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1

Lurie, Christine A. "Expectations and Realities of Online Information Databases: A Rhetorical Analysis of WebMD." Digital Archive @ GSU, 2013. http://digitalarchive.gsu.edu/english_theses/155.

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The internet is fundamentally a large storage unit for immense amounts of data. Consequently, the majority of online users log on to the internet in order to find information. Innovations in technology continue to make both the production and consumption of this information an easily achieved endeavor, resulting in high expectations for instantaneous answers via immediate search results. While a plethora of information is not difficult to find, knowing what to do with that information is often problematic. To turn information into knowledge requires an ability to contextualize it and critically engage with it. WebMD is a highly recognizable health information database that often runs into information overload problems with its users. This thesis will examine the information that the WebMD website provides, as well as its usability. The goal is to investigate, firstly, the importance of context for knowledge-forming when users perform online information research and, secondly, the critical literacy required to use such information.
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2

D'Angelo, Jonathan D. "The Formation of Credibility Impressions of Physicians on Facebook and WebMD: A Test of Three Theoretical Explanations." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1308324510.

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3

Quijada, Venegas Paula. "Webmed." Tesis, Universidad de Chile, 2014. http://www.repositorio.uchile.cl/handle/2250/130018.

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Tesis para optar al grado de Magíster en Marketing
Autor no autoriza el acceso a texto completo de su documento
Webmed es un servicio que se entrega a través de internet que permite que los pacientes puedan encontrar de forma rápida y sencilla a profesionales de la salud y poder agendar hora por esta vía. Estos podrán realizar la búsqueda por especialidad, tipo de atención, comuna y previsión. Además de elegir el día y la hora de la atención. También disponibiliza anticipadamente que medio de pago tiene el profesional elegido. Para los profesionales de la salud el servicio es tener una vitrina gratuita y un punto de contacto con los pacientes. Adicionalmente podrá contratar el agentamiento web y la gestión de la comunicación, que le permite hacer seguimiento de forma automática a sus pacientes. El presente estudio se inició con un análisis de la PESTE, el cual nos entregó como resultado que la industria que es muy atractiva, esto debido al exponencial crecimiento de los dispositivos móviles, como así también el aumento año a año de la penetración del internet en los hogares chilenos. En relación al análisis de competitividad, se destaca el enfoque en el servicio al cliente, el robusto sistema de agendamiento como así también la usabilidad de la plataforma, las cuales son fuentes de ventajas competitivas. Estas se deben sostener en el tiempo debido a un mercado con una rivalidad media-alta dado lo nuevo de la industria. Con respecto a lo indicado anteriormente, Webmed cuenta con bases sólidas para consolidarse en este mercado en crecimiento, pero debe mejorar su imagen de marca, potenciándola para darse a notar. Por otro lado debe comunicar su producto de Agendamiento en línea (TuoTempo), esto con el fin de alcanzar la diferenciación y por último desarrollar un plan de fidelización y satisfacción de clientes, para afianzar su relación con los clientes como así anticiparse a la competencia en términos de necesidades o nuevos servicios. Debido a lo anterior el Plan de Marketing se basó en 3 dimensiones las cuales son; la comunicación, el producto y la fidelización de clientes, estas se encuentran detalladas en el informe como así también en el cuadro de mando integral.
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4

McGriff, Aisha Kamilah. "Healthy Bodies Matter: Analysis of the Disclosure of Race and Health Care on WebMD.com." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1447584802.

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5

Spiridopoulos, Konstantinos, and Erik Widén. "Modelling web applications WebML versus UML." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1758.

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In the early stages of web application development, web developers built the solution without considering the documentation and modelling of the application. Today companies experience problems when working with the management of web applications, due to that they grow in size and new requirements are added. In response to this web developers become more and more aware of the importance of using a modelling language to design and document the system [CFB00]. This thesis will compare two modelling languages, WebML and UML. The thesis importance lies on WebML, the reason for this is that it is a modelling language developed specifically for web application development. The purpose with the thesis is to make web developers aware of the relatively new modelling language WebML for designing web applications. The thesis aims to describe WebML in comparison to UML and to show differences between the languages. By doing this it will be possible to see whether a company benefits by adapting to WebML or not. By having conducted questionnaires and a case study we have realised that WebML is a small language in comparison to UML and therefore easier to implement. WebML could be used as a complement to UML when it already is used in a company, due to that it give the developers a better overview of the structure and design of the application.
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6

Sun, Yanshen. "The Scalability of X3D4 PointProperties: Benchmarks on WWW Performance." Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/100115.

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With the development of remote sensing devices, it becomes more and more convenient for individual researchers to acquire high-resolution point cloud data by themselves. There have been plenty of online tools for researchers to exhibit their work. However, the drawback of existing tools is that they are not flexible enough for the users to create 3D scenes of a mixture of point-based and triangle-based models. X3DOM is a WebGL-based library built on Extensible 3D (X3D) standard, which enables users to create 3D scenes with only a little computer graphics knowledge. Before X3D 4.0 Specification, little attention has been paid to point cloud rendering in X3DOM. PointProperties, an appearance node newly added in X3D 4.0, provides point size attenuation and texture-color mixing effects to point geometries. In this work, we propose an X3DOM implementation of PointProperties. This implementation fulfills not only the features specified in X3D 4.0 documentation, but other shading effects comparable to the effects of triangle-based geometries in X3DOM, as well as other state-of-the-art point cloud visualization tools. We also evaluate the performances of some of these effects. The result shows that a general laptop is able to handle most of the examined conditions in real-time.
Master of Science
With the development of remote sensing devices, it becomes more and more convenient for individual researchers to acquire high-resolution point cloud data by themselves. There have been plenty of online tools for researchers to exhibit their work. However, the drawback of existing tools is that they are not flexible enough for the users to create 3D scenes of a mixture of point-based and triangle-based models. X3DOM is a WebGL-based library built on Extensible 3D (X3D) standard, which enables users to create 3D scenes with only a little computer graphics knowledge. Most of the 3D Scenes can be created with several lines of HTML and JavaScript code. Before X3D 4.0 Specification, little attention has been paid to point cloud rendering in X3DOM. PointProperties, an appearance node newly added in X3D 4.0, provides point size attenuation and texture-color mixing effects to point geometries. It applies to all point-based geometries in X3DOM and distinguishes point cloud from naive particles. In this work, we propose an X3DOM implementation of PointProperties. This implementation fulfills not only the features specified in X3D 4.0 documentation but other shading effects to produce appearance comparable with triangle-based geometries in X3DOM, as well as other state-of-the-art point cloud visualization tools. We also evaluate the performances of some of these effects. The result shows that a general laptop can handle most of the examined conditions in real-time.
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7

Sambra, Andrei Vlad. "Data ownership and interoperability for a decentralized social semantic web." Thesis, Evry, Institut national des télécommunications, 2013. http://www.theses.fr/2013TELE0027/document.

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Assurer l'appropriation des données personnelles et l'interopérabilité des applications Web sociaux décentralisées est actuellement un sujet controversé, surtout en prenant compte des aspects de la vie privée et du contrôle d'accès. Il est important d'améliorer le Web social de telle manière à permettre des modèles d'affaires viables tout en étant capable de fournir une plus grande appropriation des données et l'interopérabilité des données par rappport à la situation actuelle. A cet égard, nous avons concentré notre recherche sur trois thèmes différents: le contrôle d'identité, l'authentifiaction et le contrôle d'accès. Tout d'abord, nous abordons le sujet de l'identité décentralisée en proposant un nouveau standard Web appelé "Web Identity and Discovery" (WebID), qui offre un mécanisme d'identification simple et universel qui est distribué et ouvertement extensible. Ensuite, nous passons à la question de l'authentification où nous proposons WebID-TLS, un protocole d'authentification décentralisé qui permet l'authentification sécurisée, simple et efficace sur le Web en permettant aux personnes de se connecter à l'aide de certificats clients. Nous étendons également WebID-TLS, en offrant des moyens d'effectuer de l'authentification déléguée et de la délégation d'accès. Enfin, nous présentons notre dernière contribution, un service de contrôle d'accès social, qui sert à protéger l'accès aux ressources Linked Data générés par les utilisateurs (par exemple, les données de profil, messages du mur, conversations, etc) par l'application de deux mesures: la "distance de proximité sociale" et "contexte social"
Ensuring personal data ownership and interoperability for decentralized social Web applications is currently a debated topic, especially when taking into consideration the aspects of privacy and access control. Since the user's data are such an important asset of the current business models for most social Websites, companies have no incentive to share data among each other or to offer users real ownership of their own data in terms of control and transparency of data usage. We have concluded therefore that it is important to improve the social Web in such a way that it allows for viable business models while still being able to provide increased data ownership and data interoperability compared to the current situation. To this regard, we have focused our research on three different topics: identity, authentication and access control. First, we tackle the subject of decentralized identity by proposing a new Web standard called "Web Identity and Discovery" (WebID), which offers a simple and universal identification mechanism that is distributed and openly extensible. Next, we move to the topic of authentication where we propose WebID-TLS, a decentralized authentication protocol that enables secure, efficient and user friendly authentication on the Web by allowing people to login using client certificates and without relying on Certification Authorities. We also extend the WebID-TLS protocol, offering delegated authentication and access delegation. Finally we present our last contribution, the Social Access Control Service, which serves to protect the privacy of Linked Data resources generated by users (e.g. pro le data, wall posts, conversations, etc.) by applying two social metrics: the "social proximity distance" and "social contexts"
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8

Bružina, Martin. "Návrh informačního systému pro internetový obchod." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2010. http://www.nusl.cz/ntk/nusl-222775.

