Dissertations / Theses on the topic 'Ubiquitous and mobile computing'

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1

Jetter, Stefanie. "Ubiquitous Computing allgegenwärtige mobile Kommunikation /." [S.l. : s.n.], 2005. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB11759328.

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Kilian-Kehr, Roger. "Mobile security with smartcards." Phd thesis, [S.l.] : [s.n.], 2002. http://elib.tu-darmstadt.de/diss/000214.

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Leung, Adrian Ho Yin. "Securing mobile ubiquitous services trusted computing." Thesis, Royal Holloway, University of London, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.537518.

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Pinkerton, Michael David. "Ubiquitous computing : extending access to mobile data." Thesis, Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/8242.

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Rügge, Ingrid Herzog Otthein. "Mobile solutions : Einsatzpotenziale, Nutzungsprobleme und Lösungsansätze /." Wiesbaden : Dt. Univ.-Verl, 2007. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=016228009&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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Liu, Huanjin. "Free roaming: A system for ubiquitous computing." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3062.

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Based on the Umbilical Cord system, this project enriches the Ubiquitous Computing system with a Free Roaming system. This Free Roaming consists of a distributed authentication system, a data caching system and a communication system between them. It allows user to roam within this system and access his data everywhere. Together with the Umbilical Cord system, a Ubiquitous Computing system is functionally completed as a prototype, and is ready to be deployed into the Internet.
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Jacobsen, Kristoffer. "Organizing Mobile Work Processes in Ubiquitous Computing Environments." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9262.

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This thesis explores the domain of ubiquitous computing and relates situations of mobile work to Virtual Organizations (VOs). Motivated by the work performed by the MOWAHS project, this thesis aims to contribute in understanding virtual organizations, and in continuously assessing and improving the work processes within these. Emerging technologies enable improved sensing of users, actions, wishes and requirements which can be utilized for facilitating situated activities in dynamic organizations. Taking an organizational approach to the subject we aim to describe new ways of coordinating actors automatically in these environments based on context information from the surroundings. Through analysis of simple mobile work scenarios, we can extract knowledge of how different situations of mobile work demand coordination. This is used as method for identifying the importance of work process information in monitoring coordination. We provide an architecture proposition for a coordination module and suggestions to how context information of the work processes could be acquired and represented as knowledge to the organization.

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Song, Xiang. "Seamless mobility in ubiquitous computing environments." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24671.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2009.
Committee Chair: Ramachandran, Umakishore; Committee Member: Ahamad, Mustaque; Committee Member: Edwards, Keith; Committee Member: Liu, Ling; Committee Member: Suh, Sang-bum
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Zampieron, Jeffrey Michael Domenic. "Self-localization in ubiquitous computing using sensor fusion /." Online version of thesis, 2006. https://ritdml.rit.edu/dspace/handle/1850/2801.

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Pakkala, Daniel. "Lightweight distributed service platform for adaptive mobile services /." Espoo [Finland] : VTT Technical Research Centre of Finland, 2004. http://www.vtt.fi/inf/pdf/publications/2004/P519.pdf.

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Santos, Pedro Emanuel Albuquerque e. Baptista dos. "Personalization platform for multimodal ubiquitous computing applications." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/11063.

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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
We currently live surrounded by a myriad of computing devices running multiple applications. In general, the user experience on each of those scenarios is not adapted to each user’s specific needs, without personalization and integration across scenarios. Moreover, developers usually do not have the right tools to handle that in a standard and generic way. As such, a personalization platform may provide those tools. This kind of platform should be readily available to be used by any developer. Therefore, it must be developed to be available over the Internet. With the advances in IT infrastructure, it is now possible to develop reliable and scalable services running on abstract and virtualized platforms. Those are some of the advantages of cloud computing, which offers a model of utility computing where customers are able to dynamically allocate the resources they need and are charged accordingly. This work focuses on the creation of a cloud-based personalization platform built on a previously developed generic user modeling framework. It provides user profiling and context-awareness tools to third-party developers. A public display-based application was also developed. It provides useful information to students, teachers and others in a university campus as they are detected by Bluetooth scanning. It uses the personalization platform as the basis to select the most relevant information in each situation, while a mobile application was developed to be used as an input mechanism. A user study was conducted to assess the usefulness of the application and to validate some design choices. The results were mostly positive.
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Simons, Christof. "Context aware applications in mobile distributed systems." Aachen Shaker, 2007. http://d-nb.info/987900757/04.

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Abukmail, Ahmed Ahed. "Pervasive computing approach to energy management." [Gainesville, Fla.] : University of Florida, 2005. http://purl.fcla.edu/fcla/etd/UFE0013060.

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Simons, Christof. "Context aware applications in mobile distributed systems /." Aachen : Shaker, 2008. http://d-nb.info/987900757/04.

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15

Warshawsky, James Emory. "Umbilical Cord: A system for ubiquitous computing." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2518.

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Ubiquitous computing aims to make computing widely available, easy to use, and completely transparent to the user. Umbilical Cord is intended to be the first step in researching ubiquitous computing at CSUSB. It implements a model scalable network with a client-server architecture that features consistent user interaction and global access to user data. It is based on the Linux operating system which can be leveraged for future research due to the open nature of its source code. It also features a scalable network swap.
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Siu, Po-lam Pauline. "Context-aware state management for supporting mobility in a pervasive environment." Click to view the E-thesis via HKUTO, 2004. http://sunzi.lib.hku.hk/hkuto/record/B3147858X.

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Dragoi, Octavian Andrei. "The Continuum Architecture: Towards Enabling Chaotic Ubiquitous Computing." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/1158.

