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1

Myrlund, Jonas. "User Adaptation in Anonymous Web Applications." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-27333.

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The goal of the project in this thesis is to explore the viability of an approach to user adaptation where the application context is significantly more constraining than in most cases seen in previous academic work.The project describes and implements a system for rolling out product features incrementally in an optimal way, based on feature adoption statistics within user segments. In other words, the described system should allow for simple personalization of the product.When analyzing the adoption rate of new features, we find that there are indeed clear differences between the identified user segments. However, limitations due to the lack of stable user identity make adaptation approaches based on these data unfeasable in practice.
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2

Cocea, Mihaela. "User modelling and adaptation in exploratory learning." Thesis, Birkbeck (University of London), 2011. http://eprints.port.ac.uk/12174/.

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User modelling in Exploratory Learning Environments (ELEs) is an emerging field with several challenges to be addressed. Due to the freedom given to learners, the amount of information generated is very large, making the modelling process very challenging. Consequently, only relevant information should be used in the user modelling process. This, however, leads to other challenges such as identification of relevant information, finding an optimal knowledge representation and defining an inference mechanism by which this knowledge is used in diagnosing the learner. This thesis addresses the challenges of user modelling in ELEs by monitoring learners' behaviour and taking into account only relevant actions in the context of an ELE for the domain of mathematical generalisation. An iterative approach was used, in line with the iterative design of the ELE. The modelling mechanism employed a modified version of Case-based Reasoning (CBR) and was evaluated using pedagogical scenarios and data from simulated and real students. This approach has the advantage of storing only relevant information and allows learner diagnosis during as well as at the end of a task. The user model was further exploited to support learning related activities, such as prioritising feedback and grouping for collaboration. For feedback prioritisation, a mechanism based on Multi-criteria Decision Making was developed and tested with the help of educational experts. The grouping for collaboration approach was inspired from Group Technology, a method from cellular manufacturing systems, and its testing showed it produces meaningful groups. Both the feedback prioritisation and the grouping for collaboration mechanisms propose solutions that are particularly relevant for ELEs by considering pertinent criteria for this type of learning. To ensure optimal coverage of the knowledge base, the user modelling approach was enhanced with adaptive mechanisms for expanding the knowledge base, which was tested on real and simulated data. This approach ensures that learner diagnostic is possible when the initial knowledge base is small and/or new behaviours are encountered over time.
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Marín, Isern Lucas. "Dynamic adaptation of user profiles in recommender systems." Doctoral thesis, Universitat Rovira i Virgili, 2013. http://hdl.handle.net/10803/123905.

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In a period of time in which the content available through the Internet increases exponentially and is more easily accessible every day, techniques for aiding the selection and extraction of important and personalised information are of vital importance. Recommender Systems (RS) appear as a tool to help the user in a decision making process by evaluating a set of objects or alternatives and aiding the user at choosing which one/s of them suits better his/her interests or preferences. Those preferences need to be accurate enough to produce adequate recommendations and should be updated if the user changes his/her likes or if they are incorrect or incomplete. In this work an adequate model for managing user preferences in a multi-attribute (numerical and categorical) environment is presented to aid at providing recommendations in those kinds of contexts. The evaluation process of the recommender system designed is supported by a new aggregation operator (Unbalanced LOWA) that enables the combination of the information that defines an alternative into a single value, which then is used to rank the whole set of alternatives. After the recommendation has been made, learning processes have been designed to evaluate the user interaction with the system to find out, in a dynamic and unsupervised way, if the user profile in which the recommendation process relies on needs to be updated with new preferences. The work detailed in this document also includes extensive evaluation and testing of all the elements that take part in the recommendation and learning processes.
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4

Karagiannidis, Charalampos. "Supporting run-time adaptation in intelligent user interfaces." Thesis, University of Kent, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.242908.

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5

Antona, Margherita Giovanna. "Process-oriented tool support for user interface adaptation design." Thesis, University of Kent, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.409164.

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6

Carrara, Nicolas. "Reinforcement learning for dialogue systems optimization with user adaptation." Thesis, Lille 1, 2019. http://www.theses.fr/2019LIL1I071/document.

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Les systèmes d’intelligence artificielle les plus puissants utilisent désormais des modèles statistiques. Afin de construire des modèles efficaces, ces systèmes doivent collecter une quantité substantielle de données issues de l’environnement. Les assistants personnels, maisons connectées, serveurs vocaux et autres systèmes de dialogue ne font pas exception. Ces systèmes ont pour vocation d’interagir avec des humains, et pour cela, leurs données d’apprentissage se doivent d’être collectées avec ces mêmes humains. Parce que le nombre d’interactions avec une seule personne est assez faible, l’approche usuelle pour augmenter le jeu de données consiste à agréger les données de tous les utilisateurs.Une des limitations de cette approche vient du fait que, par construction, les modèles entraînés ainsi ne sont efficaces qu’avec un humain "moyen" et n’incluent pas de système d’adaptation ; cette faiblesse entraîne la restriction du service à certains groupes de personnes; Par conséquent, cela réduit l’ensemble des utilisateurs et provoque des problèmes d’inclusion. La présente thèse propose des solutions impliquant la construction de systèmes de dialogue combinant l’apprentissage par transfert et l’apprentissage parrenforcement. La thèse explore deux pistes de recherche : La première consiste à inclure un mécanisme d’adaptation dès les premières interactions avec un nouvel utilisateur. Pour ce faire, nous utilisons la connaissance accumulée avec des utilisateurs déjà connus du système. La question sous-jacente est la suivante : comment gérer l’évolution du système suite à une croissance interrompue d’utilisateurs et donc de connaissance? La première approche implique le clustering des systèmes de dialogue (chacun étant spécialisé pour un utilisateur) en fonction de leurs stratégies. Nous démontrons que la méthode améliore la qualité des dialogues en interagissant avec des modèles à base de règles et des modèles d’humains. La seconde approche propose d’inclure un mécanisme d’apprentissage par transfert dans l’exécution d’un algorithme d’apprentissage profond par renforcement, Deep Q-learning. La seconde piste avance l’idée selon laquelle les premières interactions avec un nouvel utilisateur devraient être gérées par un système de dialogue sécurisé et précautionneux avant d’utiliser un système de dialogue spécialisé. L’approche se divise en deux étapes. La première étape consiste à apprendre une stratégie sécurisée avec de l’apprentissage par renforcement. À cet effet, nous proposons un nouveau framework d’apprentissage par renforcement sous contrainte en états continus ainsi que des algorithmes les solutionnant. En particulier, nous validons, en termes de sécurité et d’efficacité, une extension de Fitted-Q pour les deux applications sous contraintes : les systèmes de dialogue et la conduite autonome. La deuxième étape implique l’utilisation de ces stratégies sécurisées lors des premières interactions avec un nouvel utilisateur ; cette méthode est une extension de l’algorithme classique d’exploration, ε-greedy
The most powerful artificial intelligence systems are now based on learned statistical models. In order to build efficient models, these systems must collect a huge amount of data on their environment. Personal assistants, smart-homes, voice-servers and other dialogue applications are no exceptions to this statement. A specificity of those systems is that they are designed to interact with humans, and as a consequence, their training data has to be collected from interactions with these humans. As the number of interactions with a single person is often too scarce to train a proper model, the usual approach to maximise the amount of data consists in mixing data collected with different users into a single corpus. However, one limitation of this approach is that, by construction, the trained models are only efficient with an "average" human and do not include any sort of adaptation; this lack of adaptation makes the service unusable for some specific group of persons and leads to a restricted customers base and inclusiveness problems. This thesis proposes solutions to construct Dialogue Systems that are robust to this problem by combining Transfer Learning and Reinforcement Learning. It explores two main ideas: The first idea of this thesis consists in incorporating adaptation in the very first dialogues with a new user. To that extend, we use the knowledge gathered with previous users. But how to scale such systems with a growing database of user interactions? The first proposed approach involves clustering of Dialogue Systems (tailored for their respective user) based on their behaviours. We demonstrated through handcrafted and real user-models experiments how this method improves the dialogue quality for new and unknown users. The second approach extends the Deep Q-learning algorithm with a continuous transfer process.The second idea states that before using a dedicated Dialogue System, the first interactions with a user should be handled carefully by a safe Dialogue System common to all users. The underlying approach is divided in two steps. The first step consists in learning a safe strategy through Reinforcement Learning. To that extent, we introduced a budgeted Reinforcement Learning framework for continuous state space and the underlying extensions of classic Reinforcement Learning algorithms. In particular, the safe version of the Fitted-Q algorithm has been validated, in term of safety and efficiency, on a dialogue system tasks and an autonomous driving problem. The second step consists in using those safe strategies when facing new users; this method is an extension of the classic ε-greedy algorithm
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7

Xia, Qian, and n/a. "Leveraging Single-User Applications for Multi-User Collaboration." Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070216.093300.

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People rely on off-the-shelf commercial single-user software systems in their daily lives and work to perform single-user tasks. People also need groupware systems to perform collaborative or group tasks. The goal of this thesis work is to develop innovative techniques for building computer applications that combine conventional single-user functionalities with advanced collaboration capabilities to effectively support people's individual and group work. This thesis work contributes an innovative Transparent Adaptation (TA) approach and associated supporting techniques that can be used to convert existing or new single-user applications into real-time multi-user collaborative versions without changing their source code. The transparently adapted collaborative systems not only support unconstrained collaboration and other collaboration features that were previously seen only in advanced groupware research prototypes, but also maintain the conventional functionalities and interface features that were previously seen only in commercial off-the-shelf single-user applications. Major technical contributions of the TA approach include techniques for adapting the single-user application programming interface to the data and operation models of the underlying generic collaboration technique and a generic system architecture for collaborative systems. The Operation Transformation (OT) technique has been chosen as the underlying collaboration technique for the TA approach due to its capability of supporting unconstrained collaboration and application independence. This thesis work has also made important contributions to OT by extending OT from supporting only collaborative plain text editing to supporting collaboration on complex data structures and comprehensive functionalities. To support the adaptation of complex data and operation models in a range of applications, this thesis work has contributed a package of advanced adaptation techniques for collaborative table editing and graphic object grouping. These techniques have not only increased the capability of TA, but have also advanced the state-of-the-art of collaborative editing techniques. To facilitate natural and smooth collaboration, this thesis work has contributed a multi-functional workspace awareness framework which is able to reduce the effort for developing workspace awareness features, and to be extended to support new workspace awareness features. Most importantly, this framework is able to deliver correct and precise workspace awareness information in the face of dynamic content and view changes in TA-based systems, which is an innovative feature unavailable in existing techniques. The TA approach and supporting techniques were developed and tested in the process of transparently converting two commercial off-the-shelf single-user applications - Microsoft Word and PowerPoint - into real-time collaborative applications, called CoWord and CoPowerPoint, respectively. CoWord and CoPowerPoint not only retain the functionalities and the 'look-and-feel' of their single-user counterparts, but also provide advanced multi-user collaboration capabilities for supporting multiple interaction paradigms, ranging from concurrent and free interaction to sequential and synchronized interaction, and for supporting detailed workspace awareness, including multi-user tele-pointers and radar views. The TA-based collaborative system architecture and the generic collaboration engine software component developed from this work can be reused in adapting a wide range of single-user applications.
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8

Xia, Qian. "Leveraging Single-User Applications for Multi-User Collaboration." Thesis, Griffith University, 2006. http://hdl.handle.net/10072/366194.

