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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.
81

Ubiquitous electronically mediated informing and sensemaking in organisations

Loureiro, Jorge Diniz Queiroga 04 1900 (has links)
Thesis (MPhil)--Stellenbosch University, 2015. / ENGLISH ABSTRACT: This study investigates the impact between sensemaking as proposed by Karl Weick and his associates’ school of thought, and ubiquitous electronically mediated informing (UEMI) which is the attention-efficient availability of data, information and electronic computing. At best, Weickian sensemaking theory ignores the potential role of UEMI in sensemaking and at worst, it regards it as more of a hindrance than a help. This dim view of electronic information technology (IT), typified as “spreadsheets on screens”, had merit when first expressed in 1985, but its unchanged position notwithstanding IT’s transformation towards UEMI is increasingly untenable. An interpretation based on the attention-efficiency aspect of Mark Weiser’s vision of ubiquitous computing is harnessed as the foundation to review the progress since 1985 towards true ubiquitous computing and to analyse its increasing impact on sensemaking. Ubiquitous computing (which includes UEMI) still has a long way to go with the accuracy of speech recognition a notable obstacle. Yet, progress has been remarkable, and this thesis employs five current UEMI technologies within a limited aspect of society, namely organisations to evaluate this impact: personal memories, virtual presence, augmented reality, speech recognition and organisational memories. Sensemaking is that which gives meaning to experience. It is a social and on-going process made in retrospect, which seeks congruence with one’s identity, is enactive of an environment which enables further sensemaking, and focuses on the noticing and embellishment of cues to the point where the sense which has been made, is plausible enough to act upon. In addition to these seven process properties sensemaking theory also comprises its substance which involves words, sentences, vocabularies and their mechanics. To make meaning (i.e. sense) a minimum of one cue needs to be linked to one frame. Frames tend to be vocabularies that summarise past experience, whilst cues tend to emerge from current experience. This study introduces four notions. Firstly, attention is viewed as a scarce resource in an economic sense. As an act of attending, sensemaking is viewed as an economic process in which ends (the sense or knowledge made) are achieved with limited means (time and attending capability). Therefore people will pay (i.e. invest) attention to make sense of something only up to a point of plausibility where the perceived cost of paying more attention exceeds the expected benefit of doing so. In line with other economic processes, the productivity of organisational sensemaking may be increased with appropriate organisational structures and procedures, human skills, mindsets and most importantly, any technology which lowers the requirements for scarce attention (i.e. UEMI technologies). Secondly, sensemaking theory’s silence on the consequences of sensemaking is addressed by introducing the notions of risky reality, i.e. those situations where gaps between sensemaking and reality may impact the sensemaker’s welfare or survival. Thirdly, the quality of sensemaking, which determines the size of those gaps, is also addressed. Fourthly, this thesis proposes augmenting words as the building blocks of sensemaking with imagery such as drawings, photos, video footage, animation and augmented reality, both for making sense out of life’s pure duration and for communication. Unlike electronic IT in 1985, current and future UEMI’s inherent attention-efficiency and audio-visual capability enables a higher quality of sensemaking, which is of the essence in situations of risky reality. In addition, UEMI positively impacts all seven process properties of sensemaking, with the highest impact on the properties of plausibility, retrospect, cues and on-going. The impact of sensemaking on UEMI means that the most attention-efficient UEMI technologies will be the most successful in the market. / AFRIKAANSE OPSOMMING: Hierdie studie ondersoek die impak tussen singewing