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Interactions in the style of the ubiquitous computing paradigm are possible today, but only in handcrafted environments within one administrative and technological realm. This thesis describes an architecture (called Continuum), a design that realises the architecture, and a proof-of-concept implementation that brings ubiquitous computing to chaotic environments. Essentially, Continuum enables an ecology at the edge of the network, between users, competing service providers from overlapping administrative domains, competing internet service providers, content providers, and software developers that want to add value to the user experience. Continuum makes the ubiquitous computing functionality orthogonal to other application logic. Existing web applications are augmented for ubiquitous computing with functionality that is dynamically compiled and injected by a middleware proxy into the web pages requested by a web browser at the user?s mobile device. This enables adaptability to environment variability, manageability without user involvement, and expansibility without changes to the mobile. The middleware manipulates self-contained software units with precise functionality (called frames), which help the user interact with contextual services in conjunction with the data to which they are attached. The middleware and frame design explicitly incorporates the possibility of discrepancies between the assumptions of ubiquitous-computing software developers and field realities: multiple administrative domains, unavailable service, unavailable software, and missing contextual information. A framework for discovery and authorisation addresses the chaos inherent to the paradigm through the notion of role assertions acquired dynamically by the user. Each assertion represents service access credentials and contains bootstrapping points for service discovery on behalf of the holding user. A proof-of-concept prototype validates the design, and implements several frames that demonstrate general functionality, including driving discovery queries over multiple service discovery protocols and making equivalences between service types, across discovery protocols.
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Hanhart, Daniel. "Mobile und ubiquitous computing : Anwendungen im Facility Management und serviceorientierter Architekturvorschlag /." [S.l. : s.n.], 2007. http://swbplus.bsz-bw.de/bsz27328343xinh.pdf.

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Hall, Malcolm. "Contextual mobile adaptation." Thesis, Connect to e-thesis, 2008. http://theses.gla.ac.uk/240/.

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Thesis (Ph.D.) - University of Glasgow, 2008.
Ph.D. thesis submitted to the Faculty of Information and Mathematical Sciences, Department of Computing Science, University of Glasgow, 2008. Includes bibliographical references. Print version also available.
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Delwadia, Vipul. "RemoteME : experiments in thin-client mobile computing : a thesis submitted to the Victoria University of Wellington in fulfilment of the requirements for the degree of Master of Science in Computer Science /." ResearchArchive@Victoria e-Thesis, 2009. http://hdl.handle.net/10063/1260.

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21

Kusen, Ema, and Mark Strembeck. "Protocol for a Systematic Literature Review on Security-related Research in Ubiquitous Computing." Department für Informationsverarbeitung und Prozessmanagement, WU Vienna University of Economics and Business, 2014. http://epub.wu.ac.at/4429/1/SLRprotocol.pdf.

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Context: This protocol is as a supplementary document to our review paper that investigates security-related challenges and solutions that have occurred during the past decade (from January 2003 to December 2013). Objectives: The objective of this systematic review is to identify security-related challenges, security goals and defenses in ubiquitous computing by answering to three main research questions. First, demographic data and trends will be given by analyzing where, when and by whom the research has been carried out. Second, we will identify security goals that occur in ubiquitous computing, along with attacks, vulnerabilities and threats that have motivated the research. Finally, we will examine the differences in addressing security in ubiquitous computing with those in traditional distributed systems. Method: In order to provide an overview of security-related challenges, goals and solutions proposed in the literature, we will use a systematic literature review (SLR). This protocol describes the steps which are to be taken in order to identify papers relevant to the objective of our review. The first phase of the method includes planning, in which we define the scope of our review by identifying the main research questions, search procedure, as well as inclusion and exclusion criteria. Data extracted from the relevant papers are to be used in the second phase of the method, data synthesis, to answer our research questions. The review will end by reporting on the results. Results and conclusions: The expected results of the review should provide an overview of attacks, vulnerabilities and threats that occur in ubiquitous computing and that have motivated the research in the last decade. Moreover, the review will indicate which security goals are gaining on their significance in the era of ubiquitous computing and provide a categorization of the security-related countermeasures, mechanisms and techniques found in the literature. (authors' abstract)
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Lechler, Renate. "Entwicklung eines energieeffizienten Dienstauffindungsverfahrens für mobile ad-hoc Netzwerke." [S.l. : s.n.], 2005.

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23

Wang, Weilin. "Supporting Fall Prevention for the Elderly by Using Mobile and Ubiquitous Computing." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for biologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23008.

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Approximately one third of the elderly (over age 65) fall each year. Falls are the one of the main reasons of injury-related cases and the leading cause of accidental deaths among the elderly. The overwhelming majority of studies about falls using ICT are related to fall detection, which copes with the fall accidents and injuries that have occurred. The fall prevention aims to avoid falls before falls occurred. Only few studies have investigated fall prevention by using ICT. Currently, there are no relevant studies to fall prevention by ubiquitous computing.Objectives of this thesis are to investigate what are effective measures of fall prevention and how mobile and ubiquitous computing can support these measures for the elderly. This thesis project mainly applies several methods: Precaution Adoption Process Model to design the prototype applications, the iterative process, user participation in the whole process, and several other core design principles.The outcome of this thesis project includes a use case, usage scenarios, a high-level and interactive prototype, a system overall architecture, implementation of two prototype applications (open source), and evaluations for a high-level prototype and two prototype applications using a modified heuristic evaluation method. The evaluation for high-level prototype was performed by using the semi-structured interview with 4 participants. The evaluation for prototype applications was conducted by using a street survey (9 participants) and semi-structured interviews (3 participants). The findings from evaluations reveal that the prototype applications using mobile and ubiquitous computing could support the fall prevention well in usefulness, ease of use, intention of use (on tablets).The prototype applications works in two modes: interactive mode (fall risk assessments, fall prevention information, and social interactions), ambient display mode (smart photo frame: in the living room or the bedroom, and without requiring users? any direct interactions). The prototype applications aim to demonstrate the mobile and ubiquitous technologies could support the elderly in fall prevention. This thesis also demonstrates: 1. The prototype applications are possible to meet the challenge of personal relevance by enabling the elderly to perform fall risk assessments. 2. They enable the elderly to acquire knowledge about fall prevention. 3. They are possible to support the fall prevention program on a large population with low costs and without requiring amounts of health professionals to participate in, unlike traditional prevention programs. 4. They are possible to increase the acceptability for fall prevention among the elderly and enable the elderly to have behavioral changes about lowering the chances of falling, in a non-obtrusive and unconscious manner (users casually glance while passing by the prototype system).
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Wu, Fan. "Ubiquitous Scalable Graphics: An End-to-End Framework using Wavelets." Worcester, Mass. : Worcester Polytechnic Institute, 2008. http://www.wpi.edu/Pubs/ETD/Available/etd-111908-165451/.