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The master's thesis deals with the information support of business processes of the company which deals with the selling of goods via the Internet. Assesses the current state of the company business processes and their information support including objectives, plans and strategy of the company. Submits proposals for strategical and procedural changes and their information support including assessment of the impact of their implementation.
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9

Vale, Felipe Campos do. "Avaliação do questionário WebAd-Q como ferramenta de monitoramento da adesão ao tratamento antirretroviral nos serviços do SUS." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/5/5137/tde-09022015-094334/.

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Objetivo: Apresentar o desenvolvimento, a validação e a aplicação do Questionário Qualiaids de Monitoramento da Adesão ao Tratamento Antirretroviral ou Web Adherence Qualiaids Questionnaire (WebAd-Q), um instrumento de autorrelato para monitorar a adesão de pacientes sob tratamento em serviços públicos de HIV no Brasil. Métodos: O WebAd-Q contém três perguntas sobre horário, medicamentos e doses tomadas na última semana. Foi construído a partir de entrevistas e grupos focais com 38 pacientes. Após pilotada, sua versão eletrônica teve a validade testada em estudo para o qual foram convidados 90 pacientes maiores de 18 anos, sob terapia antirretroviral (TARV) há pelo menos três meses. Os pacientes foram orientados a utilizar frascos com monitoramento eletrônico por 60 dias. O questionário foi respondido no sexagésimo dia por duas vezes, com intervalo mínimo de uma hora. A adesão foi também mensurada por contagem de comprimidos e entrevista de autorrelato. A carga viral de cada paciente foi obtida nos registros do serviço. Analisou-se a concordância entre as respostas ao WebAd-Q, a correlação com carga viral e a associação com outras medidas de adesão. Após o estudo de validação, o WebAd-Q foi empregado em uma pesquisa nacional para medir a adesão dos pacientes à TARV nos serviços de HIV/aids do SUS. Foram sorteados 55 serviços de diversas características institucionais de todo o país. Após o convite aos serviços, o WebAd-Q foi instalado em computadores e respondido por pacientes eleitos sistematicamente conforme chegada aos serviços. Resultados: Entre os 90 pacientes convidados, 75 (83,3%) responderam o WebAd-Q. Não foram relatadas dificuldades em responder ao questionário. O tempo médio de resposta foi 5,8 minutos. O conjunto das três questões do WebAd-Q obteve uma concordância de 88%, com Kappa de 0,74 (IC95% 0,56 - 0,92, p < 0,0001). A correlação da escala de não adesão do WebAd-Q e a carga viral foi de 0,42 (p < 0,0001). A questão 2 (medicamentos) teve o melhor desempenho, associando-se com todas as outras medidas, com exceção da contagem de comprimidos para 60 dias. Na aplicação nacional, ao todo 2424 pacientes responderam ao WebAd-Q. Todos conseguiram completar o questionário sem dificuldades. O sistema eletrônico apresentou poucas falhas e o questionário foi bem recebido por pacientes e pelos profissionais dos serviços. Conclusões: O WebAd-Q atendeu a todos os quesitos considerados relevantes para a validação de questionários, foi bem entendido por pacientes, obteve uma boa concordância, apresentou uma correlação moderada com a carga viral e associação com as medidas concorrentes. Portanto, mostrou propriedades satisfatórias para o monitoramento da adesão em serviços de HIV
Objective: To present the development, validation and application of the Web Adherence Qualiaids Questionnaire (WebAd-Q), a tool to monitor self-reported adherence among patients receiving care in Brazilian public HIV healthcare facilities. Methods: The WebAd-Q contains three questions regarding dosing time, drugs and doses taken on the last week. It was developed through interviews and focus groups with 38 patients. After piloted, the electronic version was submitted to statistical validity with 90 adult patients receiving antiretroviral therapy for at least three months. Patients were instructed to use event monitoring bottles for 60 days. The WebAd-Q was completed at the 60th day. Adherence was also measured by pill counting and self-report interview. Viral load was obtained from patient records. Concordance was analyzed, as well as correlations with viral load and associations between adherence measures and the WebAd-Q. After the validation study, the WebAd-Q was submitted to a national survey to measure adherence to antiretroviral therapy in HIV facilities from the Brazilian health system. Fifty-five sites were selected among different institutional characteristics. At these sites, the WebAd-Q was installed in computers and completed by patients chosen systematically as they arrived at the facilities. Results: Among 90 patients invited to participate in the study, 75 (83.3%) completed the WebAd-Q. No difficulties to answer the questionnaire were reported. Mean answer time for the WebAd-Q was 5.8 minutes. The three questions presented a concordance of 88% and Kappa of 0.74 (IC95% 0.56 - 0.92, p < 0.0001). The correlation obtained with viral load was 0.42 (p < 0.0001). The question regarding drugs taken had a better performance, with significant associations with all other adherence measures, except for pill counting for 60 days. At the application study, 2424 patients completed the questionnaire without difficulties. The electronic system presented few glitches and the questionnaire was welcomed by patients and healthcare professionals. Conclusions: The WebAd-Q complied with all aspects considered relevant for the validation of self-reported questionnaires. It was well understood by patients and presented a good concordance, moderate correlation with viral load and association when compared to concurrent adherence measures. Therefore, the questionnaire adequate proprieties to monitor adherence in HIV healthcare facilities
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10

Tramp, Sebastian. "Distributed Semantic Social Networks: Architecture, Protocols and Applications." Doctoral thesis, Universitätsbibliothek Leipzig, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-154844.

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Online social networking has become one of the most popular services on the Web. Especially Facebook with its 845Mio+ monthly active users and 100Mrd+ friendship relations creates a Web inside the Web. Drawing on the metaphor of islands, Facebook is becoming more like a continent. However, users are locked up on this continent with hardly any opportunity to communicate easily with users on other islands and continents or even to relocate trans-continentally. In addition to that, privacy, data ownership and freedom of communication issues are problematically in centralized environments. The idea of distributed social networking enables users to overcome the drawbacks of centralized social networks. The goal of this thesis is to provide an architecture for distributed social networking based on semantic technologies. This architecture consists of semantic artifacts, protocols and services which enable social network applications to work in a distributed environment and with semantic interoperability. Furthermore, this thesis presents applications for distributed semantic social networking and discusses user interfaces, architecture and communication strategies for this application category
Soziale Netzwerke gehören zu den beliebtesten Online Diensten im World Wide Web. Insbesondere Facebook mit seinen mehr als 845 Mio. aktiven Nutzern im Monat und mehr als 100 Mrd. Nutzer- Beziehungen erzeugt ein eigenständiges Web im Web. Den Nutzern dieser Sozialen Netzwerke ist es jedoch schwer möglich mit Nutzern in anderen Sozialen Netzwerken zu kommunizieren oder aber mit ihren Daten in ein anderes Netzwerk zu ziehen. Zusätzlich dazu werden u.a. Privatsphäre, Eigentumsrechte an den eigenen Daten und uneingeschränkte Freiheit in der Kommunikation als problematisch empfunden. Die Idee verteilter Soziale Netzwerke ermöglicht es, diese Probleme zentralisierter Sozialer Netzwerke zu überwinden. Das Ziel dieser Arbeit ist die Darstellung einer Architektur verteilter Soziale Netzwerke welche auf semantischen Technologien basiert. Diese Architektur besteht aus semantischen Artefakten, Protokollen und Diensten und ermöglicht die Kommunikation von Sozialen Anwendungen in einer verteilten Infrastruktur. Darüber hinaus präsentiert diese Arbeit mehrere Applikationen für verteilte semantische Soziale Netzwerke und diskutiert deren Nutzer-Schnittstellen, Architektur und Kommunikationsstrategien. 
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11

Spurný, František. "Optimalizovaný streaming videa na platformě Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363778.

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The subject of this term project is the analysis and description of possibilities in video streaming optimization, and the design of a client/server application to implement optimized video streaming in practice. The client side of the application is realized with a mobileapplication for the Android platform, which in addition to video streaming implements the functionality of a file manager over directories and files saved in the cloud.
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12

Kružík, Martin. "Analýza požadavků na IS pro podporu organizací působících v neziskovém sektoru." Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-114166.

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The nonprofit sector in Czech Republic grows slowly and in many key aspects significantly lags behind western countries. In fact, to find a feasible way to growth is actually far from being easy. Nonprofits, frequently encountering problems with self-presentation and communication with supporters, fail to establish transparency and credibility among public, which is connected to considerably low sum of financial donations supporting nonprofit causes and low public interest in volunteering as well. An aim of this thesis is to proceed with an analysis of a problem domain and to design a solution which lies in founding a platform organization, which would be able to offer IT supported services allowing the nonprofits to overcome aforementioned difficulties.
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SAMBRA, Andrei Vlad. "Data ownership and interoperability for a decentralized social semantic web." Phd thesis, Institut National des Télécommunications, 2013. http://tel.archives-ouvertes.fr/tel-00917965.

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Ensuring personal data ownership and interoperability for decentralized social Web applications is currently a debated topic, especially when taking into consideration the aspects of privacy and access control. Since the user's data are such an important asset of the current business models for most social Websites, companies have no incentive to share data among each other or to offer users real ownership of their own data in terms of control and transparency of data usage. We have concluded therefore that it is important to improve the social Web in such a way that it allows for viable business models while still being able to provide increased data ownership and data interoperability compared to the current situation. To this regard, we have focused our research on three different topics: identity, authentication and access control. First, we tackle the subject of decentralized identity by proposing a new Web standard called "Web Identity and Discovery" (WebID), which offers a simple and universal identification mechanism that is distributed and openly extensible. Next, we move to the topic of authentication where we propose WebID-TLS, a decentralized authentication protocol that enables secure, efficient and user friendly authentication on the Web by allowing people to login using client certificates and without relying on Certification Authorities. We also extend the WebID-TLS protocol, offering delegated authentication and access delegation. Finally we present our last contribution, the Social Access Control Service, which serves to protect the privacy of Linked Data resources generated by users (e.g. pro le data, wall posts, conversations, etc.) by applying two social metrics: the "social proximity distance" and "social contexts"
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14

Ekman, Julia, and Tea Falkenberg. "Produktvisualisering av skor på webben : en studie om interaktion och användarupplevelse vid produktpresentationer online." Thesis, Högskolan Kristianstad, Avdelningen för design, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18245.

