggör för användaren att välja färg på den integrerade belysningen under bänken genom att välja vilken av dom färgade sitt-ytorna som hen vill sitta på. Bänken är tänkt att fungera i ett nätverk av sammankopplade bänkar som interagerar med varandra och användarna. Detta illustreras genom att när en färg valts på en av bänkarna så visas också denna färg på dom andra bänkarna i nätverket. Bänken låter användare som befinner sig på olika platser dela en upplevelse tillsammans där fler användare som använder bänken leder till att fler färger adderas till interaktionen. Detta för att främja interaktionen mellan människor i den offentliga miljön på ett rolig och innovativ sätt. Examensarbetet ämnar till att bidra med kunskap inom interaktionsdesign som ett verktyg för att främja social interaktion i den offentliga miljön. Arbetet avslutas med en diskussion om resultatet och rekommendationer för framtida arbete.

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