Dissertations / Theses on the topic 'User activity'
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Song, Chenxi. "USER ACTIVITY TRACKER USING ANDROID SENSOR." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1418938538.
Full textStäger, Mathias. "Low-power sound-based user activity recognition /." Zürich : ETH, 2006. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=16719.
Full textTrevisiol, Michele. "Exploiting implicit user activity for media recommendation." Doctoral thesis, Universitat Pompeu Fabra, 2014. http://hdl.handle.net/10803/283657.
Full textEsta tesis analiza de modo exhaustivo el comportamiento del usuario en la web y, en particular, su interacción con las URLs recomendadas, para así conocer sus intereses. El objetivo fundamental es, en primer lugar, entender las preferencias de usuario a partir de sus patrones de navegación por la web, estudiando sus acciones implícitas. En segundo lugar, se trata de aprovechar esta información para personalizar el contenido ofrecido por el proveedor de servicios. El resultado de estos estudios nos ha permitido proponer diferentes soluciones en términos de sistemas recomendadores y ranking de productos multimedia. De este modo, hemos podido demostrar cómo el comportamiento del usuario en la web, obtenido a partir de registros de navegación, es extremadamente útil para comprender a nuevos usuarios y poder así estimar sus preferencias.
Costa, Alceu Ferraz. "Mining User Activity Data in Social Media Services." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-11092017-151000/.
Full textO impacto dos serviços de mídia social em nossa sociedade é crescente. Indivíduos frequentemente utilizam mídias sociais para obter notícias, decidir quais os produtos comprar ou para se comunicar com amigos. Como consequência da adoção generalizada de mídias sociais, um grande volume de dados sobre como os usuários se comportam é gerado diariamente e armazenado em grandes bancos de dados. Aprender a analisar e extrair conhecimentos úteis a partir destes dados tem uma série de potenciais aplicações. Por exemplo, um entendimento mais detalhado sobre como usuários legítimos interagem com serviços de mídia social poderia ser explorado para projetar métodos mais precisos de detecção de spam e fraude. Esta pesquisa de doutorado baseia-se na seguinte hipótese: dados gerados por usuários de mídia social apresentam padrões que podem ser explorados para melhorar a eficácia de tarefas como previsão e modelagem no domínio das mídias sociais. Para validar esta hipótese, foram projetados métodos de mineração de dados adaptados aos dados de mídia social. As principais contribuições desta pesquisa de doutorado podem ser divididas em três partes. Primeiro, foi desenvolvido o Act-M, um modelo matemático que descreve o tempo das ações dos usuários. O autor demonstrou que o Act-M pode ser usado para detectar automaticamente bots entre usuários de mídia social com base apenas nos dados de tempo. A segunda contribuição desta tese é o VnC (Vote-and- Comment), um modelo que explica como o volume de diferentes tipos de interações de usuário evolui ao longo do tempo quando um conteúdo é submetido a um serviço de mídia social. Além de descrever precisamente os dados reais, o VnC é útil, pois pode ser empregado para prever o número de interações recebidas por determinado conteúdo de mídia social. Por fim, nossa terceira contribuição é o método MFS-Map. O MFS-Map fornece automaticamente anotações textuais para imagens de mídias sociais, combinando eficientemente características visuais e de metadados das imagens. As contribuições deste doutorado foram validadas utilizando dados reais de diversos serviços de mídia social. Os experimentos mostraram que os modelos Act-M e VnC forneceram um ajuste mais preciso aos dados quando comparados, respectivamente, a modelos existentes para dinâmica de comunicação e difusão de informação. O MFS-Map obteve precisão superior e tempo de execução reduzido quando comparado com outros métodos amplamente utilizados para anotação de imagens.
Chang, Tae-Young. "User-activity aware strategies for mobile information access." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/22595.
Full textCommittee Chair: Raghupathy Sivakumar; Committee Member: Chuanyi Ji; Committee Member: George Riley; Committee Member: Magnus Egerstedt; Committee Member: Umakishore Ramachandran.
Shun, Yeuk Kiu. "Web mining from client side user activity log /." View Abstract or Full-Text, 2002. http://library.ust.hk/cgi/db/thesis.pl?COMP%202002%20SHUN.
Full textIncludes bibliographical references (leaves 85-90). Also available in electronic version. Access restricted to campus users.
Sun, Jun. "User readiness to interact with information systems - a human activity perspective." Texas A&M University, 2005. http://hdl.handle.net/1969.1/4316.