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Vid design och utveckling av produktpresentationer på e-handelsplatser är användarupplevelse en viktig aspekt som bör tas hänsyn till. Eftersom att digitala designers behöver förstå användarens behov vid digitala gränssnitt bidrar denna studie med information om användares krav för bäst uppfattning och navigation vid e-handels presentationer. I denna kandidatuppsats har användarupplevelser av olika visuella och statiska produktpresentationer, inom olika ehandelsplattformar undersökts, där formaten 2D bild, video, 360° och 3D är de format som harstuderats. Undersökningen har avgränsats till en specifik skomodell av märket new balance  därstudien har utforskat användares upplevelser av interaktioner och navigering med de olika alternativen av produktpresentationerna. Studien genomfördes med hjälp av en förundersökning i form av en enkätundersökning följt av en huvudundersökning innehållande en think-aloud observation samt intervju. Studien undersökte vilka presentationssätt som kan öka kundens förtroende samt ge användaren bäst verklighetsuppfattning av skon i ett e-handelssammanhang. Studien har bidragit till informativa gränssnitt vid design av e-handelssidor. Undersökningens resultat visade att användarnas upplevelser av statiska 2D bilder i kombination med visuell video, genererade tyngst information om produkten. Både vad det gäller material och helhet av skons utseende.
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Östlund, Martin. "AssistancePlus : 3D-mediated Advice-giving on Pharmaceutical Products." Licentiate thesis, Linköping University, Linköping University, NLPLAB - Natural Language Processing Laboratory, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12159.

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In the use of medication and pharmaceutical products, non‐compliance is a major problem. One thing we can do something about is making sure consumers have the information they need. This thesis investigates how remote communication technology can be used to improve the availability for expressive advice‐giving services. Special attention is given to the balancing of expressiveness and availability. A solution is presented that uses 3D visualisation in combination with audio and video communication to convey advice on complex pharmaceutical products. The solution is tested and evaluated in two user studies. The first study is broad and explorative, the second more focused and evaluative. The solution was well received by participating subjects. They welcomed the sense of personal contact that seeing the communicating party over video link produced and appreciated the expressive power and pedagogical value of the 3D materials. Herbert Clark’s theory of use of language is suggested as a framework for the analysis of the dynamics of the relationship between

consumer and advisor.


Report code: LiU-Tek-Lic-2008:31.
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Fernández, Martínez Adrián. "A Usability Inspection Method for Model-driven Web Development Processes." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/17845.

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Las aplicaciones Web son consideradas actualmente un elemento esencial e indispensable en toda actividad empresarial, intercambio de información y motor de redes sociales. La usabilidad, en este tipo de aplicaciones, es reconocida como uno de los factores clave más importantes, puesto que la facilidad o dificultad que los usuarios experimentan con estas aplicaciones determinan en gran medida su éxito o fracaso. Sin embargo, existen varias limitaciones en las propuestas actuales de evaluación de usabilidad Web, tales como: el concepto de usabilidad sólo se soporta parcialmente, las evaluaciones de usabilidad se realizan principalmente cuando la aplicación Web se ha desarrollado, hay una carencia de guías sobre cómo integrar adecuadamente la usabilidad en el desarrollo Web, y también existe una carencia de métodos de evaluación de la usabilidad Web que hayan sido validados empíricamente. Además, la mayoría de los procesos de desarrollo Web no aprovechan los artefactos producidos en las fases de diseño. Estos artefactos software intermedios se utilizan principalmente para guiar a los desarrolladores y para documentar la aplicación Web, pero no para realizar evaluaciones de usabilidad. Dado que la trazabilidad entre estos artefactos y la aplicación Web final no está bien definida, la realización de evaluaciones de usabilidad de estos artefactos resulta difícil. Este problema se mitiga en el desarrollo Web dirigido por modelos (DWDM), donde los artefactos intermedios (modelos) que representan diferentes perspectivas de una aplicación Web, se utilizan en todas las etapas del proceso de desarrollo, y el código fuente final se genera automáticamente a partir estos modelos. Al tener en cuenta la trazabilidad entre estos modelos, la evaluación de estos modelos permite detectar problemas de usabilidad que experimentaran los usuarios finales de la aplicación Web final, y proveer recomendaciones para corregir estos problemas de usabilidad durante fases tempranas del proceso de desarrollo Web. Esta tesis tiene como objetivo, tratando las anteriores limitaciones detectadas, el proponer un método de inspección de usabilidad que se puede integrar en diferentes procesos de desarrollo Web dirigido por modelos. El método se compone de un modelo de usabilidad Web que descompone el concepto de usabilidad en sub-características, atributos y métricas genéricas, y un proceso de evaluación de usabilidad Web (WUEP), que proporciona directrices sobre cómo el modelo de usabilidad se puede utilizar para llevar a cabo evaluaciones específicas. Las métricas genéricas del modelo de usabilidad deben operacionalizarse con el fin de ser aplicables a los artefactos software de diferentes métodos de desarrollo Web y en diferentes niveles de abstracción, lo que permite evaluar la usabilidad en varias etapas del proceso de desarrollo Web, especialmente en las etapas tempranas. Tanto el modelo de usabilidad como el proceso de evaluación están alineados con la última norma ISO/IEC 25000 estándar para la evaluación de la calidad de productos de software (SQuaRE). El método de inspección de usabilidad propuesto (WUEP) se ha instanciado en dos procesos de desarrollo Web dirigido por modelos diferentes (OO-H y WebML) a fin de demostrar la factibilidad de nuestra propuesta. Además, WUEP fue validado empíricamente mediante la realización de una familia de experimentos en OO-H y un experimento controlado en WebML. El objetivo de nuestros estudios empíricos fue evaluar la efectividad, la eficiencia, facilidad de uso percibida y la satisfacción percibida de los participantes; cuando utilizaron WUEP en comparación con un método de inspección industrial ampliamente utilizado: La Evaluación Heurística (HE). El análisis estadístico y meta-análisis de los datos obtenidos por separado de cada experimento indicaron que WUEP es más eficaz y eficiente que HE en la detección de problemas de usabilidad. Los evaluadores también percibieron más satisfacción cuando se aplicaron WUEP, y les
Fernández Martínez, A. (2012). A Usability Inspection Method for Model-driven Web Development Processes [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/17845
Palancia
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Liu, Feng. "Platform Independent Real-Time X3D Shaders and their Applications in Bioinformatics Visualization." Digital Archive @ GSU, 2007. http://digitalarchive.gsu.edu/cs_diss/24.

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Since the introduction of programmable Graphics Processing Units (GPUs) and procedural shaders, hardware vendors have each developed their own individual real-time shading language standard. None of these shading languages is fully platform independent. Although this real-time programmable shader technology could be developed into 3D application on a single system, this platform dependent limitation keeps the shader technology away from 3D Internet applications. The primary purpose of this dissertation is to design a framework for translating different shader formats to platform independent shaders and embed them into the eXtensible 3D (X3D) scene for 3D web applications. This framework includes a back-end core shader converter, which translates shaders among different shading languages with a middle XML layer. Also included is a shader library containing a basic set of shaders that developers can load and add shaders to. This framework will then be applied to some applications in Biomolecular Visualization.
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Kintr, Lukáš. "Návrh aplikace pro online prodej zájezdů." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224745.

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The main topic of this diploma thesis is the complete design of the web application for booking and selling package tours and other related services offered by the travel agency. The first part of this thesis describes the theory basis for the proposition, creation (production) and the implementation of the web applications with the emphasis on the methodology and technology used in this diploma thesis. The second part of the thesis consists of an analysis of current state in the travel agency and this analysis is the foundation of the last part of this thesis which contains the design of the design web application.
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Alahari, Yeshwanth, and Prashant Buddhiraja. "Analysis of packet loss and delay variation on QoE for H.264 andWebM/VP8 Codecs." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5851.

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The popularity of multimedia services over Internet has increased in the recent years. These services include Video on Demand (VoD) and mobile TV which are predominantly growing, and the user expectations towards the quality of videos are gradually increasing. Different video codec’s are used for encoding and decoding. Recently Google has introduced the VP8 codec which is an open source compression format. It is introduced to compete with existing popular codec namely H.264/AVC developed by ITU-T Video Coding Expert Group (VCEG), as by 2016 there will be a license fee for H.264. In this work we compare the performance of H.264/AVC and WebM/VP8 in an emulated environment. NetEm is used as an emulator to introduce delay/delay variation and packet loss. We have evaluated the user perception of impaired videos using Mean Opinion Score (MOS) by following the International Telecommunication Union (ITU) Recommendations Absolute Category Rating (ACR) and analyzed the results using statistical methods. It was found that both video codec’s exhibit similar performance in packet loss, But in case of delay variation H.264 codec shows better results when compared to WebM/VP8. Moreover along with the MOS ratings we also studied the effect of user feelings and online video watching experience impacts on their perception.
Yeshwanth Alahari Phone : +91-9986739097 Buddhiraja Prashant Phone : +46-734897359
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Svačina, Lukáš. "Přenos a zobrazení videa v prohlížeči pro záznam pracovní plochy." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-363741.