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Dissertation (Ph.D.)--Worcester Polytechnic Institute.
Keywords: Energy Consumption; Perceptual Error Metric; Multiresolution; Wavelets; Mobile Graphics. Includes bibliographical references (p. 109-124).
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Dargie, Waltenegus. "A Distributed Architecture for Computing Context in Mobile Devices." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2006. http://nbn-resolving.de/urn:nbn:de:swb:14-1151308912028-83795.

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Context-aware computing aims at making mobile devices sensitive to the social and physical settings in which they are used. A necessary requirement to achieve this goal is to enable those devices to establish a shared understanding of the desired settings. Establishing a shared understanding entails the need to manipulate sensed data in order to capture a real world situation wholly, conceptually, and meaningfully. Quite often, however, the data acquired from sensors can be inexact, incomplete, and/or uncertain. Inexact sensing arises mostly due to the inherent limitation of sensors to capture a real world phenomenon precisely. Incompleteness is caused by the absence of a mechanism to capture certain real-world aspects; and uncertainty stems from the lack of knowledge about the reliability of the sensing sources, such as their sensing range, accuracy, and resolution. The thesis identifies a set of criteria for a context-aware system to capture dynamic real-world situations. On the basis of these criteria, a distributed architecture is designed, implemented and tested. The architecture consists of Primitive Context Servers, which abstract the acquisition of primitive contexts from physical sensors; Aggregators, to minimise error caused by inconsistent sensing, and to gather correlated primitive contexts pertaining to a particular entity or situation; a Knowledge Base and an Empirical Ambient Knowledge Component, to model dynamic properties of entities with facts and beliefs; and a Composer, to reason about dynamic real-world situations on the basis of sensed data. Two additional components, namely, the Event Handler and the Rule Organiser, are responsible for dynamically generating context rules by associating decision events ? signifying a user?s activity ? with the context in which those decision events are produced. Context-rules are essential elements with which the behaviour of mobile devices can be controlled and useful services can be provided. Four estimation and recognition schemes, namely, Fuzzy Logic, Hidden Markov Models, Dempster-Schafer Theory of Evidence, and Bayesian Networks, are investigated, and their suitability for the implementation of the components of the architecture of the thesis is studied. Subsequently, fuzzy sets are chosen to model dynamic properties of entities. Dempster-Schafer?s combination theory is chosen for aggregating primitive contexts; and Bayesian Networks are chosen to reason about a higher-level context, which is an abstraction of a real-world situation. A Bayesian Composer is implemented to demonstrate the capability of the architecture in dealing with uncertainty, in revising the belief of the Empirical Ambient Knowledge Component, in dealing with the dynamics of primitive contexts and in dynamically defining contextual states. The Composer could be able to reason about the whereabouts of a person in the absence of any localisation sensor. Thermal, relative humidity, light intensity properties of a place as well as time information were employed to model and reason about a place. Consequently, depending on the variety and reliability of the sensors employed, the Composer could be able to discriminate between rooms, corridors, a building, or an outdoor place with different degrees of uncertainty. The Context-Aware E-Pad (CAEP) application is designed and implemented to demonstrate how applications can employ a higher-level context without the need to directly deal with its composition, and how a context rule can be generated by associating the activities (decision events) of a mobile user with the context in which the decision events are produced.
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Delwadia, Vipul. "RemoteME: Experiments in Thin-Client Mobile Computing." Thesis, ResearchArchive@Victoria e-Thesis, 2009. http://eprints.rclis.org/16124/1/VipulDelwadia300069307MScThesis.pdf.

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Mobile phones are ubiquitous, however they are vastly underpowered compared to their desktop counterparts. We propose a technique to play potentially resource intensive games over a network, and provide a prototype system called RemoteME which implements this technique. We also explore the responsiveness requirement for systems of this nature, establish benchmarks for responsiveness via user studies. We evaluate our implementation by measuring its responsiveness and comparing it to this benchmark.
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Guenkova-Luy, Teodora. "Multimedia networking coordination of multimedia services in next generation mobile networks." Saarbrücken VDM, Müller, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?id=3037222&prov=M&dok_var=1&dok_ext=htm.

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Sylverberg, Tomas. "A Framework for Mobile Paper-based Computing." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8415.

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

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Siu, Po-lam Pauline, and 蕭寶琳. "Context-aware state management for supporting mobility in a pervasive environment." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B3147858X.

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Sadaquat, Jan. "Facilitating file retrieval on resource limited devices." Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/5451.