Full textBurns, Edward E. (Edward Eugene). "End-user modification and correction of home activity recognition." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61941.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 48-50).
Sensor-enabled computer systems capable of recognizing specific activities taking place in the home may enable a host of "context-aware" applications such as health monitoring, home automation, remote presence, and on-demand information and learning, among others. Current state-of-the-art systems can achieve close to 90% accuracy in certain situations, but the decision processes involved in this recognition are too complex for the end-users of the home to understand. Even at 90% accuracy, errors are inevitable and frequent, and when they do occur the end-users have no tools to understand the cause of errors or to correct them. Instead of such complex approaches, this work proposes and evaluates a simplified, user-centric activity recognition system that can be understood, modified, and improved by the occupants of a context-aware home. The system, named Distinguish, relies on high-level, common sense information to construct activity models used in recognition. These models are transferable between homes and can be modified on a mobile phone-sized screen. Observations are reported from a pilot evaluation of Distinguish on naturalistic data gathered continuously from an instrumented home over a period of a month. Without any knowledge of the target home or its occupant's behaviors and no training data other than common sense information contributed by web users, the system achieved a baseline activity recognition accuracy of 20% with 51 target activities. A user test with 10 participants demonstrated that end-users were able to not only understand the cause of the errors, but with a few minutes of effort were also able to improve the system's accuracy in recognizing a particular activity from 12.5% to 52.3%. Based on the user study, 5 design recommendations are presented.
by Edward E. Burns.
S.M.
Goutham, Mithun. "Machine learning based user activity prediction for smart homes." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1595493258565743.
Full textVoida, Stephen. "Exploring user interface challenges in supporting activity-based knowledge work practices." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24721.
Full textCommittee Chair: Mynatt, Elizabeth D.; Committee Member: Abowd, Gregory D.; Committee Member: Edwards, W. Keith; Committee Member: MacIntyre, Blair; Committee Member: Moran, Thomas P.
Taglienti, Claudio. "The User Attribution Problem and the Challenge of Persistent Surveillance of User Activity in Complex Networks." NSUWorks, 2014. http://nsuworks.nova.edu/gscis_etd/319.
Full textWebb, Matthew Robert. "Inferring user location from time series of social media activity." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112082.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 121-123).
Combining social media posts with known user locations can lead to unique insights with applications ranging from tracking diffusion of sentiment to earthquake detection. One approach used to determine a user's home location is to examine the timing of their posts, but the precision of existing time-based location predictors is limited to discrimination among time zones. In this thesis, we formulate a general time-based geolocation algorithm that has greater precision, using knowledge of a social media user's real world activities derived from his or her membership in a particular class. Our activity-based model discriminates among locations within a time zone, with city-level accuracy. We also develop methods to solve two related inference tasks. The first method detects when a user travels, allowing us to exclude posts when a user is away from his or her home location. Our other method classifies an account as belonging to a particular user group based on the time series of posts and a known user location. Finally, we test the performance of our geolocation model and related methods using Twitter accounts belonging to Muslims. Using Islamic prayer activity to inform our model, we are able to infer the locations of Muslim accounts. We are also able to accurately determine if an account belongs to a Muslim or non-Muslim using their activity patterns and location. Our work challenges the accepted practices used to protect online privacy by demonstrating that timing of user activity can provide specific location or group membership information.
by Matthew Robert Webb.
S.M.
Rockinson, Randy Joseph. "Activity recognition with end-user sensor installation in the home." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/42410.
Full textIncludes bibliographical references (v. 2, leaves 248-253).
In this work, a system for recognizing activities in the home setting that uses a set of small and simple state-change sensors, machine learning algorithms, and electronic experience sampling is introduced. The sensors are designed to be "tape on and forget" devices that can be quickly and ubiquitously installed in home environments. The proposed sensing system presents an alternative to sensors that are sometimes perceived as invasive, such as cameras and microphones. Since temporal information is an important component of activities, a new algorithm for recognizing activities that extends the naive Bayes classifier to incorporate low-order temporal relationships was created. Unlike prior work, the system was deployed in multiple residential environments with non-researcher occupants. Preliminary results show that it is possible to recognize activities of interest to medical professionals such as toileting, bathing, and grooming with detection accuracies ranging from 25% to 89% depending on the evaluation criteria used. Although these preliminary results were based on small datasets collected over a two-week period of time, techniques have been developed that could be applied in future studies and at special facilities to study human behavior such as the MIT Placelab. The system can be easily retrofitted in existing home environments with no major modifications or damage and can be used to enable IT and health researchers to study behavior in the home. Activity recognition is increasingly applied not only in home-based proactive and preventive healthcare applications, but also in learning environments, security systems, and a variety of human-computer interfaces.
by Randy Joseph Rockinson.
