Thèses sur le sujet « Mobile collaborative applications »

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1

Soon, Chien Jon. « An architecture for user configurable mobile collaborative geographic applications ». Thesis, Queensland University of Technology, 2009. https://eprints.qut.edu.au/37311/1/Chien_Soon_Thesis.pdf.

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Geographic information is increasingly being touted for use in research and industrial projects. While the technology is now available and affordable, there is a lack of easy to use software that takes advantage of geographic information. This is an important problem because users are often researchers or scientists who have insufficient software skills, and by providing applications that are easier to use, time and financial resources can be taken from training and be better applied to the actual research and development work. A solution for this problem must cater for the user and research needs. In particular it must allow for mobile operation for fieldwork, flexibility or customisability of data input, sharing of data with other tools and collaborative capabilities for the usual teamwork environment. This thesis has developed a new architecture and data model to achieve the solution. The result is the Mobile Collaborative Annotation framework providing an implementation of the new architecture and data model. Mobile Collaborative Mapping implements the framework as a Web 2.0 mashup rich internet application and has proven to be an effective solution through its positive application to a case study with fieldwork scientists. This thesis has contributed to research into mobile computing, collaborative computing and geospatial systems by creating a simpler entry point to mobile geospatial applications, enabling simplified collaboration and providing tangible time savings.
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Golchay, Roya. « From mobile to cloud : Using bio-inspired algorithms for collaborative application offloading ». Thesis, Lyon, 2016. http://www.theses.fr/2016LYSEI009.

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Actuellement les smartphones possèdent un grand éventail de fonctionnalités. Ces objets tout en un, sont constamment connectés. Il est l'appareil favori plébiscité par les utilisateurs parmi tous les dispositifs de communication existants. Les applications actuelles développées pour les smartphones doivent donc faire face à une forte augmentation de la demande en termes de fonctionnalités tandis que - dans un même temps - les smartphones doivent répondre à des critères de compacité et de conception qui les limitent en énergie et à un environnement d'exécution pauvre en ressources. Utiliser un système riche en ressource est une solution classique introduite en informatique dans les nuages mobiles (Mobile Cloud Computing), celle-ci permet de contourner les limites des appareils mobiles en exécutant à distance, toutes ou certaines parties des applications dans ces environnements de nuage. Certaines architectures émergent, mais peu d'algorithmes existent pour traiter les propriétés dynamiques de ces environnements. Dans cette thèse, nous focalisons notre intérêt sur la conception d'ACOMMA (Ant-inspired Collaborative Offloading Middleware for Mobile Applications), un interlogiciel d'exécution déportée collaborative inspirée par le comportement des fourmis, pour les applications mobiles. C'est une architecture orientée service permettant de décharger dynamiquement des partitions d'applications, de manière simultanée, sur plusieurs clouds éloignés ou sur un cloud local créé spontanément, incluant les appareils du voisinage. Les principales contributions de cette thèse sont doubles. Si beaucoup d'intergiciels traitent un ou plusieurs défis relatifs à l'éxecution déportée, peu proposent une architecture ouverte basée sur des services qui serait facile à utiliser sur n'importe quel support mobile sans aucun exigence particulière. Parmi les principaux défis il y a les questions de quoi et quand décharger dans cet environnement très dynamique. A cette fin, nous développons des algorithmes de prises de décisions bio-inspirées : un processus de prise de décision bi-objectif dynamique avec apprentissage et un processus de prise de décision en collaboration avec les autres dispositifs mobiles du voisinage. Nous définissons un mécanisme de dépôt d'exécution avec une méthode de partitionnement grain fin de son graphe d'appel. Nous utilisons les algorithmes des colonies de fourmis pour optimiser bi-objectivement la consommation du CPU et le temps total d'exécution, en incluant la latence du réseau. Nous montrons que les algorithmes des fourmis sont plus facilement re-adaptables face aux modifications du contexte, peuvent être très efficaces en ajoutant des algorithmes de cache par comparaison de chaîne (string matching caching) et autorisent facilement la dissémination du profil de l'application afin de créer une exécution déportée collaborative dans le voisinage
Not bounded by time and place, and having now a wide range of capabilities, smartphones are all-in-one always connected devices - the favorite devices selected by users as the most effective, convenient and neces- sary communication tools. Current applications developed for smartphones have to face a growing demand in functionalities - from users, in data collecting and storage - from IoT device in vicinity, in computing resources - for data analysis and user profiling; while - at the same time - they have to fit into a compact and constrained design, limited energy savings, and a relatively resource-poor execution environment. Using resource- rich systems is the classic solution introduced in Mobile Cloud Computing to overcome these mobile device limitations by remotely executing all or part of applications to cloud environments. The technique is known as application offloading. Offloading to a cloud - implemented as geographically-distant data center - however introduces a great network latency that is not acceptable to smartphone users. Hence, massive offloading to a centralized architecture creates a bottleneck that prevents scalability required by the expanding market of IoT devices. Fog Computing has been introduced to bring back the storage and computation capabilities in the user vicinity or close to a needed location. Some architectures are emerging, but few algorithms exist to deal with the dynamic properties of these environments. In this thesis, we focus our interest on designing ACOMMA, an Ant-inspired Collaborative Offloading Middleware for Mobile Applications that allowing to dynamically offload application partitions - at the same time - to several remote clouds or to spontaneously-created local clouds including devices in the vicinity. The main contributions of this thesis are twofold. If many middlewares dealt with one or more of offloading challenges, few proposed an open architecture based on services which is easy to use for any mobile device without any special requirement. Among the main challenges are the issues of what and when to offload in a dynamically changing environment where mobile device profile, context, and server properties play a considerable role in effectiveness. To this end, we develop bio-inspired decision-making algorithms: a dynamic bi-objective decision-making process with learning, and a decision-making process in collaboration with other mobile devices in the vicinity. We define an offloading mechanism with a fine-grained method-level application partitioning on its call graph. We use ant colony algorithms to optimize bi-objectively the CPU consumption and the total execution time - including the network latency
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McCaffery, Duncan James. « Supporting Low Latency Interactive Distributed Collaborative Applications in Mobile Environments ». Thesis, Lancaster University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.524740.

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Hommerberg, Måns. « Enriching Circuit Switched Mobile Phone Calls with Cooperative Web Applications ». Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159974.

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The thesis investigates the possibility to enrich standard mobile phone calls with cooperative web applications. Originating from the research field know as Computer Supported Cooperative Work (CSCW) this thesis report introduces and describes the implementation of several applications which can be used by the calling parties together during a phone call. Additionally, the report describes a proof-of-concept prototype for the Android platform, and discusses the performance of cooperative web application running on mobile devices in terms of network and CPU use. The conclusions of the thesis describe a prototype application addressing and implementing the requirements as described by the theory of computer supported collaborated work. The performance of the running application showed to be satisfactory, both regarding to network demand and processor use.
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JUNIOR, JONER MARTINS VEIGA DUARTE. « A FRAMEWORK FOR COLLABORATIVE USE OF MOBILE DEVICES FOR REMOTE CONTROL OF SCIENTIFIC APPLICATIONS ». PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2012. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=21806@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Hoje em dia, o uso de dispositivos móveis se tornou bastante popular e criou maneiras diferentes de interação com sua interface sensível ao toque. Aplicações de visualização científica possuem um potencial muito grande de desfrutar dessas novas formas de interação, contudo o poder de processamento dos dispositivos móveis ainda não é suficiente para renderizar e-ou tratar o grande volume de dados que esse tipo de aplicação requer. Propomos um framework, seguindo um modelo cliente-servidor, que permite a utilização de dispositivos móveis para visualização e manipulação colaborativa de aplicações de visualização científica. No papel de servidor, a aplicação científica faz uso de uma biblioteca para compactar e enviar as imagens renderizadas para os clientes e também para tratar os eventos recebidos. No papel de cliente, está um aplicativo multiplataforma (iOS-Android) rodando nos dispositivos móveis, que interpreta os gestos de toque e exibe as imagens recebidas via rede Wi-Fi. O mesmo aplicativo é capaz de conectar em qualquer servidor, pois constrói a interface baseada numa descrição em Lua que o servidor fornece. Por fim, o framework proposto é avaliado em dois aplicativos industriais: Geresim e 3DReplay.
Nowadays, mobile devices have become very popular bringing new ways of interaction with their touch-based interface. Scientific visualization applications have a great potential to take advantage of this new kind of interaction, but the processing capabilities of mobile devices are still not enough to render or process the amount of data this type of application requires. We propose a framework, working as a client-server model, which allows the use of mobile devices to collaboratively visualize and manipulate scientific visualization applications. In the server role, the scientific application uses a library to compress and send rendered images to clients and also to process received events. In the client role, there is a multiplatform application (iOS-Android) running on mobile devices, which interpret touch gestures and show the images received through Wi-Fi network. The same application is able to connect in any server, since it builds its interface from a description in Lua language supplied by the server. Lastly, we evaluate the proposed framework with two industrial applications: Geresim e 3DReplay.
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Kohen-Vacs, Dan. « A Design and Development Approach for Deploying Web and Mobile Applications to Support Collaborative Seamless Learning Activities ». Doctoral thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-49137.