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The rapid development of mobile technologies has facilitated users to generate and store files on mobile devices. However, it has become a challenging issue for users to search efficiently and effectively for files of interest in a mobile environment that involves a large number of mobile nodes. In this thesis, file management and retrieval alternatives have been investigated to propose a feasible framework that can be employed on resource-limited devices without altering their operating systems. The file annotation and retrieval framework (FARM) proposed in the thesis automatically annotates the files with their basic file attributes by extracting them from the underlying operating system of the device. The framework is implemented in the JME platform as a case study. This framework provides a variety of features for managing the metadata and file search features on the device itself and on other devices in a networked environment. FARM not only automates the file-search process but also provides accurate results as demonstrated by the experimental analysis. In order to facilitate a file search and take advantage of the Semantic Web Technologies, the SemFARM framework is proposed which utilizes the knowledge of a generic ontology. The generic ontology defines the most common keywords that can be used as the metadata of stored files. This provides semantic-based file search capabilities on low-end devices where the search keywords are enriched with additional knowledge extracted from the defined ontology. The existing frameworks annotate image files only, while SemFARM can be used to annotate all types of files. Semantic heterogeneity is a challenging issue and necessitates extensive research to accomplish the aim of a semantic web. For this reason, significant research efforts have been made in recent years by proposing an enormous number of ontology alignment systems to deal with ontology heterogeneities. In the process of aligning different ontologies, it is essential to encompass their semantic, structural or any system-specific measures in mapping decisions to produce more accurate alignments. The proposed solution, in this thesis, for ontology alignment presents a structural matcher, which computes the similarity between the super-classes, sub-classes and properties of two entities from different ontologies that require aligning. The proposed alignment system (OARS) uses Rough Sets to aggregate the results obtained from various matchers in order to deal with uncertainties during the mapping process of entities. The OARS uses a combinational approach by using a string-based and linguistic-based matcher, in addition to structural-matcher for computing the overall similarity between two entities. The performance of the OARS is evaluated in comparison with existing state of the art alignment systems in terms of precision and recall. The performance tests are performed by using benchmark ontologies and the results show significant improvements, specifically in terms of recall on all groups of test ontologies. There is no such existing framework, which can use alignments for file search on mobile devices. The ontology alignment paradigm is integrated in the SemFARM to further enhance the file search features of the framework as it utilises the knowledge of more than one ontology in order to perform a search query. The experimental evaluations show that it performs better in terms of precision and recall where more than one ontology is available when searching for a required file.
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Cavdar, Davut. "A Certificate Based Authentication Control Model Using Smart Mobile Devices For Ubiquitous Computing Environments." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613682/index.pdf.

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In this thesis work, a certificate based authentication model supported by mobile devices is provided for ubiquitous computing environments. The model primarily aims to create an infrastructure for controlling and regulating access requests through mobile devices to local resources and services. The model also allows users from different domains to use local resources and services within the scope of agreements between domains. In addition to conceptual description of the model, a real prototype implementation is developed and successful application of the model is demonstrated. Within the prototype implementation, a mobile application is developed for access requests and sensors are used as representative local resources. Sample cases applied on the prototype demonstrate applicability and feasibility of the model.
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Cousins, Karlene C. "Access Anytime Anyplace: An Empircal Investigation of Patterns of Technology Use in Nomadic Computing Environments." unrestricted, 2004. http://etd.gsu.edu/theses/available/etd-12132004-144636/.

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Thesis (Ph.D.)--Georgia State University, 2004.
Ttitle from title screen. Daniel Robey, committee chair; Marie Claude-Boudreau , Michale Gallivan, Upkar Varshney, committee members. 191 p. [numbered vi, 181] : ill. (some col.). Description based on contents viewed Feb. 26, 2007. Includes bibliographical references.
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Kruppa, Michael. "Migrating characters: effective user guidance in instrumented environments." Berlin Aka, 2006. http://deposit.d-nb.de/cgi-bin/dokserv?id=2898568&prov=M&dok_var=1&dok_ext=htm.

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Hickey, S. (Seamus). "Enhancing telepresence with mobile virtual proxies." Doctoral thesis, University of Oulu, 2005. http://urn.fi/urn:isbn:9514276841.

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Abstract Traditional telepresence systems are comprised of a person remotely controlling a robot in a hostile environment while receiving visual feedback from a camera mounted on the robot. While useful for a number of applications, this model is not particularly useful for everyday work applications. The size of the robot is intrusive, the robot needs to be designed for specific interactions and only one person can use the robot at any one time. This work seeks to address this problem by replacing the physical proxy with a virtual proxy. The purpose of this virtual proxy is to enhance the system by providing improved support for multiple users, interaction and navigation in the remote environment. This enhanced, or improved, version of telepresence is termed TeleReality as it combines elements of virtual reality with traditional telepresence technologies. To achieve this goal, the basic building blocks, or constructs, of traditional telepresence systems need to be changed. This thesis identifies and evaluates the base constructs needed to build any TeleReality system. These constructs include the need to support navigation of the remote environment and this is achieved by using a network of cameras and image processing software to calculate the various perspective viewpoints of the users. These constructs govern the means in which this collection of cameras are organised and connected. Each user receives a common set of video images from which they calculate their own perspective viewpoints, and consequently supporting a multi-user system. Interaction within the remote environment is promoted using ad-hoc networks and augmented reality technologies. Constructs also cover security and privacy issues that arise from using multiple cameras by adopting both an organisational and technological viewpoint. The focus is on establishing trust within the system by divesting control to the user. An example of these constructs is given by the implementation of a TeleReality model called a 'Visual Cell' system. The conclusion of this work identifies the constructs that are needed to support a telepresence system using a virtual proxy where the primary interaction framework is informational exchange, although physical interaction can also be supported depending upon the environmental support. This work also identifies the technical issues that require additional research for the implementation of a TeleReality system, from the need for improved image processing, video codec's, broadcast and ad-hoc security protocols, software architecture, registration and the availability of suitable head mounted displays.
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Wasinger, Rainer. "Multimodal interaction with mobile devices: fusing a broad spectrum of modality combinations." Berlin Aka, 2006. http://deposit.d-nb.de/cgi-bin/dokserv?id=2890796&prov=M&dok_var=1&dok_ext=htm.

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Zhou, Yun. "Context-based Innovative Mobile User Interfaces." Phd thesis, Ecole Centrale de Lyon, 2012. http://tel.archives-ouvertes.fr/tel-00813532.

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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. Comme l'écran de projection est une méthode alternative pour afficher plus d'information sans aucun support physique, l'interface mixte a la capacité de contenir davantage d'informations ainsi que de fournir plus de choix dynamiques par rapport à l'interface physique seul. En conclusion, dans cette thèse, nous avons étudié de manière théorique, la conception innovante, et nous avons proposons les prototypes concrètes et les avons évalués par les deux études quantitatives et qualitatives avec des utilisateurs. Plus généralement, ce travail est une étude multi-facette sur les interfaces portées innovantes, ainsi que les techniques avancées d'entrée et de sortie, ce qui ouvre des prospectives pour futures recherches sur les interfaces portées.
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37

Chung, W. Y. (Wan-Young). "Ubiquitous healthcare system based on a wireless sensor network." Doctoral thesis, University of Oulu, 2009. http://urn.fi/urn:isbn:9789514292903.