S.M.
Hafidh, Basim. "SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment System." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23236.
Full textPeker, Serhat. "A Novel User Activity Prediction Model For Context Aware Computing Systems." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613662/index.pdf.
Full texthence, they are aware of the users'
context and use that information to deliver personalized recommendations about everyday tasks. In this manner, predicting user&rsquo
s next activity preferences with high accuracy improves the personalized service quality of context aware recommender systems and naturally provides user satisfaction. Predicting activities of people is useful and the studies on this issue in ubiquitous environment are considerably insufficient. Thus, this thesis proposes an activity prediction model to forecast a user&rsquo
s next activity preference using past preferences of the user in certain contexts and current contexts of user in ubiquitous environment. The proposed model presents a new approach for activity prediction by taking advantage of ontology. A prototype application is implemented to demonstrate the applicability of this proposed model and the obtained outputs of a sample case on this application revealed that the proposed model can reasonably predict the next activities of the users.
Fürderer, Niklas. "A Study of an Iterative User-Specific Human Activity Classification Approach." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-253802.
Full textSensorbaserad aktivitetsigenkänning använder sig av det senaste algoritmerna för detektion och klassificering av mänskliga vardagliga aktiviteter, både i uppoch frånkopplat läge. De insikter som genereras av algoritmerna kan i ett nästa steg användas inom en mängd nya applikationer inom områden så som säkerhet, träningmonitorering, platsangivelser, personifierade hälsoråd samt inom barnoch äldreomsorgen.För att en algoritm skall uppnå hög prestanda krävs en inte obetydlig mängd annoterad data, som med fördel härrör från den avsedda målgruppen. Dock är datainsamlingsprocessen kostnadsoch arbetsintensiv. Den kan dessutom även vara orimlig att genomföra för vissa specifika målgrupper, då åldrandet påverkar rörelsemönster och beteenden. En av de största utmaningarna inom detta område är att hitta de relevanta förändringar som sker över tid, samtidigt som man vill återanvända tidigare annoterad data. För att kunna skapa en korrekt bild av det individuella rörelsemönstret behövs därför individuella och adaptiva klassificeringsmodeller.Målet med detta examensarbete är att jämföra flera olika övervakade klassificerares (eng. supervised classifiers) prestanda när dem tränats med hjälp av ett iterativt användarspecifikt aktivitetsklassificeringsmetod, som beskrivs i denna rapport. En kvalitativ och kvantitativ datainsamlingsprocess tillämpades. Trädbaserade klassificeringsalgoritmerna Decision Tree, Random Forest samt XGBoost testades utifrån specifikt skapade dataset baserade på 21 volontärer, som delades in i tre grupper. Data är baserad på rörelsedata från armbandssensorer.Beräknat över samtlig data, ökade den genomsnittliga sensitiviteten med 5.2% (simulerad korsvalidering genom utelämna-en-individ) för algoritmer tränade via beskrivna metoden jämfört med slumpvis icke-iterativ träning.
Yoo, Soojeong. "Modelling Physical Activity in Virtual Reality Games." Thesis, The University of Sydney, 2019. https://hdl.handle.net/2123/21742.
Full textTrost, Heidi M. "Emphasizing the user in the usability study : investigating activity theory and website navigation /." Online version of thesis, 2008. http://hdl.handle.net/1850/5900.
Full textSafour, Aziza Ali. "Analysis of road user charging impacts on activity travel patterns in Libya." Thesis, University of Salford, 2011. http://usir.salford.ac.uk/26888/.
Full textMiu, Tudor Alin. "Online learning of personalised human activity recognition models from user-provided annotations." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3635.
Full textHong, Yeji. "DESIGNING INTERACTIVE CARPET AND EVALUATING THE ARTIFACT WITHIN ACTIVITY THEORY." Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-152128.
