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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.
141

Art Therapy Workbook for Children and Adolescents with Autism

Silvers, Jennifer B. 23 May 2008 (has links)
No description available.
142

A Comparison of Interface Approaches for Immersive Pervasive Games

Gkouskos, Antonis January 2014 (has links)
The aim of this thesis is to compare two different interface approaches for pervasive gameswith a focus on immersion. We designed and created two small pervasive games and implemented bothon two different platforms; smartphone and wearable device. We created four pervasive gameprototypes which we tested with a group of fourteen testers. We subsequently conducted interviewsusing the Repertory Grid Technique. The findings suggest that our testers appreciated wearable devicesmore than smartphones in the context of immersion, while they identified characteristics theyassociated with each platform; Smartphones were considered familiar, inconspicuous, casual but notvery exciting. Wearables were considered a new experience and fun but also strange and attention-drawing.
143

Service Discovery in Pervasive Computing Environments

Thompson, Michael Stewart 17 October 2006 (has links)
Service discovery is a driving force in realizing pervasive computing. It provides a way for users and services to locate and interact with other services in a pervasive computing environment. Unfortunately, current service discovery solutions do not capture the effects of the human or physical world and do not deal well with diverse device populations; both of which are characteristics of pervasive computing environments. This research concentrates on the examination and fulfillment of the goals of two of the four components of service discovery, service description and dissemination. It begins with a review of and commentary on current service discovery solutions. Following this review, is the formulation of the problem statement, including a full explanation of the problems mentioned above. The problem formulation is followed by an explanation of the process followed to design and build solutions to these problems. These solutions include the Pervasive Service Description Language (PSDL), the Pervasive Service Query Language (PSQL), and the Multi-Assurance Delivery Protocol (MADEP). Prototype implementations of the components are used to validate feasibility and evaluate performance. Experimental results are presented and analyzed. This work concludes with a discussion of overall conclusions, directions for future work, and a list of contributions. / Ph. D.
144

The Effects of Handheld Network Service "Look" on the Acquisition of Common Ground

Kim, Kibum 27 February 2007 (has links)
Constructing common ground and the associated convergent conceptual change is critical to cooperative work and learning. Convergent conceptual change is achieved as participants in a conversation update common ground through presentations, repairs, and acceptances of utterances. People employ available techniques that utilize the least collaborative effort for current purposes. Although sharing physical co-presence of interlocutors' facial expressions doesn't make grounding more efficient even in more open-ended and less task-focused dialogues, visual co-presence of the addressee's workspace is essential to work-related tasks, such as information transmission and collaborative problem-solving. However, handheld-mediated collaborative activity makes sharing the workspace challenging, especially when we consider that handhelds possess small screens and permit activities of a distributed nature. In a handheld-mediated classroom, a teacher must be able to check students' work for various reasons (e.g., grading, checking whether they are following directions correctly or paying attention) and at various phases of the activity. Gazing into the small screen of a handheld over someone's shoulder is a tricky task at best. The teacher may misread the information on the screen and thus provide incorrect feedback. Another challenge involves the difficulty inherent in latecomers joining the collaborative activity when each student is involved with his or her individual and small screen. This exclusion from joining on-going activity can reduce the chance of student's vicarious and serendipitous learning. Although such events may occur naturally in the learning environment, they become important concerns when one attempts to focus collaborative activities with handheld devices. I therefore created a new handheld network service called "Look," which is designed to facilitate the acquisition of common ground and allow a latecomer to do meaningful monitoring of ongoing conversation about the workspace. I tested empirically the value of this shared physical/virtual context in the task of creating common ground by examining task performance and conversation quality. / Ph. D.
145

A Network-Centric System Architecture for Online Learning Environments

Alpergin, Firat 27 April 2007 (has links)
Over the last years, online learning has gained significant popularity, and this trend is expected to continue in the future. Online learning is a multi-dimensional activity where each dimension should be adequately supported by an online learning system to provide a fruitful learning experience to its users. Similar to online learning, a particular approach in the way systems are designed has gained increasing popularity over the last years as a result of the emergence of the computer network. Systems have started to be envisioned as integrated collections of components that are deployed over the network. This network-centric approach addresses some of the issues that are not directly addressed by the traditional architectural design approaches. We believe that such an approach can be employed for the architectural design of online learning environments (OLEs) where different dimensions of online learning are addressed by different components residing on the network. This thesis presents a network-centric system architecture for OLEs. The architecture is based on the Service-Oriented Architecture (SOA) paradigm and web services. The proposed architecture is described using a number of Department of Defense Architecture Framework (DoDAF) representations. We also developed a quality model for OLEs and evaluated the architecture using this quality model. We believe that this research is an important first step in reconciling those two emerging ideas, namely online learning and network-centric architecture. This reconciliation is important as the flexible nature of SOA can be very useful in creating OLEs that address a wide variety of user needs. / Master of Science
146