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In this thesis I address challenges related to the design, development anddeployment of web and mobile technologies used to support CollaborativeSeamless Learning (CSL) activities practiced across a variety of learningcontexts. The scientific publications at the core of this thesis offer adescription of the research I have performed over the last five years, andcomprise studies involving several hundred users.My research efforts included the elicitations of the requirements for and thedesign of a number of web and mobile tools to support collaborative seamlesslearning activities. A web-based environment called CeLS was developed tosupport the orchestration of CSL activities. It was then expanded to integratemobile solutions, aimed to extend the ability of CeLS to support educationalinteractions performed inside as well as outside physical classroom. Thesemobile solutions were designed to implement learning activities that supportdata collection, personal response systems and interaction with mobile videos.The main aim of the research was to investigate how best to design tools andsystems to support students during the enactment of collaborative seamlesslearning activities, and to provide teachers with artifacts to design and assessthose. Special emphasis has been given to the exploration of approaches thatenhance the flow, reusability and sharing of learner-generated content acrossdifferent learning activities. Several studies were conducted in order to validateand assess these ideas and concepts. Various data collection methods wereused to gather data from different stakeholders during the deployment of thedifferent CSL activities. The outcomes were processed and analyzed resultingin a set of recommendations concerning the design, development anddeployment of web and mobile applications to support collaborative seamlesslearning. A software architecture including various web and mobile integratedcomponents used to support innovative CSL activities is also proposed.
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Demigha, Oualid. « Energy Conservation for Collaborative Applications in Wireless Sensor Networks ». Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0058/document.

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Les réseaux de capteurs sans fil est une technologie nouvelle dont les applications s'étendent sur plusieurs domaines: militaire, scientifique, médicale, industriel, etc. La collaboration entre les noeuds capteurs, caractérisés par des capacités minimales en termes de capture, de transmission, de traitement et d'énergie, est une nécessité pour réaliser des tâches aussi complexes que la collecte des données, le pistage des objets mobiles, la surveillance des zones sensibles, etc. La contrainte matérielle sur le développement des ressources énergétiques des noeuds capteurs est persistante. D'où la nécessité de l'optimisation logicielle dans les différentes couches de la pile protocolaire et du système d'exploitation des noeuds. Dans cette thèse, nous approchons le problème d'optimisation d'énergie pour les applications collaboratives via les méthodes de sélection des capteurs basées sur la prédiction et la corrélation des données issues du réseau lui-même. Nous élaborons plusieurs méthodes pour conserver les ressources énergétiques du réseau en utilisant la prédiction comme un moyen pour anticiper les actions des noeuds et leurs rôles afin de minimiser le nombre des noeuds impliqués dans la tâche en question. Nous prenons l'application de pistage d'objets mobiles comme un cas d'étude. Ceci, après avoir dresser un état de l'art des différentes méthodes et approches récentes utilisées dans ce contexte. Nous formalisons le problème à l'aide d'un programme linéaire à variables binaires dans le but de trouver une solution générale exacte. Nous modélisons ainsi le problème de minimisation de la consommation d'énergie des réseaux de capteurs sans fil, déployé pour des applications de collecte de données soumis à la contrainte de précision de données, appelé EMDP. Nous montrons que ce problème est NP-Complet. D'où la nécessité de solutions heuristiques. Comme solution approchée, nous proposons un algorithme de clustering dynamique, appelé CORAD, qui adapte la topologie du réseau à la dynamique des données capturées afin d'optimiser la consommation d'énergie en exploitant la corrélation qui pourrait exister entre les noeuds. Toutes ces méthodes ont été implémentées et testées via des simulations afin de montrer leur efficacité
Wireless Sensor Networks is an emerging technology enabled by the recent advances in Micro-Electro-Mechanical Systems, that led to design tiny wireless sensor nodes characterized by small capacities of sensing, data processing and communication. To accomplish complex tasks such as target tracking, data collection and zone surveillance, these nodes need to collaborate between each others to overcome the lack of battery capacity. Since the development of the batteries hardware is very slow, the optimization effort should be inevitably focused on the software layers of the protocol stack of the nodes and their operating systems. In this thesis, we investigated the energy problem in the context of collaborative applications and proposed an approach based on node selection using predictions and data correlations, to meet the application requirements in terms of energy-efficiency and quality of data. First, we surveyed almost all the recent approaches proposed in the literature that treat the problem of energy-efficiency of prediction-based target tracking schemes, in order to extract the relevant recommendations. Next, we proposed a dynamic clustering protocol based on an enhanced version of the Distributed Kalman Filter used as a prediction algorithm, to design an energy-efficient target tracking scheme. Our proposed scheme use these predictions to anticipate the actions of the nodes and their roles to minimize their number in the tasks. Based on our findings issued from the simulation data, we generalized our approach to any data collection scheme that uses a geographic-based clustering algorithm. We formulated the problem of energy minimization under data precision constraints using a binary integer linear program to find its exact solution in the general context. We validated the model and proved some of its fundamental properties. Finally and given the complexity of the problem, we proposed and evaluated a heuristic solution consisting of a correlation-based adaptive clustering algorithm for data collection. We showed that, by relaxing some constraints of the problem, our heuristic solution achieves an acceptable level of energy-efficiency while preserving the quality of data
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Syed, Shah Hassan. « Development of collaborative applications for mobile phones : Implementation of the voice messaging system (VMS) using the Peer2Me framework ». Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8753.

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This study presents the implementation of a voice messaging system using the Peer2Me framework. Voice messaging system (VMS) is an attempt for a new era of communication which is an intuitive-to-use service that adds an emotional and personal dimension to messaging. It enables the user to send voice messages in a peer-to-peer network. One of the objectives of designing VMS is to use the Peer2Me framework which is a framework for developing mobile collaborative applications on mobile phones. For this purpose an initial background study of the framework, central concepts, related technology and state of the art was carried out. We started with the realization of the idea of the VMS by defining its functional and quality requirements, software architecture and high level design. The implementation was carried out in MIDP/J2ME. The application was tested throughout the implementation process and a system test was performed on real phones on completion of the implementation phase. At the end we evaluated our work, discussed the problems we encountered, answered our research questions, gave our conclusions and described further work that could be carried out on the VMS. (All source code of the VMS is attached along with this report).

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Yu, Shuai. « Multi-user computation offloading in mobile edge computing ». Electronic Thesis or Diss., Sorbonne université, 2018. http://www.theses.fr/2018SORUS462.