Full textNär människor är stressade,så går de ofta snabbare.Forskning pekar på gånghastighet som en indikator på livstempot i övrigt, med en högre gånghastighet i stadsmiljöer.Baserat på empirisk data så har jag designat och utvecklat en prototyp för en interaktiv matta som ska uppmuntra användare till att sakta ner när de går över mattan, och därmed bli mer avkopplande.Jag utvärderade den interaktiva mattan med användarintervjuer och två olika experiment, där ett av experimenten utfördes i en utställningsmiljö.Mina resultat indikerar att användare känner sig mer avkopplade i interaktionen när de är informerade om hur de ska använda prototypen, i kontrast till användare som inte har blivit informerade innan de får använda prototypen och som därmed har en inlärningsfas där de måste räkna ut hur prototypen fungerar.I enlighet med tidigare forskning så visar mina studier att användbarhetproblem bör prioriteras över att förbättra systemet med avseende på användarupplevelse (UX).Utöver detta så diskuterar jag applicerbarheten hos aktivitetsteori på mina studier och föreslår en utökning av aktivitetschecklistan, nämligen att ta hänsyn till användarens avsikt för en mer holistisk analys.
Mwanza, Daisy. "Towards an activity-oriented design method for HCI research and practice." Thesis, n.p, 2002. http://ethos.bl.uk/.
Full textBlake, Madison Thomas. "An Ambulatory Monitoring Algorithm to Unify Diverse E-Textile Garments." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/25876.
Full textMaster of Science
Nyman, Ida, and Malin Norén. "User Interface Design for Promoting Wellness : An Application User Interface with a Focus on Usability and Encouragement of Physical Activity." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-83053.
Full textEn god hälsa bland anställda är avgörande för en organisation, och det är välkänt att motion och daglig rörelse har en enorm inverkan på vår hälsa. Fysisk aktivitet kan minska sjukfrånvaron och ge de anställda mer energi till sitt arbete. På CGI i Karlstad har de utvecklat en träningsloggare som heter CGIMoving för att uppmuntra till en aktiv livsstil på arbetsplatsen. I den här applikationen genererar de loggade övningarna poäng som senare omvandlas till olika priser beroende på hur mycket aktivitet användaren har loggat. Visionen är att utvidga användningen av denna applikation till fler kontor i organisationen och sälja den till andra företag. I detta examensarbete undersöktes och omformades det nuvarande användargränssnittet för CGIMoving. Målet var att skapa ett användarvänligt gränssnitt och utforska nya funktioner som kan öka deltagandet i hälsoaktiviteter. Arbetet utfördes under höstterminen år 2020 på civilingenjörsprogrammet i Teknisk Design vid Luleå tekniska universitet. Projektet genomfördes baserat på en Design thinking process uppdelad i tre huvudfaser; förstå, utforska och materialisera. Dessa faser inkluderade metoder som användarintervjuer, prototyper och användbarhetstestning. Fokus i denna process var att förstå användarnas behov för att förbättra användarupplevelsen av applikationen. Därför var användarna involverade i flera steg i designprocessen - från början till slut. Utöver detta, relevanta teorier som UX- och UI-design, visuell design, informationsarkitektur, nudging och motivation undersöktes genom en litteraturstudie. Detta projekt resulterade i ett nytt användargränssnitt för CGIMoving som är kompatibel med dator- och smarttelefonskärmar. Omformningen innehåller funktioner för interaktion mellan användare, möjligheten att sätta mål och se framsteg. Dessutom har det omdesignade användargränssnittet en engagerande visuell design och innehåller mer feedback till användaren än tidigare. Ändringarna i designen gjordes för att skapa en förbättrad användarupplevelse baserad på forskning och användartester och därmed öka användningen.
Boutaleb, Mohamed Yasser. "Egocentric Hand Activity Recognition : The principal components of an egocentric hand activity recognition framework, exploitable for augmented reality user assistance." Electronic Thesis or Diss., CentraleSupélec, 2022. http://www.theses.fr/2022CSUP0007.
Full textHumans use their hands for various tasks in daily life and industry, making research in this area a recent focus of significant interest. Moreover, analyzing and interpreting human behavior using visual signals is one of the most animated and explored areas of computer vision. With the advent of new augmented reality technologies, researchers are increasingly interested in hand activity understanding from a first-person perspective exploring its suitability for human guidance and assistance. Our work is based on machine learning technology to contribute to this research area. Recently, deep neural networks have proven their outstanding effectiveness in many research areas, allowing researchers to jump significantly in efficiency and robustness.This thesis's main objective is to propose a user's activity recognition framework including four key components, which can be used to assist users during their activities oriented towards specific objectives: industry 4.0 (e.g., assisted assembly, maintenance) and teaching. Thus, the system observes the user's hands and the manipulated objects from the user's viewpoint to recognize his performed hand activity. The desired framework must robustly recognize the user's usual activities. Nevertheless, it must detect unusual ones to feedback and prevent him from performing wrong maneuvers, a fundamental requirement for user assistance. This thesis, therefore, combines techniques from the research fields of computer vision and machine learning to propose comprehensive hand activity recognition components essential for a complete assistance tool
Chow, Kong Meng Vincent. "The impact of road-user charging on households' mobility and activity participation patterns." Thesis, University of Newcastle Upon Tyne, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427310.