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People rely on off-the-shelf commercial single-user software systems in their daily lives and work to perform single-user tasks. People also need groupware systems to perform collaborative or group tasks. The goal of this thesis work is to develop innovative techniques for building computer applications that combine conventional single-user functionalities with advanced collaboration capabilities to effectively support people's individual and group work. This thesis work contributes an innovative Transparent Adaptation (TA) approach and associated supporting techniques that can be used to convert existing or new single-user applications into real-time multi-user collaborative versions without changing their source code. The transparently adapted collaborative systems not only support unconstrained collaboration and other collaboration features that were previously seen only in advanced groupware research prototypes, but also maintain the conventional functionalities and interface features that were previously seen only in commercial off-the-shelf single-user applications. Major technical contributions of the TA approach include techniques for adapting the single-user application programming interface to the data and operation models of the underlying generic collaboration technique and a generic system architecture for collaborative systems. The Operation Transformation (OT) technique has been chosen as the underlying collaboration technique for the TA approach due to its capability of supporting unconstrained collaboration and application independence. This thesis work has also made important contributions to OT by extending OT from supporting only collaborative plain text editing to supporting collaboration on complex data structures and comprehensive functionalities. To support the adaptation of complex data and operation models in a range of applications, this thesis work has contributed a package of advanced adaptation techniques for collaborative table editing and graphic object grouping. These techniques have not only increased the capability of TA, but have also advanced the state-of-the-art of collaborative editing techniques. To facilitate natural and smooth collaboration, this thesis work has contributed a multi-functional workspace awareness framework which is able to reduce the effort for developing workspace awareness features, and to be extended to support new workspace awareness features. Most importantly, this framework is able to deliver correct and precise workspace awareness information in the face of dynamic content and view changes in TA-based systems, which is an innovative feature unavailable in existing techniques. The TA approach and supporting techniques were developed and tested in the process of transparently converting two commercial off-the-shelf single-user applications - Microsoft Word and PowerPoint - into real-time collaborative applications, called CoWord and CoPowerPoint, respectively. CoWord and CoPowerPoint not only retain the functionalities and the 'look-and-feel' of their single-user counterparts, but also provide advanced multi-user collaboration capabilities for supporting multiple interaction paradigms, ranging from concurrent and free interaction to sequential and synchronized interaction, and for supporting detailed workspace awareness, including multi-user tele-pointers and radar views. The TA-based collaborative system architecture and the generic collaboration engine software component developed from this work can be reused in adapting a wide range of single-user applications.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
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9

Kämpfe, Tanja Katharina. "Content-based image retrieval and the use of neural networks for user adaptation." [S.l.] : [s.n.], 2006. http://deposit.ddb.de/cgi-bin/dokserv?idn=98305066X.

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10

Rashidi, Parisa. "Smart home adaptation based on explicit and implicit user feedback." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Thesis/Fall2007/p_rashidi_120707.pdf.

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11

Allen, Andrew A. "Abstractions to Support Dynamic Adaptation of Communication Frameworks for User-Centric Communication." FIU Digital Commons, 2011. http://digitalcommons.fiu.edu/etd/409.

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The convergence of data, audio and video on IP networks is changing the way individuals, groups and organizations communicate. This diversity of communication media presents opportunities for creating synergistic collaborative communications. This form of collaborative communication is however not without its challenges. The increasing number of communication service providers coupled with a combinatorial mix of offered services, varying Quality-of-Service and oscillating pricing of services increases the complexity for the user to manage and maintain `always best' priced or performance services. Consumers have to manually manage and adapt their communication in line with differences in services across devices, networks and media while ensuring that the usage remain consistent with their intended goals. This dissertation proposes a novel user-centric approach to address this problem. The proposed approach aims to reduce the aforementioned complexity to the user by (1) providing high-level abstractions and a policy based methodology for automated selection of the communication services guided by high-level user policies and (2) providing services through the seamless integration of multiple communication service providers and providing an extensible framework to support the integration of multiple communication service providers. The approach was implemented in the Communication Virtual Machine (CVM), a model-driven technology for realizing communication applications. The CVM includes the Network Communication Broker, the layer responsible for providing a network-independent API to the upper layers of CVM. The initial prototype for the NCB supported only a single communication framework which limited the number, quality and types of services available. Experimental evaluation of the approach show the additional overhead of the approach is minimal compared to the individual communication services frameworks. Additionally the automated approach proposed out performed the individual communication services frameworks for cross framework switching.
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Canal, Camprodon Gerard. "Adapting robot behavior to user preferences in assistive scenarios." Doctoral thesis, TDX (Tesis Doctorals en Xarxa), 2020. http://hdl.handle.net/10803/669799.

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Robotic assistants have inspired numerous books and science fiction movies. In the real world, these kinds of devices are a growing need in amongst the elderly, who while life continue requiring more assistance. While life expectancy is increasing, life quality is not necessarily doing so. Thus, we may find ourselves and our loved ones being dependent and needing another person to perform the most basic tasks, which has a strong psychological impact. Accordingly, assistive robots may be the definitive tool to give more quality of life by empowering dependent people and extending their independent living. Assisting users to perform daily activities requires adapting to them and their needs, as they might not be able to adapt to the robot. This thesis tackles adaptation and personalization issues through user preferences. We 'focus on physical tasks that involve close contact, as these present interesting challenges, and are of great importance for he user. Therefore, three tasks are mainly used throughout the thesis: assistive feeding, shoe fitting, and jacket dressing. We first describe a framework for robot behavior adaptation that illustrates how robots should be personalized for and by end- users or their assistants. Using this framework, non-technical users determine how !he robot should behave. Then, we define the concept of preference for assistive robotics scenarios and establish a taxonomy, which includes hierarchies and groups of preferences, grounding definitions and concepts. We then show how the preferences in the taxonomy are used with Al planning systems to adapt the robot behavior to the preferences of the user obtained from simple questions. Our algorithms allow for long-term adaptations as well as to cope with misinformed user models. We further integrate the methods with low-level motion primitives that provide a more robust adaptation and behavior while lowering the number of needed actions and demonstrations. Moreover, we perform a deeper analysis in Planning and preferences with the introduction of new algorithms to provide preference suggestions in planning domains. The thesis then concludes with a user study that evaluates the use of the preferences in the three real assistive robotics scenarios. The experiments show a clear understanding of the preferences of users, who were able to assess the impact of their preferences on the behavior of the robot. In summary, we provide tools and algorithms to design the robotic assistants of the future. Assistants that should be able to adapt to the assisted user needs and preferences, just as human assistants do nowadays.
Els assistents robòtics han inspirat nombrosos llibres i pel·lícules de ciència-ficció al llarg de la història. Però tornant al món real, aquest tipus de dispositius s'estan tornant una necessitat per a una societat que envelleix a un ritme ràpid i que, per tant, requerirà més i més assistència. Mentre l'esperança de vida augmenta, la qualitat de vida no necessàriament ho fa. Per tant, ens podem trobar a nosaltres mateixos i als nostres estimats en una situació de dependència, necessitant una altra persona per poder fer les tasques més bàsiques, cosa que té un gran impacte psicològic. En conseqüència, els robots assistencials poden ser l'eina definitiva per proporcionar una millor qualitat de vida empoderant els usuaris i allargant la seva capacitat de viure independentment. L'assistència a persones per realitzar tasques diàries requereix adaptar-se a elles i les seves necessitats, donat que aquests usuaris no poden adaptar-se al robot. En aquesta tesi, abordem el problema de l'adaptació i la personalització d'un robot mitjançant preferències de l'usuari. Ens centrem en tasques físiques, que involucren contacte amb la persona, per les seves dificultats i importància per a l'usuari. Per aquest motiu, la tesi utilitzarà principalment tres tasques com a exemple: donar menjar, posar una sabata i vestir una jaqueta. Comencem definint un marc (framework) per a la personalització del comportament del robot que defineix com s'han de personalitzar els robots per usuaris i pels seus assistents. Amb aquest marc, usuaris sense coneixements tècnics són capaços de definir com s'ha de comportar el robot. Posteriorment definim el concepte de preferència per a robots assistencials i establim una taxonomia que inclou jerarquies i grups de preferències, els quals fonamenten les definicions i conceptes. Després mostrem com les preferències de la taxonomia s'utilitzen amb sistemes planificadors amb IA per adaptar el comportament del robot a les preferències de l'usuari, que s'obtenen mitjançant preguntes simples. Els nostres algorismes permeten l'adaptació a llarg termini, així com fer front a models d'usuari mal inferits. Aquests mètodes són integrats amb primitives a baix nivell que proporcionen una adaptació i comportament més robusts a la mateixa vegada que disminueixen el nombre d'accions i demostracions necessàries. També fem una anàlisi més profunda de l'ús de les preferències amb planificadors amb la introducció de nous algorismes per fer suggeriments de preferències en dominis de planificació. La tesi conclou amb un estudi amb usuaris que avalua l'ús de les preferències en les tres tasques assistencials. Els experiments demostren un clar enteniment de les preferències per part dels usuaris, que van ser capaços de discernir quan les seves preferències eren utilitzades. En resum, proporcionem eines i algorismes per dissenyar els assistents robòtics del futur. Uns assistents que haurien de ser capaços d'adaptar-se a les preferències i necessitats de l'usuari que assisteixen, tal com els assistents humans fan avui en dia.
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Kollars, Nina Ann. "By the Seat of Their Pants: Military Technological Adaptation in War." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1341314153.

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Fung, Kai Fung. "Interacting with each online banking user : an exploratory study of website adaptation impact on users' commitment." HKBU Institutional Repository, 2002. http://repository.hkbu.edu.hk/etd_ra/338.

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Kashefi, Armin. "Investigating the link between users' IT adaptation behaviours and individual-level IT use outcomes using the coping model of user adaptation : a case study of a work system computerisation project." Thesis, Brunel University, 2014. http://bura.brunel.ac.uk/handle/2438/9523.