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Abstract This dissertation aimed at developing a multi-modal sensing u-healthcare system (MSUS), which reflects the unique properties of a healthcare application in a wireless sensor network. Together with health parameters, such as ECG, SpO2 and blood pressure, the system also transfers context-aware data, including activity, position and tracking data, in a wireless sensor network environment at home or in a hospital. Since packet loss may have fatal consequences for patients, health-related data are more critical than most other types of monitoring data. Thus, compared to environmental, agricultural or industrial monitoring, healthcare monitoring in a wireless environment imposes different requirements and priorities. These include heavy data traffic with wavelike parameters in wireless sensor network and fatal data loss due to the traffic. To ensure reliable data transfer in a wireless sensor network, this research placed special emphasis on the optimization of sampling rate, packet length and transmission rate, and on the traffic reduction method. To improve the reliability and accuracy of diagnosis, the u-healthcare system also collects context-aware information on the user’s activity and location and provides real-time tracking. Waveform health parameters, such as ECG, are normally sampled in the 100 to 400 Hz range according to the monitoring purpose. This type of waveform data may incur a heavy burden in wireless communication. To reduce wireless traffic between the sensor nodes and the gateway node, the system utilizes on-site ECG analysis implemented on the sensor nodes as well as query architecture. A 3D VRML viewer was also developed for the realistic monitoring of the user’s moving path and location. Two communication methods, an 802.15.4-based wireless sensor network and a CDMA cellular network are used by sensors placed on the users’ bodies to gather medical data, which is then transmitted to a server PC at home or in the hospital, depending on whether the sensor is within or outside the range of the wireless sensor network.
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38

Håkansson, Maria. "Playing with Context : Explicit and Implicit Interaction in Mobile Media Applications." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-8463.

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This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. Two extensive case studies explore the interplay between users, mobile media, and aspects of context in different ways, and how it can invite playful use. The first case study, Context Photography, uses sensor-based information about the immediate physical surroundings to affect images in real time in a novel digital camera application for everyday creativity. The second, Push!Music, makes it possible to share music both manually and autonomously between co-located people, based on so-called media context, for spontaneous music sharing. The insights gained from the designs, prototypes, and user studies, point at the value of combining explicit and implicit interaction – essentially, the expected and unexpected – to open for playful use. The explicit interaction encouraged users to be active, exploratory, and creative. The implicit interaction let users embrace and exploit dynamic qualities of the surroundings, contributing to making the systems fun, exciting, magical, ‘live’, and real. This combination was facilitated through our approach to context, where sensor-based information was mostly open in use and interpretation, ambiguous, visible, and possible to override for users, and through giving the systems a degree of agency and autonomy. A key insight is that the combination of explicit and implicit interaction allowed both control and a sense of magic in the interaction with the mobile media applications, which together seems to encourage play and playfulness.
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39

Luimula, M. (Mika). "Development and evaluation of the location-aware platform:main characteristics in adaptable location-aware systems." Doctoral thesis, University of Oulu, 2010. http://urn.fi/urn:isbn:9789514261435.

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Abstract The development of mobile and ubiquitous computing has recently been rapid. One of the most promising research and development fields has been location-aware services. These services are challenging as they require a lot of resources for generating maps from spatial data and for visualizing temporary data gathered from the environment. Applying location-awareness and ubiquitous computing in the industry is currently under intensive research and development activities especially because of signs of promising new business opportunities. This thesis studies the development and evaluation of a location-aware system platform called Locawe designed for indoor and outdoor conditions. This decentralized middleware-based platform has been developed at CENTRIA Research and Development, Ylivieska. The main objectives of this research have been primarily to study and develop new ubiquitous features for the Locawe platform with various software and hardware combinations. In addition, during these studies gathered experiences have been used in order to design new versions of the Locawe architecture. These ubiquitous features, covering the use of GPS, RFID and WSAN technologies, have been tested in five field experiments, one laboratory experiment and several industrial pilots. In these evaluations, the author has considered what software and hardware alternatives are feasible and appropriate for improving the newly developed features in the Locawe platform. These features have been evaluated from usability, visualization and communication techniques perspective. As a result the author presents in this thesis main characteristics in location-aware system development from system layers, ubiquitous computing, mobility, and restrictions perspective. The author also suggests that the architeture presented in this thesis enables location-aware system development in indoor and outdoor conditions. With respect of state-of-the-art platforms, the Locawe platform is, at the moment, in some sense unique, although only as a research prototype. This platform combines two approaches, namely research on location platforms, and research on geosensor networks or smart environments. In addition, this platform gives one answer how RFID or WSAN technologies could be integrated under one framework together with mobile devices. Finally, the author also proposes that the research and development approach presented in this thesis can be applied successfully in research and development organizations specialized in applied research
Tiivistelmä Mobiilin ja sulautetun tietotekniikan kehitys on ollut viime aikoina nopeaa. Yksi lupaavimmista tutkimus- ja kehityskohteista on ollut paikkatietoiset palvelut. Näiden palveluiden kehittäminen on varsin haasteellista, koska kehittämistyö vaatii runsaasti resursseja sekä karttojen generoimisessa paikkatietoaineistoista että ympäristöstä kerättävän väliaikaisen tiedon visualisoinnissa. Paikkatietoisten sovellusten ja sulautetun tietotekniikan soveltaminen teollisuudessa on aktiivisen tutkimus- ja kehittämistoiminnan keskiössä, koska näköpiirissä on selvästi uusia lupaavia liiketoimintamahdollisuuksia. Tässä väitöskirjassa keskitytään Locawe-nimisen paikkatietoisen ohjelmistoalustan kehittämisen ja arvioinnin raportointiin. Locawe-alusta on suunniteltu sekä sisä- että ulko-olosuhteisiin. Tämä hajautettu väliohjelmistopohjainen alusta on kehitetty CENTRIA Tutkimus ja kehityksen Ylivieskan yksikössä. Väitöskirjan tavoitteena on ollut ensisijaisesti tutkia ja kehittää uusia, sulautettua tietotekniikkaa hyödyntäviä ominaisuuksia Locawe-alustaan hyödyntäen erilaisia ohjelmisto- ja laitteistokombinaatioita. Väitöskirjaan liittyvän tutkimustyön aikana käyttäjiltä on useaan otteeseen kerätty käyttökokemuksia. Kokemuksia on hyödynnetty Locawe-arkkitehtuurin seuraavien versioiden suunnittelussa. Uusia, sulautettua tietotekniikkaa hyödyntäviä ominaisuuksia on testattu kaikkiaan viidessä kenttätestissä, yhdessä laboratoriotestissä sekä useissa teollisissa piloteissa. Ominaisuuksien toteuttamisessa käytettiin GPS-, RFID- ja WSAN-teknologioita. Testeissä kirjoittaja arvioi, minkälaiset ohjelmisto- ja laitteistovaihtoehdot ovat toteuttamiskelpoisimpia ja soveliaimpia uusien ominaisuuksien kehittämiseksi Locawe-alustaan. Ominaisuuksia on arvioitu käytettävyyden, visualisoinnin ja viestintätekniikoiden näkökulmista. Tutkimustyön tuloksena kirjoittaja esittelee väitöskirjassa paikkatietoisten järjestelmien kehittämiseen liittyviä ominaispiirteitä järjestelmätasojen, sulautetun tietotekniikan, mobiliteetin ja rajoitteiden näkökulmista. Lisäksi kirjoittaja esittää väitöskirjassa arkkitehtuurin, joka mahdollistaa paikkatietoisen järjestelmän kehittämisen soveltuen niin sisä- kuin ulko-olosuhteisiin. Huomioiden paikkatietoisten alustojen tason maailmanlaajuisesti väitöskirjassa kuvattu Locawe-alusta on tutkimusprototyyppinäkin tällä hetkellä tietyssä määrin ainutlaatuinen. Alustan tutkimisessa on nimittäin keskitytty sekä paikkatietoisten alustojen että geosensoriverkkojen ja älykkäiden ympäristöjen tutkimiseen. Lisäksi Locawe-alusta tarjoaa yhden ratkaisun RFID ja WSAN teknologioiden integrointiin yhdeksi kehykseksi yhdessä mobiililaitteiden kanssa. Lopuksi kirjoittaja esittää, että väitöskirjassa esitetty tutkimus- ja kehittämistoiminnan lähestymistapaa voidaan soveltaa vastaavissa tutkimusorganisaatioissa kuin CENTRIA
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40