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Mobile Edge Computing (MEC) est un modèle informatique émergent qui étend le cloud et ses services à la périphérie du réseau. Envisager l'exécution d'applications émergentes à forte intensité de ressources dans le réseau MEC, le déchargement de calcul est un paradigme éprouvé réussi pour activer des applications gourmandes en ressources sur les appareils mobiles. De plus, compte tenu de l'émergence de l'application collaborative mobile (MCA), les tâches déchargées peuvent être dupliquées lorsque plusieurs utilisateurs se trouvent à proximité. Cela nous motive à concevoir un schéma de déchargement de calcul collaboratif pour un réseau MEC multi-utilisateurs. Dans ce contexte, nous étudions séparément les schémas de déchargement par calcul collaboratif pour les scénarios de déchargement de MEC, de déchargement de périphérique à périphérique (D2D) et de déchargement hybride, respectivement. Dans le scénario de déchargement de MEC, nous supposons que plusieurs utilisateurs mobiles déchargent des tâches de calcul dupliquées sur les serveurs de périphérie du réseau et partagent les résultats de calcul entre eux. Notre objectif est de développer les stratégies optimales de déchargement collaboratif avec des améliorations de mise en cache afin de minimiser le délai d'exécution global du côté du terminal mobile. À cette fin, nous proposons un déchargement optimal avec un schéma d'amélioration de la mise en cache (OOCS) pour le scénario femto-cloud et le scénario d'informatique mobile, respectivement. Les résultats de la simulation montrent que comparé à six solutions alternatives dans la littérature, notre OOCS mono-utilisateur peut réduire les délais d'exécution jusqu'à 42,83% et 33,28% respectivement pour le femto-cloud mono-utilisateur et l'informatique mobile mono-utilisateur. D'un autre côté, notre système OOCS multi-utilisateur peut encore réduire le délai de 11,71% par rapport à l'OOCS mono-utilisateur grâce à la coopération des utilisateurs. Dans le scénario de déchargement D2D, nous supposons que lorsque des tâches de calcul en double sont traitées sur des utilisateurs mobiles spécifiques et que les résultats de calcul sont partagés via le canal de multidiffusion Device-to-Device (D2D). Notre objectif ici est de trouver une partition réseau optimale pour le déchargement multicast D2D, afin de minimiser la consommation d'énergie globale du côté du terminal mobile. À cette fin, nous proposons d'abord un cadre de déchargement de calcul basé sur la multidiffusion D2D où le problème est modélisé comme un problème d'optimisation combinatoire, puis résolu en utilisant les concepts de correspondance bipartite pondérée maximale et de jeu de coalition. Notez que notre proposition considère la contrainte de délai pour chaque utilisateur mobile ainsi que le niveau de la batterie pour garantir l'équité. Pour évaluer l'efficacité de notre proposition, nous simulons trois composants interactifs typiques. Les résultats de la simulation montrent que notre algorithme peut réduire considérablement la consommation d'énergie et garantir l'équité de la batterie entre plusieurs utilisateurs en même temps. Nous étendons ensuite le déchargement du D2D au déchargement hybride en tenant compte des relations sociales. Dans ce contexte, nous proposons un cadre d'exécution de tâches hybride multicast pour l'informatique mobile, où une foule d'appareils mobiles à la périphérie du réseau s'appuient sur la collaboration D2D assistée par réseau pour l'informatique distribuée sans fil et le partage des résultats. Le cadre est socialement conscient afin de construire des liens D2D efficaces. Un objectif clé de ce cadre est de mettre en place une politique d'attribution de tâches écoénergétique pour les utilisateurs mobiles. Pour ce faire, nous introduisons d'abord le modèle de système de déchargement de calcul hybride social-aware, puis nous formulons le problème d'affectation de tâches économe en énergie en prenant en compte les contraintes nécessaires [...]
Mobile Edge Computing (MEC) is an emerging computing model that extends the cloud and its services to the edge of the network. Consider the execution of emerging resource-intensive applications in MEC network, computation offloading is a proven successful paradigm for enabling resource-intensive applications on mobile devices. Moreover, in view of emerging mobile collaborative application (MCA), the offloaded tasks can be duplicated when multiple users are in the same proximity. This motivates us to design a collaborative computation offloading scheme for multi-user MEC network. In this context, we separately study the collaborative computation offloading schemes for the scenarios of MEC offloading, device-to-device (D2D) offloading and hybrid offloading, respectively. In the MEC offloading scenario, we assume that multiple mobile users offload duplicated computation tasks to the network edge servers, and share the computation results among them. Our goal is to develop the optimal fine-grained collaborative offloading strategies with caching enhancements to minimize the overall execution delay at the mobile terminal side. To this end, we propose an optimal offloading with caching-enhancement scheme (OOCS) for femto-cloud scenario and mobile edge computing scenario, respectively. Simulation results show that compared to six alternative solutions in literature, our single-user OOCS can reduce execution delay up to 42.83% and 33.28% for single-user femto-cloud and single-user mobile edge computing, respectively. On the other hand, our multi-user OOCS can further reduce 11.71% delay compared to single-user OOCS through users' cooperation. In the D2D offloading scenario, we assume that where duplicated computation tasks are processed on specific mobile users and computation results are shared through Device-to-Device (D2D) multicast channel. Our goal here is to find an optimal network partition for D2D multicast offloading, in order to minimize the overall energy consumption at the mobile terminal side. To this end, we first propose a D2D multicast-based computation offloading framework where the problem is modelled as a combinatorial optimization problem, and then solved using the concepts of from maximum weighted bipartite matching and coalitional game. Note that our proposal considers the delay constraint for each mobile user as well as the battery level to guarantee fairness. To gauge the effectiveness of our proposal, we simulate three typical interactive components. Simulation results show that our algorithm can significantly reduce the energy consumption, and guarantee the battery fairness among multiple users at the same time. We then extend the D2D offloading to hybrid offloading with social relationship consideration. In this context, we propose a hybrid multicast-based task execution framework for mobile edge computing, where a crowd of mobile devices at the network edge leverage network-assisted D2D collaboration for wireless distributed computing and outcome sharing. The framework is social-aware in order to build effective D2D links [...]
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Ventura, Raphaël. « Estimation de la pollution sonore en milieu urbain par assimilation d'observations mobiles ». Thesis, Sorbonne université, 2018. http://www.theses.fr/2018SORUS387.

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La pollution sonore en milieu urbain est un enjeu sanitaire important, et l'exposition des populations doit être estimée adéquatement. Les simulations qui permettent de générer les cartes de bruit employées à cet effet sont cependant entachées d'erreurs. L'observation de l'environnement est alors judicieuse car elle permet la récolte d'informations supplémentaires en différents points de l'espace et à différents instants. Nous proposons dans cette thèse des méthodes d'assimilation de données permettant la fusion d'une carte de bruit issue de la simulation (ébauche), et d'observations acquises via l'application mobile Ambiciti. La fiabilité des observations est évaluée dans différents contextes, et nous mettons en place une méthode d'étalonnage qui permet de réduire autant que possible le biais de mesure. La combinaison de l'ébauche et des observations résulte en un estimateur nommé analyse, dont la variance de l'erreur est minimisée grâce à une estimation préalable des erreurs suivantes : corrélations spatiales des erreurs d'ébauche; erreurs d'instrumentation, de représentativité temporelle et spatiale pour l'observation. Une méthode d'assimilation à l'échelle du quartier est développée afin de générer des cartes horaires à partir d'une carte d'ébauche de bruit moyen sur une période de la journée, et d'observations acquises par un expérimentateur à travers Ambiciti. Une seconde méthode exploite l'ensemble des données partagées anonymement par les utilisateurs d'Ambiciti. Cet ensemble est filtré et classifié, et la précédente méthode est adaptée afin de produire des cartes de bruit d'analyse à l'échelle de la ville
Noise pollution is a major environmental health problems, and the determination of populations exposure is needed. This can be done through noise mapping. Usually, maps are simulation-based, and subject to high uncertainties. Observational data is distributed in space and time and hence conveys information that is complementary to simulation data. In this thesis, we propose data assimilation methods that allow one to merge prior noise maps issued by numerical simulation with phone-acquired (via the Ambiciti app) noise observations. We run a performance analysis that addresses the range, accuracy, precision and reproducibility of measurements. Conclusions of this evaluation lead us to the proposition of a calibration strategy that has been embedded in Ambiciti. The result of the prior map and observations merging is called an analysis, and is designed to have minimum error variance, based on the respective uncertainties of both data sources that we evaluated: spatial correlations for the prior error; measurement errors, time and location representativeness for the observations. We address the estimation problem on two different scales. The first method relies on the so-called ``best linear unbiased estimator''. It produces hourly noise maps, based on temporally averaged simulation maps and mobile phone audio data recorded at the neighborhood scale. The second method leverages the crowd-sensed Ambiciti user data available throughout the covered city. The observations set must be filtered and pre-processed, in order to only select the ones that were generated in adequate conditions. The prior simulation map is then corrected in a global fashion
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Guetmi, Nadir. « Modèles de conception pour des applications collaboratives dans le cloud ». Thesis, Chasseneuil-du-Poitou, Ecole nationale supérieure de mécanique et d'aérotechnique, 2016. http://www.theses.fr/2016ESMA0016/document.