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The benefits of new IT-induced organisational changes, such as new organisational information systems (IS), depend on the degree that system users adapt by proactively changing themselves, their work routines, and even the technology itself in order to reap its strategic capabilities and advantages. However, researchers are increasingly concerned that IS research has provided very little indication about how IS users’ IT adaptive strategies are formed and evolved over time and how such adaptive behaviours employed by IS users influence subsequent IT use and individual-level performance outcomes. This thesis investigates in-depth the evolution of IT adaptation behaviours towards disruptive IT events in the case study of a Medical Clinic attached to one of Iran’s elite Oil and Gas industry companies. The case study investigated the individual coping behaviours of the employees of this Medical Centre as a consequence of the introduction of a mandatory Work System Computerisation (WSC) initiative. Work System Computerisation project refers to both the replacement of manual work processes with computers as well as modernisation of the existing out-dated computerised work systems in the medical centre under investigation. According to the case study, each of the seven sub-units of the Medical Centre implemented a different WSC scheme and the consequences of the introduction of the scheme resulted in differing outcomes among the employees of those sub-units, such outcomes being related to a complex interplay of the individuals’ coping behaviours, appraisals and emotional responses and the environment. The term ‘Disruptive IT event’ in this study refers to any enhanced or completely new information technology in different units within the medical centre (i.e. Work System Computerisation schemes) that replaced and disrupted existing work processes/practices and had resulted in disruptive and unpredictable changes to users’ daily routines. The theoretical lens used in this study is the Coping Model of User Adaptation (CMUA) elaborated by Coping Theory, which also underpins the model. CMUA provides a useful theoretical basis for deeper understanding of users’ adaptive responses to a new work information system (IS) as well as direct analysis of the impact of such adaptive responses on system usage. The other theoretical concept used, which addresses issues not readily covered by the CMUA, was a typology of adaptive behaviours from Roth and Cohen (1986): avoidance vs. approach. This allows for further clarification of how different types of individual-level adaptation acts evolve over time and affect individual-level IT use outcomes. Furthermore, how these various adaptive acts enhance or hinder the extent to which the new IT is used can also be explained. The research questions guiding this thesis are as follows: (1) How do IS users’ adaptation tactics and strategies evolve over time when dealing with a disruptive IT event? (2) How do alterations in users’ coping strategies subsequently influence their IT use outcomes and overall performance? The study’s methodological approaches and underlying philosophical assumptions followed an interpretive research approach. A broadly interpretive approach was adopted in this study with the aim of understanding the complexity of human sense making and their IT adaptation behaviours as the situation emerges. The research was carried out in one state of Iran, Mashhad, and took place during the period of 2011-2012. The findings of this thesis have both theoretical and managerial implications. From a theoretical perspective, this study expands on the work of Beaudry and Pinsonneault (2005) who suggested that the process of user adaptation could be understood in light of coping theory. The results of this study and the additional identified perspectives and enhancements which are represented in the following ways could help to advance the field of user IT adaptation behaviours in IS research. This study contributes to the existing IT adaptation literature by providing rich insights into the phenomenon of user IT adaptation behaviours within the context of Iran. Adopting an interpretive approach through a longitudinal process-oriented perspective has provided a greater understanding of the patterns of user adaptation to IS, users’ psychological constructs, initial patterns of their coping strategies, the alterations in such coping efforts over time, and the consequences of these evolutions on IT use outcomes in different divisions within a healthcare environment. The appraisal of ‘challenge’ is an influential contributor to the users’ subsequent adaptation process that CMUA is mute about it. The findings indicate that since the challenge appraisal represents a ‘positive stress’, some levels of challenge are useful to mobilise IS users towards IT adoption and use. The correlated concerns identified in the research (i.e. a web of complex personal, social and technical concerns) play a vital role on users’ adaptation processes following the IT implementation and over time. This highlights the importance of feedback loop in the adaptation process (which represents users’ revaluation process), and how the direct and indirect impacts of such interventions affect users’ reassessments of the IT event and their subsequent efforts and outcomes.  The concept of emotion that is missing from CMUA is influential especially where non-IT savvy users’ behaviours toward significant IT events may be influenced by extreme emotions.  Outcomes of this study highlight the theoretical importance of preserving the distinction between approach-, and avoidance-oriented emotion-focused behaviours in exploring how emotion-focused behaviours may influence behavioural outcomes such as system usage. The consideration of parallel processes for users’ IS appraisal is another area of theoretical expansion. The findings also suggest implications for practice as well as directions for future research. Understanding how employees’ IS appraisals considerably affect coping efforts and ultimately their technology performance outcome is critical for successful IT implementations and use in work settings. The results could assist decision makers in assessing user adaptation concerns and the intensity of such apprehensions at each phase of the change process and hence address them more effectively.
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Galindo, losada Julian. "Adaptation des interfaces utilisateurs aux émotions." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAM021/document.

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L'expérience utilisateur (UX) est aujourd’hui acceptée comme un facteur de qualité important pour le succès des systèmes informatiques ou des logiciels. Elle dépend de dimensions comme l'émotion, l'esthétique, le plaisir ou la confiance. Parmi ces dimensions, l'importance de la facilité d'utilisation et de l’esthétique est reconnue. Ces deux aspects doivent donc être considérés lors de la conception d’interfaces utilisateur.Cela soulève la question de comment les concepteurs peuvent vérifier UX à l’exécution et l’améliorer si nécessaire. Pour obtenir une bonne qualité d’interface utilisateur en tout contexte d’usage (c.-à-d. utilisateur, plate-forme et environnement), la plasticité propose d’adapter l’interface utilisateur au contexte tout en préservant l’utilisabilité. De manière similaire, notre objectif est de préserver ou d’améliorer UX à l’exécution, en proposant des adaptations des interfaces utilisateur aux émotions des utilisateurs. Les adaptations peuvent concerner l’esthétique ou l’utilisabilité.Ainsi la question de recherche abordée dans ce doctorat est comment conduire l’adaptation des interfaces utilisateur avec un modèle de l’utilisateur basé sur les émotions et les caractéristiques de l’utilisateur (âge et sexe).Notre approche vise à personnaliser les interfaces utilisateurs avec les émotions de l’utilisateur au moment de l’exécution. Une architecture, Perso2U, a été conçue pour adapter les ’interfaces en fonction de leurs émotions et de leurs âge et sexe. Le Perso2U comprend trois composantes principales : (1) un moteur d’inférence, (2) un moteur d’adaptation et (3) le système interactif. Premièrement, le moteur d’inférence reconnaît la situation de l’utilisateur et en particulier ses émotions (joie, colère, dégoût, tristesse, surprise, peur, mépris) qui sont dans le modèle d’émotion Ekman plus l’émotion neutre. Deuxièmement, après l’inférence sur les émotions, la structure d’interface la mieux adaptée est sélectionnée et l’ensemble des paramètres de l’interface utilisateur (audio, taille de la police, Widgets, disposition de l’interface utilisateur, etc.) est calculé en fonction de ces émotions détectées. Troisièmement, ce calcul d’une structure d’interface utilisateur et de paramètres appropriés permet à l’interface utilisateur d’exécuter des changements à l’exécution visant à fournir une meilleure interface utilisateur. Puisque la reconnaissance des émotions est exécutée cycliquement, alors il est possible d’adapter les interfaces utilisateur à l’exécution.Puisque cette approche repose sur des outils de reconnaissance des émotions, nous avons mené une expérience pour étudier la similitude de la détection des émotions des visages à partir d’ouitls existants afin de comprendre si cette détection est indépendante de l’outil de reconnaissance des émotions ou non. Les résultats ont confirmé que les émotions détectées par les outils fournissent des valeurs émotionnelles similaires.Comme l’UX dépend de facteurs de qualité de l’interaction utilisateur comme l’esthétique et la facilité d'utilisation, et de caractéristiques individuelles telles que l’âge et le sexe, nous avons effectué une deuxième analyse expérimentale. Elle tend à montrer que : (1) les facteurs de qualité de l’interface utilisateur (esthétique et/ou utilisabilité) influencent les émotions de l’utilisateur en fonction de l’âge et du sexe, (2) le niveau (élevé et/ou faible) des facteurs de qualité de l’interface utilisateur semblent avoir une incidence différente sur les émotions selon l’âge et le sexe. À partir de ces résultats, nous définissons des seuils en fonction de l’âge et du sexe qui permettent au moteur d’inférence de détecter les problèmes d’utilisabilité et/ou d’esthétique
User interfaces adaptation by using emotions.Perso2U, an approach to personalize user interfaces with user emotions.User experience (UX) is nowadays recognized as an important quality factor to make systems or software successful in terms of user take-up and frequency of usage. UX depends on dimensions like emotion, aesthetics or visual appearance, identification, stimulation, meaning/value or even fun, enjoyment, pleasure, or flow. Among these dimensions, the importance of usability and aesthetics is recognized. So, both of them need to be considered while designing user interfaces (UI).It raises the question how designers can check UX at runtime and improve it if necessary. To achieve a good UI quality in any context of use (i.e. user, platform and environment), plasticity proposes to adapt UI to the context while preserving user-centered properties. In a similar way, our goal is to preserve or improve UX at runtime, by proposing UI adaptations. Adaptations can concern aesthetics or usability. They can be triggered by the detection of specific emotion, that can express a problem with the UI.So the research question addressed in this PhD is how to drive UI adaptation with a model of the user based on emotions and user characteristics (age & gender) to check or improve UX if necessary.Our approach aims to personalize user interfaces with user emotions at run-time. An architecture, Perso2U, has been designed to adapt the UI according to emotions and user characteristics (age and gender). Perso2U includes three main components: (1) Inferring Engine, (2) Adaptation Engine and (3) Interactive System. First, the inferring engine recognizes the user’s situation and in particular him/her emotions (happiness, anger, disgust, sadness, surprise, fear, contempt) plus neutral which are into Ekman emotion model. Second, after emotion recognition, the best suitable UI structure is chosen and the set of UI parameters (audio, Font-size, Widgets, UI layout, etc.) is computed based on such detected emotions. Third, this computation of a suitable UI structure and parameters allows the UI to execute run-time changes aiming to provide a better UI. Since the emotion recognition is performed cyclically then it allows UI adaptation at run-time.To go further into the inferring engine examination, we run two experiments about the (1) genericity of the inferring engine and (2) UI influence on detected emotions regarding age and gender.Since this approach relies on emotion recognition tools, we run an experiment to study the similarity of detecting emotions from faces to understand whether this detection is independent from the emotion recognition tool or not. The results confirmed that the emotions detected by the tools provide similar emotion values with a high emotion detection similarity.As UX depends on user interaction quality factors like aesthetics and usability, and on individual characteristics such as age and gender, we run a second experimental analysis. It tends to show that: (1) UI quality factors (aesthetics and/or usability) influences user emotions differently based on age and gender, (2) the level (high and/or low) of UI quality factors seem to impact emotions differently based on age and gender. From these results, we define thresholds based on age and gender that allow the inferring engine to detect usability and/or aesthetics problems
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Zečević, Nevena. "Techniques and adaptation algorithms for direct-sequence spread-spectrum CDMA single-user detection." Thesis, Virginia Tech, 1996. http://hdl.handle.net/10919/44334.

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The capacity of a direct-sequence spread-spectrum code division multiple access (DSSS-CDMA) system is limited by multiple access interference (MAJ) and the near-far problem. There are two approaches to mitigating these problems: multiuser detection and single-user detection techniques. Multiuser detection techniques cancel the interference and enhance system capacity, but have large computational requirements and require the knowledge of MAI parameters. Single-user detection techniques require only the knowledge of the desired user’s spreading code and timing, and have a complexity comparable to the conventional receiver. This thesis reviews a wide range of DSSS-CDMaA single-user detectors found in the literature. The receivers are explained with a common approach using an adaptive antenna array perspective and noting that single-user detectors exploit spectral redundancy, while adaptive arrays exploit spatial redundancy. Commonly used trained adaptation algorithms for single-user detection are first presented, and are followed by newly proposed blind adaptation algorithms. These new blind algorithms are Griffiths’ algorithm, and the linearly constrained constant modulus algorithm (LCCMA ). Through simulation, a blindly-adapted single-user detector is shown to greatly outperform the conventional receiver in terms of bit-error-rate (BER) performance, and to perform almost as well as in the case of trained adaptation. The receivers are shown to be near-far resistant, and are computationally attractive for a mobile receiver. Both receivers have good convergence properties and don’t suffer from catastrophic failure.
Master of Science
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18

Trapp, Marcus. "Generating user interfaces for ambient intelligence systems introducing client types as adaptation factor." Stuttgart Fraunhofer-IRB-Verl, 2008. http://d-nb.info/993138853/04.