soos voorgestel deur Karl Weick en sy samewerkers en alomteenwoordige elektronies-gemedieerde informering (AEGI) met ander woorde, die aandag-effektiewe beskikbaarheid van data, informasie en elektroniese rekenaars. Wanneer die teorie oor singewing nie die potensiële rol van AEGI in singewing heeltemal ignoreer nie, word die rol van AEGI as ’n hindernis beskou. Hierdie negatiewe siening van elektroniese rekenaartegnologie, gekenmerk as “spreadsheets on screens”, was wel aanvaarbaar in 1985, maar hierdie onveranderde posisie rakende elektroniese rekenaartegnologie se transformasie na AEGI raak al hoe meer onverdedigbaar. ’n Interpretasie gebaseer op die aandag-effektiewe aspek van Mark Weiser se visie vir alomteenwoordige informasie tegnologie, word ingespan as die fondasie om die vooruitgang vanaf 1985 na alomteenwoordige informasie tegnologie te ondersoek, en die implikasies wat dit vir singewing inhou te hersien. Alomteenwoordige informasie tegnologie (insluitend AEGI) het nog ’n lang pad om te gaan, met akkuraatheid van spraak-herkenning as die grootste struikelblok. Tog is die vooruitgang merkwaardig. Die studie fokus op vyf AEGI tegnologieë binne ’n beperkte deel van die samelewing, naamlik organisasies om die impak op bogenoemde te evalueer: persoonlike herinneringe, virtuele teenwoordigheid, aangevulde werklikheid, spraak-herkenning en organisatoriese geheue. Singewing verskaf betekenis aan ervaring. Dis ’n sosiale en deurlopende proses wat in retrospek uitgevoer word, kongruensie met ’n persoon se identiteit vereis, ’n omgewing tot stand bring wat verder singewing in staat stel, en fokus op waarneming en uitbreiding van leidrade tot die stadium bereik word waar die singewing wat vermag is, geloofwaardig genoeg is om tot aksie oor te gaan. Bo en behalwe die sewe proses eienskappe bestaan die kern van singewingsteorie uit woorde, sinne, woordeskatgroepe en hul meganika. Om betekenis (d.w.s. sin) te maak, moet ten minste een leidraad aan een raamwerk gekoppel word. Raamwerke het die neiging om uit woordeskatgroepe te bestaan wat ervarings van die verlede opsom, terwyl leidrade die neiging het om na vore te kom vanuit huidige ervaring. Die studie steun op vier nuwe idees. Eerstens word aandag as ’n skaars bron beskou in ’n ekonomiese konteks. As ’n optrede van aandagskenking, word singewing gesien as ’n ekonomiese proses waar die einddoel (die sin of kennis wat gemaak word) bereik word met beperkte middele of hulpbronne (die tyd en die vermoë om aandag te skenk). Dus sal mense aandag skenk (d.w.s. belê) om sin te maak van iets slegs tot op ’n punt van geloofwaardigheid, waar die verwagte koste om meer aandag te skenk die verwagte voordeel om dit te doen, oorskry. Soos met ander ekonomiese prosesse, mag die produktiwiteit van organisatoriese singewing vermeerder met die toepaslike organisatoriese strukture en prosedures, menslike vaardighede, ingesteldheid en van kardinale belang, enige tegnologie wat die vereiste vir aandag wat skaars is, verminder (d.w.s. AEGI tegnologieë). Tweedens, word die stilswye van die singewingsteorie rakende die gevolge van singewing aangespreek deur die nuwe konsep van riskante werklikheid – daardie situasies waar die gaping tussen die sin wat gemaak is en die werklikheid die singewer se welvaart wesenlik kan beïnvloed. Derdens, word die kwaliteit van singewing, naamlik dit wat die grootte van sulke gapings bepaal dan ook in hierdie studie aangespreek. Vierdens word daar geargumenteer dat woorde met beelde aangevul kan word as boublokke vir singewing, beide om sin te maak van “life’s pure duration” en van kommunikasie deur middel van tekeninge, foto’s, video-materiaal, animasie en aangevulde werklikheid. Daar word geargumenteer dat anders as elektroniese informasie tegnologie in 1985, die huidige en toekomstige AEGI se inherente aandageffektiwiteit en audio-visuele vermoë, hoër kwaliteit van singewing moontlik maak, wat van groot belang is in riskante werklikheidsituasies. Bogenoemde het dan ook ’n positiewe impak op al sewe eienskappe van singewing, waarvan geloofwaardigheid, retrospek, leidrade en deurlopenheid die grootste is. Dit beteken dus dat die mees aandag-effektiewe alomteenwoordige elektronies-gemedieerde informasie tegnologieë die mees suksesvolle in die mark van die toekoms behoort te wees.
82