Full textSpeake, Helen. "Exploring the user-centred design of a physical activity pathway in NHS care." Thesis, Sheffield Hallam University, 2018. http://shura.shu.ac.uk/22412/.
Full textSong, Wen. "Planetary navigation activity recognition using wearable accelerometer data." Thesis, Kansas State University, 2013. http://hdl.handle.net/2097/15813.
Full textDepartment of Electrical & Computer Engineering
Steve Warren
Activity recognition can be an important part of human health awareness. Many benefits can be generated from the recognition results, including knowledge of activity intensity as it relates to wellness over time. Various activity-recognition techniques have been presented in the literature, though most address simple activity-data collection and off-line analysis. More sophisticated real-time identification is less often addressed. Therefore, it is promising to consider the combination of current off-line, activity-detection methods with wearable, embedded tools in order to create a real-time wireless human activity recognition system with improved accuracy. Different from previous work on activity recognition, the goal of this effort is to focus on specific activities that an astronaut may encounter during a mission. Planetary navigation field test (PNFT) tasks are designed to meet this need. The approach used by the KSU team is to pre-record data on the ground in normal earth gravity and seek signal features that can be used to identify, and even predict, fatigue associated with these activities. The eventual goal is to then assess/predict the condition of an astronaut in a reduced-gravity environment using these predetermined rules. Several classic machine learning algorithms, including the k-Nearest Neighbor, Naïve Bayes, C4.5 Decision Tree, and Support Vector Machine approaches, were applied to these data to identify recognition algorithms suitable for real-time application. Graphical user interfaces (GUIs) were designed for both MATLAB and LabVIEW environments to facilitate recording and data analysis. Training data for the machine learning algorithms were recorded while subjects performed each activity, and then these identification approaches were applied to new data sets with an identification accuracy of around 86%. Early results indicate that a single three-axis accelerometer is sufficient to identify the occurrence of a given PNFT activity. A custom, embedded acceleration monitoring system employing ZigBee transmission is under development for future real-time activity recognition studies. A different GUI has been implemented for this system, which uses an on-line algorithm that will seek to identify activity at a refresh rate of 1 Hz.
Erkendal, Linn. "Användartyper i Hjälpforum : En explorativ analys av användarbeteende och kommunikation i Hjälpforum för svt.se och SVT Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19634.
Full textThis exploratory study analyzes the common and differential patterns of communication and behavior of users in Help Forum. The goal of the study is to map the active user types with the aim of providing SVT knowledge of the Help Forum users. If the forum administrators have more knowledge of the users in the forum, they can adapt their communication based on the individual needs and enhance their ability to contribute more qualitative feedback. This may in turn contribute to a more positive attitude and greater confidence among users in Help Forum. In this study, five types of users could be identified in the Forum with the support of its own empirical data and previous research. Beginners are primary user type in the forum and SVT should cater to their needs in order to possibly reduce the number of new user posts. Furthermore, this study using appropriate data processing tool map, one for the moment, unknown user type in the forum by unusual patterns of behavior and communication which may be of interest for further analysis. The study presents suggestions on how the results can be used to create guidelines for future communication and development of Help Forum and SVT's website.
Parker, Richard Allen. "The effects of DLA IPG I surcharges on DDRW end user activity inventory policies." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23651.
Full textSubramaniam, Niran. "User interactions in enterprise systems : the role of virtual co-presence on collective activity." Thesis, University of Warwick, 2012. http://wrap.warwick.ac.uk/56281/.
Full textBaslyman, Malak. "Activity-based Process Integration Framework to Improve User Satisfaction and Decision Support in Healthcare." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/38104.
Full textImpelee, Mohammed K. Mr ott. "Exploring End User Experience: How can We Achieve Lifelong EngagementWith Physical Activity Tracking Devices?" Otterbein University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=otbn1452150301.