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Zečević, Nevena. "Techniques and adaptation algorithms for direct-sequence spread-spectrum CDMA single-user detection /." This resource online, 1996. http://scholar.lib.vt.edu/theses/available/etd-08222008-063242/.

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20

Kakavand, Samaneh. "The University’s Strategy behind the Implementation of Mobile Technology in Education & User Adaptation." Thesis, Montpellier, 2018. http://www.theses.fr/2018MONTD020/document.

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Les études empiriques sur les technologies mobiles dans le cadre de l'éducation sont rares. Selon la revue de la littérature, différentes études théoriques critiquent les modèles actuels d'acceptation et d'adoption de la technologie mais peu d'études ont été menées sur le terrain. Il existe également peu de données empiriques sur la stratégie de l’université en matière d’adoption et de mise en œuvre de la technologie mobile. Nos propres recherches confirment le manque de telles études empiriques, en particulier en ce qui concerne les réponses des utilisateurs à la technologie mobile et leurs stratégies d'adaptation. De plus, la revue de la littérature suggère un manque de consensus théorique sur l'adaptation de la technologie mobile dans l'éducation. La théorie montre que l'éducation a besoin d'une vision holistique de l'adoption de la technologie mobile et de la recherche de ses différents aspects et composants. L’objectif de notre recherche est de comprendre la stratégie de l'université pour adopter et mettre en œuvre la technologie mobile. Cette recherche se structure autour de deux questions principales : Pourquoi la technologie mobile est-elle utilisée dans l’enseignement supérieur ? (au niveau stratégique) Comment la technologie mobile est-elle utilisée dans l’enseignement supérieur ? Cette thèse est une recherche exploratoire. Afin de laisser la théorie émerger des résultats empiriques, cette thèse est inspirée de la théorie enracinée. Au total, deux études de cas ont été menées. Deux écoles d'ingénieur françaises ont été choisies comme nos terrains de recherche. Première étude de cas réalisée par observation directe pendent 6 mois dans une école d'ingénieur A (1155 heures d’observations) comprenant 193 étudiants et 88 enseignants. Deuxième étude de cas réalisée par observation directe pendant 4 mois dans une école d'ingénieur B (704 heures d’observations) comprenant 115 étudiants et 29 enseignants. De plus, 15 entretiens semi-directifs ont été réalisés avec des professeurs en charge du projet de la technologie mobile, le directeur de l’université, le directeur du département et le personnel informatique et administratif. Toutes les données ont été codées et analysées. Au cours de cette recherche, nous avons constamment comparé nos résultats, les données codées, les incidents émergents et les concepts émergents pour générer des catégories et les comparer avec les résultats des terrains de recherche. Les apports principaux peuvent être classés en quatre catégories : Utilisation de la technologie mobile (selon les réponses des étudiants et des enseignants). Une analyse des perceptions du participant sur la technologie mobile adoptée. Une analyse des activités d'adaptation des participants (relatif à TI, aux tâches et l’individu) et trois phases du processus d'adaptation (au niveau individuel, organisationnel et du groupe). Une étude de la stratégie principale de l’université vers l’adoption de la technologie mobile et des moyens engagés pour soutenir les changements en vue de l'appropriation de la technologie mobile. En conclusion nous préconisons des implications managériales et théoriques et différents axes de recherche qui pourraient être développés ultérieurement en vue d’affiner le travail réalisé pour cette thèse et aussi afin de tester et généraliser les résultats aujourd'hui obtenus
Empirical studies of mobile technology in education are scarce. According to the literature review, different theoretical studies criticizing the current models of technology acceptance and adoption are seeking for changes, but not many research works have been conducted in the field. There are few empirical data about the university’s strategy in adoption and implementation of mobile technology as well.This research confirms the lack of such empirical studies, especially regarding user’s responses to mobile technology and their adaptation strategies in education. Hence, more rigorous research is needed to understand the perceptions and adaptation process of university’ participants. Furthermore, the literature review suggests a lack of theoretical consensus on adaptation of mobile technology in education.Theory shows that the education needs a holistic view of mobile technology adoption and investigation of its different aspects and components. Few research works were conducted in investigating a whole organizational implementation.This dissertation aims at understanding the strategy of university for adopting and implementing the mobile technology.This research is articulated around two main research questions:• Why is mobile technology used in higher education? (at the strategic level)• How is mobile technology used in higher education?This study is an exploratory research in order to allow the theory to emerge from the empirical results and this research is inspired from the Grounded Theory.In total, two case studies were conducted. Two French engineering universities were selected as our fields of study:• First case study is carried out during a 6-month direct observation at engineering university A (equal to 1155 hours) including 193 students and 88 faculty members.• Second case study is carried out during a 4-month direct observation at engineering university B (equal to 704 hours) including 115 students and 29 faculty members.In addition, 15 semi-directive interviews were conducted with professors in charge of mobile technology project, the university’ director, head of the department as well as IT and administrative staff. All data were coded and analyzed.During this research, we constantly compared our findings and the coded data to the emerging incidents and to the emerging concepts with the purpose of generating categories and comparing with the findings acquired from the fields of research.The main contributions can be classified into four categories:• Utilization of mobile technology (according to students, faculty members use),• An analysis of the participant’s perceptions of the adopted mobile technology• An analysis of participant’s coping activities (IT related, Task related and self-related) and three phases of adaptation process (individual, organizational, and group level)• A study of the main university’s strategy towards the adoption of mobile technology and how far it supports changes towards mobile technology appropriation.The conclusion brings managerial implications, theoretical implications and some recommendations for further studies in order to deepen the research and to answer several hypotheses issued from our results
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Roh, Jae Hun. "User adaptation of a networked technology : internet CNN Newsroom in a high school classroom." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/42669.

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Atkinson, Matthew T. "Collaborative adaptive accessibility and human capabilities." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/10262.

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This thesis discusses the challenges and opportunities facing the field of accessibility, particularly as computing becomes ubiquitous. It is argued that a new approach is needed that centres around adaptations (specific, atomic changes) to user interfaces and content in order to improve their accessibility for a wider range of people than targeted by present Assistive Technologies (ATs). Further, the approach must take into consideration the capabilities of people at the human level and facilitate collaboration, in planned and ad-hoc environments. There are two main areas of focus: (1) helping people experiencing minor-to-moderate, transient and potentially-overlapping impairments, as may be brought about by the ageing process and (2) supporting collaboration between people by reasoning about the consequences, from different users perspectives, of the adaptations they may require. A theoretical basis for describing these problems and a reasoning process for the semi-automatic application of adaptations is developed. Impairments caused by the environment in which a device is being used are considered. Adaptations are drawn from other research and industry artefacts. Mechanical testing is carried out on key areas of the reasoning process, demonstrating fitness for purpose. Several fundamental techniques to extend the reasoning process in order to take temporal factors (such as fluctuating user and device capabilities) into account are broadly described. These are proposed to be feasible, though inherently bring compromises (which are defined) in interaction stability and the needs of different actors (user, device, target level of accessibility). This technical work forms the basis of the contribution of one work-package of the Sustaining ICT use to promote autonomy (Sus-IT) project, under the New Dynamics of Ageing (NDA) programme of research in the UK. Test designs for larger-scale assessment of the system with real-world participants are given. The wider Sus-IT project provides social motivations and informed design decisions for this work and is carrying out longitudinal acceptance testing of the processes developed here.
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Mercer, Kevin. "A user centred approach to the modelling of contextualised experience adaptation in relation to video consumption." Thesis, Loughborough University, 2015. https://dspace.lboro.ac.uk/2134/19547.

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This research focused on the development of a user centric framework for the interpretation of contextualised TV and video viewing experiences (UX). Methods to address content overload and provide better contextualisation when consuming video have been an area of academic discussion for almost 20 years (Burke, Felfernig, & Goker, 2011). However over the same period technical system design for video has actually moved away from attempts to model the nature of real viewing contexts. With now near ubiquitous access to video from a range of disparate devices the addition of contextualisation within video applications and devices represents an opportunity in terms of improving viewer UX. Three user studies were carried out to inform development of the framework and employed mixed method approaches. The first focused on understanding where video is watched and the contextual factors that defined those places as viewing situations. This study derived eight Archetype viewing situations and associated contextual cues. The second study measured viewing UX in context. Significant differences in subjective ratings for measured UX were found when viewing was compared within subjects across Viewing Archetype situations. A third study characterised viewing UX, identifying behavioural, environmental and technological factors which through observed frequency and duration were identified as indicative enablers and detractors in the creation of viewing UX. Concepts generated within the studies that related to viewing context identification and viewing UX classification through experiential factors were integrated into the framework. The framework provides a way through which to identify, describe and improve viewing UX across contexts. Additionally the framework was referenced to develop an exemplar system model for contextual adaptation in order to show its relevance to the generation of technical system design. Finally information for designers was created in the form of scenarios and suggestions for use in order to bring the framework to life as a resource for development teams.
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Stein, Sebastian. "Multi-modal recognition of manipulation activities through visual accelerometer tracking, relational histograms, and user-adaptation." Thesis, University of Dundee, 2014. https://discovery.dundee.ac.uk/en/studentTheses/61c22b7e-5f02-4f21-a948-bf9e7b497120.

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Activity recognition research in computer vision and pervasive computing has made a remarkable trajectory from distinguishing full-body motion patterns to recognizing complex activities. Manipulation activities as occurring in food preparation are particularly challenging to recognize, as they involve many different objects, non-unique task orders and are subject to personal idiosyncrasies. Video data and data from embedded accelerometers provide complementary information, which motivates an investigation of effective methods for fusing these sensor modalities. This thesis proposes a method for multi-modal recognition of manipulation activities that combines accelerometer data and video at multiple stages of the recognition pipeline. A method for accelerometer tracking is introduced that provides for each accelerometer-equipped object a location estimate in the camera view by identifying a point trajectory that matches well the accelerometer data. It is argued that associating accelerometer data with locations in the video provides a key link for modelling interactions between accelerometer-equipped objects and other visual entities in the scene. Estimates of accelerometer locations and their visual displacements are used to extract two new types of features: (i) Reference Tracklet Statistics characterizes statistical properties of an accelerometer's visual trajectory, and (ii) RETLETS, a feature representation that encodes relative motion, uses an accelerometer's visual trajectory as a reference frame for dense tracklets. In comparison to a traditional sensor fusion approach where features are extracted from each sensor-type independently and concatenated for classification, it is shown that combining RETLETS and Reference Tracklet Statistics with those sensor-specific features performs considerably better. Specifically addressing scenarios in which a recognition system would be primarily used by a single person (e.g., cognitive situational support), this thesis investigates three methods for adapting activity models to a target user based on user-specific training data. Via randomized control trials it is shown that these methods indeed learn user idiosyncrasies. All proposed methods are evaluated on two new challenging datasets of food preparation activities that have been made publicly available. Both datasets feature a novel combination of video and accelerometers attached to objects. The Accelerometer Localization dataset is the first publicly available dataset that enables quantitative evaluation of accelerometer tracking algorithms. The 50 Salads dataset contains 50 sequences of people preparing mixed salads with detailed activity annotations.
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Ghoreishi, Seyed Ehsan. "Bring the content closer to the end user : in-network adaptation and caching of mobile video." Thesis, King's College London (University of London), 2017. https://kclpure.kcl.ac.uk/portal/en/theses/bring-the-content-closer-to-the-end-user(43739907-96ed-4225-8124-4ffba518d523).html.