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 em ciência da computação)- Universidade Federal do Ceará, Fortaleza-CE, 2011. / Submitted by Elineudson Ribeiro (elineudsonr@gmail.com) on 2016-07-11T15:53:35Z No. of bitstreams: 1 2011_dis_ffplima.pdf: 1543787 bytes, checksum: 3b02c96cda4fd7f0e19e88d80edc5ee5 (MD5) / Approved for entry into archive by Rocilda Sales (rocilda@ufc.br) on 2016-07-15T15:39:54Z (GMT) No. of bitstreams: 1 2011_dis_ffplima.pdf: 1543787 bytes, checksum: 3b02c96cda4fd7f0e19e88d80edc5ee5 (MD5) / Made available in DSpace on 2016-07-15T15:39:54Z (GMT). No. of bitstreams: 1 2011_dis_ffplima.pdf: 1543787 bytes, checksum: 3b02c96cda4fd7f0e19e88d80edc5ee5 (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.
83

A common model for ubiquitous computing

Blackstock, Michael Anthony 11 1900 (has links)
Ubiquitous computing (ubicomp) is a compelling vision for how people will interact with multiple computer systems in the course of their daily lives. To date, practitioners have created a variety of infrastructures, middleware and toolkits to provide the flexibility, ease of programming and the necessary coordination of distributed software and hardware components in physical spaces. However, to-date no one approach has been adopted as a default or de-facto standard. Consequently the field risks losing momentum as fragmentation occurs. In particular, the goal of ubiquitous deployments may stall as groups deploy and trial incompatible point solutions in specific locations. In their defense, researchers in the field argue that it is too early to standardize and that room is needed to explore specialized domain-specific solutions. In the absence of an agreed upon set of standards, we argue that the community must consider a methodology that allows systems to evolve and specialize, while at the same time allowing the development of portable applications and integrated deployments that work between between sites. To address this we studied the programming models of many commercial and research ubicomp systems. Through this survey we gained an understanding of the shared abstractions required in a core programming model suitable for both application portability and systems integration. Based on this study we designed an extensible core model called the Ubicomp Common Model (UCM) to describe a representative sample of ubiquitous systems to date. The UCM is instantiated in a flexible and extensible platform called the Ubicomp Integration Framework (UIF) to adapt ubicomp systems to this model. Through application development and integration experience with a composite campus environment, we provide strong evidence that this model is adequate for application development and that the complexity of developing adapters to several representative systems is not onerous. The performance overhead introduced by introducing the centralized UIF between applications and an integrated system is reasonable. Through careful analysis and the use of well understood approaches to integration, this thesis demonstrates the value of our methodology that directly leverages the significant contributions of past research in our quest for ubicomp application and systems interoperability. / Science, Faculty of / Computer Science, Department of / Graduate
84

Pedestrian localisation for indoor environments

Woodman, Oliver January 2010 (has links)
Ubiquitous computing systems aim to assist us as we go about our daily lives, whilst at the same time fading into the background so that we do not notice their presence. To do this they need to be able to sense their surroundings and infer context about the state of the world. Location has proven to be an important source of contextual information for such systems. If a device can determine its own location then it can infer its surroundings and adapt accordingly. Of particular interest for many ubiquitous computing systems is the ability to track people in indoor environments. This interest has led to the development of many indoor location systems based on a range of technologies including infra-red light, ultrasound and radio. Unfortunately existing systems that achieve the kind of sub-metre accuracies desired by many location-aware applications require large amounts of infrastructure to be installed into the environment. This thesis investigates an alternative approach to indoor pedestrian tracking that uses on-body inertial sensors rather than relying on fixed infrastructure. It is demonstrated that general purpose inertial navigation algorithms are unsuitable for pedestrian tracking due to the rapid accumulation of errors in the tracked position. In practice it is necessary to frequently correct such algorithms using additional measurements or constraints. An extended Kalman filteris developed for this purpose and is applied to track pedestrians using foot-mounted inertial sensors. By detecting when the foot is stationary and applying zero velocity corrections a pedestrian's relative movements can be tracked far more accurately than is possible using uncorrected inertial navigation. Having developed an effective means of calculating a pedestrian's relative movements, a localisation filter is developed that combines relative movement measurements with environmental constraints derived from a map of the environment. By enforcing constraints such as impassable walls and floors the filter is able to narrow down the absolute position of a pedestrian as they move through an indoor environment. Once the user's position has been uniquely determined the same filter is demonstrated to track the user's absolute position to sub-metre accuracy. The localisation filter in its simplest form is computationally expensive. Furthermore symmetry exhibited by the environment may delay or prevent the filter from determining the user's position. The final part of this thesis describes the concept of assisted localisation, in which additional measurements are used to solve both of these problems. The use of sparsely deployed WiFi access points is discussed in detail. The thesis concludes that inertial sensors can be used to track pedestrians in indoor environments. Such an approach is suited to cases in which it is impossible or impractical to install large amounts of fixed infrastructure into the environment in advance.
85