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Aim of the thesis is to design and implement unique service based on the newest technologies in web apps fi eld which allows screen recording followed by P2P distribution between participating users using web browser only. Thesis deals with the analysis of modern and coming technologies which allow practical implementation of such a service. It involves obtaining access to the screen source data, its recording, transforming and transmission over the network followed by playing on the other side. Recorded videos are adapted for part by part use in a player with seeking capability. Distributed architecture for data exchange between peers using peer-to-peer connection based on hybrid P2P VoD network provides scalability of the solution. The player allows obtaining the necessary parts of the videos from the current watchers with smooth video playback experience during ongoing transmissions whilst allowing arbitrary video shifting. In consideration of early stages of development or experimental support for some of the APIs needed for this work, research into browsers' support with discussion on realistic applicability nowadays is always performed.
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Freiberg, Michal. "Analýza a návrh internetového obchodu." Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-85144.

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This diploma thesis concerns the analyses and design of the internet shop for GastronomikKV s.r.o. The internet trading is currently a high priority for the firms, and so applies to the firms in the area of the gastronomic appliances and services. The first part of the thesis deals with a theoretical background of the internet shops. The theory is followed by the analyses of the customers' requirements for the future internet shop of the firm and analyses of its competitors. Before the actual design part of the thesis, the proposed design is analyzed by WebML methodology. The main part of the thesis, the one regarding the design of the internet shop, is primarily focused on the use of internet marketing tools and implementation of the proper search-engine optimization, but also outlines the principles of usability and accessibility of websites. In conclusion, the thesis evaluates the design in terms of how it shall contribute to the increase the competitiveness of GastronomikKV s.r.o.
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Wang, Hsiu-Chu, and 王秀珠. "A Preliminary Study on e-Health Business Model--the Case of Healtheon/WebMD." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/43134994564422737663.

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碩士
國立臺灣大學
資訊管理研究所
88
Modern information technology and the Internet have triggered the traditional health care industry to undergo unprecedented transformation. This thesis studies the new e-Health business model and investigates a representative dotcom firm Healtheon/ WebMD as well as its several competitors. The purpose is to formulate a strategic framework and to identify key success factors for managing e-Health business. Three principal findings are summarized as follows: 1. The evolutionary locus of Healtheon/WebMD reveals three business focuses — portal, content and e-commerce — supported by connectivity and aiming at creating worldly brand, providing reliable information, and establishing secure transaction platform. The strategy is to apply the new media to enhance the efficiency of medical doctors’ administration and health care management. This is to attract medical doctors as users and, through them, to reach more consumers and patients. Healtheon/WebMD also connects and cooperates with main health care institutions to strengthen its service functions, branding and content provision and to increase medical doctors’ loyalty as users. 2. The comparative analysis of MedicaLogic/Medscape points to another important lesson. Despite the leading position of content, Medscape’s revenue consists mainly of advertising by pharmaceutical companies and the business cannot be sustained long. In order to create more recurring income, Medscape and MedicaLogic merged their businesses. The new firm offers tools and applications in its service portfolio and, using its integrated networks, exchanges and transmits medical doctors-authorized prescriptions and transcripts in case of patients’ medical needs. 3. The e-Health business model primarily centers on 5C (i.e., content, commerce, computing, connectivity, and health care) functions. Its vertical portals need to be able to satisfy users’ needs by providing deep and broad enough services and secure and convenient transaction functions.
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Chang, li-ping, and 張莉萍. "Webad analysis for leisure farm." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/21620804283742132286.

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碩士
國立嘉義大學
管理研究所
90
Webad Analysis for Leisure Farm Abstract World Wide Web (WWW) creates a lot of opportunities and represents innovation advantages for business. For those reasons www soonly becomes very popular. Many companies look for benefits from www, including leisure-farm business. At the same time more and more scholars start to do researches in this new field. Most current studies focus on the technology of webad and the effectiveness of webad. Major purposes of this study includes: (1) what kind of contents should be contained in leisure farm webad and (2) how webad perform, (3) how the managers of leisure farm evaluate the importance webad attributes; (4) whether the features of leisure farm influence webad, and (5) the importance and performance evaluations on webad attributes are consistent. This study finds more and more leisure farms adopting web as an important promotion instrument. Most of webad designs are contracted out. Unfortunately, webad of leisure farm is not often renovated, which would lead to delay in updating most current information. The adverting message about facilities, contact and rotation are often put on webad. On the other hand, reservation and product oreder are merely put on it. Study results also demonstrate that, by the means of webads, the leisure farm manager are mostly intended to persuade consumers to visit their farms, not for attraction level. Most of managers perceive that the advertising format is important, but study results find the present outcome (on layout) of webad format is not as good as their expectation. Color is important format factor, but it is not highly valued by the leisure farm managers and not presented well either. From IPA reveals that leisure farms should pay more attention to improve the effects of “color”, as designing webad. Finally, in terms of examine the interrelation among farm characteristics, advertising goal, advertising message, and advertising’s format, empirical finds that there is no relation between characteristics and advertising goal, but advertising goal significantly influences advertising message, and advertising’s format. Keywords: Webad, Advertising message, Advertising format, Content analysis, Leisure Farm
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Chih-Chung, Yang, and 楊志忠. "Building an Campus Guided Tour Web3D System." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/02764590788128310025.

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碩士
中華技術學院
土木防災工程研究所
96
Google will introduce the brand-new view function of scene of the street of work in 2007. This function utilizes the image type fictitious real border to have a characteristic of the true image, let the user before having coming to personally on the spot, has already watched to the local scenery, compared with having the introductions of explanatory note and picture only, furthermore make people have a concept of space to that place even more, can know to utilize the real border of fictitious 3D of network for a great subject that space information will be developed in the future too. Because of the limitations of frequently wide size or website's construction technology in the past, the network relies mainly on the fact that the level or the 2D cartoon is represented, also mostly lean to and describe the static picture and text in guide of the campus, for fear of lack getting interdynamic and authenticity, often unable to let people leave deep impression, with the popularization of the progress and network of information science and technology now, the guide of the campus pays attention to it gradually abundantly, what 3D image can bring plans to really feel etc. has improved the imagination strength of human vision simulation and vivid sense greatly. This research uses the technology of image-based virtual reality, combine characteristic and function of network science and technology, design with construction one structure fictitious campus guide at Web on the spot, is it contribute to user have an preliminary knowledge of view and building of the campus to expect to be able.
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Hung, Chi-kun, and 洪祺焜. "Designing a Web-based COCOMO II System with WebML." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/94827592703251768383.

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碩士
逢甲大學
資訊電機工程碩士在職專班
94
Software cost estimation is an important task during software development and project management. If the estimation is incorrect, the development will fail even we have a very strong technology. Capability Maturity Model Integration (CMMI), a most popular process improvement model nowadays, also defines a process area Project Plan which emphasizes the importance of project size and cost estimation. However, doing an accurate estimation is not easy without a convenient tool and mathematical theory basis. In this paper, we propose a framework called Web-based Software Project Estimation Systems, abbreviated as WSPES. WSPES is based on the COCOMO II (Constructive Cost Model II)) with a little extension on user feedback. During the system development, project manager use our tool for estimation in three phases (based on COCOMO II methodology). In the project closing, the project team reviews the actual cost and discusses why the estimation is not accurate. Based on the discussion, they go back to re-set the parameter in COCOMO II and give the explanation into our system. With the feedback information, the project manager can do a more accurate estimation in next project. The other contribution of this research is to have an experimental report of using WebML. WebML is abbreviated for Web Modeling Language, a new modeling language for web system. As our system is a web-based system, we experiment the model language and give it report in this paper.
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Řešetka, Adam. "Vývoj a implementace webové aplikace s podporou notace WebML." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-177105.

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The theoretical part of this thesis is focused on possibilities of the WebML modeling language and the WebRatio CASE tool. The practical part of this thesis deals with design and analysis of web application supporting the processes associated with the telecommunications and processing of data obtained by PBX. For the process will be used WebML based on acquired knowledge.
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Wang, Chun-huang, and 汪純煌. "Research and Implementation for the Web3D Virtual Reality Based on Java3D." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/10873337634132901199.

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碩士
國立臺南大學
數位學習科技學系
95
In recent years, the technology of 3d virtual reality is growing fast. User''s interface of the internet is facing a new challenge. Many organizations begin to propose various kinds of specifications and standards for Web3D. There was a specification draft of VRML1.0 in 1994. In 2000, Java3D, Extensible 3D (X3D) and MPEG-4 Binary Format for Scene (BIFS) are formally listed in the important component of the Web3D development by the Web3D Consortium. The fast development of information science and technology has been shortening the half-life of knowledge. The time and the cost become an important factor while developing the program and software. Among all kinds of platforms and compiling device, the portable bytecode of Java, can reduce the waste caused by different platforms. Java technology is growing up. Its compression and security technology are improving in recent years. All of these make Java become extremely competitive in the future. This research uses Java and Java3D API to design one Web3D virtual reality, and propose descriptions and praxis with four aspects, the making of a Virtual scene, viewer''s record, compression file technology and security, etc., in order to offer a reference of developing Web3D virtual reality in the future.
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Lin, Yu-Le, and 林育樂. "Graphics Design for Web3D Landscape using Rotating Patch-based Texture Synthesis Algorithm." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/13991490102429258832.