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De nos jours, nous assistons à une énorme avancée des applications collaboratives mobiles. Ces applications tirentparti de la disponibilité croissante des réseaux de communication et de l’évolution impressionnante des dispositifsmobiles. Cependant, même avec un développement en accélération, ils demeurent toujours pauvres en ressources(une courte durée de vie des batteries et une connexion réseau instable) et moins sécurisés. Dans le cadre de notretravail, nous proposons une nouvelle approche basée sur le déploiement des tâches de collaboration mobile versle cloud. La gestion d’une virtualisation efficace assurant la continuité de la collaboration pour des réseaux pairà-pair est une tâche très difficile. En effet, l’aspect dynamique des groupes (où les utilisateurs peuvent joindre,quitter ou changer de groupes) ainsi qu’une vulnérabilité aux pannes peuvent affecter la collaboration. En outre,la conception de telles applications doit prendre en compte l’hétérogénéité des environnements cloud et mobile.Contrairement aux travaux existants , nous proposons une architecture réutilisable de haut niveau basée sur les patronsde conception et qui peut être facilement adaptée à plusieurs environnements clouds et mobiles hétérogènes.Nos modèles ont été utilisés comme base pour la conception de : (i) MidBox, une plate-forme virtuelle pour exécuterdes applications collaboratives mobiles sur un cloud privé et (ii) MobiRDF, un service de cloud décentralisépour la manipulation en temps réel des connaissances via des documents RDF partagés
Nowadays we assist to an enormous progress of mobile collaborative applications. These applications take advantage of the increasing availability of communication networks and the impressive evolution of mobile devices. However, even with a developing acceleration, they are still poor in resources (short life of batteries andunstable network connections) and less secure. In the context of our work, we propose a new approach based on the deployment of mobile collaboration tasks to the cloud. The management of efficient virtualization ensuring continuity of collaboration in peer-to-peer networks is a very difficult task. Indeed, the dynamic aspect of the groups (where users can join, leave or change groups) and a vulnerability to failures can affect the collaboration.In addition, the design of such applications must consider the heterogeneity of cloud and mobile environments.Unlike existing works, we propose a reusable high-level architecture based on patterns design, which can be easily adapted to heterogeneous clouds and mobile environments. Our models have been used as basis for the design of:(i) MidBox, a virtual platform for running mobile collaborative applications on a private cloud and (ii) MobiRDFa decentralized cloud service for real-time manipulation of knowledge via shared RDF documents
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Kheiravar, Salma. « MACL, a mobile application for Collaborative Learning ». Thesis, University of British Columbia, 2013. http://hdl.handle.net/2429/45568.

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Collaborative Learning actively engages students in group activities and is known as a very effective teaching and learning technique. Collaborative Learning emphases student-instructor and student-student collaboration during the learning process. Tablets can be used in a variety of ways to maximize the effectiveness of Collaborative Learning. Currently, the existing solutions focus on student-instructor in-class collaboration because of their physical features (lightness, screen size, easy to carry, touch interactions, etc.). This thesis explores the use of tablets to help instructors and students collaborate in real-time both during the class and outside the class. In this thesis, I propose a real-time collaborative approach for student-student and student-instructor interaction and present a prototype with emphasis on student-student interaction. The developed prototype allows students to solve flowchart problems individually or collaboratively either in a face-to-face or an on-line environment. A study is conducted to evaluate the usability of the system and to determine its effectiveness for Collaborative Learning. During the study, students were randomly assigned to 3 groups (individual group work, face-to-face group work, on-line group work). All groups solved 2 flowchart problems both on paper and using the prototype. The results suggest that the prototype is motivating and easy to use. It also increases the amount of in-group discussion and provides an equivalent opportunity for students to contribute to the problem in comparison to a paper version of the exercise.
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Shurtz, Richard S. « Application Sharing from Mobile Devices with a Collaborative Shared Display ». BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4084.

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With the increasing ubiquity of smartphones, tablets, and large pixel-rich displays, there are many exciting new possibilities for using these devices for collaborative work. While there already exist hardware and software that support communication and interaction between mobile devices and shared displays, application sharing in these scenarios is still limited and inflexible. We present a new method of application sharing which allows collaborators to download clips or snapshots of each other's applications. These snapshots can be used to re-launch and resume the shared application back to the state it was in when it was shared. We have built a system that supports sharing, annotating, organizing, and downloading these applications to and from a LearnSpace server. We have built an application framework which allows Android applications to be built for this system while only requiring minimal changes to the program. We also describe solutions for extending our solution to new types of collaborative displays and to other application platforms.
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Procopio, Michael J. « YCab.NET decentralized collaboration groupware for mobile devices using the Microsoft .NET Framework / ». [Gainesville, Fla.] : University of Florida, 2002. http://purl.fcla.edu/fcla/etd/UFE1000155.

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Thesis (M.S.)--University of Florida, 2002.
Title from title page of source document. Document formatted into pages; contains 112 p.; also contains graphics. Includes vita. Includes bibliographical references.
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Patel, Mihir P. « Ycab.net cf collaboration groupware for mobile devices using the microsoft.net compact framework / ». [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0005123.

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Elvander, Adam. « Developing a Recommender System for a Mobile E-commerce Application ». Thesis, Uppsala universitet, Avdelningen för datalogi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-256747.

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This thesis describes the process of conceptualizing and developing a recommendersystem for a peer-to-peer commerce application. The application in question is calledPlick and is a vintage clothes marketplace where private persons and smaller vintageretailers buy and sell secondhand clothes from each other. Recommender systems is arelatively young field of research but has become more popular in recent years withthe advent of big data applications such as Netflix and Amazon. Examples ofrecommender systems being used in e-marketplace applications are however stillsparse and the main contribution of this thesis is insight into this sub-problem inrecommender system research. The three main families of recommender algorithmsare analyzed and two of them are deemed unfitting for the e-marketplace scenario.Out of the third family, collaborative filtering, three algorithms are described,implemented and tested on a large subset of data collected in Plick that consistsmainly of clicks made by users on items in the system. By using both traditional andnovel evaluation techniques it is further shown that a user-based collaborative filteringalgorithm yields the most accurate recommendations when compared to actual userbehavior. This represents a divergence from recommender systems commonly usedin e-commerce applications. The paper concludes with a discussion on the cause andsignificance of this difference and the impact of certain data-preprocessing techniqueson the results.
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PEDRAS, BERNARDO FRANKENFELD VILLELA. « ENVIRONRC : INTEGRATING COLLABORATION AND MOBILE COMMUNICATION TO OFFSHORE ENGINEERING VIRTUAL REALITY APPLICATIONS ». PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=26946@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
PROGRAMA DE EXCELENCIA ACADEMICA
Aplicações de visualização de Engenharia Offshore são, na maioria dos casos, muito complexas e devem ser capazes de representar muitos dados vindos de simulações numéricas computacionalmente intensivas. Para ajudar a melhor analisar os resultados, visualização 3D pode ser usada em conjunto com ambientes de Realidade Virtual (RV). A ideia principal desse trabalho começou quando reconhecemos duas demandas que aplicações de engenharia tinham ao rodar em ambientes RV. Primeiramente há uma demanda para suporte à visualização na forma de melhorias na navegação e na capacidade de analisar os dados. Em segundo lugar, há também uma demanda por colaboração devido às dificuldades de coordenar uma equipe com um dos membros utilizando RV. Para atender estas demandas, nós desenvolvemos uma arquitetura orientada a serviços (SOA) capaz de adicionar colaboração a qualquer aplicação. A ideia por trás da nossa solução é permitir a visualização de dados em tempo real através de tablets e smartphones. Estes dispositivos móveis podem ser usados para ajudar a navegar o mundo virtual ou serem usados como uma segunda tela, ajudando a visualizar e a manipular grandes conjuntos de dados na forma de tabelas ou gráficos. Além disso, queremos adicionar as funcionalidades de colaboração a uma aplicação com o mínimo possível de alterações na aplicação original. Outra vantagem importante que dispositivos móveis adicionam a aplicações de engenharia é a capacidade de acessar os dados em locais remotos, como plataformas de petróleo e refinarias, e assim permitindo ao engenheiro de campo manipular os dados no local de trabalho. Como aplicação teste, utilizamos o ENVIRON, que é uma aplicação de RV para visualização de modelos e simulações de engenharia, desenvolvida em conjunto com a equipe do Instituto Tecgraf da PUC-Rio. Adicionamos esta solução ao ENVIRON e testamos com um experimento e durante o processo de análise de Engenharia Offshore usando ambientes RV (PowerWall e CAVE).
Offshore Engineering visualization applications are, on most cases, very complex and should display a lot of data coming from very computational intensive numerical simulations. To help analyze and better visualize the results, 3D visualization can be used in conjunction with a Virtual Reality (VR) environment. The main idea for this work began as we realized two different demands that engineering applications had when running on VR setups: firstly, a demand for visualization support in the form of better navigation and better data analysis capabilities. Secondly, a demand for collaboration, due to the difficulties of coordinating a team with one member using VR. To meet this demands, we developed a Service Oriented Architecture (SOA) capable of adding collaboration capabilities to any application. The idea behind our solution is to enable real-time data visualization and manipulation on tablets and smartphones. Such devices can be used to help navigate the virtual world or be used as a second screen, helping visualize and manipulate large sets of data in the form of tables or graphs. Furthermore, we want to allow collaboration-unaware application to collaborate with as little reworking of the original application as possible. Another big advantage that mobile devices bring to the engineering applications is the capability of accessing the data on remote locations, like on oil platforms or refineries, and so allowing the field engineer to check the data or even change it on the fly. As our test application, we used ENVIRON, which is a VR application for visualization of 3D models and simulations developed in collaboration with a team from the Institute Tecgraf of PUC-Rio. We added this solution to ENVIRON and it was tested with an experiment and during a review process of Offshore Engineering using VR Setups (Power wall and CAVE).
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Åckerström, Fredrik, et Niklas Johansson. « Vault : Exploring the effects of social and collaborative platforms in a mobile relational learning application ». Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20066.