Smart Hem, smart för vem? : En kvalitativ studie om varför det Smarta Hemmet inte har fått sitt förväntade genomslag / Smart Home, smart for whom? : A qualitative study about why the Smart Home has not reached expected impact.

Creutz, Julia, Borgkvist, Isabelle January 2015 (has links)
Smart Homes are not smart for everyone, at least not yet. The purpose of this paper is to examine four obstacles that prevents Smart Homes from being adopted as a standard in Sweden. This paper is based on the contributions of the study “Home Automation in the Wild: Challanges and Opportunities” (Brush et al. 2011), and further investigates the obstacles the authors present in that study. Thanks to a broad use of different methods, we state that all the obstacles listed in this particular study (Brush et al. 2011) still remain, but perhaps on different terms. In the discussion part of this paper, we present a few ways to work against these obstacles and, hopefully, eliminate them. / Smarta Hem är inte smarta för alla, åtminstone inte än. Syftet med denna uppsats är undersöka fyra hinder som förhindrar Smarta Hem från att anammas som standard i Sverige. Denna uppsats är baserad på bidragen från studien “Home Automation in the Wild: Challanges and Opportunities” (brush et al. 2011), och undersöker de hinder som presenteras i den studien. Tack vare användandet av ett flertal olika metoder, kan vi konstatera att de hinder som presenteras i den specifika studien (Brush et al. 2011) fortfarande finns kvar idag, men möjligtvis på andra villkor. I uppsatsens diskussionsdel presenterar vi ett antal sätt att arbeta mot dessa hinder och, förhoppningsvis, kunna eliminera dem.
86

MaPS: um framework para aplicações colaborativas em ambientes de computação ubíqua / MaPS: a framework for collaborative applications in ubiquitous computing environments

Nino, Cássia Pereira 30 March 2009 (has links)
Made available in DSpace on 2015-03-05T14:01:20Z (GMT). No. of bitstreams: 0 Previous issue date: 30 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Ao longo dos anos, os computadores cresceram em importância no suporte à colaboração. Anteriormente, utilizados apenas como ferramentas em processos já consolidados de colaboração, hoje eles também têm um papel de propulsor. Como objetivo fundamental, sistemas colaborativos visam atender totalmente uma colaboração, sob o ponto de vista do modelo 3C (comunicação, coordenação e cooperação), disponibilizando ferramentas e funcionalidades que auxiliam estas etapas. Contudo, novas tecnologias estão possibilitando cada vez mais que os domínios destes tipos de sistemas se expandam, atuando não somente nas três divisões clássicas da colaboração, mas também em etapas preliminares deste processo, como busca de usuários e recursos. Isto é possível quando estamos imergidos em um cenário de computação ubíqua, por exemplo. Fazendo uso das características que este ambiente provê, como mobilidade e ciência do contexto, é possível incrementar os processos de colaboração. Etapa primordial de uma colaboração, a busca e definiçã / Over the years, computers have grown in importance in supporting collaboration. Previously used solely as tools in already established processes, today, beyond that purpose, they also have a hole of fostering new and unforeseen forms of collaboration. As a fundamental objective, collaborative systems intended to meet the whole set of demands of a collaboration, what means, under the terms of the 3C Model, to provide tools and features that address communication, coordination and cooperation between parts. Nevertheless, new technologies are allowing to further increase the workspace of these systems, bringing collaboration support beyond the three traditional divisions stated at the 3C Model and towards acting in preliminary stages, such as the search for users and resources. This is possible, for instance, as we are immersed in a scenario of ubiquitous computing. Using the characteristics that this environment provides, such as mobility and context-awareness, it is possible to improve the processes of collab
87