Ubiquitous Computing: By the People, For the People

Ndiwalana, Ali 21 August 2003 (has links)
Computing is moving away from the desktop, permeating into many everyday objects and the environments in which we live. Many researchers in ubiquitous computing are excited about the potential to profoundly change the way we live by revolutionizing how we interact with information. Despite the excitement, few successful applications are making the transition from the laboratories to the mass market. While this could easily be attributed to the immaturity of the research area, it is also a manifestation of a larger problem—the lack of coherent methods, processes or tools that assist designers in thinking about issues pertinent to ubiquitous computing, as they explore potential ideas and develop some of these into working prototypes. To this end, this research presents an overview of the important characteristics of ubiquitous computing systems identified by many of the leading researchers in the field. Contrasting with conventional systems, we discuss the resulting issues and challenges, and their implications on the future directions of this emerging research area. In a case study, we use scenario-based design to walkthrough the design of a community computing application. At various stages of the design process, the need to focus on more issues relevant to ubiquitous computing design became apparent, resulting in the augmentation of scenario-based design. The augmented scenario-based design process is proposed as a tool for helping designers conceptualize user activities within given usage circumstances and at various stages of the design process. New questions help to identify the most common pitfalls, enabling designers to produce systems that are more socially acceptable and provide a higher likelihood for adoption by everyday users beyond the laboratory. In initial testing, the augmented process was shown to produce better designs. The ultimate ambition of ubiquitous computing technology is to be able to serve users anywhere, at anytime. However, taking into account the dynamic nature of user needs and usage situations, is a novel and non trivial undertaking. In essence, it is a fundamental change that requires designers to rethink many of the conventional answers and processes that help guide the creation of interactive systems. We provide a promising approach. / Master of Science
147

Designing a game that promotes social interactions in a public setting by inviting spectators to the game

Jervill, Axel, Mach, Brandon January 2024 (has links)
Online gaming has over the years become very popular and during the global pandemic of 2019, gained an even larger amount of people indulging in the activity. All this online activity has led to a decline in in-person social interactions which have been researched to have negative effects on young adults. This thesis aims to find ways to promote more in-person social interaction with the help of games. An artifact in the form of a video game was created with active video game principles and pervasive game characteristics in mind, with the goal of achieving social interaction between players and spectators. Nintendo Joy-Con controllers are the main controller used and an external microphone to capture sounds is used to fulfill the prerequisites of pervasive games. A collection of five different minigames was created, all with different ways that noise can affect the gameplay. The results of the experiments showed that the artifact promotes in-person social interactions between players and spectators by making the spectators able to interact with the games.
148

Dynamische Verwaltung heterogener Kontextquellen in global verteilten Systemen

Hamann, Thomas 30 January 2009 (has links) (PDF)
Im Rahmen der Dissertation wurde ein Middlewaredienst entwickelt und realisiert. Es gestattet die dynamische Verwaltung heterogener Kontextquellen. Das zugrunde liegende Komponentenmodell selbstbeschreibender Context Provieder ermöglicht die lose Kopplung von Kontextquellen und -senken. Es wird durch Filter- und Konverterkomponenten zur generischen Providersselektion anhand domänenspezifischer Merkmale ergänzt. Die Kopplung der verteilten Dienstinstanzen erfolgt durch ein hybrides Peer-to-Peer-System. Dies trägt der Heterogenität der Endgeräte Rechnung, und erlaubt die skalierbare , verteilte Verwaltung von Kontextquellen in globalen Szenarien.
149

Infraestrutura para entrega de anúncios de publicidade pervasiva personalizados baseadas em estatística de consumo. / Infrastructure for delivery of personalized pervasive advertising ads based on consumption statistics.