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Mobila enheter är idag en stor del av våra liv och har förändrat hur vi gör många av våra vardagsaktiviteter, såsom att läsa en bok eller att se sitt favoritprogram. Detta har också lett till förändringar i våra utbildningar eller mer specifikt hur vi lär oss och lär ut till andra [1]. Den snabba tillväxten av teknologi har haft en stor påverkan på vår utbildning, vilket har lett till en anpassning av både strukturen av utbildningar och dess material [1, 2]. Teknologins utveckling har också möjliggjort den att kombineras med inlärningstekniker, som kollaborativ inlärning. Kollaborativ inlärning är baserat på konceptet att det naturliga sättet att lära sig är genom att kommunicera med varandra [4]. Kollaborativ inlärning är sammankopplat med de sociala aspekterna, där den stora uppgången av sociala plattformar har visat att de kan vara ett nytt och mer modernt utbildningsområde. Interaktionerna på dessa plattformarna har visat sig kunna skapa ett nytt digitalt område av kunskap [29].I denna uppsats så fortsatte utvecklingen av en Android-applikation kallad Vault. Vault är byggd på filosofierna mobile learning, relational learning och parkour. Mobile learning tillåter människor att lära sig var de än befinner sig [3]. I relational learning så existerar inte den traditionella student-lärarrelationen, där alla istället lär sig av varandra genom att dela med sig av sina idéer och erfarenheter [6]. Parkour, vilket även är känt som konsten av rörelse, är en filosofi där människor delar med sig av upplevelser medans de lär sig och hittar nya vägar att visa sina färdigheter [28]. Parkour har även ett fokus på att upprepa vad andra har gjort. Funktionerna som implementerades i Vault var baserade på en applikationsanalys där sociala och kollaborativa plattformar blev analyserade. Det undersöktes sedan hur dessa funktionerna kunde integreras med filosofierna som Vault är byggd på.Vault testades sedan av två idrottslärare under 10 dagar för att utvärdera applikationen med dess nya funktioner där de sedan intervjuades. Målet med intervjuerna var att få information om hur de nya funktionerna påverkade inlärningen samt användarupplevelsen jämfört med den gamla versionen som var producerad av Lindermans uppsats [5].
Mobile devices is today a big part of our lives and it has changed how we do our everyday activities, such as reading a book or watching our favorite show. This has also caused changes in our education or more specifically how we learn and teach others [1]. The fast growth of technology has had a big effect on our education, which has led to the adaption of both the structure of education as well as the educational materials [1,2]. The development of technology has also allowed for it to combine with learning techniques, such as collaborative learning. Collaborative learning is based on the concept that the natural way to learn is by communicating with each other [4]. Collaborative learning is connected to the social aspects, where the big rise of social platforms have shown that they can be a new and more present-day education area. The interactions on these platforms have proved to be able to help create a new digital area of knowledge [29].In this thesis there was a continuation of development of the Android application Vault. Vault is built upon the philosophies of mobile learning, relational learning and parkour. Mobile learning allows for people to learn at any time wherever they are [3]. In relational learning the traditional student and teacher relationship doesn’t exist, where instead everyone learns from each other by sharing ideas and experiences [6]. Parkour, also known as the art of movement [27], is a philosophy where people share experiences as they learn and find different paths to display their skills [28]. Parkour also have a focus on repeating what other people have done. The features implemented in the further development of Vault was decided by an application analysis where social and collaborative platforms were analysed. It was then examined how these features could be integrated with the philosophies that Vault was built upon. Vault was later tested on two physical education teachers which both had ten days to test out the application with its new features after which a interview followed. The goal of the interviews were to get information about how the new features affected the learning and user experience compared to the old version produced by Linderman’s thesis [5].
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Gil, de la Iglesia Didac. « Uncertainties in Mobile Learning applications : Software Architecture Challenges ». Licentiate thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-18547.

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The presence of computer technologies in our daily life is growing by leaps and bounds. One of the recent trends is the use of mobile technologies and cloud services for supporting everyday tasks and the sharing of information between users. The field of education is not absent from these developments and many organizations are adopting Information and Communication Technologies (ICT) in various ways for supporting teaching and learning. The field of Mobile Learning (M-Learning) offers new opportunities for carrying out collaborative educational activities in a variety of settings and situations. The use of mobile technologies for enhancing collaboration provides new opportunities but at the same time new challenges emerge. One of those challenges is discussed in this thesis and it con- cerns with uncertainties related to the dynamic aspects that characterized outdoor M-Learning activities. The existence of these uncertainties force software developers to make assumptions in their developments. However, these uncertainties are the cause of risks that may affect the required outcomes for M-Learning activities. Mitigations mechanisms can be developed and included to reduce the risks’ impact during the different phases of development. However, uncertainties which are present at runtime require adaptation mechanisms to mitigate the resulting risks. This thesis analyzes the current state of the art in self-adaptation in Technology-Enhanced Learning (TEL) and M-Learning. The results of an extensive literature survey in the field and the outcomes of the Geometry Mobile (GEM) research project are reported. A list of uncertainties in collaborative M-Learning activities and the associated risks that threaten the critical QoS outcomes for collaboration are identified and discussed. A detailed elaboration addressing mitigation mechanisms to cope with these problems is elaborated and presented. The results of these efforts provide valuable insights and the basis towards the design of a multi-agent self-adaptive architecture for multiple concerns that is illustrated with a prototype implementation. The proposed conceptual architecture is an initial cornerstone towards the creation of a decentralized distributed self-adaptive system for multiple concerns to guarantee collaboration in M-Learning.
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Aljuidan, Hanan Abdulaziz M. « Building a Collaborative Smartphone Application for Blind and Low Vision Visitors at the Dallas Museum of Art ». Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1505223/.

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The goal of my study is to develop a mobile application to enable all visitors, including blind and low-vision visitors, to autonomously gather and share information about interpretations of art and to have a fully independent museum-going experience. With an application, blind visitors have more access to opportunities and tools in the museum, which empowers their museum experience. My study used a qualitative, mixed-methods approach to research how blind and low vision museum visitors might increase their independence in the museum space and discover ways to equalize their access without relying on museum educators. In carrying out my study, I conducted interviews and collected data based on observations and transcribed and analyzed them using a grounded theory approach. I used Freire's theory of pedagogy of the oppressed and hooks' theory of education as the practice of freedom to frame my study.
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Hestnes, Steinar A., et Torbjørn Vatn. « Redesign and optimalization of the Peer2Me Framework : A Framework for developing Applications supporting mobile collaboration using J2ME ». Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10100.

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This project was started to develop a new improved version of the Peer2Me framework. After having evaluated the first version of the Peer2Me framework in our depth study project in the fall of 2005, quite a few possible improvements came up. This report starts with an introduction to Computer Supported Cooperative Work (CSCW), wireless networking, Peer-to-Peer (P2P) computing, and mobile ad hoc networking. It also introduces some central concepts concerning design of a software architecture, and technology relevant to the development of the Peer2Me framework. The redesign of the framework was started by eliciting a set of new requirements, constituting the basis for designing the new Peer2Me architecture. Through an iterative and incremental development process, Peer2Me framework v2.0 was developed with several new features. An instant messenger application has been developed using both versions of the framework, in order to compare them. A thorough comparison of Peer2Me v1.0 and Peer2Me v2.0 shows that the redesign has resulted in a reduced framework footprint and complexity, a simplified interface towards the MIDlets, and a considerably increase in transfer rate.