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碩士
國立成功大學
工業設計學系碩博士班
94
The purpose of this study is to apply a Rotating Patch-based Texture Synthesis (RPBS) methodology to Web3D large-scale landscape graphics design. It solves the problem of Web3D landscapes needing large textures to construct a flexible surface. RPBS improves Patch-Based Sampling (PBS). To compare these two methods, the Fourier spectrum analysis was used to extract the directionality properties of these textures. This was done by using Principle Component Analysis (PCA), which reveals the ratio of the characteristics' values. It was concluded that texture changes of the RPBS synthesis lead to images with better visual effects, which are more suitable for flexible texture applications; whereas PBS works better in structural texture applications. Additionally, it was found that, despite the limited size of the pixels (64 x 64), using RPBS yields a better quality product compared to that of PBS in terms of having a lower re-selection frequency as well as better matching of the overlapping edges. Finally, it was proposed to use RPBS calculation and the instant synthesis methods in the Web3D applications. The instant synthesis method enables the completion of the expected results quickly, which makes it more suitable for the Web3D application. In the future, it is likely that RPBS will be applied to other 3D/VR fields, such as 3D geology information systems and 3D web-based games, etc.
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Tseng, Hsin-Hsiang, and 曾新翔. "A Study on Information Hiding Techniques and Applications via WebM Videos." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/63039770759873850322.

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碩士
國立交通大學
資訊科學與工程研究所
100
With the advance of the Internet and video compression technologies, uses of digital videos nowadays have become part of the human life. WebM is one of the video coding standards developed in recent years, which has many merits, such as its openness offered by Google, Inc., optimality for uses on the web, etc. In this study, methods for three data hiding applications, namely, covert communication, video authentication, and privacy protection, are proposed using WebM videos as cover media. For covert communication, a data hiding method via WebM videos by frequency coefficient modifications in the frequency domain is proposed. The method considers not only the data hiding capacity and imperceptibility, but also the security issue. For video authentication, a method which detects motion objects in a surveillance video to generate authentication signals and embed them in the video to yield a protected version is proposed. The proposed method may be used to verify possible tampering attacks in the protected surveillance video. For privacy protection in videos, a method for removing privacy-sensitive contents from a video by using WebM features and embedding the removed contents in the same video imperceptibly is proposed. The hidden privacy-sensitive contents can be extracted later to recover the original privacy-sensitive contents. Good experimental results show the feasibility of the proposed methods for applications on covert communication, video authentication, and privacy protection in videos.
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Mádle, Martin. "Inovace využití cenové diskriminace v prostředí internetu." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-169127.

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Ktata, Oualid. "Estimation de projets web : application et analyse de fiabilité des modèles COCOMO II et WebMo." Mémoire, 2007. http://www.archipel.uqam.ca/3264/1/M9720.pdf.

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Allant des simples pages Web aux systèmes transactionnels sophistiqués, les applications Web ont beaucoup évolué et continuent de l'être. On parle même d'une nouvelle ingénierie logicielle à savoir l'ingénierie Web [pressman2005]. La mise en marché rapide et l'hétérogénéité de l'équipe de développement sont parmi les principales spécificités des applications et projets Web. Ces spécificités lancent de nouveaux défis aux modèles d'estimation actuels même pour les plus matures d'entre eux comme COCOMO II. Dans ce travail nous avons analysé la fiabilité d'un nouveau modèle d'estimation à savoir: WebMo. Ce dernier est une adaptation de la version COCOMO II avant projet au contexte du Web. L'instigateur de WebMo est Donald Reifer qui est aussi un membre très actif dans la communauté de COCOMO. Reifer a présenté son nouveau modèle comme une alternative viable à COCOMO II si on le dote en plus d'une nouvelle métrique qui tient compte des spécificités des applications Web. Dans cette étude visant l'analyse de fiabilité de WebMo, nous avons développé un outil d'estimation qui permet d'estimer et comparer les efforts de développement pour des projets Web selon les modèles COCOMO II et WebMo. En suivant un processus de sélection de projet bien défini, nous avons choisi cinq projets Web de la banque de projets ISBSG. Malgré l'immaturité du modèle WebMo et son caractère prévisionnel, les résultats générés par l'outil étaient conformes à nos attentes. En effet, WebMo fournit des estimations de l'effort plus proches de la réalité en comparaison avec son modèle de base (COCOMO II version avant projet). Ceci est dû essentiellement à la prise en compte des objets multimédias et autres objets spécifiques aux applications Web par la nouvelle métrique de Reifer à savoir: les 'Web Objects'. Un autre facteur important de succès est la calibration du modèle qui est basée uniquement sur des projets Web. Finalement, on suggère certaines recommandations telles qu'une version WebMo post-architecture pour des phases plus avancées du cycle de développement et aussi tenir compte de la diversité des langages de programmation, caractéristique typique des applications Web. Nous recommandons aussi d'alimenter la base de données du modèle avec plus de projets pour une meilleure calibration et ramener sa conception à une forme plus standard comme celle de COCOMO II. ______________________________________________________________________________ MOTS-CLÉS DE L’AUTEUR : Estimation, Projet Web, WebMo, COCOMO II, ISBSG, Ingénierie Web.
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Su, Jia-Han, and 蘇家漢. "A Study of Manipulative Web3D Virtual Classroom System and its Effects on Geometry Problem Solving." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/24804981191263810109.

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碩士
國立中央大學
網路學習科技研究所
94
In this paper, an innovative and manipulative learning tool was proposed. We called it “Web3D Virtual Classroom System”. We used it to improve geometry problem solving based on the pedagogical theory: “The learning representation mode is from the concrete items to abstract ideas through physical or mental manipulation“. In Taiwan 9-year integrated curriculum syllabus, emphasizing the importance of learning geometric concept through real life experience. By that we hope for children can find the factors and relations from different kinds of geometric objects, and then to construct correct geometric concept. In recent years, the Virtual Reality technology has been applied in military training and video games etc., but it was rarely employed in formal educational context. And especially for geometry learning, learners should promote their understanding through coordination, integration and structuring activities with geometric objects. For above reasons, we have developed “Web3D Virtual Classroom System” by integrating virtual manipulative and multimedia whiteboard. That was mean learners can solve geometric problems with manipulating objects, and propose their solution on multimedia whiteboard. Furthermore. And we also involved the asynchronous cooperation by introducing peer assessment and solution revision mechanism. This paper was divided into two parts. In first part, we described literature discussion, system design and system development. In the second part, we investigated perceived acceptance of proposed system and students' solving methods from two system studies. The questionnaires' result showed that subjects agreed our proposed system is useful and they also had positive attitude to ease of use.
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Μανδρώζος, Ασημάκης. "Αντίστροφη μηχανίκευση συστημάτων διαχείρισης περιεχομένου ανοιχτού κώδικα σε επίπεδο μοντέλου." Thesis, 2013. http://hdl.handle.net/10889/6038.

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Τα συστήματα διαχείρισης περιεχομένου (Content Management Systems) χρησιμοποιούνται ευρέως στην κατασκευή εφαρμογών του παγκόσμιου ιστού. Το κυριότερο πλεονέκτημά τους είναι ότι άνθρωποι που δεν γνωρίζουν τις τεχνολογίες διαδικτύου μπορούν πολύ εύκολα μέσω διεπαφών να δημιουργήσουν αλλά και να συντηρήσουν την δική τους ιστοσελίδα.Ένα από τα δημοφιλέστερα CMS συστήματα είναι το Joomla. Το Joomla είναι open source οπότε και μπορεί κάποιος να το κατεβάσει δωρεάν ,να το χρησιμοποιήσει αλλά και να δει τον πηγαίο κώδικά του. Ξεχωρίζει από τα υπόλοιπα CMS συστήματα λόγο της απλότητας χειρισμού του και της μεγάλης κοινότητας χρηστών που το υποστηρίζουν. Η WebML είναι μια γλώσσα μοντελοποίησης διαδικτυακών εφαρμογών. Στόχος της είναι η παρουσίαση της δομής μιας τέτοιας εφαρμογής. Με την χρησιμοποίηση των WebML μονάδων ως επίπεδο αφαίρεσης μιας διαδικτυακής εφαρμογής είναι έυκολο να διακρίνουμε την δομή αλλά και τον τρόπο λειτουργίας της. Στην παρούσα διπλωματική εργασία χρησιμοποιείται η WebML για την μοντελοποίηση των ιστοσελίδων που παράγει το Joomla.H μοντελοποίηση αυτή μας βοηθάει να διακρίνουμε τα σχεδιαστικά πλεονεκτήματα αλλά και τις αδυναμίες που μπορεί να παρουσιάζει μια διαδικτυακή εφαρμογή δημιουργημένη με το συγκεκριμένο CMS. Η μοντελοποίηση γίνεται αυτόματα με ένα εργαλείο που έχει υλοποιηθεί στην γλώσσα προγραμματισμού Java και παρουσιάζει τα αποτελέσματα τόσο σε γραφική όσο και σε XML μορφή.
Content management systems (Content Management Systems) are widely used in the construction of Web applications. The main advantage is that people who are not familiar with internet technologies can very easily through interfaces create and maintain their own websites.One of the most popular CMS system is Joomla. Joomla is open source so anyone can download it free of charge, use it and see the source code. It distinguishes itself from other CMS systems because of the simplicity of use and the large user community that supports it. The WebML is a modeling language for web applications. Its aim is to present the structure of such an application. By using WebML units at an abstraction level in a web application it is easy to discern the structure and how it works. In this thesis WebML is used for modeling the web pages produced by the Joomla CMS. The modeling helps us to discern the design strengths and weaknesses that a web application created with this CMS may present. The modeling is done automatically with a tool that has been implemented in the Java programming language and presents the results both graphically and in XML format.
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34

吳曉青. "The study of the relationship between webad and factors of decision process:a case study on flying cow ranch." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/37807896842553166302.