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The extensive growth in smartphone and tablet market has led to a continu-ous increase in mobile video traffic, which has urged mobile network operators (MNOs) to redesign their networks and search for cost-effective solutions to bring content closer to the end user. This enables support for more simultaneous video streams, while maintaining stringent delay bounds. However, with adaptive bit rate streaming (ABS) which provides multiple source video bit rates for a single video to meet the heterogeneity of user devices and network conditions, caching all rate variants significantly increases backhaul and storage requirements. There-fore, having cached the highest quality of video contents, this thesis proposes two methodologies to perform in-network video adaptation: (1) a perceptual quality-aware video adaptation scheme that encodes video sequences at a target bit rate;(2) a quality of experience (QoE)-aware video adaptation technique which drops packets from scalable video streams to produce lower bit-rate versions under QoE and delay constraints. These adaptation schemes then allocate resources to meet the delay limitation of the lower rate streams for power-efficient streaming over downlink OFDMA systems. Alternatively, instead of transrating reactively cached contents, operators can implement intelligent caching in their networks. Predictable user demands can then be proactively served from content caches deployed at mobile gateways in the vicinity of users. Therefore, this thesis also evaluates the potential benefits from in-network caching of scalable videos and finds the trade-off between the potential savings from- and infrastructural costs of in-network caching. In light of the increasing trend in virtualization of network functions, a cost-effective Caching-as-a-Service (CaaS) framework for virtual video caching in 5G mobile networks is proposed in this study. In order to evaluate the pros and cons of this CaaS approach, a virtual caching problem is formulated in order to maximize return on caching investment by finding the best trade-off between the cost of cache storage and bandwidth savings from caching video contents in the MNO’s cloud.
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Bell, Linda. "Linguistic Adaptations in Spoken Human-Computer Dialogues - Empirical Studies of User Behavior." Doctoral thesis, Stockholm : KTH, 2003. http://www.speech.kth.se/~bell/linda_bell.pdf.

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Khoury, Vanessa El. "Semantic protection and personalization of video content PIAF : MPEG compliant adaptation framework preserving the user perceived quality." Thesis, Lyon, INSA, 2013. http://www.theses.fr/2013ISAL0086/document.

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Dans cette thèse, nous proposons un framework d’adaptation appelé "Personalized vIdeo Adaptation Framework" (PIAF) conçu à partir des standards MPEG. PIAF intègre les contraintes sémantiques et vise à maximiser la qualité perçue par l’utilisateur lors de la visualisation de la vidéo tout en respectant les droits de propriété intellectuelle. Les contributions de cette thèse peuvent être résumées comme suit. Dans un premier temps, nous avons utilisé et étendu les standards MPEG-7 et MPEG-21 afin de représenter les préférences des utilisateurs. Nous avons ensuite proposé un modèle formel du processus d’adaptation sémantique d’une vidéo et défini une fonction d’utilité régissant le mécanisme de prise de décision du MPDA. Cette fonction tient compte de différentes dimensions de qualité (qualité perceptuelle, sémantique, temps d’exécution nécessaire) afin d’évaluer quantitativement la qualité d’un plan d’adaptation. Le processus d’adaptation que nous proposons intègre les droits de propriété intellectuelle dans le processus de décision. Dans certains cas, le plan d’adaptation qui produirait la vidéo de meilleure qualité adaptée aux préférences de l’utilisateur peut être inapplicable car il ne respecte pas les contraintes du propriétaire. Trouver le meilleur plan d’adaptation devient alors un problème NP-complet. Nous avons proposé une solution pratique à ce problème sous la forme d’une heuristique capable de sélectionner un plan très proche de l’optimum en un temps de calcul raisonnable. Afin d’implémenter ce framework, nous avons également développé un outil d’annotation sémantique de contenu vidéo (SVCAT) qui produit des annotations sémantiques structurelles et de haut niveau selon un modèle objet basé sur du contenu vidéo. Nous avons validé nos travaux avec des évaluations qualitatives et quantitatives qui nous ont permis d’étudier la performance et l'efficacité du MPDA. Nous avons validé nos travaux avec des évaluations qualitatives et quantitatives qui nous ont permis d’étudier la performance et l'efficacité du MPDA. Les résultats obtenus démontrent que la fonction d’utilité proposée présente une forte corrélation avec les évaluations subjectives fournies par des utilisateurs concernant la qualité d’une vidéo adaptée, et constitue donc une base tout à fait pertinente pour le MPDA
Universal Multimedia Experience (UME) is the notion that a user should receive informative adapted content anytime and anywhere. Personalization of videos, which adapts their content according to user preferences, is a vital aspect of achieving the UME vision. User preferences can be translated into several types of constraints that must be considered by the adaptation process, including semantic constraints directly related to the content of the video. The overall goal of this adaptation process is to provide users with adapted content that maximizes their Quality of Experience (QoE). This QoE depends at the same time on the level of the user's satisfaction in perceiving the adapted content, the amount of knowledge assimilated by them, and the adaptation execution time. In video adaptation frameworks, the Adaptation Decision Taking Engine (ADTE), is responsible for achieving this goal. The task of the ADTE is challenging as many adaptation operations can satisfy the same semantic constraint, and thus arising in several feasible adaptation plans. Indeed, for each entity to be adapted, the ADTE must decide on the adequate adaptation operator that satisfies the user's preferences while maximizing his/her quality of experience. The first challenge to achieve in this is to objectively measure the quality of the adapted video, while considering the multiple aspects of the QoE. The second challenge is to assess beforehand this quality in order to choose the most appropriate adaptation plan among all possible ones. The third challenge is to resolve conflicting or overlapping semantic constraints, in particular conflicts arising from constraints expressed by owner's intellectual property rights (IPR) about the modification of the content. In this thesis, we tackled the aforementioned challenges by proposing a Utility Function (UF), which integrates semantic concerns with user's perceptual considerations. This UF models the relationships among adaptation operations, user preferences, and the quality of the video content. We integrated this UF into an ADTE. This ADTE performs a multi-level piecewise reasoning to choose the adaptation plan that maximizes the user-perceived quality. Furthermore, we included IPR in the adaptation process. Thereby, we modeled content owner constraints, and proposed a heuristic to resolve conflicting user and owner constraints. More, we developed SVCAT, which produces structural and high-level semantic annotation according to an original object-based video content model. We modeled as well the user's preferences proposing extensions to MPEG-7 and MPEG-21. All the developed contributions were carried out as part of a coherent framework called PIAF. We validated this research with qualitative and quantitative evaluations, which assess the performance and the efficiency of the proposed adaptation decision-taking engine within PIAF
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Huang, Ni. "Reading Between the Lines: Three Investigations of User Generated Content Using Text Analytics." Diss., Temple University Libraries, 2017. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/432860.

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Business Administration/Marketing
Ph.D.
User-generated content (UGC) is a ubiquitous phenomenon on the Internet. UGC inform, entertain, and facilitate conversations among online users. The three essays of this dissertation examine different antecedents of UGC characteristics with text analytics. The first essay explored the effects of psychological distance on UGC positivity and found that spatial and temporal distance boost UGC positivity. The second essay investigates the effects of social media integration on the linguistic characteristic of UGC and showed that social media integration leads to increased review quantity, while more emotional, less rational and less negative language in UGC content. The third essay examines the impact of book-to-film adaptation on the rating and linguistic characteristics of UGC. The results suggest that, after the release of book-to-film adaptations, book ratings decline, and the use of language reflecting viewing, comparison and affective processes increase in book reviews. To summarize, the three essays in this dissertation contributes to research on UGC by improving our understanding on the various antecedents of UGC characteristics.
Temple University--Theses
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Diallo, Mamadou Tourad. "Quality of experience and video services adaptation." Electronic Thesis or Diss., Evry, Institut national des télécommunications, 2015. http://www.theses.fr/2015TELE0010.

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Avec l'hétérogénéité des réseaux et la demande croissante de services multimédias, la Qualité d'Expérience (QoE) devient un facteur déterminant de réussite ou d’échec de ces services. Dans cette thèse, nous avons d’abord analysé l'impact des paramètres de qualité sur l'engagement de l'utilisateur, afin de comprendre l’effet des paramètres vidéo (temps de démarrage, qualité intrinsèque, taux de blocage) et la popularité du service sur l'engagement de l'utilisateur. Nos résultats ont montré que le taux de blocage et la popularité du service sont des paramètres critiques qui impactent fortement la satisfaction et l'engagement de l’utilisateur, tandis que, le temps de démarrage a moins d’impact. Ensuite, les approches subjectives de QoE comme le Mean Opinion Score (MOS) ont été traité dans cette thèse, où les utilisateurs sont appelés à donner une note de satisfaction en fonction des informations de contextes. Une analyse statistique des résultats obtenus à partir de tests utilisateurs a montré que le type de terminal et de contenu sont des paramètres qui impactent fortement le MOS. En plus, des modèles mathématiques d’estimation de QoE en fonction des informations de contextes ont été proposés. Enfin, deux techniques d’optimisations ont été proposées : Le MDASH (MOS Dynamic Adaptive Streaming over HTTP) pour l’optimisation vidéo de flux partageant les mêmes ressources, de manière à garantir une certaine QoE pour tous les utilisateurs. Et une optimisation de livraison, basée sur des fonctions d’utilités dans laquelle, une fonction globale d'utilité est calculée en fonction de différentes contraintes (qui dépendent fortement des stratégies des acteurs de la chaîne de livraison)
With the network heterogeneity and increasing demand of multimedia services, Quality of Experience (QoE) becomes a crucial determinant of the success or failure of these services. In this thesis, we first propose to analyze the impact of quality metrics on user engagement, in order to understand the effects of video metrics (video startup time, average bitrate, buffering ratio) and content popularity on user engagement. Our results show that video buffering and content popularity are critical parameters which strongly impacts the end-user’s satisfaction and user engagement, while the video startup time appears as less significant. On other hand, we consider subjective approaches such as the Mean Opinion Score (MOS) for evaluating QoE, in which users are required to give their assessment according to contextual information. A detailed statistical analysis of our study shows the existence of non-trivial parameters impacting MOS (the type of device and the content type). We propose mathematical models to develop functional relationships between the QoE and the context information which in turn permits us to estimate the QoE. A video content optimization technique called MDASH (for MOS Dynamic Adaptive Streaming over HTTP) is proposed, which improves the perceived QoE for different video sessions sharing the same local network, while taking QoE fairness among users as a leitmotiv. We also propose a utility-based approach for video delivery optimization, in which a global utility function is computed based on different constraints (e.g. target strategies coming from the actors of the delivery chain)
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30

Diallo, Mamadou Tourad. "Quality of experience and video services adaptation." Thesis, Evry, Institut national des télécommunications, 2015. http://www.theses.fr/2015TELE0010/document.