Full textMalik, Adeel. "Stochastic Coded Caching Networks : a Study of Cache-Load Imbalance and Random User Activity." Electronic Thesis or Diss., Sorbonne université, 2022. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2022SORUS045.pdf.
Full textIn this thesis, we elevate coded caching from their purely information-theoretic framework to a stochastic setting where the stochasticity of the networks originates from the heterogeneity in users’ request behaviors. Our results highlight that stochasticity in the cache-aided networks can lead to the vanishing of the gains of coded caching. We determine the exact extent of the cache-load imbalance bottleneck of coded caching in stochastic networks, which has never been explored before. Our work provides techniques to mitigate the impact of this bottleneck for the scenario where the user-to-cache state associations are restricted by proximity constraints between users and helper nodes (i.e., shared-cache setting) as well as for the scenario where user-to-cache state associations strategies are considered, as a design parameter (i.e., subpacketization-constrained setting)
Tobiasson, Helena. "Traces of Movement : Exploring physical activity in societal settings." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-160153.
Full textQC 20150217
Amanzi, Richard. "A natural user interface architecture using gestures to facilitate the detection of fundamental movement skills." Thesis, Nelson Mandela Metropolitan University, 2015. http://hdl.handle.net/10948/6204.
Full textKim, Ji Hyun. "Multiple enactments of public space : an affordance analysis on stabilisation and multiplicity of user activity." Thesis, University College London (University of London), 2017. http://discovery.ucl.ac.uk/10037800/.
Full textJusufovic, Dennis, and Aly Bardan. "The Design Of A Check In Application For User Safety : Development of a user centered application, adapted to a wide user group with the purpose of specific location human activity forecasting." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86315.
Full textNurbakova, Diana. "Recommendation of activity sequences during distributed events." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSEI115/document.
Full textMulti-day events such as conventions, festivals, cruise trips, to which we refer to as distributed events, have become very popular in recent years, attracting hundreds or thousands of participants. Their programs are usually very dense, making it challenging for the attendees to make a decision which events to join. Recommender systems appear as a common solution in such an environment. While many existing solutions deal with personalised recommendation of single items, recent research focuses on the recommendation of consecutive items that exploits user's behavioural patterns and relations between entities, and handles geographical and temporal constraints. In this thesis, we first formulate the problem of recommendation of activity sequences, classify and discuss the types of influence that have an impact on the estimation of the user's interest in items. Second, we propose an approach (ANASTASIA) to solve this problem, which aims at providing an integrated support for users to create a personalised itinerary of activities. ANASTASIA brings together three components, namely: (1) estimation of the user’s interest in single items, (2) use of sequential influence on activity performance, and (3) building of an itinerary that takes into account spatio-temporal constraints. Thus, the proposed solution makes use of the methods based on sequence learning and discrete optimisation. Moreover, stating the lack of publicly available datasets that could be used for the evaluation of event and itinerary recommendation algorithms, we have created two datasets, namely: (1) event attendance on board of a cruise (Fantasy_db) based on a conducted user study, and (2) event attendance at a major comic book convention (DEvIR). This allows to perform evaluation of recommendation methods, and contributes to the reproducibility of results
Lau, Sian Lun [Verfasser]. "Towards a user-centric context aware system: empowering users through activity recognition using a smartphone as an unobtrusive device / Sian Lun Lau." Kassel : Kassel University Press, 2012. http://d-nb.info/1025021215/34.
Full textSundqvist, Anneli. "Search Processes, User Behaviour and Archival Representational Systems." Doctoral thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-8821.
Full textUtveckling av arkiv- och informationsvetenskap
Lin, Binyuan. "Designing a post activity learning analytics dashboard through information visualization methods." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-293416.