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Αθανασούλης, Παναγιώτης. "Μοντελοποίηση διαδικτυακών τόπων με σκοπό την προβολή τους σε φορητές συσκευές." Thesis, 2012. http://hdl.handle.net/10889/5504.

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Τα τελευταία χρόνια παρουσιάζεται μία ραγδαία ανάπτυξη των φορητών συσκευών οι οποίες παρέχουν στον χρήστη την δυνατότητα πρόσβασης στον Παγκόσμιο Ιστό και, κατ' επέκταση, την δυνατότητα πλοήγησης στις εφαρμογές του Παγκοσμίου Ιστού του ενδιαφέροντος του. Είναι γεγονός, όμως, ότι οι περισσότερες εφαρμογές του Παγκοσμίου Ιστού έχουν σχεδιαστεί και αναπτυχθεί ώστε να απεικονίζουν αποδοτικά το περιεχόμενό τους κυρίως στους προσωπικούς επιτραπέζιους υπολογιστές. Δεδομένου ότι οι φορητές συσκευές διαθέτουν οθόνη περιορισμένου μεγέθους και ανάλυσης σε σχέση με τους επιτραπέζιους υπολογιστές, ο χρήστης αναγκάζεται να κινείται εντός του παραθύρου της φορητής συσκευής ώστε να βρει το περιεχόμενο που τον ενδιαφέρει και την κατάλληλη θέση του παραθύρου ώστε να είναι εφικτή η ανάγνωση του. Αυτή η κουραστική και χρονοβόρα διαδικασία καθιστά δύσχρηστη την πλοήγηση στον Παγκόσμιο Ιστό μέσω των φορητών συσκευών. Με άλλα λόγια, το μείζον πρόβλημα που προκύπτει είναι πως μπορούμε να απεικονίσουμε ποιοτικά το περιεχόμενο των εφαρμογών Παγκοσμίου Ιστού, που έχουν σχεδιαστεί αποκλειστικά για επιτραπέζιους υπολογιστές, σε φορητές συσκευές. Επομένως, κρίνεται απαραίτητη η χρήση τεχνικών για φιλική προς τον χρήστη απεικόνιση του περιεχομένου των εφαρμογών Παγκοσμίου Ιστού στις φορητές συσκευές. Στο πλαίσιο αυτού του προβλήματος, η ερευνητική κοινότητα αλλά και μερικές ιδιωτικές εταιρίες έχουν προτείνει αρκετές λύσεις για την αντιμετώπισή του δίχως όμως να μπορούν να εφαρμοστούν καθολικά. Στην συγκεκριμένη διπλωματική εργασία, εξετάζουμε λύσεις που βασίζονται στην μοντελοποίηση Web εφαρμογών έτσι ώστε να βελτιώσουμε την απεικόνισή του περιεχομένου τους στις φορητές συσκευές. Στόχος μας είναι η δημιουργία ενός αυτοματοποιημένου εργαλείου το οποίο θα προσαρμόζει το μοντέλο μίας εφαρμογής, η οποία έχει σχεδιαστεί αποκλειστικά για επιτραπέζιους υπολογιστές, ώστε το περιεχόμενό της να προβάλλεται με τον καλύτερο δυνατό τρόπο σε φορητές συσκευές. Για την επίτευξη αυτή της τεχνικής μελετώνται τεχνικές αντίστροφης μηχανίκευσης και προτείνονται μετασχηματισμοί του WebML μοντέλου για απεικόνιση του περιεχομένου εφαρμογών σε φορητές συσκευές.
In recent years, we have experienced the explosive growth of mobile devices which provide on users access capability to the Web. Thus, they provide navigation capability to various Web applications on users. However, it is fact that most Web applications have been designed and developed to display efficiently their content mostly on desktop computers. Considering that the mobile devices dispose limited screen size and resolution in terms of the desktop computers, the user is needed to scroll manually inside the window of the mobile device to find the content that interests him/her and the appropriate position of the window so that viewing the web application content is feasible. This tedious and time-consuming process make it difficult to use the mobile Web access of the mobile devices. In other words, the fundamental problem that arises is how we could display efficiently the Web applications' content designed for desktop computers to mobile devices. Hence, it is necessary the usage of methods for more user-friendly representation of Web applications' content on mobile devices. In this issue, the scientific community and many companies has proposed a lot of solutions in order to face this problem. However, none of these solutions can be applied universally. In this thesis, we examine solutions that are based on the modeling of Web application in order to be improved their representation on mobile devices. Generally, our intention is to develop an automated tool that will adapt the model of a Web application that has been designed for desktop computers exclusively, in order to be displayed with the best possible way on mobile devices. To achieve our solution, we study reverse engineering techniques and propose a set of transformations on the WebML model of every Web application.
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Yin, Tai-lin, and 尹泰霖. "A Study on Building A Web3D Interactive Multimedia 3D Virtual Reality And Its Applications to Teaching - Tainan Confucius Temple as An Example." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/15624823752109015629.

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碩士
國立臺南大學
數位學習科技學系教學碩士班
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Based on the user perspective, web-based, the research establishes a virtual reality Guiding System of Tainan Confucius Temple. Through characters, sounds, pictures such guiding explanations, the user can freely walk in virtual reality and study knowledge of Tainan Confucius Temple. In the last part it takes all fifth-grade students in author’s serving school for experiment. Firstly they need to complete satisfaction survey after experiencing the system. On the other hand, comparing with those students who have been to Tainan Confucius Temple, it is discussed whether a significant difference exists in these students who just use the Guiding System instead of visiting. The research works on 166 persons and 163 persons totally effective, who are divided into two groups, 62 persons in control and 101 persons in experiment. The result indicates no significant difference between two groups. By experiencing the whole operation of Guiding System, students have the real tour feeling even if they haven’t been to Tainan Confucius Temple. In satisfaction survey, it is analyzed although some system processing needs to be improved, the system is still satisfied in general and overall average score reaches 3.81 points. Especially, the system receives a high recognition of easy-learning, easy-doing and interesting knowledge.
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Σουρλά, Γεωργία. "Reverse engineering εφαρμογών παγκόσμιου ιστού με αξιοποίηση μεθοδολογιών μοντελοποίησης." Thesis, 2012. http://hdl.handle.net/10889/5977.

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Οι εφαρμογές παγκόσμιου ιστού προσφέρουν ολοένα και περισσότερες, με υψηλό βαθμό πολυπλοκότητας, υπηρεσίες σε σχέση με τους πρώτους ιστότοπους που χρησιμοποιούνταν απλά και μόνο για την προβολή πληροφοριών. Λόγω της ολοένα αυξανόμενης πολυπλοκότητας των εφαρμογών αυτών, ο σχεδιασμός, η ανάπτυξη κι η συντηρησιμότητα μιας εφαρμογής παγκόσμιου ιστού προβάλλει ως μία από τις μεγαλύτερες προκλήσεις που καλείται να αντιμετωπίσει ο σχεδιαστής της. Η ερευνητική κοινότητα προκειμένου να αντιμετωπίσει την αυξανόμενη πολυπλοκότητα του σχεδιασμού εφαρμογών παγκόσμιου ιστού έχει προτείνει ένα πλήθος προσεγγίσεων και μεθόδων βασισμένων σε μοντέλα. Η δουλειά του σχεδιαστή εφαρμογών παγκόσμιου ιστού μπορεί να απλοποιηθεί ακόμα περισσότερο με την επαναχρησιμοποίηση της εμπειρίας άλλων σχεδιαστών εφαρμογών παγκόσμιου ιστού. Η επαναχρησιμοποίηση της εμπειρίας αυτής γίνεται με τη χρήση σχεδιαστικών προτύπων που ορίζονται από πεπειραμένους σχεδιαστές. Αν κατά το σχεδιασμό μιας εφαρμογής χρησιμοποιηθεί κάποια μέθοδος μοντελοποίησης σε συνδυασμό με ένα σύνολο σχεδιαστικών προτύπων, η τελική εφαρμογή θα είναι πιο αποδοτική και ποιοτική. Πολλές φορές όμως, κατά το σχεδιασμό και την ανάπτυξη μιας εφαρμογής παγκόσμιου ιστού δε λαμβάνεται υπόψη κάποια συγκεκριμένη μεθοδολογία μοντελοποίησης και ανάπτυξης. Ένα πλήθος μεθόδων αντίστροφης μηχανίκευσης έχει αναπτυχθεί για την ανάλυση, κατανόηση και μοντελοποίηση των αρχιτεκτονικών τέτοιου είδους εφαρμογών. Κατά τη μοντελοποίηση της αρχιτεκτονικής παραδοσιακών συστημάτων λογισμικού δεν εμφανίζεται η εσωτερική δομή του λειτουργικού συστήματος και του συστήματος παραθύρων (windowing system). Αντίστοιχα και στο πεδίο εφαρμογών παγκόσμιου ιστού δεν εμφανίζεται η εσωτερική δομή του εξυπηρετητή παγκόσμιου ιστού και του φυλλομετρητή. Τα αρχιτεκτονικά διαγράμματα των εφαρμογών παγκόσμιου ιστού πρέπει να δείχνουν τα κύρια συστατικά μιας εφαρμογής τα οποία συνδέονται μεταξύ τους για να υλοποιήσουν μεγάλες και σύνθετες εφαρμογές. Κύρια συστατικά μιας εφαρμογής θεωρούνται τα αντικείμενα του παγκόσμιου ιστού, οι πίνακες της βάσης δεδομένων και τα πολυμεσικά αντικείμενα. Στα πλαίσια αυτής της διπλωματικής εργασίας, αναλύσαμε το πιο δημοφιλές σύστημα διαχείρισης περιεχομένου (Content Management Systems – CMS) ανοιχτού κώδικα, το Joomla!. Συγκεκριμένα, εφαρμόσαμε αντίστροφη μηχανίκευση σε αυτό, ώστε να μπορέσουμε να μοντελοποιήσουμε την αρχιτεκτονική του. Για αυτό το σκοπό, αναπτύξαμε μια εφαρμογή που ερευνά τον HTML κώδικα όλων των σελίδων ενός ιστότοπου φτιαγμένου σε Joomla!, προκειμένου να γίνει αυτόματη εξαγωγή του μοντέλου του και όχι με το χέρι. Βασικός στόχος είναι να μπορέσουμε να αξιολογήσουμε το σχεδιασμό του μοντέλου του, αλλά και να παρέχουμε έναν αυτοματοποιημένο τρόπο για αξιολόγηση. Έτσι, θα μπορούν να προταθούν τρόποι αναδιάταξης, με στόχο τόσο την ευχρηστία όσο και την αποδοτικότητα χρήσης του συγκεκριμένου συστήματος διαχείρισης περιεχομένου.
Web Applications provide many services and they are not used just to display content, as it was the case for the first web sites. Due to the growing complexity, the design, development and maintenance of these applications has become one of the major challenges that the developer has to face. In an attempt to face this growing complexity, the research community has proposed a number of model based approaches and methods. The task of the hypertext architect may be further facilitated by reusing the experience of other hypertext architects. This reuse is achieved by means of design patterns that have been defined by experts. If, we make use of a modeling method in combination with design patterns when designing a web application, the final result will be more efficient and qualitative. Usually, due to the pressing market demands, the modeling methods or techniques are not applied during the degin and development of the web applications. A number of reverse engineering methods and tools have been proposed in order to analyze, comprehend and model the architectures of such applications. When the architecture of traditional software systems is modeled, the internal structure of the operating and windowing system does not appear. Similarly, in the field of web applications, the internal structure of the web server and browser does not appear. The architectural diagrams of web applications need to show the main components of an application, which are linked together in order to create large and complex applications. The main components of an application are the objects of the Web, the database tables and the multimedia objects. In this thesis, we analyzed the most popular open source Content Management System (CMS), Joomla!. More specifically, we applied reverse engineering to it, so that we could model its architecture. For this purpose, we developed an application which explores the HTML code of all web pages of a web site created by Joomla!, so that the extraction of its model will be done automatically and not manually. The main goal is to manage to evaluate the design of its model and to provide an automatic way for evaluation, as well. Thus, we can recommend ways to redeploy the system, so that usability and efficiency will be achieved, in the use of this content management system.
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Κατσίμπα, Θεοδώρα. "Μοντελοποίηση εφαρμογών παγκόσμιου ιστού: αποδοτική αναζήτηση και εφαρμογή σχεδιαστικών λύσεων και προτύπων." 2005. http://nemertes.lis.upatras.gr/jspui/handle/10889/148.