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Rama, Jiten. « The design of a protocol for collaboration in a distributed repository - Nomad ». Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-07052007-093209.

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Lucien, Laurent. « Contribution à une modélisation globale de la collaboration dans les systèmes multi-agents : Application aux entités mobiles intelligentes ». Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD039/document.

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Nous vivons aujourd'hui dans un monde de plus en plus complexe et interconnecté où de nombreuses entités, de plus en plus intelligentes, génèrent une multitude d'interactions qui peuvent contribuer à enrichir leurs capacités. Nous nous intéressons à la collaboration qui favorisera la réalisation de tâches complexes par ces machines d'aujourd'hui et de demain en stimulant ces interactions structurées et en intégrant des processus de décisions intelligents. Par ce biais, cela contribuera à améliorer leur fonctionnement et pourra participer à leur perfectionnement (meilleures connaissances de leur environnement, rapidité d'action et de décision, apport de nouvelles compétences). L'objectif principal de la thèse est donc de contribuer à la compréhension de ce qu'est la collaboration, de sa définition à sa mise en œuvre, en mettant en lumière ses concepts sous-jacents. Nous proposons une méthode d'analyse du besoin et des contraintes ainsi qu'un modèle d'architecture d'agent collaboratif (HACCA) permettant d'intégrer toutes les caractéristiques des processus collaboratifs que nous présentons. Nous présentons également une première implémentation dans la plateforme multi-agents GAMA.Dans le cadre de cette étude, nous nous intéressons à deux cas d'application d'entités mobiles : les drones et les véhicules connectés. Ainsi nous contribuons également plus largement aux besoins d'autonomie et de décision des drones, des véhicules connectés et autonomes du futur, dans un contexte temporel contraint où la qualité des interactions est primordiale pour optimiser le processus de réalisation des objectifs
We live today in an increasingly complex and interconnected world where many entities, increasingly intelligent, generate a multitude of interactions that can contribute to enrich their capabilities.We are interested in collaboration that will enable complex tasks to be performed by these machines of today and tomorrow by stimulating these structured interactions and integrating intelligent decision-making processes. In this way, it will contribute to improve their functioning and will be able to participate in their improvement (better knowledge of their environment, speed of action and decision-making, provision of new skills).The main objective of the thesis is therefore to contribute to the understanding of what collaboration is, from its definition to its implementation, by highlighting its underlying concepts. We propose a method of analysis (needs and constraints) and a collaborative agent architecture model (HACCA) to integrate all the characteristics of the collaborative processes that we present. We are also showing a first implementation in the GAMA multi-agent platform.As part of this study, we are interested in two cases of application of mobile entities: drones and connected vehicles.Thus we also contribute more to the autonomy needs and decision-making process of drones, connected and autonomous vehicles of the future, in a constrained temporal context where the quality of interactions is essential to optimize the process of achieving objectives
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Metingu, Kivanc. « Wireless communications infrastructure for collaboration in common space ». Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FMetingu.pdf.

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Al, Hage Joelle. « Fusion de données tolérante aux défaillances : application à la surveillance de l’intégrité d’un système de localisation ». Thesis, Lille 1, 2016. http://www.theses.fr/2016LIL10074/document.

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L'intérêt des recherches dans le domaine de la fusion de données multi-capteurs est en plein essor en raison de la diversité de ses secteurs d'applications. Plus particulièrement, dans le domaine de la robotique et de la localisation, l'exploitation des différentes informations fournies par les capteurs constitue une étape primordiale afin d'assurer une estimation fiable de la position. Dans ce contexte de fusion de données multi-capteurs, nous nous attachons à traiter le diagnostic, menant à l'identification de la cause d'une défaillance, et la tolérance de l'approche proposée aux défauts de capteurs, peu abordés dans la littérature.Nous avons fait le choix de développer une approche basée sur un formalisme purement informationnel : filtre informationnel d'une part, et outils de la théorie de l'information d'autre part. Des résidus basés sur la divergence de Kullback-Leibler sont développés. Via des méthodes optimisées de seuillage, ces résidus conduisent à la détection et à l'exclusion de ces défauts capteurs. La théorie proposée est éprouvée sur deux applications de localisation. La première application concerne la localisation collaborative, tolérante aux défauts d'un système multi-robots. La seconde application traite de la localisation en milieu ouvert utilisant un couplage serré GNSS/odométrie tolérant aux défauts
The interest of research in the multi-sensor data fusion field is growing because of its various applications sectors. Particularly, in the field of robotics and localization, the use of different sensors informations is a vital step to ensure a reliable position estimation. In this context of multi-sensor data fusion, we consider the diagnosis, leading to the identification of the cause of a failure, and the sensors faults tolerance aspect, discussed in limited work in the literature. We chose to develop an approach based on a purely informational formalism: information filter on the one hand and tools of the information theory on the other. Residuals based on the Kullback-Leibler divergence are developed. These residuals allow to detect and to exclude the faulty sensors through optimized thresholding methods. This theory is tested in two applications. The first application is the fault tolerant collaborative localization of a multi-robot system. The second application is the localization in outdoor environments using a tightly coupled GNSS/odometer with a fault tolerant aspect
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Wagner, Sarah. « A multi-sited ethnography of the decolonization of mobile media among Guaraní ». Doctoral thesis, Universitat Oberta de Catalunya, 2020. http://hdl.handle.net/10803/668810.

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Els moviments de drets indígenes d'Amèrica Llatina lluiten contra les hegemonies colonials que impregnen la vida contemporània. Mitjançant l'anàlisi particular dels pobles guaranís i les seves estratègies avançades, aquesta tesi aporta les primeres evidències sobre les implicacions de la descolonització dels serveis de comunicació mòbil. La tesi se centra en la política de les formes de comunicació interpersonal, un tema habitualment oblidat en els estudis sobre mitjans de comunicació indígenes. Adopta un enfocament crític i multilocal que combina la col·laboració comunitària amb l'anàlisi d'economia política. Els resultats comminen a qüestionar els discursos tecnooptimistes de la inclusió digital i a analitzar com la desigualtat condiciona la influència cívica sobre els mitjans. Cal destacar les connexions que aquesta tesi estableix entre factors clau que afecten la capacitat individual de decidir (o agència individual) sobre els serveis mòbils en el cas de les anomenades "perifèries digitals".
Los movimientos de derechos indígenas de América Latina luchan contra las hegemonías coloniales que impregnan la vida contemporánea. Mediante el análisis particular de los pueblos guaraníes y sus estrategias avanzadas, esta tesis aporta las primeras evidencias sobre las implicaciones de la descolonización de los servicios de comunicación móvil. La tesis se centra en la política de los modos de comunicación interpersonal, un tema habitualmente ignorado en los estudios sobre medios de comunicación indígenas. Adopta un enfoque crítico y multilocal que combina la colaboración comunitaria con el análisis de economía política. Los resultados conminan a cuestionar los discursos tecnooptimistas de la inclusión digital y a analizar cómo la desigualdad condiciona la influencia cívica sobre los medios. Destacan las conexiones que esta tesis establece entre factores clave que afectan a la agencia o capacidad individual de decidir sobre los servicios móviles en el caso de las llamadas "periferias digitales".
Indigenous rights movements in Latin America are fighting to overturn the colonial hegemonies that continue to pervade contemporary life on the continent. The Guaraní people, for instance, have devised advanced strategies to decolonize mobile media services through local ownership. While most research on indigenous media focuses on the activities of organizations and the nature of media content, this thesis draws attention to the politics surrounding indigenous people's means of interpersonal communication and provides unprecedented evidence regarding the implications of decolonizing mobile media services. The results of this research, which adopts a critical, multi-sited approach that combines community-based collaboration with an analysis of the political economy, compel us to question the techno-optimism inherent to digital inclusion discourse and to further explore how inequalities shape civic influence on the media. Most significantly, this research ties together key factors that affect the individual agency of those at the so-called "digital margin" over their mobile media services.
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Yong, Iparraguirre Cristian Alfredo, Pajar Giovanna Leonidas Palacios, Ríos Magaly Paola Peña et Vellon Juan Pablo Baldeon. « Ruta Ruff ». Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653804.