ROSNER, Marco Antonio Cavalcante. 01 October 2018 (has links)
Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-10-01T14:54:33Z No. of bitstreams: 1 MARCO ANTONIO CAVALCANTE ROSNER - DISSERTAÇÃO PPGCC 2012..pdf: 5553180 bytes, checksum: 2e38a38dc9e5326a52a238cecc68b4f0 (MD5) / Made available in DSpace on 2018-10-01T14:54:33Z (GMT). No. of bitstreams: 1 MARCO ANTONIO CAVALCANTE ROSNER - DISSERTAÇÃO PPGCC 2012..pdf: 5553180 bytes, checksum: 2e38a38dc9e5326a52a238cecc68b4f0 (MD5) Previous issue date: 2012-03-15 / Nos últimos anos tem-se observado a popularização do uso de smartphones e, aliado a isso, o crescimento do acesso à banda larga via smartphone. É nesse cenário que, com base na Computação Pervasiva, surge a Publicidade Pervasiva, a qual faz uso de dispositivos móveis e sensores para obter informações do contexto do usuário visando entregar o anúncio publicitário mais adequado. Contudo, a obtenção das informações de contexto utilizadas para recomendar anúncios de maneira oportunista, ou seja, o anúncio mais adequado para um usuário, tem como base o seu perfil e as suas preferências. Identificar estas preferências demanda interação do usuário, o que vai de encontro ao conceito de transparência da computação pervasiva. Neste trabalho propõe-se uma infraestrutura para entrega de anúncios de publicidade pervasiva personalizados de forma a encontrar o anúncio publicitário mais adequado ao consumidor, levando em conta estatísticas de consumo, o perfil do usuário e o contexto no qual está inserido. A utilização de estatísticas de consumo permite inferir o perfil do usuário baseado em um conjunto restrito de informações, reduzindo a necessidade de interação do usuário para identificação de seu perfil. Para avaliar a infraestrutura, foi desenvolvido um protótipo aplicado a um estudo de caso com professores, funcionários e estudantes da Universidade Federal de Alagoas, os quais receberam anúncios em dispositivos portáteis e indicaram quais desses anúncios eram de seu interesse. Durante o estudo, a solução proposta apresentou resultados melhores que as abordagens existentes na recomendação de anúncios oportunistas. / In recent years, the use of smartphones has been popularized and, beside of that, there are the growth of broadband access via smartphone. In this scenario, based on Pervasive Computing, Pervasive Advertising appears. The pervasive advertising make use mobile devices and sensors for obtain user context information to delivery ad. So, in this work is proposed a infra-structure for delivery pervasive ads in way to find the more suitable ad for consumer, using consumption statistics, user profile and context. The feasibility of this infra-structure was established through development of a case study where the prototype was available for teachers, workers and students of UFAL - Federal University of Alagoas - for they receive ads and verify that ads was interesting.
150

Composition dynamique de services sensibles au contexte dans les systèmes intelligents ambiants / Dynamic context-aware services composition in ambient intelligent systems

Yachir, Ali 23 February 2014 (has links)
Avec l'apparition des paradigmes de l'intelligence ambiante et de la robotique ubiquitaire, on assiste à l'émergence de nouveaux systèmes intelligents ambiants visant à créer et gérer des environnements ou écosystèmes intelligents d'une façon intuitive et transparente. Ces environnements sont des espaces intelligents caractérisés notamment par l'ouverture, l'hétérogénéité, l'incertitude et la dynamicité des entités qui les constituent. Ces caractéristiques soulèvent ainsi des défis scientifiques considérables pour la conception et la mise en œuvre d'un système intelligent adéquat. Ces défis sont principalement au nombre de cinq : l'abstraction de la représentation des entités hétérogènes, la gestion des incertitudes, la réactivité aux événements, la sensibilité au contexte et l'auto-adaptation face aux changements imprévisibles qui se produisent dans l'environnement ambiant. L'approche par composition dynamique de services constitue l'une des réponses prometteuses à ces défis. Dans cette thèse, nous proposons un système intelligent capable d'effectuer une composition dynamique de services en tenant compte, d'une part, du contexte d'utilisation et des diverses fonctionnalités offertes par les services disponibles dans un environnement ambiant et d'autre part, des besoins variables exprimés par les utilisateurs. Ce système est construit suivant un modèle multicouche, adaptatif et réactif aux événements. Il repose aussi sur l'emploi d'un modèle de connaissances expressif permettant une ouverture plus large vers les différentes entités de l'environnement ambiant notamment : les dispositifs, les services, les événements, le contexte et les utilisateurs. Ce système intègre également un modèle de découverte et de classification de services afin de localiser et de préparer sémantiquement les services nécessaires à la composition de services. Cette composition est réalisée d'une façon automatique et dynamique en deux phases principales: la phase offline et la phase online. Dans la phase offline, un graphe global reliant tous les services abstraits disponibles est généré automatiquement en se basant sur des règles de décision sur les entrées et les sorties des services. Dans la phase online, des sous-graphes sont extraits automatiquement à partir du graphe global selon les tâches à réaliser qui sont déclenchées par des événements qui surviennent dans l'environnement ambiant. Les sous-graphes ainsi obtenus sont exécutés suivant un modèle de sélection et de monitoring de services pour tenir compte du contexte d'utilisation et garantir une meilleure qualité de service. Les différents modèles proposés ont été mis en œuvre et validés sur la plateforme ubiquitaire d'expérimentation du laboratoire LISSI à partir de plusieurs scénarii d'assistance et de maintien de personnes à domicile / With the appearance of the paradigms of the ambient intelligence and ubiquitaire robotics, we attend the emergence of new ambient intelligent systems to create and manage environments or intelligent ecosystems in a intuitive and transparent way. These environments are intelligent spaces characterized in particular by the opening, the heterogeneousness, the uncertainty and the dynamicité of the entities which establish(constitute) them. These characteristics so lift(raise) considerable scientific challenges for the conception(design) and the implementation of an adequate intelligent system. These challenges are mainly among five: the abstraction of the representation of the heterogeneous entities, the management of the uncertainties, the reactivity in the events, the sensibility in the context and the auto-adaptation

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