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Οι εφαρμογές παγκόσμιου ιστού προσφέρουν ολοένα και περισσότερες, με υψηλό βαθμό πολυπλοκότητας υπηρεσίες, σε σχέση με τους πρώτους ιστότοπους που χρησιμοποιούνταν απλά και μόνο για την προβολή πληροφοριών. Λόγω της ολοένα αυξανόμενης πολυπλοκότητας των εφαρμογών αυτών, ο σχεδιασμός, η ανάπτυξη κι η συντηρησιμότητα μιας εφαρμογής παγκόσμιου ιστού προβάλλει ως μία από τις μεγαλύτερες προκλήσεις που καλείται να αντιμετωπίσει ο σχεδιαστής της. Η ερευνητική κοινότητα προκειμένου να αντιμετωπίσει την αυξανόμενη πολυπλοκότητα του σχεδιασμού εφαρμογών παγκόσμιου ιστού έχει προτείνει ένα πλήθος προσεγγίσεων και μεθόδων βασισμένων σε μοντέλα. Η δουλειά του σχεδιαστή εφαρμογών παγκόσμιου ιστού μπορεί να απλοποιηθεί ακόμα περισσότερο με την επαναχρησιμοποίηση της εμπειρίας άλλων σχεδιαστών εφαρμογών παγκόσμιου ιστού. Η επαναχρησιμοποίηση της εμπειρίας αυτής γίνεται με χρήση σχεδιαστικών προτύπων που ορίζονται από πεπειραμένους σχεδιαστές. Αν κατά το σχεδιασμό μιας εφαρμογής χρησιμοποιηθεί κάποια μέθοδος μοντελοποίησης σε συνδυασμό με ένα σύνολο σχεδιαστικών προτύπων, η τελική εφαρμογή θα είναι πιο αποδοτική και ποιοτική. Πολλές φορές όμως, κατά το σχεδιασμό και την ανάπτυξη μιας εφαρμογής παγκόσμιου ιστού δε λαμβάνεται υπόψη κάποια συγκεκριμένη μεθοδολογία μοντελοποίησης και ανάπτυξης. Ένα πλήθος μεθόδων αντίστροφης μηχανίκευσης έχει αναπτυχθεί για την ανάλυση, κατανόηση και μοντελοποίηση των αρχιτεκτονικών τέτοιου είδους εφαρμογών. Στα πλαίσια της παρούσας διπλωματικής εργασίας μελετούνται οι μέθοδοι μοντελοποίησης που έχουν προταθεί από την ερευνητική κοινότητα, τα σχεδιαστικά πρότυπα που έχουν οριστεί καθώς και οι μέθοδοι και οι διαδικασίες αντίστροφης μηχανίκευσης που έχουν αναπτυχθεί. Επιπλέον προτείνεται μία μέθοδος αυτόματου εντοπισμού σχεδιαστικών λύσεων στο εννοιολογικό μοντέλο μιας εφαρμογής και μία μέθοδος αντίστροφης μηχανίκευσης με στόχο τη μοντελοποίηση της εφαρμογής. Αναλυτικά, η παρούσα διπλωματική εργασία είναι δομημένη ως εξής: Στο πρώτο κεφάλαιο παραθέτονται τα οφέλη χρήσης μοντέλων κατά το σχεδιασμό εφαρμογών παγκόσμιου ιστού, καθώς και οι βασικές απαιτήσεις που θα πρέπει να ικανοποιούν οι μέθοδοι μοντελοποίησης για την πληρέστερη μοντελοποίηση των χαρακτηριστικών των εφαρμογών παγκόσμιου ιστού. Επιπλέον, γίνεται επισκόπηση και παρουσίαση των κυριότερων μεθόδων μοντελοποίησης που έχουν προταθεί από την ερευνητική κοινότητα. Ιδιαίτερη βαρύτητα δίνεται στην παρουσίαση της γλώσσας μοντελοποίησης WebML, γιατί αποτελεί την γλώσσα μοντελοποίησης με βάση την οποία αναπτύχθηκαν οι μέθοδοι που προτείνονται στα κεφάλαια 3 και 4. Τέλος, στο κεφάλαιο αυτό γίνεται σύγκριση των προτεινόμενων μεθόδων μοντελοποίησης. Στο δεύτερο κεφάλαιο παρουσιάζονται τα οφέλη χρήσης σχεδιαστικών προτύπων τόσο από άπειρους όσο και από έμπειρους σχεδιαστές και δίνεται ένας επίσημος ορισμός των σχεδιαστικών προτύπων για τον παγκόσμιο ιστό. Επιπλέον, στα πλαίσια του κεφαλαίου αυτού γίνεται παρουσίαση των προτύπων δημοσίευσης και διαχείρισης περιεχομένου που έχουν οριστεί στη WebML. Για το σχεδιασμό πολύπλοκων εφαρμογών παγκόσμιου ιστού, ναι μεν το είδος επαναχρησιμοποίησης που προσφέρουν τα σχεδιαστικά πρότυπα παγκόσμιου ιστού είναι πολύτιμα, εν τούτοις απαιτείται η επαναχρησιμοποίηση όσο το δυνατόν μεγαλύτερων σχεδιαστικών δομών. Για το λόγο αυτό γίνεται αναφορά και παρουσίαση της επαναχρησιμοποίησης που υποστηρίζεται από τη χρήση σχεδιαστικών πλαισίων ανάπτυξης εφαρμογών παγκόσμιου ιστού. Στο τρίτο κεφάλαιο προτείνεται μία μέθοδος ανάκτησης αποδοτικών σχεδιαστικών λύσεων και σχεδιαστικών προτύπων μέσα στο εννοιολογικό σχήμα-μοντέλο μίας ή περισσότερων εφαρμογών παγκόσμιου ιστού. Η συγκεκριμένη μεθοδολογική προσέγγιση, αν εφαρμοστεί σε εννοιολογικά σχήματα πολλών εφαρμογών μίας συγκεκριμένης κατηγορίας, μπορεί να οδηγήσει στον προσδιορισμό πλαισίων ανάπτυξης εφαρμογών για τον αποδοτικό σχεδιασμό εφαρμογών της συγκεκριμένης αυτής κατηγορίας, ή ακόμα και στον αυτόματο εντοπισμό σχεδιαστικών προτύπων. Τέλος, στο τέταρτο κεφάλαιο παρουσιάζονται ο ερευνητικός χώρος της αντίστροφης μηχανίκευσης, τα συστατικά που αποτελούν μία εφαρμογή παγκόσμιου ιστού, καθώς και ο τύπος της πληροφορίας που απαιτείται να εξαχθεί από μία διαδικασία αντίστροφης μηχανίκευσης, έτσι ώστε να γίνει κατανοητή και αντιληπτή η αρχιτεκτονική μιας τέτοιας εφαρμογής. Προτείνεται επίσης μια μέθοδος αντίστροφης μηχανίκευσης εφαρμογών παγκόσμιου ιστού, με στόχο τη μοντελοποίησή τους με χρήση της WebML και παρουσιάζεται το εργαλείο που αναπτύχθηκε στα πλαίσια της διπλωματικής εργασίας, για να υποστηρίξει την προτεινόμενη μέθοδο. Η εφαρμογή του σε μία εφαρμογή προβολής περιεχομένου έδωσε ενθαρρυντικά αποτελέσματα όσον αφορά τη λειτουργικότητα και την αποτελεσματικότητα της μεθόδου.
Web Applications provide many services and they are not used just to display content, as it was the case for the first web sites. Due to the growing complexity, the design, development and maintenance of these aplications has become one of the major challenges that the developer has to face. In an attempt to face this growing complexity, the research community has proposed a number of model based approaches and methods. The task of the hypertext architect may be further facilitated by reusing the experience of other hypertext architects. This reuse is achieved by means of design patterns that have been defined by experts. If, we make use of a modelling method in combination with design patterns when designing a web application, the final result will be more efficient and qualitative. Usually, due to the pressing market demands, the modeling methods or techniques are not applied during the degin and development of the web applications. A number of reverse engineering methods and tools have been proposed in order to analyse, comprehend and model the architectures of such applications. In this thesis, we study the various modelling methods that have been proposed, as well as the design paterns that have been defined and the reverse engineering methods that have been developed. Furthermore, we propose a method to automatically detect design solutions at the conceptual schema of a web application and a reverse engineering method in order to model an existing web application. Analytically, this master thesis is being structured in the following chapters: The first chapter presents the benefits of using models when designing web applications, as well as the requirements that a web application must satisfy in order to be able to model the features of the web applications. The main modelling methods, that have been proposed by the research community, are also presented. The Web modelling language (WebML) is extensively presented as it constitutes the model language with which the methods that we suggest in chapters 3 and 4 have been developed. In the end of this chapter, we make a comparison of the proposed modelling methods. In the second chapter we present the benefits gained when using design patterns by non-experienced as well by experienced developers. Moreover, we present the patterns that have been defined in WebML. Though the kind of reuse provided by patterns is valuable when designing web applications, complex web applications need a way to maximize reuse of larger design structures. For this reason, we also present the kind of reuse that is provided by using web application frameworks. In the third chapter we propose a methodology for retrieving effective design solutions, or even more design patterns, within the conceptual schema of one or more web applications. This approach, if applied to a large number of applications of the same domain, may lead to the identification of templates for specific domain Web application frameworks and to the discovery of new design patterns. The fourth and last chapter of this thesis focuses on reverse engineering. We present the work that has been done in the domain of reverse engineering, the components of a web application, and the type of information that should be retrieved by a reverse engineering approach in order to comprehend the architecture of the web application. We also suggest a reverse engineering method in order to model an existing web application using WebML. The tool that was implemented in order to support this method is also presented. Applying this method in a content management application gave us good results as far as its functionality and its effectiveness are concerned.
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39