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Avec l'hétérogénéité des réseaux et la demande croissante de services multimédias, la Qualité d'Expérience (QoE) devient un facteur déterminant de réussite ou d’échec de ces services. Dans cette thèse, nous avons d’abord analysé l'impact des paramètres de qualité sur l'engagement de l'utilisateur, afin de comprendre l’effet des paramètres vidéo (temps de démarrage, qualité intrinsèque, taux de blocage) et la popularité du service sur l'engagement de l'utilisateur. Nos résultats ont montré que le taux de blocage et la popularité du service sont des paramètres critiques qui impactent fortement la satisfaction et l'engagement de l’utilisateur, tandis que, le temps de démarrage a moins d’impact. Ensuite, les approches subjectives de QoE comme le Mean Opinion Score (MOS) ont été traité dans cette thèse, où les utilisateurs sont appelés à donner une note de satisfaction en fonction des informations de contextes. Une analyse statistique des résultats obtenus à partir de tests utilisateurs a montré que le type de terminal et de contenu sont des paramètres qui impactent fortement le MOS. En plus, des modèles mathématiques d’estimation de QoE en fonction des informations de contextes ont été proposés. Enfin, deux techniques d’optimisations ont été proposées : Le MDASH (MOS Dynamic Adaptive Streaming over HTTP) pour l’optimisation vidéo de flux partageant les mêmes ressources, de manière à garantir une certaine QoE pour tous les utilisateurs. Et une optimisation de livraison, basée sur des fonctions d’utilités dans laquelle, une fonction globale d'utilité est calculée en fonction de différentes contraintes (qui dépendent fortement des stratégies des acteurs de la chaîne de livraison)
With the network heterogeneity and increasing demand of multimedia services, Quality of Experience (QoE) becomes a crucial determinant of the success or failure of these services. In this thesis, we first propose to analyze the impact of quality metrics on user engagement, in order to understand the effects of video metrics (video startup time, average bitrate, buffering ratio) and content popularity on user engagement. Our results show that video buffering and content popularity are critical parameters which strongly impacts the end-user’s satisfaction and user engagement, while the video startup time appears as less significant. On other hand, we consider subjective approaches such as the Mean Opinion Score (MOS) for evaluating QoE, in which users are required to give their assessment according to contextual information. A detailed statistical analysis of our study shows the existence of non-trivial parameters impacting MOS (the type of device and the content type). We propose mathematical models to develop functional relationships between the QoE and the context information which in turn permits us to estimate the QoE. A video content optimization technique called MDASH (for MOS Dynamic Adaptive Streaming over HTTP) is proposed, which improves the perceived QoE for different video sessions sharing the same local network, while taking QoE fairness among users as a leitmotiv. We also propose a utility-based approach for video delivery optimization, in which a global utility function is computed based on different constraints (e.g. target strategies coming from the actors of the delivery chain)
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31

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.

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Human interactions with Information Technology tools are reproducing organisational cultural patterns in a process similar to the evolution of human tools and language. A multidisciplinary research in tool-mediated activity, culture, language and cognition will examine new concepts that can be important for the design of organisationally fit Information Technology interface tools. By using qualitative and quantitative analysis together with the fields of anthropology, philosophy, cognitive sciences and human computer interaction this thesis shows that cultural fitness is an important variable that can determine in a substantial degree the rejection or adoption of a tool in organisational environment. Qualitative and quantitative data collected from organisational simulations at the Faculty of Information Sciences and Engineering of the University of Canberra during the period 1995-1997 has been used and analysed.
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32

Reiter, Dana L. "Increasing the effectiveness of stakeholder engagement in the use of environmental decision support systems." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/117606/2/Dana%20Reiter%20Thesis.pdf.

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Environmental decision support systems (EDSS) are used to assist natural resource managers make decisions regarding complex environmental issues, however, EDSS are often not used after the development stage. Sustainability science literature has explored this issue from the researcher perspective, and this thesis presents the perspective of end users of EDSS from Canada and Australia. A main conclusion of the study is that institutional commitment to commit EDSS into policy and practice would support ongoing EDSS use. Findings from this thesis will inform the development of future EDSS that meets the needs of end users and will be adopted into use.
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33

ラハディアン, ユスフ, and Rahadian Yusuf. "Evolving user-specific emotion recognition model via incremental genetic programming." Thesis, https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB13044976/?lang=0, 2017. https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB13044976/?lang=0.

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本論文では,漸進型遺伝的プログラミングを用いて特定ユーザを対象にした感情認識モデルを進化的に実現する方法論について提案した.特徴量の木構造で解を表現する遺伝的プログラミングを用い,時間情報も含め顔表情データを取得できる汎用センサの情報を基にユーザ適応型の感情認識モデルを進化させた.同時に遺伝的プログラミングの非決定性,汎化性の欠如,過適応に対処するため,進化を漸進的に展開する機構を組み込んだ漸進型遺伝的プログラミング法を開発した.
This research proposes a model to tackle challenges common in Emotion Recognition based on facial expression. First, we use pervasive sensor and environment, enabling natural expressions of user, as opposed to unnatural expressions on a large dataset. Second, the model analyzes relevant temporal information, unlike many other researches. Third, we employ user-specific approach and adaptation to user. We also show that our evolved model by genetic programming can be analyzed on how it really works and not a black-box model.
博士(工学)
Doctor of Philosophy in Engineering
同志社大学
Doshisha University
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34

He, Chao. "Improving System Performance in Cellular and WBAN Networks via User-Specific QoS and MIMO In Vivo Technologies." Scholar Commons, 2015. https://scholarcommons.usf.edu/etd/5496.

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This dissertation is composed of two independent studies: Cellular research and WBAN (Wireless Body Area Network) research. Both investigations are directed towards improving the system performance in wireless communication systems in terms of Quality of Service (QoS) and system capacity. For the Cellular research part, this dissertation will present novel user-specific QoS requirements as defined by their respective Mean Opinion Score (MOS) formulas, and associated schedulers for wireless applications and systems that optimize spectral allocation. User-specific QoS requirements are defined and several methods to make use of such requirements to maximum the spectral utilization are presented. Five User-Specific QoS Aware (USQA) schedulers are proposed that consider the user-specific QoS requirements in the allocation of spectral resources. Schedulers are introduced that dynamically adapt to the user-specific QoS requirements to improve quality as measured by the MOS, or the system capacity, or can improve both the quality and system capacity. Due to the different cell deployment arrangements and inter-cell interference in heterogeneous networks in comparison to homogeneous networks, the USQA scheduling is also analyzed and the system performance is evaluated in such networks. Throughput improvements of File Transfer Protocol (FTP) applications benefiting from the rate adaptation and MAC (Media Access Control) scheduling algorithms for video applications that incorporate user-specific QoS requirements to improve system capacity are demonstrated. Another novel approach recognizes that the user-specific frequency sensitivity can be used to improve capacity. There is considerable variation in the audible range of frequencies that can be perceived by individuals, especially at the high frequency end, which is primarily affected by a gradual decline with age. This can be utilized to improve the system performance by personalizing the VoIP codecs and decreasing the user's source data rate for people from an older age group and thus increase the system capacity. Given the potentially substantial system performance gain resulting from the USQA schedulers, it is critical to analyze their feasibility and complexity in practical LTE (4G cellular) and future wireless systems. From the LTE system perspective, LTE QoS end-to-end signaling procedures are addressed, and corresponding protocol adaptations are analyzed in order to support the USQA schedulers. In addition, the optimal scheduling period is analyzed that trades off between performance gain and implementation complexity. In the WBAN research, MIMO (Multiple Input Multiple Output) in vivo antenna technologies are introduced and are motivated by the high data rate requirements of wirelessly transmitted low-delay High Definition (HD) video during Minimally Invasive Surgery (MIS). MIMO in vivo technologies are proposed to be used in the in vivo environments to enhance and determine the maximum data transmission rate while satisfying the Specific Absorption Rate (SAR) power limitations. Various factors are considered in the MIMO in vivo study including antenna separation, antenna angular positions, human body size, and system bandwidth to determinate the maximum data rate that can be supported.
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Sawadogo, Daouda. "Architectures logicielles et mécanismes pour la gestion adaptative et consolidée de ressources numériques dans une application interactive scénarisée." Thesis, La Rochelle, 2016. http://www.theses.fr/2016LAROS021/document.