Full textDen snabba tekniska utvecklingen inom utbildningsområdet har avsevärt underlättat populariseringen av utbildningen och gjort den mer tillgänglig. Inlärningsprocessen bör analyseras systematiskt för att stödja denna utveckling, men traditionella inlärningssystem ger begränsat stöd för lärare. Instrumentpaneler (dashboards) för inlärningsanalys har därför blivit ett populärt verktyg för att ge inblick i inlärningsprocessen genom att analysera och tolka den insamlade informationen med effektiva visualiseringar. I syfte att förbättra det pedagogiska beslutsfattandet är det viktigt att ge en omfattande översikt och informativ och kontinuerlig feedback för inlärningsprocessen. Denna studie syftar till att utforska fördelar och utmaningar med att utforma en omfattande instrumentpanel för lärandeanalys för lärare att stödja den individuella inlärningen och därmed kunna anpassa undervisningen. En stor mängd forskning på instrumentpaneler för inlärningsanalys granskades som underlag. Prototypen på instrumentpanelen utvecklades baserat på detta underlag. För att utvärdera prototypen genomfördes en användarstudie med UX-designers för att avgöra visualiseringens tydlighet och instrumentpanelens effektivitet. Resultaten från den tematiska analysen indikerade att instrumentpanelen kunde fungera som ett potentiellt värdefullt verktyg med en överlage tydlig interaktion för att stödja lärare och visualiseringen ansågs vara intuitiv för att förstå relationen mellan datapunkterna. Förslag för att utforma en instrumentpanel för inlärningsanalys diskuteras avseende visualisering, konsistens, uppfattning, navigering, interaktion, information via text, visuellt utseende, funktionalitet och integritet. För att ytterligare förbättra instrumentpanelens är framtida utveckling och utvärdering med pedagoger viktig att genomföra.
Pouke, M. (Matti). "Augmented virtuality:transforming real human activity into virtual environments." Doctoral thesis, Oulun yliopisto, 2015. http://urn.fi/urn:isbn:9789526208343.
Full textTiivistelmä Tämän väitöskirjatyön aiheena on ihmistoiminnan muuntaminen todellisesta maailmasta virtuaalitodellisuuteen. Työssä käsitellään kuinka näkyvästä ihmistoiminnasta tunnistetaan sensoriverkkojen avulla erilaisia ominaisuuksia ja kuinka nämä ominaisuudet voidaan esittää eri tavoin virtuaaliympäristöissä. Ihmistoiminnan muuntaminen virtuaaliympäristöihin on kohtalaisen uusi tutkimusalue. Olemassa oleva tutkimus keskittyy yleensä kerrallaan vain tietyntyyppisen ihmistoiminnan, kuten perustoimintojen tai liikkumisen, tunnistamiseen ja visualisointiin. Erilaiset anturit ja muut datalähteet pystyvät kuitenkin tuottamaan hyvin erityyppistä dataa ja siten soveltuvat hyvin erilaisiin käyttötapauksiin. Tämä työ tutkii ensimmäisten joukossa ihmistoiminnan tunnistamista ja visualisointia virtuaaliympäristössä laajemmassa mittakaavassa ja useista teoreettisista näkökulmista tarkasteltuna. Työssä hyödynnetään konstrukteja jotka on kehitetty eri käyttötapauksia varten. Konstruktit ovat sekoitetun todellisuuden sovelluksia joissa hyödynnetään erityyppistä lähdedataa ja visualisoidaan ihmistoimintaa eri tavoin. Konstrukteja arvioidaan sekä niiden käytännön sovellusalueen, että erilaisten teoreettisten viitekehysten kannalta. Tulokset viittaavat siihen, että erilaisilla muunnoksilla on selkeästi erityyppiset ominaisuudet. Selkein teoreettinen löydös on, että mitä yksityiskohtaisemmasta toiminnasta on kyse, sitä vähemmän tunnistuksessa voidaan hyödyntää kontekstuaalista tietoa tai tavanomaisia datalähteitä. Tuloksissa tuodaan myös uusia näkökulmia ihmistoiminnan visualisoinnin hyödyntämisestä erilaisissa käytännön sovelluskohteissa. Sovelluskohteina toimivat ihmiskehon käyttäminen ohjauslaitteena sekä ihmistoiminnan visualisointi ja simulointi kotihoidon ja kaupunkisuunnittelun sovellusalueilla
Romero, Mario. "Supporting human interpretation and analysis of activity captured through overhead video." Doctoral thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29771.
Full textCommittee Chair: Gregory Abowd; Committee Member: Elle Yi-Luen Do; Committee Member: James Foley; Committee Member: John Peponis; Committee Member: John Stasko. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Futerman, Rael Glen. "Design for collaboration in South Africa : an activity theory perspective on participatory design." Thesis, Cape Peninsula University of Technology, 2015. http://hdl.handle.net/20.500.11838/2268.