Context aware applications in mobile distributed systems

Simons, Christof January 2007 (has links)
Zugl.: Bamberg, Univ., Diss., 2007
88

User control in ubiquitous computing : design alternatives and user acceptance /

Spiekermann, Sarah, January 2008 (has links)
Thesis (doctoral)--Universität zu Berlin, 2007. / Includes bibliographical references.
89

Lightweight cryptography cryptographic engineering for a pervasive world

Poschmann, Axel York January 2009 (has links)
Zugl.: Bochum, Univ., Diss., 2009
90

Σχεδιασμός και ανάπτυξη οντολογιών για περιβάλλοντα περιρρέουσας νοημοσύνης / Design and development of ontologies in ubiquitous computing environments

Στεφανόπουλος, Γεώργιος 01 November 2010 (has links)
Τα τελευταία χρόνια, με την ανάπτυξη της Πληροφορικής Τεχνολογίας, οι Οντολογίες βρίσκονται στο επίκεντρο των ενδιαφερόντων επιστημόνων και ερευνητικών ομάδων σε όλο τον κόσμο. Η έρευνα κατευθύνεται σε μια σειρά από διαφορετικά επιστημονικά πεδία όπως της τεχνητής νοημοσύνης, της διαχείρισης γνώσης, καθώς και των τεχνολογιών του παγκόσμιου και ιδιαίτερα του σημασιολογικού ιστού. Το σύνολο των διεργασιών οι οποίες αφορούν στην διαδικασία ανάπτυξης οντολογιών, στον κύκλο ζωής τους, καθώς και στις μεθοδολογίες, στα εργαλεία και στις γλώσσες προγραμματισμού που απαιτούνται για την δημιουργία τους αναφέρεται ως Μηχανική των Οντολογιών. Η κατασκευή οντολογιών είναι μια διεργασία η οποία επηρεάζεται από αντικειμενικούς αλλά και υποκειμενικούς παράγοντες. Στους αντικειμενικούς παράγοντες περιλαμβάνονται τα εργαλεία με τα οποία θα κατασκευαστεί και θα επεξεργαστεί η οντολογία, η γλώσσα στην οποία θα αναπτυχθεί, η μεθοδολογία στην οποία θα βασιστεί, οι εφαρμογές στις οποίες θα χρησιμοποιηθεί, το είδος της οντολογίας και τις διαθέσιμες πηγές γνώσης (τυπικές ή μη), όπως λεξικά ή υπάρχουσες οντολογίες. Στους υποκειμενικούς παράγοντες περιλαμβάνονται οι ειδικές δεξιότητες ανάλυσης γνώσης και η εμπλοκή ατόμων που το καθένα έχει την δική του άποψη σχετικά με το πεδίο ενδιαφέροντος. Συνεπώς, η ανάπτυξη μιας οντολογίας είναι επιρρεπής στα λάθη, αφού μπορεί να υπάρξουν διάφορες ερμηνείες για το ίδιο πεδίο και τα αποτελέσματα είναι συχνά υποκειμενικά, διότι κάθε σχεδιαστής οντολογιών έχει διαφορετικούς στόχους, μπορεί να αναλύει το πεδίο ενδιαφέροντος σε διαφορετικό επίπεδο και αποσκοπεί σε διαφορετικό τρόπο χρήσης της οντολογίας. Για να ξεπεραστεί το πρόβλημα της δημιουργίας υποκειμενικών οντολογιών, οι ερευνητές ανέπτυξαν συνεργατικές μεθοδολογίες ανάπτυξης. Στις μεθοδολογίες αυτές πολλές υποκειμενικές και ίσως αντιφατικές έννοιες πρέπει να συνενωθούν έτσι ώστε να οδηγήσουν σε ένα διαμοιραζόμενο εννοιολογικό μοντέλο. Η μετάβαση όμως από την ατομική αντίληψη στο επίπεδο της κοινότητας, που θεωρείται δεδομένη σε μια συνεργατική προσέγγιση, απαιτεί ικανότητες και γνώσεις τις οποίες κάποιος αρχάριος δεν διαθέτει. Με βάση τον παραπάνω προβληματισμό, στόχος της παρούσας διπλωματικής εργασίας είναι η αξιοποίηση της μεθοδολογίας κατασκευής οντολογιών που προτείνεται στην εργασία [L. Seremeti and A. Kameas. “A task-based ontology engineering approach for novice ontology developers”. 