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L’avènement des Technologies de l’Information et de la Communication (TIC) représente une véritable opportunité dans la diffusion des ressources numériques et des connaissances pour tous. De nombreux résultats ont déjà été obtenus dans le cadre de l’étude de plates-formes informatiques numériques. Elles visent essentiellement à faciliter la mise à disposition des contenus numériques, accompagner l’utilisateur en lui offrant des modalités d’interaction avec le système et dans un contexte de formation, valider les connaissances acquises. Le déploiement large et massif des systèmes d’information de gestion de contenus numériques constitue une première génération d’outils de gestion. Dans ce cadre, des travaux de thèse ont été réalisés au sein du laboratoire L3I dans l’objectif de permettre à ces environnements de gérer efficacement l’interactivité avec leurs utilisateurs et d’adapter leurs exécutions en fonction des profils et du contexte de leurs utilisateurs. Certains résultats de ces travaux ont été mis en œuvre sur la plate-forme POLARIS du laboratoire. Ce contexte a créé un climat qui favorise la production massive et hétérogène de documents numériques dont la gestion (la conception, l’organisation, la sélection et l’usage) pose de nouveaux problèmes. L’objectif général de la thèse consiste à proposer des solutions permettant aux utilisateurs des applications interactives, de gérer leurs documents numériques afin d’éviter qu’ils ne soient submergés par l’immense quantité de documents qu’ils produisent et utilisent quotidiennement. En effet, pour mieux gérer ces documents, nous les encapsulons dans des structures complexes que nous appelons « ressources numériques ». Cela nous permet de mettre en œuvre nos mécanismes d’adaptation : pré-sélectionner les ressources numériques les plus adaptées aux activités de l’utilisateur et adapter les ressources numériques sélectionnées en fonction des caractéristiques de l’utilisateur et de son activité. Les contributions des travaux réalisés dans cette thèse se décrivent sur quatre niveaux. Premièrement, nous proposons un modèle de représentation des données qui caractérisent un utilisateur dans un système de gestion de ressources numériques. Deuxièmement, nous proposons des algorithmes et des mécanismes pour permettre à un utilisateur de sélectionner les ressources numériques pertinentes lors de la réalisation d’une activité. Les mécanismes de sélection proposés permettent une gestion consolidée des ressources numériques, parce qu’ils tiennent compte de la cohérence entre les ressources de l’activité afin de permettre une meilleure utilisation et maintenir une exécution cohérente de son activité. Troisièmement, nous proposons un modèle de ressources numériques qui s’adapte en fonction des caractéristiques de l’utilisateur et de l’activité. Quatrièmement, nous proposons un modèle d’architecture logicielle pour la conception d’une application interactive à exécution adaptative centrée sur la gestion des ressources numériques. Pour expérimenter et valider nos propositions, nous avons développé un prototype logiciel d’une plate-forme pour la gestion personnalisée et collaborative de ressources numériques dédié aux chercheurs appelé PRISE (PeRsonal Interactive Research Smart Environment)
The emergence of Information and Communication Technology (ICT) represents a real opportunity for spreading digital resources and knowledge for all. Many results have already been achieved through the study of digital computing environments. They primarily aim at facilitating the provision of digital content, supporting users by ensuring interaction means with the system, and validating the knowledge acquired. The broad and massive deployment of digital content management information systems has left its mark as first generation of digital document management tools. In this context, PhD thesis researches have been carried out in the laboratory L3i to enable these environments to manage interactivity with their users and adapt their performances to users’ profiles and usage contexts. Some results of these works have been implemented within the laboratory platform called POLARIS. This latter has created a climate that fosters the production of massive heterogeneous digital resources which their management (organization, selection, and use) raises new challenges. The main aim of the thesis is to propose solutions that enable users of interactive applications to manage their digital documents in such a way that they are not overwhelmed by the large amount of material they produce and use everyday. In other terms, to better manage these documents, we encapsulate them in complex structures named digital resources. That allows us to implement our adaptation mechanisms : to pre-select the most relevant digital resources to the user’s activities and adapt the selected digital resources to both user and activity characteristics.The contributions of our thesis can be described in four levels. First of all, we propose a data representation model that characterizes a user in a digital resources management system. Secondly, we propose algorithms and mechanisms to enable a user to select relevant digital resources when performing an activity. Selection mechanisms we proposed allow consolidated management of digital resources, since they take into account the consistency among the resources being used in a given activity to enable better use and maintain coherent execution of the activity. Thirdly, we propose a model for digital resources that adapts itself based on both user and activity characteristics. Finally, we propose a software architecture model for the design of an interactive application with adaptive execution centered on digital resource management. To experiment and validate our proposals, we developed a prototype of a platform for personalized and collaborative management of digital resources dedicated to researchers called PRISE (PeRsonal Interactive Research Smart Environment)
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36

Гончаренко, В. С., Віра Вікторівна Шендрик, Вера Викторовна Шендрик, and Vira Viktorivna Shendryk. "Адаптація контенту під вимоги користувача." Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/65672.

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Метою роботи є створення програмного веб-додатку, який надає можливість вибрати найбільш актуальний контент для конкретного користувача. Дане завдання повинне виконуватися з використанням таких сучасних технологій, як Node.js, Vue.js та інші.
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37

EL-Khoury, Vanessa [Verfasser], and Harald [Akademischer Betreuer] Kosch. "Semantic Protection and Personalization of Video Content. PIAF: MPEG Compliant Adaptation Framework Preserving the User Perceived Quality / Vanessa EL-Khoury. Betreuer: Harald Kosch." Passau : Universitätsbibliothek der Universität Passau, 2014. http://d-nb.info/1058750011/34.

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38

Morley, Deborah G. "Design and adaptation of a general purpose, user friendly statistical software package for the IBM personal computer and IBM PC compatibles (PC VSTAT)." Ohio : Ohio University, 1986. http://www.ohiolink.edu/etd/view.cgi?ohiou1183141969.

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39

Diaconița, Irina [Verfasser], Ralf [Akademischer Betreuer] Steinmetz, and Andreas [Akademischer Betreuer] Mauthe. "Context-aware phone mode adaptation – Approaches to Classify Phone Position and User Activity from Smartphone Sensor Data / Irina Diaconița ; Ralf Steinmetz, Andreas Mauthe." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2018. http://d-nb.info/1160381763/34.

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40

Chihani, Bachir. "Enterprise context-awareness : empowering service users and developers." Phd thesis, Institut National des Télécommunications, 2013. http://tel.archives-ouvertes.fr/tel-01048688.

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Context-aware applications must manage a continuous stream of context according to dedicated business logic. Research was limited on proposing frameworks and platforms that have predefined behavior toward applications. This thesis attempts to extend background works by proposing new concepts serving as foundation for a flexible approach for building context-aware applications. The thesis examines the state of the art of context-aware computing, then adopts well-established software design principles and a functional decomposition for designing a reference model for context management enabling seamless integration of context-awareness into applications. Also, the thesis studies the use of context in common applications and proposes a context-centric modeling approach which allows the creation of a graph-based representation where entities are connected to each other through links representing context. Furthermore, the context graph decouples the presentation and the semantics of context, leaving each application to manage the appropriate semantic for their context data. Case studies are conducted for the evaluation of the proposed system in terms of its support for the creation of applications enhanced with context-awareness. A simulation study is performed to analyze the performance properties of the proposed system. The result of this thesis is the introduction of a novel approach for supporting the creation of context-aware applications that supports the integration of context-awareness to existing applications. It empowers developers as well as users to participate in the creation process, thereby reducing usability issues
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41

Carpes, Fernando Medeiros. "Adaptação ao contexto para melhoria da usabilidade de serviços móveis." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/17030.

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Este trabalho apresenta uma análise a respeito das restrições técnicas e comportamentais que dificultam a disseminação dos serviços móveis, tais como portais WAP. A análise foca na restrição relacionada à usabilidade das aplicações. Considerando que há um consenso de que a adaptação das aplicações móveis, em função de variáveis de contexto como: perfil do usuário, ambiente de uso e características do terminal e da rede, é uma possível solução para melhorar a usabilidade destas aplicações, analisam-se estas técnicas, concentrando-se na Modelagem do Usuário (MU) como mecanismo para a adaptação e personalização. Pretende-se analisar e testar em que medida esta abordagem de adaptação venha a melhorar a usabilidade destas aplicações móveis. Propõe-se teste de serviço móvel, baseado em uma página WAP, implementada com técnicas que permitam a adaptação. Este serviço permitirá acesso às informações de trâmites e pendências de processos burocráticos da Superintendência Regional do INCRA no Rio Grande do Sul.
This paper presents an analysis about the technical and behavioural restrictions that hinder the dissemination of mobile services, such as WAP portals. The analysis focuses on the restriction related to the usability of applications. Whereas there is a consensus that the adjustment of mobile applications depending on context, user profile, environment of conditions and use the network, characteristics a possible solution to improve the usability of these applications is to analyse these techniques focusing on modeling the User as a mechanism for adaptation and customization. The aim is to examine and test if this approach to adaptation improve the usability of these mobile applications. It is proposed to test mobile service, based on a WAP page, implemented with techniques that allow the adjustment. This service will provide access to the information and outstanding manner of bureaucratic processes of the Superintendência Regional do INCRA in Rio Grande do Sul.
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42

Гончаренко, В. С., Віра Вікторівна Шендрик, Вера Викторовна Шендрик, and Vira Viktorivna Shendryk. "Адаптація контенту під вимоги користувача." Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/64432.

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Метою роботи є створення програмного веб-додатку, який надає можливість вибрати найбільш актуальний контент для конкретного користувача. Дане завдання повинне виконуватися з використанням таких сучасних технологій, як Node.js, Vue.js та інші.
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43

Gil, Pascual Miriam. "Adapting Interaction Obtrusiveness: Making Ubiquitous Interactions Less Obnoxious. A Model Driven Engineering approach." Doctoral thesis, Universitat Politècnica de València, 2013. http://hdl.handle.net/10251/31660.

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La Computaci'on Ubicua plantea proveer de inteligencia a nuestros entornos ofreciendo servicios a los usuarios que permitan ayudarlos en su vida cotidiana. Con la inclusi'on de dispositivos ubicuos en nuestra vida (por ejemplo los dispositivos m'oviles), los usuarios hemos pasado a estar siempre conectados al entorno, pudiendo interactuar con el. Sin embargo, a diferencia de las interacciones de escritorio tradicionales donde los usuarios eran quienes ped'¿an informaci'on o introduc'¿an datos, las interacciones ubicuas tienen que lidiar con un entorno de los usuarios variable, demandando uno de los recursos mas valiosos para los usuarios: la atenci'on humana. De esta forma, un reto en el paradigma de computaci'on ubicua es regular las peticiones de atenci'on del usuario. Esto implica que las interacciones de los servicios deber'¿an comportarse de una manera ¿considerada¿ teniendo en cuenta el grado en que cada servicio se inmiscuye en la mente del usuario (el nivel de molestia). Partiendo de las bases de la Ingenier'¿a Dirigida por Modelos (MDE) y de los principios de la Computaci'on Considerada, esta tesis se orienta a dise¿nar y desarrollar servicios que sean capaces de adaptar sus interacciones de acuerdo a la atenci'on del usuario en cada momento. El principal objetivo de esta tesis es introducir capacidades de adaptaci'on considerada en los servicios ubicuos para proporcionar interacciones que no perturben al usuario. Esto lo conseguimos mediante un proceso de desarrollo que cubre desde el dise¿no de los servicios hasta su implementaci'on, centr'andose en los requisitos de adaptaci'on de la interacci'on particulares para cada usuario. Para el dise¿no del comportamiento de la interacci'on en base al nivel de molestia se han de¿nido unos modelos de intromisi'on e interacci'on independientes de la tecnolog'¿a. Estos modelos son los que posteriormente conducen la adaptaci'on de la interacci'on din'amicamente, por medio de una infraestructura aut'onoma que los usa en tiempo de ejecuci'on. Esta infraestructura es capaz de detectar cambios en la situaci'on del usuario (por ejemplo cambios en su localizaci'on, su actividad, etc.) y planear y ejecutar modi¿caciones en la interacci'on de los servicios. Cuando se detecta un cambio del contexto del usuario, los servicios se auto-adaptan para usar los componentes de interacci'on m'as apropiados de acuerdo a la nueva situaci'on y no molestar al usuario. Adem'as, como las necesidades y preferencias de los usuarios pueden cambiar con el tiempo, nuestra aproximaci'on utiliza la estrategia del aprendizaje por refuerzo para ajustar los modelos de dise¿no iniciales de forma que maximicemos la experiencia del usuario. El dise¿no inicial de la interacci'on basado en el nivel de molestia nos asegura un comportamiento inicial consistente con las necesidades de los usuarios en ese momento. Luego, este dise¿no se va re¿nando de acuerdo al comportamiento y preferencias de cada usuario por medio de su retroalimentaci'on a trav'es de la experiencia de uso. Adem'as, tambi'en proporcionamos una interfaz m'ovil que permite a los usuarios ¿nales personalizarse de forma manual los modelos en base a sus propias preferencias. El trabajo presentado en esta tesis se ha llevado a la pr'actica para su evaluaci'on desde el punto de vista de los dise¿nadores y de los usuarios ¿nales. Por una parte, el m'etodo de dise¿no se ha validado para comprobar que ayuda a los dise¿nadores a especi¿car este tipo de servicios. Pese a que el proceso de desarrollo no ofrece una automatizaci'on completa, las gu'¿as ofrecidas y la formalizaci'on de los conceptos implicados ha demostrado ser 'util a la hora de desarrollar servicios cuya interacci'on es no molesta. Por otra parte, la adaptaci'on de la interacci'on en base al nivel de molestia se ha puesto en pr'actica con usuarios para evaluar su satisfacci'on con el sistema y su experiencia de usuario. Esta validaci'on ha desvelado la importancia de considerar los aspectos de molestia en el proceso de adaptaci'on de la interacci'on para ayudar a mejorar la experiencia de usuario.
In Ubiquitous Computing environments, people are surrounded by a lot of embedded services. Since ubiquitous devices, such as mobile phones, have become a key part of our everyday life, they enable users to be always connected to the environment and interact with it. However, unlike traditional desktop interactions where users are used to request for information or input data, ubiquitous interactions have to face with variable user¿s environment, making demands on one of the most valuable resources of users: human attention. A challenge in the Ubiquitous Computing paradigm is regulating the request for user¿s attention. That is, service interactions should behave in a considerate manner by taking into account the degree in which each service intrudes the user¿s mind (i.e., the obtrusiveness degree). In order to prevent service behavior from becoming overwhelming, this work, based on Model Driven Engineering foundations and the Considerate Computing principles, is devoted to design and develop services that adapt their interactions according to user¿s attention. The main goal of the present thesis is to introduce considerate adaptation capabilities in ubiquitous services to provide non-disturbing interactions. We achieve this by means of a systematic method that covers from the services¿ design to their implementation and later adaptation of interaction at runtime
Gil Pascual, M. (2013). Adapting Interaction Obtrusiveness: Making Ubiquitous Interactions Less Obnoxious. A Model Driven Engineering approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/31660
TESIS
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44