Lyko, Klaus. "EAGLE - learning of link specifications using genetic programming." 2012. https://ul.qucosa.de/id/qucosa%3A17165.

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Um die Vision eines Linked Data Webs zu verwirklichen werden effiziente halbautomatische Verfahren benötigt, um Links zwischen verschiedenen Datenquellen zu generieren. Viele bekannte Link Discovery Frameworks verlangen von einem Benutzer eine Linkspezifikation manuell zu erstellen, bevor der eigentliche Vergleichsprozess zum Finden dieser Links gestartet werden kann. Zwar wurden jüngst zeit- und ressourcenschonende Werkzeuge zur Ausführung von Linking-Operationen entwickelt, aber die Generierung möglichst präziser Linkspezifikationen ist weiterhin ein kompliziertes Unterfangen. Diese Arbeit präsentiert EAGLE - ein Werkzeug zum halbautomatischen Lernen solcher Linkspezifikationen. EAGLE erweitert das zeiteffiziente LIMES Framework um aktive Lernalgorithmen basierend auf Methoden der Genetischen Programmierung. Ziel ist es den manuellen Arbeitsaufwand während der Generierung präziser Linkspezifikationen für Benutzer zu minimieren. Das heißt insbesondere, dass die Menge an manuell annotierten Trainingsdaten minimiert werden soll. Dazu werden Batch- als auch aktive Lernalgorithmen verglichen. Zur Evaluation werden mehrere Datensätze unterschiedlichen Ursprungs und verschiedener Komplexität herangezogen. Es wird gezeigt, dass EAGLE zeiteffizient Linkspezifikationen vergleichbarer Genauigkeit bezüglich der F-Maße gernerieren kann, während ein geringerer Umfang an Trainingsdaten für die aktiven Lernalgorithmen benötigt wird.
On the way to the Linked Data Web, efficient and semi-automatic approaches for generating links between several data sources are needed. Many common Link Discovery frameworks require a user to specify a link specification, before starting the linking process. While time-efficient approaches for executing those link specification have been developed over the last years, the discovery of accurate link specifications remains a non-trivial problem. In this thesis, we present EAGLE, a machine-learning approach for link specifications. The overall goal behind EAGLE is to limit the labeling effort for the user, while generating highly accurate link specifications. To achieve this goal, we rely on the algorithms implemented in the LIMES framework and enhance it with both batch and active learning mechanisms based on genetic programming techniques. We compare both batch and active learning and evaluate our approach on several real world datasets from different domains. We show that we can discover link specifications with f-measures comparable to other approaches while relying on a smaller number of labeled instances and requiring significantly less execution time.
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40

Βιέννας, Εμμανουήλ. "Αποτελεσματική σχεδίαση πληροφοριακών συστημάτων για λύσεις εφαρμογών φορητών συσκευών : μια μελέτη περίπτωσης." Thesis, 2010. http://nemertes.lis.upatras.gr/jspui/handle/10889/4281.

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Abstract:
Οι εφαρμογές παγκόσμιου ιστού προσφέρουν ολοένα και περισσότερες, με υψηλό βαθμό πολυπλοκότητας υπηρεσίες, σε σχέση με τους πρώτους ιστότοπους που χρησιμοποιούνταν απλά και μόνο για την προβολή πληροφοριών. Λόγω της ολοένα αυξανόμενης πολυπλοκότητας των εφαρμογών αυτών, ο σχεδιασμός, η ανάπτυξη κι η συντηρησιμότητα μιας εφαρμογής παγκόσμιου ιστού αποτελεί πλέον μια πολυσύνθετη διαδικασία την οποία καλείται να αντιμετωπίσει ο σχεδιαστής εφαρμογών παγκόσμιου ιστού. Η δουλειά του σχεδιαστή μπορεί να απλοποιηθεί με την επαναχρησιμοποίηση της εμπειρίας άλλων σχεδιαστών εφαρμογών παγκόσμιου ιστού. Η επαναχρησιμοποίηση της εμπειρίας αυτής γίνεται με χρήση σχεδιαστικών προτύπων που ορίζονται από πεπειραμένους σχεδιαστές. Αν κατά το σχεδιασμό μιας εφαρμογής χρησιμοποιηθεί κάποια μέθοδος μοντελοποίησης σε συνδυασμό με ένα σύνολο σχεδιαστικών προτύπων, η τελική εφαρμογή θα είναι πιο αποδοτική και ποιοτική. Την ίδια χρονική στιγμή η χρήση φορητών συσκευών (κινητά τηλέφωνα, pda) έχει αυξηθεί σε πολύ μεγάλο βαθμό και όλο και μεγαλύτερο είναι το ποσοστό των συσκευών που διαθέτει και σύνδεση δεδομένων με αποτέλεσμα να επιτυγχάνεται εύκολα η σύνδεση στο διαδίκτυο από την φορητή συσκευή. Το πρόβλημα που παρουσιάζεται είναι ότι σχεδόν το σύνολο από τις ιστοσελίδες έχουν δημιουργηθεί για να προβάλλονται σε πλοηγούς (browsers) σε προσωπικούς υπολογιστές που κατά κανόνα έχουν πολύ μεγαλύτερα μέσα προβολής (οθόνες) σε σχέση με τις φορητές συσκευές. Στα πλαίσια της παρούσας διπλωματικής εργασίας μελετούνται οι μέθοδοι μοντελοποίησης που έχουν προταθεί από την ερευνητική κοινότητα και τα σχεδιαστικά πρότυπα που έχουν οριστεί καθώς και οι τεχνικές αποτελεσματικής σχεδίασης εφαρμογών διαδικτύου για φορητές συσκευές (τεχνικές αντιστροφής μηχανίκευσης, μετασχηματισμός μοντέλου για προβολή σε φορητές συσκευές, αυτόματη παραγωγή εφαρμογής παγκοσμίου ιστού από το μοντέλο).
Web Applications provide many services and they are not used just to display content, as it was the case for the first web sites. Due to the growing complexity of these applications, the design, development and maintenance of web applications has become a complex process that the software architect has to face. The job of the software architect can be simplified by reusing the experience of others developers/ designers/ software architects. This reuse is achieved by means of design patterns that have been defined by experts. If, we make use of a modeling method in combination with design patterns when designing a web application, the final result will be more efficient and qualitative. At the same time the use of portable devices (mobile phones, pda) has grown enormously. The percentage of available devices with data connection available is increasing. As a result, it is easy to connect to Internet from a portable device. As part of this thesis, we study the modeling methods and the and design standards proposed by the research community. Moreover we study the methods for designing effectively information systems for the support of mobile applications (reverse engineering, transformation model for viewing on mobile devices, auto generate web applications based on model etc).
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