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En el presente trabajo se detectó una problemática para los dueños de los canes que no tenían tiempo para pasear a sus mascotas y/o no tener con quien dejarlos cuando ellos salían por periodos largos de tiempo, para el cual presentamos esta solución un medio de intermediación digital Ruta Ruff. Este medio digital pone a disposición una cartera amplia de paseadores en donde podrán escoger al paseador que más se asemeja a sus necesidades. Las instalaciones se encontrarán en Calle Los Guacamayos 197 Of. 102 Urb. Limatambo Surquillo, Lima – Perú. Para iniciar las opresiones la empresa Ruta Ruff necesitara una inversión de S/. 60,201.00 para la implementación de los activos fijos y S/. 16,256 para la publicidad del primer mes, obteniendo utilidades a partir del octavo mes de haber iniciado sus operaciones y con una tasa de crecimiento de usuarios de 100% en el primer año, para lo cual contamos dentro de los miembros un equipo con experiencia en el campo de la administración, marketing y contabilidad. Este proyecto tiene mucho potencial debido al crecimiento de la población que cuenta con una mascota en casa, asimismo muchas de ellas cada vez más y con más frecuencias usan aplicativos móviles para adquirir productos y servicios, entonces esta propuesta de negocio encaja muy bien con el nuevo estilo de consumo del ciudadano de Lima Metropolitana.
In this work, a problem was detected for the owners of the dogs who did not have time to walk their pets and / or have no one to leave them with when they went out for long periods of time, for which we present this solution as a means of intermediation. Ruff Route digital. This digital medium offers a wide portfolio of walkers where they can choose the walker that most closely matches their needs. The facilities will be located at Calle Los Guacamayos 197 Of. 102 Urb. Limatambo Surquillo, Lima - Peru. To start the oppressions, the Ruta Ruff company will need an investment of S /. 60,201.00 for the implementation of fixed assets and S /. 16,256 for the advertising of the first month, obtaining profits from the eighth month of starting operations and with a growth rate of 100% users in the first year, for which we have within the team a team with experience in field of administration, marketing and accounting. This project has a lot of potential due to the growth of the population that has a pet at home, also many of them more and more and more frequently use mobile applications to acquire products and services, so this business proposal fits very well with the new consumption style of the citizen of Metropolitan Lima.
Trabajo de investigación
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Cavalazzi, Marco Carlo. « Enterprise Social Networks : The Case of CERN ». Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11560/.

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Social networks are commonly seen as a global trend that allows users to search and contact others with similar interests, write a post, reply, like or share content, create groups and organize events. This said, there is much more that can be done to exploit the full potential of social media. In order to improve the business, providing employees, customers and partners the best tools to cooperate and gain value from the whole community, many organizations are taking the matter in their own hands, using Enterprise Social Networks. Close analysis of case studies and comprehensive statistics shows why it is important to pursue this path. At CERN, the European Organization for Nuclear Research, where the number of employees, students and volunteers that everyday work in partnership both on site and through the network reaches the thousands, a new kind of platform has been deployed, able to exploit the social knowledge of the personnel. The thesis will describe the case study of CERN to understand not only why it is essential to become a social organization but also how a social environment can be developed. The last chapters will focus on examining my work on the platform, considering a mobile responsive design, realized to make the environment adapt to any screen size, an integrated resource planning tool, which gives the scientists the mean to easily manage the everyday work on the particle accelerators, and the platform’s Application Programming Interface, which allows anyone with the right credentials to include content from the enterprise social network into a personal or departmental webpage, giving everyone an even easier way to participate.
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Kuo, Yi-Chin, et 郭毅志. « An Integrated Mobile Sensor Platform for Collaborative Indoor Self-Positioning Applications ». Thesis, 2012. http://ndltd.ncl.edu.tw/handle/06616223625601980180.

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碩士
國立中興大學
電機工程學系所
100
Location-awareness is crucial and becoming increasingly important to many applications in wireless sensor networks. This paper presents a network-based positioning system and outlines recent work in which we have developed an efficient principled approach to localize a mobile sensor using time of arrival (TOA) information employing multiple beacon nodes in the line-of-sight scenario. With two-way message exchanges between the beacon nodes and the mobile sensor node, the mobile target sensor node can obtain adequate observations and localize itself automatically. The proposed positioning scheme performs location estimation in two phases: (I) Ultrasonic TOA measurement and (II) Geometrical positioning. The experimental results show that the proposed localization system provides a feasible and robust platform for position estimation.
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Cunha, Bruno Mota Antunes da. « Moments Share : Collaborative sharing of photos ». Master's thesis, 2016. http://hdl.handle.net/10316/97339.

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Relatório de Estágio do Mestrado em Engenharia Informática apresentado à Faculdade de Ciências e Tecnologia da Universidade de Coimbra.
Mankind is steadily becoming more involved with technology in the everyday life. A significant percentage of people own a smartphone, and Internet connectivity has never had such a reach as it happens nowadays. This means that everything can be connected, at any time. Smartphones can be useful to a wide amount of tasks, and to support this reality, everyday new mobile applications arise. Though, there is one particular use case that is not properly explored by any application as of today. When a group of friends go on vacations together, they often take umpteen photos with their smartphones. And today this scenario triggers an issue. Why does not every member of the group have access to the photos taken by everyone, immediately? Why do they have to wait, commonly, for weeks and weeks, until everyone decides to share the contents with the group? This is what happens today, but this internship intends to solve this problem with a mobile application: Momentum. This internship will focus on developing an iOS application prototype for Momentum, with the purpose of solving the previously stated problem in an innovative way. Momentum will offer the users a private space for sharing their photos in a collaborative way.
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Sapateiro, Cláudio Miguel Garcia Loureiro dos Santos. « Evaluating mobile collaborative applications support of teamwork in critical incidents response management ». Doctoral thesis, 2013. http://hdl.handle.net/10451/8736.