Full textParticipatory Design (PD) is increasingly being used as a methodology by local government, private designers and design researchers in the Western Cape, South Africa, to democratise the design of product service systems (PSS). Activity theory, specifically Cultural Historical Activity Theory (CHAT) offers PD researchers and practitioners involved in the collaborative design and development of socio-technical PSS’s an interpretive lens through which to a) identify existing and potential contradictions and tensions within and between work activity systems for design interventions, and b) provide designers with a conceptual model of investigation. In the last decade participatory development studies have interrogated public participation and approaches to the involvement of civil society in their own development, essentially embracing a shift from passive participation to active participation. PD and participatory development share a number of beliefs, methodologies and goals. This thesis explores the potential of CHAT in contributing to the extension of PD practices, beyond a workplace focus and into the sociotechnical development of communities at large. Legacy projects and activities - those aimed at extending the impact of emergent design and innovation - arising out of Cape Town’s designation as World Design Capital 2014 often require community-based participatory design (CbPD) and the development of socio-technical PSS through holistic approaches, centred around participant needs, activities and aspirations. This approach can contribute to social capital and more active citizenry. The research presented in this thesis draws from an in-depth CbPD project based in an informal settlement in Cape Town, South Africa. The project focussed on solid waste management (SWM) work and life activities and resulted in co-designed PSS solutions. Based in a quad-helix partnership between local government, the Cape Peninsula University of Technology, private designers and the community members themselves, this project a) tested CHAT in the fields of CbPD and PSS design, identifying tensions and contradictions as opportunities for design intervention and, b) produced conceptual and process models, which blend CHAT and service design, for further testing in the design of socio-technical PSS. The overall result is a homegrown methodology for CbPD
Wu, Naomi. "A LONG-DISTANCE RELATIONSHIP : RECONNECTING HOTELS WITH THEIR GUESTS VIA INTUITIVE DESIGN." Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150792.
Full textVid reseplanering brukar gäster ofta undersöka hotellwebbplatser men sedan ändå föredra att boka via tredjepartssidor, vilket leder till en klyfta mellan hotellen och deras gäster. För att överbrygga detta gap har startupföretaget Bookboost skapat en chattwidget (artefakt) som läggs till på hotellets webbplats och länkas till användarnas chattappar. Denna artefakts nuvarande intuitivitet och möjlighet till framtida intuitivitetsförbättringar undersöks genom en fallstudie av upplevelsen hos både experter och vanliga användare. 10 deltagare – 5 hotellmedarbetare och 5 gäster – rekryterades via förfrågan i hotellfoajéer utifrån ett systematiskt urval och icke-slumpmässigt urval. Deltagarna varierade i ålder från 18 till 65 år, med 30% inom milleniegenerationen. Uppgiftsanalys, intervju, och frågeformulär tillämpades i användaranalysen. Forskaren fungerade som utvärderare och undersökte artefaktens brister och möjliga förbättringar med hjälp av aktivitetsteorins human-artifact model (HAM). Analyserna tyder på att dagens intuitivitet är ganska hög, men att det finns utrymme för förbättringar. Det verkar finnas en generationsskillnad mellan äldre och yngre användare, särskilt när det gäller tidsåtgången och preferensen för artefakten (jämfört med mer välbekanta kommunikationsmetoder). Intresset för och komforten med teknologianvändning var en faktor i intuiviteten. I allmänhet uppnådde de som var mer bekväma med teknik en högre poäng i zonen för proximal utveckling (ZPD). Förbättringar som kan öka intuitiviteten för artefakten föreslås, även om prövandet av dessa inte ryms inom ramen för denna studie. Framtida forskning kan undersöka om de föreslagna förbättringarna verkligen ökar artefaktens intuitivitet för användare i alla åldrar.
Gobbin, Renzo, and n/a. "The role of cultural fitness in user resistance to information technology tools." University of Canberra. Information Sciences, 1999. http://erl.canberra.edu.au./public/adt-AUC20050622.164552.
Full textAyyagari, Pavani. "A visualization framework for patient data and its environment." Manhattan, Kan. : Kansas State University, 2010. http://hdl.handle.net/2097/4256.
Full textSayis, Batuhan. "Computational modeling of user activity in full-body interaction environments for ASC children: multimodal analysis of social interaction behaviors through psychophysiology, system activity, video coding, questionnaires, and body cues." Doctoral thesis, Universitat Pompeu Fabra, 2021. http://hdl.handle.net/10803/671850.
Full textMantoro, Teddy, and teddy mantoro@anu edu au. "Distributed Support for Intelligent Environments." The Australian National University. Faculty of Engineering and Information Technology, 2006. http://thesis.anu.edu.au./public/adt-ANU20070123.150814.
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