Monteiro, Jane Dirce Alves. ""Desenvolvimento de aplicações multi-plataformas para dispositivos móveis"." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-24072006-103336/.

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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.
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41

Ni, Tao. "A Framework of Freehand Gesture Interaction: Techniques, Guidelines, and Applications." Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/29047.

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Freehand gestures have long been considered to potentially deliver natural, intuitive, terse but powerful human-computer interaction techniques. Over years, researchers have been attempting to employ freehand gestures as an alternative input modality to the conventional devices (e.g. keyboard and mouse) in a wide array of application domains, and a huge number of gesture recognition systems and gesture-based interaction techniques have been created in lab. However, a fundamental question remains: is it possible to establish an interaction framework so that we may approach freehand gestural interaction from a systematic perspective, and design coherent and consistent freehand gesture-based human-computer interaction experience? Existing research tends to focus on the technologies that enable the gestural interaction, or on the novel design of gestural interaction techniques for specific tasks and applications. Such â point designsâ are claimed to be insufficient, and an existing application-specific design lends very limited insights and guidance to design problems in another application. An interaction framework allows us to move from individual designs to a more holistic approach. The goal of this research is to construct a framework to support a systematic approach for designing freehand gesture-based interactions. Toward this goal our research began with a review and examination of the gesture interaction literature, followed by an analysis of the essential components of an interaction framework. We then proposed and justified the scope of research and the approach we took to construct the interaction framework. We have designed and evaluated (analytically and empirically) gestural interaction techniques for two broad categories of freehand gestures we specified â spatial gestures, and surface gestures. In the design activity, we have discovered and proposed the core design principles and guidelines, and validated them via user studies. Finally, we assessed the ability of the freehand gesture interaction framework we have constructed to help designers create new applications and designs, by putting together a few proof-of-concept examples of a coherent and consistent freehand gesture user interface.
Ph. D.
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42

Springer, Thomas. "Ein komponentenbasiertes Meta-Modell kontextabhängiger Adaptionsgraphen für mobile und ubiquitäre Anwendungen." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2004. http://nbn-resolving.de/urn:nbn:de:swb:14-1099484077546-72815.