4th Balkan Conference in Informatics, Thessaloniki, Greece, 2009]. Στο πλαίσιο αξιοποίησής της, κατασκευάζονται οντολογίες οι οποίες θα χρησιμοποιηθούν σε εφαρμογές περιρρέουσας νοημοσύνης. Ειδικότερα, παρατίθενται αναλυτικά οι μεθοδολογίες ανάπτυξης οντολογιών και κατηγοριοποιούνται. Αναλύονται στην συνέχεια, οι ιδιαιτερότητες των οντολογιών σε Περιβάλλοντα Περιρρέουσας νοημοσύνης και τελικά ακολουθώντας, τα στάδια ανάπτυξης οντολογιών της προαναφερθείσας μεθοδολογίας, κατασκευάζονται οντολογίες πεδίου ενδιαφέροντος οι οποίες θα χρησιμοποιηθούν σε εφαρμογές περιρρέουσας νοημοσύνης. / The last years, with the development of Computer scientist Technology, the Ontologies are found in the centre of interesting scientists and inquiring teams in all the world. The research is directed in a line by different scientific fields as the artificial intelligence, the management of knowledge, as well as technologies of the world wide web and particularly the semantic web. The total of activities what concern in the process of development of ontologies, in their circle of life, as well as in the methodologies, in the tools and in the computing languages that are required for the creation to them are reported as Mechanics of Ontologies. The manufacture of ontologies is an activity which is influenced by objective but also subjective factors. In the objective factors are included the tools with which will be manufactured and will process the ontology, the language in which will be developed, the methodology on which it will be based, the applications in which it will be used, the type of ontology and the available sources of knowledge (formal or not), as dictionaries or existing ontologies. In the subjective factors are included the special dexterities of analysis of knowledge and the entanglement of individuals that each one has his own opinion with regard to the field of interest. Consequently, the development of ontology is prone in the errors, after it can exist various interpretations for the same field and the results are frequent subjective, because each designer of ontologies aims at different, can analyze the field of interest in different level and aims in different way of use of ontology. In order to exceeded the problem of creation of subjective ontologies, the researchers developed cooperative methodologies of development. In these methodologies many subjective and perhaps contradictory significances should join themselves so as to lead to a distribute conceptual model. The passage however from the individual perception in the level of community, that is considered given in a cooperative approach, requires faculties and knowledge which someone novice does not have. Based in the last examination, objective of present diplomatic work is the exploitation of methodology of manufacture of ontologies that is proposed in the work [L. Seremeti and A. Kameas. “A task-based ontology engineering approach for novice ontology developers”. 4th Balkan Conference in Informatics, Thessaloniki, Greece, 2009]. In the frame of exploitation of the methontology , are manufactured ontologies that will be used in applications of ubiquitous intelligence. More specifically, are mentioned analytically the methodologies of development ontologies and are categorized. Are then analyzed, the particularities of ontologies in Ubiquitous Computing Environments and finally following, the stages of development ontologies of mentioned before methodology, are manufactured ontologies of field of interest what will be used in applications of Ubiquitous Computing intelligence.

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