Thetsidaeng, Chotima. "User-generated content and Copyright Dilemma in Web 2.0 Era : Should the Specific Exception be introduced in The EU?" Thesis, Uppsala universitet, Juridiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-385452.

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It is undeniable that internet nowadays is part of our life and community. Internet opens door for expression of ideas and opinions which can both be given and taken freely. Moreover, with the rise of the new internet model, Web 2.0, the platform becomes wider and more interactive which has an effect on the copyright aspect all over the world. User-generated content was soon born as a result of Web 2.0 and caused unsolvable legal issues in the copyright regime due to its transformative nature which acts in contrary to the exclusive right of the author.          This thesis paper seeks the best solutions for the complicated nature of user-generated content in online platform which has been causing legal tension in copyright law for quite some time. The paper will focus mainly in the scope of EU copyright law as well as Thai copyright law. The Canadian new specific exception for user-generated content and its semi-open “fair dealing” exception will be discussed as a possible approach to the solution. Moreover, Human rights aspect in scope of freedom of expression will be analyzed in order to find the balance between the copyright and human rights in the most effective way to serve the core purpose of copyright law.
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45

Zhong, Ying. "iVirtualWorld: A Domain-Oriented End-User Development Environment for Building 3D Virtual Chemistry Experiments." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1364899801.

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46

Popineau, Fabrice. "Approche Logique de la Personnalisation dans les Environnements Informatiques pour l'Apprentissage Humain." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG001.

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Nous présentons ici un ensemble de travaux autour de l'adaptation à l'apprenant dans les environnements informatiques pour l'apprentissage humain (EIAH). Ces travaux s'appuient sur une approche classique de l'intelligence artificielle, fondée essentiellement sur la logique et une approche agent. Nous développons plusieurs arguments sur le bien-fondé du calcul des situations pour piloter ces EIAH. Nous proposons une méthode de transformation des programmes logiques pour adapter le comportement de l'agent à l'utilisateur, ou bien pour donner une personnalité à l'agent. Nous discutons également la possibilité d'intégrer cette approche dans une plateforme de MOOC, pour accompagner les apprenants et pour leur fournir des recommandations personnalisées
We present here a body of works dealing with learner adaptation in Technology Enhanced Learning (TLE) platforms. These works are based on a classical approach of artificial intelligence, essentially grounded on logic and an agent approach. We develop several arguments on the appropriateness of situation calculus to drive these platforms. We propose a method of transforming logic programs to adapt the agent's behavior to the user, or to give a personality to the agent. We also discuss the possibility of integrating this approach in a MOOC platform, to accompany learners and to provide them with personalized recommendations
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47

Giuffrida, Tanguy. "Fuzzy4U : un système d'adaptation des Interfaces Homme-Machine en logique floue pour l'accessibilité." Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALM063.

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Avec la diffusion massive de l’utilisation d’Internet et de l’outil informatique en général, l’accessibilité des interfaces utilisateur est un besoin toujours plus prégnant. La facilité d’utilisation des dispositifs informatiques est en effet un point critique pour en favoriser l’adoption. Ainsi, les difficultés vécues par certains utilisateurs, tels que les personnes âgées ou en situation de difficultés neurocognitive, posent de façon plus aiguë la question de l'accessibilité. De nombreux travaux se sont penchés sur ce sujet afin de définir des recommandations d’accessibilité génériques ou situationnelles. Une approche possible est d’adapter les interfaces au contexte d’usage. Cependant, des difficultés demeurent, notamment liées à la complexité des contextes d’usage possibles, entrainant une multiplicité des caractéristiques à prendre en compte, une imprécision des valeurs attribuées à ces caractéristiques et la combinaison de multiples règles d’adaptation. Nous abordons ces trois verrous au travers de la question de recherche suivante : comment améliorer l’accessibilité des IHM par le biais d’interfaces adaptatives en prenant en compte la multiplicité des caractéristiques du contexte, l’imprécision des valeurs de contexte ainsi que la complexité et la combinaison des règles ?En nous appuyant sur une architecture générique d’adaptation, nous proposons un moteur d’adaptation dynamique basé sur la logique floue, utilisé pour implémenter les préconisations en accessibilité. Nous montrons comment la logique floue permet de gérer les trois verrous identifiés au travers d’un prototype. Nous mettrons en avant ces avantages par rapport à une approche classique en logique booléenne. Afin de valider ces avantages, nous avons mené une analyse comparative entre les 2 types de règles (logiques floue et binaire) de manière théorique et avec une évaluation auprès d’experts. Les résultats valident l’intérêt de la logique floue pour l’adaptation des interfaces à des fins d’accessibilité
With the massive spread of the use of the Internet and the computer tool in general, the accessibility of user interfaces is an increasingly pressing need. Ease of use of computing devices is indeed a critical point in fostering adoption. Thus, the difficulties experienced by certain users, such as the elderly or in a situation of neurocognitive difficulties, require more acutely the question of accessibility. Much work has focused on this subject in order to define generic or situational accessibility recommendations. One possible approach is to adapt the interfaces to the context of use. However, difficulties remain, particularly linked to the complexity of the possible contexts of use, leading to a multiplicity of characteristics to be taken into account, an imprecision of the values assigned to these characteristics and the combination of multiple adaptation rules. We address these three obstacles through the following research question: how to improve the accessibility of UIs through adaptive interfaces by taking into account the multiplicity of context characteristics, the imprecision of context values ; as well as the complexity and the combination of rules?By relying on a generic adaptation architecture, we propose a dynamic adaptation engine based on fuzzy logic, used to implement accessibility recommendations. We show how fuzzy logic manages the three obstacles identified through a prototype. We will highlight these advantages compared to a classical approach in Boolean logic. In order to validate these advantages, we carried out a comparative analysis between the 2 types of rules (fuzzy and binary logic) in a theoretical way and with an evaluation by experts. The results validate the interest of fuzzy logic for adapting interfaces for accessibility purposes
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48

Nilsson, Linus. "Continuity of Service in Design for a Specific Platform : Combining service- and interaction design perspectives in a multiple platform environment." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7804.

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This thesis presents a design work in which one platform specific User Interface (UI) is redesigned to fit into the multiple platform range of a software application. Among other design methods a service design analysis and a platform general UI framework are used. The thesis aims to study the impact of these methods.

The service design analysis starts with a workshop which outcome is used as reference point during the design process and later in the analysis of the results. The general framework is extracted from existing mobile implementations of the software and is used as a guideline in the design of the platform specific solution.

The results presented show that the service design perspective added high level priority tools to the process, and there are indications that this method can be even more valuable in earlier stages of adaptation of software to new platforms. The general framework is shown to have contributed on a more detailed level and there is indication that this method can facilitate the work of obtaining continuity between platforms.

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49

Duque, Garcia Ismael. "Adapting robot behaviour in smart homes : a different approach using personas." Thesis, University of Hertfordshire, 2017. http://hdl.handle.net/2299/19012.

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A challenge in Human-Robot Interaction is tailoring the social skills of robot companions to match those expected by individual humans during their rst encounter. Currently, large amounts of user data are needed to con gure robot companions with these skills. This creates the need of running long-term Human-Robot Interaction studies in domestic environments. A new approach using personas is explored to alleviate this arduous data collection task without compromising the level of interaction currently shown by robot companions. The personas technique was created by Alan Cooper in 1999 as a tool to de ne user archetypes of a system in order to reduce the involvement of real users during the development process of a target system. This technique has proven bene cial in Human-Computer Interaction for years. Therefore, similar bene ts could be expected when applying personas to Human-Robot Interaction. Our novel approach de nes personas as the key component of a computational behaviour model used to adapt robot companions to individual user's needs. This approach reduces the amount of user data that must be collected before a Human-Robot Interaction study, by associating new users to pre-de ned personas that adapt the robot behaviours through their integration with the computational behaviour model. At the same time that the current robot social interaction level expected by humans during the rst encounter is preserved. The University of Hertfordshire Robot House provided the naturalistic domestic environment for the investigation. After incorporating a new module, an Activity Recognition System, to increase the overall context-awareness of the system, a computational behaviour model will be de ned through an iterative research process. The initial de nition of the model was evolved after each experiment based on the iii ndings. Two successive studies investigated personas and determined the steps to follow for their integration into the targeted model. The nal model presented was de ned from users' preferences and needs when interacting with a robot companion during activities of daily living at home. The main challenge was identifying the variables that match users to personas in our model. This approach open a new discussion in the Human-Robot Interaction eld to de ne tools that help reduce the amount of user data requiring collection prior to the rst interaction with a robot companion in a domestic environment. We conclude that modelling people's preferences when interacting with robot companions is a challenging approach. Integrating the Human-Computer Interaction technique into a computational behaviour model for Human-Robot Interaction studies was more di cult than anticipated. This investigation shows the advantages and disadvantages of introducing this technique into Human-Robot Interaction, and explores the challenges in de ning a personas-based computational behaviour model. The continuous learning process experienced helps clarify the steps that other researchers in the eld should follow when investigating a similar approach. Some interesting outcomes and trends were also found among users' data, which encourage the belief that the personas technique can be further developed to tackle some of the current di culties highlighted in the Human-Robot Interaction literature.
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Hromádko, Michal. "Jednoduchý diktovací systém." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237008.

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This master's thesis deals with design and developement of simple dictation system. It explains methods used for speech recognition and describes existing systems. Design of the system is focused primarily to create graphic user interface with large emphasis on user friendliness.
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