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Gegenwärtige Infrastrukturen für verteilte Dienste und Anwendungen, insbesondere das Internet, entwickeln sich zunehmend zu mobilen verteilten Systemen. Durch die Integration drahtloser Netze, mobiler bzw. dedizierter Endgeräte und nicht zuletzt durch die Mobilität der Benutzer steigt die Heterogenität und Dynamik der Systeme hinsichtlich der eingesetzten Endgeräte, Kommunikationstechnologien sowie Benutzeranforderungen und Anwendungssituationen. Diese Eigenschaften sind mobilen Systemen inhärent und bleiben trotz der fortschreitenden Entwicklung der Technologien bestehen. Daraus resultieren spezifische Anforderungen an Anwendungen und Dienste, denen insbesondere die Softwareentwicklung Rechnung tragen muss. In der vorliegenden Arbeit wird die Adaptivität von Softwaresystemen als wesentlicher Lösungsansatz für mobile verteilte Infrastrukturen thematisiert. Dazu werden wesentliche Mechanismen zur Adaption sowie der Überschneidungsbereich von Adaptionsmechanismen, "Context-Awareness" und Softwareentwicklung untersucht. Ziel ist es, Erkenntnisse über Basismechanismen und Grundprinzipien der Adaption zu gewinnen und diese zur systematischen Entwicklung adaptiver Anwendungen auszunutzen. Aus der Analyse des State-of-the-Art werden als erstes wichtiges Ergebnis der Arbeit wesentliche Basismechanismen zur Adaption identifiziert, umfassend klassifiziert und hinsichtlich eines Einsatzes in mobilen verteilten Infrastrukturen bewertet. Auf dieser Grundlage wird ein Meta-Modell zur systematischen Entwicklung adaptiver Anwendungen erarbeitet. Dieses erlaubt die Beschreibung adaptiver Anwendungen durch die Komposition von Basismechanismen zur Struktur- und Parameteradaption. Die Steuerung der Adaption durch Kontext und Meta-Informationen kann explizit beschrieben werden. Das Meta-Modell kann Entwickler beim Entwurf adaptiver Anwendungen unterstützen, stellt aber auch einen Ausgangspunkt für deren Analyse und Validierung sowie zur Kodegenerierung dar. Durch die explizite Beschreibung der verwendeten Adaptionsmechanismen und deren Abhängigkeiten von Kontext können Anwendungsmodelle außerdem zur Dokumentation verwendet werden. Im Rahmen der Validierung konnte die Integrierbarkeit der Basismechanismen und die flexible Anwendbarkeit des Modells zur systematischen Entwicklung adaptiver Anwendungen nachgewiesen werden.
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43

Henrysson, Anders. "Bringing Augmented Reality to Mobile Phones." Doctoral thesis, Norrköping : Department of Science and Technology, Linköpings universitet, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10204.

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44

Leemaqz, Kaleb Lee. "Privacy of RFID - models and protocols." Thesis, Queensland University of Technology, 2013. https://eprints.qut.edu.au/60900/1/Kaleb_Leemaqz_Thesis.pdf.

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Radio Frequency Identification is a wireless identification method that utilizes the reception of electromagnetic radio waves. This research has proposed a novel model to allow for an in-depth security analysis of current protocols and developed new flexible protocols that can be adapted to offer either stronger security or better efficiency.
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45

Martinez, David. "Introducing location related aspects to mobile multimedia environments." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1020.

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This work describes a design of a multimedia content delivery system based on context, to provide multimedia information and other services according to the user location and his preferences. It focuses on mobility and the problem of different coherent and cohesive presentations depending on the available resources of the presentation environment.

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46

Steidle, Roland Rossnagel Alexander. "Multimedia-Assistenten im Betrieb : datenschutzrechtliche Anforderungen, rechtliche Regelungs- und technische Gestaltungsvorschläge für mobile Agentensysteme /." Wiesbaden : Deutscher Universitäts-Verlag, 2005. http://aleph.unisg.ch/hsgscan/hm00174601.pdf.

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47

Besoaín, Pino Felipe Andrés. "Using ubiquitous computing for preventing risk behaviors based on smart contexts through mobile devices: an approach for nutrition and sexually transmitted diseases." Doctoral thesis, Universitat Oberta de Catalunya, 2018. http://hdl.handle.net/10803/664200.

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Darrerament s'han fet servir diversos mètodes per a educar persones i comunitats sobre temes relacionats amb problemes mundials de salut, entre els quals hi ha la nutrició i els comportaments sexuals. En l'àmbit de la nutrició, l'excés de pes i l'obesitat són problemes associats a diversos problemes de salut. Aquests problemes són directament relacionats amb l'estil de vida actual de la població. D'altra banda, pel que fa a comportaments sexuals, els avenços en el desenvolupament de les tecnologies de la informació i la comunicació han facilitat les relacions socials, però també els contactes sexuals sense les mesures preventives adequades. Aquest treball explora com es poden desenvolupar mecanismes educatius per a promoure comportaments saludables, centrant-se en un grup objectiu i el seu context, en les dues àrees següents: en primer lloc, la nutrició (relacionada amb l'obesitat o el sobrepès), i en segon lloc, les infeccions de transmissió sexual, que es van triar a causa de la rellevància i la importància que tenen en l'àmbit de la salut pública. L'objectiu d'aquest treball és investigar com la informàtica omnipresent podria ser útil en la salut preventiva per a aquests problemes.
Varios métodos se han utilizado recientemente para educar a las personas y las comunidades sobre temas relacionados con problemas de salud en todo el mundo, entre ellos, la nutrición y el comportamiento sexual. En el área de la nutrición, el exceso de peso y la obesidad son problemas asociados con una variedad de problemas de salud. Estos problemas están directamente relacionados con el estilo de vida actual de la población. Por otro lado, con respecto a los comportamientos sexuales, los avances en el desarrollo de las tecnologías de la información y la comunicación han facilitado las relaciones sociales, pero también los contactos sexuales sin medidas preventivas apropiadas. Este trabajo explora cómo desarrollar mecanismos educativos para promover comportamientos saludables, centrándose en un grupo objetivo y su contexto en dos áreas: en primer lugar, la nutrición (relacionada con la obesidad o el sobrepeso), y en segundo lugar, las infecciones de transmisión sexual, que fueron elegidas debido a su relevancia e importancia en el área de la salud pública. El objetivo de este trabajo es investigar cómo la informática ubicua podría ser útil en la salud preventiva para estos problemas.
Several methods have recently been employed to educate individuals and entire communities on topics related to worldwide health issues, among which are nutrition and sexual behaviour. In the area of nutrition, excessive weight and obesity are problems associated with a variety of health issues. These problems are directly related to the population's current lifestyle. Regarding sexual behaviour, advances in the development of information and communication technologies have encouraged social interrelationships, but also sexual encounters were appropriate preventive measures are not taken. This study explores how to develop educational mechanisms for promoting healthy behaviour, focusing on a target group and two areas of its members' lives: 1) bad nutrition (obesity or excessive weight) and 2) sexually transmitted infections. These areas were chosen due to their relevance and importance in the area of public health. The aim of this investigation is to look into how ubiquitous computing could be useful for preventive health regarding these problems.
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48

Hightower, Jeffrey. "The location stack /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/6917.

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49

Costa, Humberto Jorge de Moura. "Um modelo de arquitetura para o turismo ubíquo utilizando dispositivos móveis." Universidade do Vale do Rio dos Sinos, 2013. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3856.

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CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
UNISINOS - Universidade do Vale do Rio dos Sinos
O uso de dispositivos móveis para auxilio em tarefas de trabalho e lazer tem crescido vertiginosamente ao longo dos anos. Na área de turismo, os benefícios que estes dispositivos podem trazer são significativos, tendo em vista a mobilidade associada ao acesso instantâneo e atualizado de informações turísticas. Uma das aplicações mais relevantes para a esta área são os guias de turismo eletrônico, podendo fornecer informações essenciais ao turista para que ele possa aproveitar melhor a sua viagem. Estes guias, em geral, oferecem informações como onde dormir, comer e passear. Entretanto, estas informações, muitas vezes, são fornecidas apenas com base na localização do turista, não considerando recursos como sugestões de visita a determinados pontos turísticos, de acordo com inferências realizadas com base em informações personalizadas obtidas das preferências do turista e das características do ambiente onde ele se encontra. Tendo em vista os benefícios que isto pode trazer ao turista, o objetivo deste trabalho é propor um modelo de arquitetura de software, para dispositivos móveis, que utilize os conceitos de turismo ubíquo para incrementar a qualidade da experiência de turismo. A proposta considera as características individuais, como necessidades e restrições de cada turista, em conjunto com as características de contexto do ambiente turístico. A arquitetura proposta, que é chamada de UbiTour, emprega diversos conceitos da computação ubíqua, como sensibilidade ao contexto, transparência ao usuário, serviços baseados em localização, perfis, restrições, para que o turista possa, entre outras atividades, consultar quais são os pontos de interesse turísticos mais indicados para o seu perfil em um determinado contexto. Além disso, é proposta a definição de uma ontologia para o turismo ubíquo com base nesta arquitetura e foram feitas avaliações da arquitetura para assegurar a eficiência do modelo. Essas avaliações foram realizadas através do desenvolvimento de um protótipo para iOS (iPhones e iPads) focado no itinerário turístico Caminhos de Pedra, localizado em Bento Gonçalves no Rio Grande do Sul. Foram aplicadas três avaliações nesse protótipo: baseada em cenários, da ontologia e de usabilidade. Como resultados, verificou-se que o modelo de turismo ubíquo auxilia as pessoas a terem uma melhor experiência de turismo.
The use of mobile devices to use in work and leisure has grown dramatically over the years. In the tourism area, the benefits that these devices can bring are significant, considering the mobility associated with instant access and updated tourist information. One of the most relevant applications in this area are the Electronic Tour Guides (ETGs). They can provide essential information to tourists to make better use of their trip. These guides usually provide information such as where to sleep, eat and sightseeing. However, this information often are provided based on the location of the tourist, not considering resource suggestions as visiting certain attractions, according to inferences made based on information obtained from the custom preferences of the tourist and the characteristics of the environment where they are. Given the benefits that this knowledge can bring to the tourist, the aim of this work is to propose a model of software architecture, for mobile devices, that uses the concepts of ubiquitous tourism to enhance the quality of tourism experience. The proposal suggests the individual characteristics, such requirements and constraints of each tourist, together with the characteristics of the touristic environmental context. The proposed architecture, which is called UbiTour, employs several concepts of ubiquitous computing, such as context awareness, transparency to the user, location-based services, profiles, restrictions, so that the tourist can, among other activities, see what Points of Interest (POIs) are best suited to their profile in a given context. Furthermore, we proposed an ontology for ubiquitous tourism based on the proposed architecture. Besides, we conducted evaluations of UbiTour to assess the efficiency of the proposed model. We performed these evaluations using a prototype developed for iOS (iPhones and iPads). This application focused on the Caminhos de Pedra tourist itinerary, located in Bento Gonçalves, Rio Grande do Sul state, in Brazil. We applied three evaluations to this prototype: based on scenarios, focusing on the ontology, and a usability assessment. As a result, it was found that the proposed model for ubiquitous tourism helps people to have a better tourism experience.
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Levis, Darci. "PeLeP: um modelo de perfil de aprendiz orientado à aprendizagem ubíqua." Universidade do Vale do Rio do Sinos, 2007. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2249.

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A computação ubíqua traz várias potencialidades para os processos de ensino e aprendizagem. Do ponto de vista educacional, o desfio é a criação de um ambiente de aprendizagem móvel que proporcione recursos apropriados para o aprendiz. No cenário da aprendizagem ubíqua, a criação de um Perfil de Aprendiz, que una suas localizações, interesses e informações referentes a seu estudo torna-se importante. A dissertação apresenta o PeLeP-Pervasive Learning Profile, queconsiste em um modelo de aprendiz voltado para sistemas de suporte à aprendizagem ubíqua. O objetivo do PeLeP-Pervasive é possibilitar que aplicações educacionais possam explorar o ensino e a aprendizagem ubíquos, baseando-se em um perfil organizado em categorias que contém informações da vida cotidiana do aprendiz. O perfil do aprendiz no PeLeP é refinado e enriquecido através de inferências. estas, são baseadas na mobilidade do aprendiz por contexto, pelas tarefas que ele executa nos mesmos dentro de um ambiente de computação ubíqua.
The ubiquitous computing brings several potentialities for the processes of teaching and learning. Of the educational point of view, the callenge it is the creation of an environment of mobile learning that provides resources adapted for the learner. In the scenario of the learning ubiquitous, the creation of a Learner Profile, that unites yours locations, interests and referring information its study he/she becomes important. This dissertation presents PeLeP – Pervasive Learning Profile, which consists in a learner profile model oriented to ubiquitous learning systems. PeLeP aims to let applications explore ubiquitous education and learning through user profiles organized by categories containing information about that learner’s daily life. Learner profiles in PeLeP are defined and enriched through inferences. These inferences are based on several factors, such as learner’s mobility between contexts, and the tasks he executes in each of them while inside a ubiquitous computing environment
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