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Tese de doutoramento, Informática (Engenharia Informática), Universidade de Lisboa, Faculdade de Ciências, 2013
This thesis contributes to the understanding of the use of Information and Communication Technology, more specifically on the introduction of Mobile Collaborative Applications to assist teamwork in Critical Incidents Response Management. Due the increasing complexity of organizations’ socio-technical system, existing work structures and processes may be challenged when they are required to cope with the particular demands posited by unanticipated events. Such events, as for instance, the failure of key organizational resources, may be classified as critical when they entail disruptive consequences for the regular organizational activity. Although, from risks and vulnerabilities assessments organizations may devise business continuity and contingency plans, training programmes and set up teams to address such situations, like service maintenance or help desk teams, an inherent characteristic of the critical incidents considered on this thesis is that they posit novel situations that lead teams to depart from pre-established work arrangements toward an emergent and adaptive behaviour. Under such work contexts teams often rely on their experience to develop improvised and creative solutions to mitigate the effects of a disruptive event. The development of Team Situation Awareness had been put forward by the related literature as a fundamental asset under this settings. The inherent affordances brought by mobile devices, namely, situated use and real time information sharing and persistence, lead to the consideration of the use of Mobile Collaborative Applications to assist operational teamwork in cases that the Critical Incidents Response Management endeavour move teams to operate distributed through different locations. Evaluating the use of Mobile Collaborative Applications on assisting the operational level of teamwork, and their role on Team Situation Awareness development, reveals a challenging research effort, since the more established collaborative technology evaluation methods may reveal short for the considered work contexts. The associated difficulties of conducting field research or achieving a trade-off between the control of the evaluation process without constraining the inherent openness of human behaviour within a collaborative setting, restrict the adoption of more typical evaluation approaches. Moreover, by considering Team Situation Awareness one of the main evaluation dimensions, it should be noticed that it is required to account for the different levels that compose the construct. As it had been debated on the literature Team Situation Awareness should be accounted at both individual and team level and therefore requires the consideration of numerous interwoven factors, that range in the realm of individual cognition to the team processes that bound teamwork. This thesis puts forward the adoption of a Microworld environment to support quasi-naturalistic oriented experiments toward a fine-grain understanding of the use of Mobile Collaborative Applications in operational settings. Although, the use of Microworld environments as an experimental paradigm is not new, its adoption on (collaborative) software applications evaluation is still emerging. Moreover, it had been noticed from most of the related research works, that Microworlds are typically bounded by specific research aims and lack a frame of reference to inform their development in a more phenomena and domain independent manner, so that they provide a well-grounded experimental instrument. One contribution of this thesis is the comprehensive specification of the set of foundational building blocks that should guide a Microworld environment development in order to constitute a test-bed for the experimental evaluation of collaborative applications. The demonstration of such specification on informing Microworld environments development is accomplished by its implementation on the selected target application domain that supported the conducted experiments. Although, bounded by the domain characteristics the implementation of the Microworld constitutes also a contribution since it holds a set of software components that are reusable in other contexts of software applications evaluation (particularly those addressing collaborative work support). The selected target application domain had been the Help Desk Teams operational work enacted on the context of organizational network infrastructures Critical Incidents Response Management, since has it is discussed in this thesis it constitutes a representative domain for the present research aims. The combination and extension of existing Team Situation Awareness measures and measurement techniques that supported the definition of the devised experiment’s dependent variables constitute the third contribution of this thesis. The fourth contribution of this thesis draws from the results of the conducted experimental trials that yield that Team Situation Awareness had not been enhanced or impaired by the introduction of a Mobile Collaborative Application, but the unveiled usage points that the design of Mobile Collaborative Applications to assist Critical Incidents Response Management teams, should be focused mainly on functional features that support operational information management in disregard to those that assist team management. Such insights could only be achieved by the capability of the Microworld environment to trace team operational work accounting for the context of the team collective task at different levels of granularity. The experimental results show that team management will still be carried out through speech based communications, mainly as team task complexity increases. This result is consistent with several research works, which seems provide some evidence for the validity of the Microworld as an experimental paradigm.
A presente tese contribui para a compreensão da utilização das Tecnologias de Informação e Comunicação por equipas em contextos operacionais que desafiam as estruturas e procedimentos estabelecidos, definidos para orientar os fluxos de trabalho e partilha de informação. Em particular, o foco é colocado na introdução de aplicações para dispositivos moveis, no suporte ao trabalho colaborativo desenvolvido no âmbito da gestão da resposta à ocorrência de incidentes críticos. Ocorrências como a falha de recursos organizacionais fundamentais para a regular actividade da organização podem comprometer a sua qualidade de serviço e, nalguns casos comprometer os limites de segurança operacional. Estas ocorrências são classificadas como criticas em situações que acarretam elevadas consequências negativas e que assim sendo a sua contenção e mitigação reveste-se de particular urgência. Organizações, particularmente aquelas cujo a actividade pode ser mais vulnerável em relação a determinadas ocorrências, realizam análises de vulnerabilidades e riscos, no sentido de desenvolver planos de contingência e programas de formação dirigidos à promoção de uma gestão da resposta a eventos disruptivos mais eficaz. Nesse esforço são comumente definidas unidades organizacionais, constituídas por equipas, como é o caso das equipas de manutenção e suporte, especialmente vocacionadas para desenvolver as diligencias necessárias no âmbito da gestão da resposta a incidentes críticos. Neste trabalho são considerados os incidentes críticos que decorrem de situações mais extremas, que incluem ocorrências que em larga medida ultrapassam os planos de contingência estabelecidos e habituais procedimentos, dada a sua natureza inesperada e em certa medida sem precedentes. Estes contextos requerem às equipas de gestão da resposta a incidentes críticos uma colaboração estreita entre os seus elementos de forma a se adaptar aos imperativos emergentes que decorrem da dinâmica associada à progressão dos incidentes. Esse imperativos levam muitas vezes ao desenvolvimento de acções temporárias e improvisadas, que têm por base a experiência dos elementos da equipa, e que objectivam a contenção e mitigação dos efeitos disruptivos que sucedem da ocorrência do incidente, até que soluções mais definitivas possam ser desenvolvidas. Contudo a natureza oportunista dessas acções assim como a crescente complexidade da realidade sociotécnica das organizações, restringem a percepção/entendimento colectivo da equipa sobre o alcance das consequências do incidente, bem como, das acções realizadas no âmbito da resposta ao mesmo. A literatura relacionada aponta que, nestes exigentes contextos operacionais, a promoção da percepção/entendimento da progressão do incidente e das suas consequências, bem como do efeito das acções levadas acabo na gestão da respectiva resposta ao incidente, constitui um activo fundamental que é desenvolvido quer ao nível individual (membros da equipa) quer ao nível colectivo (equipa), de forma a empreender um esforço integrado. As características inerentes aos dispositivos moveis, nomeadamente, a possibilidade de operar em qualquer local e assim partilhar em tempo real informação operacional, leva à sua consideração para o suporte ao trabalho de equipa, em particular quando estas têm de operar com os seus elementos distribuídos por vários locais afectados pela ocorrência. Contudo a avaliação de propostas de aplicações moveis para assistir o trabalho de equipa enquadrado neste contexto operacional, mostra-se um desafiante esforço de investigação. Os mais estabelecidos métodos de avaliação de aplicações de suporte ao trabalho colaborativo revelam-se pouco apropriados dadas as restrições características destes contextos. O controlo subjacente às tradicionais experiências de laboratório dita que estas se revelam mais adequadas para o estudo de fenómenos mais contidos (por exemplo, testes de usabilidade) o que para o presente trabalho se mostra insuficiente dada à riqueza de comportamentos associada aos processos colaborativos e à determinante influência do contexto operacional de trabalho, na utilização efectiva das funcionalidades fornecidas pelas aplicações moveis. Por outro lado, métodos de avaliação baseados em simulações reais ou trabalho de campo (por exemplo, estudos etnográficos) são dispendiosos em termos de custo, tempo e recursos; adicionalmente a avaliação de propostas de aplicações em estados mais iniciais do seu desenvolvimento dificilmente poderá ser suportada nestas abordagens. Embora os métodos de inspecção realizados com recurso a peritos possam em certa medida endereçar este ultimo constrangimento, pela sua natureza não acomodam a questão relacionada com a avaliação do impacto das soluções propostas atendendo ao seu contexto de utilização. Adicionalmente, esses métodos ainda não foram sistematizados para avaliação de aplicações de suporte ao trabalho colaborativo para dispositivos moveis. Esta tese enquadra o processo de avaliação das aplicações para dispositivos moveis na utilização de um ambiente sintético (Micromundo) que permite, por um lado preservar algum realismo do contexto operacional de trabalho das equipas, e por outro providenciar um ambiente seguro, dotado de algum controlo experimental na aquisição de dados para suportar o rigor da avaliação (embora não restringindo o comportamento dos participantes) e cujo a utilização em termos de recursos e tempo permite o seu uso frequente no ciclo de desenho-desenvolvimento-avaliação que caracteriza o iterativo processo de desenvolvimento de aplicações. A capacidade de um ambiente sintético capturar a utilização das aplicações moveis de forma contextualizada com o trabalho operacional desenvolvido pela equipa no âmbito de um conjunto de tarefas que promovem a manifestação dos comportamentos individuais e colectivo similares aos exibidos em contextos reais, permite a avaliação de diferentes dimensões do impacto da introdução das aplicações moveis no suporte ao trabalho de equipa na gestão da resposta a incidentes críticos. No trabalho reportado nesta tese a principal dimensão de analise e avaliação recai sobre como é conduzido o processo de desenvolvimento da percepção/entendimento do estado da situação e da estratégia da resposta à ocorrência do incidente critico; quer ao nível individual quer ao nível colectivo (equipa). Como tem sido debatido na literatura correspondente, a análise e avaliação desse processo requer que sejam tidos em conta vários factores que vão desde dos relacionados com questões do foro cognitivo, aos associados aos processos colectivos relacionados com a colaboração e comunicação. A utilização de um Micromundo revela-se apropriada para a recolha de dados com diferentes níveis de granularidade, relacionados com actividade, quer individual, quer colectiva, para informar a análise pretendida. Apesar da utilização de ambientes como o Micromundo, como paradigma experimental não ser completamente nova, na área da avaliação de aplicações colaborativas a sua adopção é ainda uma pratica emergente. A literatura revela que a utilização de Micromundos tem sido guiada por iniciativas especificas em termos de domínio de aplicação ou de investigação de determinados fenómenos de interesse. Como tal, é apontado a falta de um modelo de referência que oriente o seu desenvolvimento de forma a que este constitua um fundamentado instrumento experimental na avaliação de aplicações. Uma contribuição desta tese é a especificação detalhada do conjunto de constituintes fundamentais, independentes do domínio de aplicação, que devem orientar o desenvolvimento de um Micromundo, de forma a que este possa constituir uma bancada de ensaio que suporte a avaliação experimental de aplicações colaborativas. A demonstração da concretização da especificação proposta é feita através da implementação de um Micromundo num domínio de aplicação representativo para os objectivos de investigação. O domínio seleccionado foi o da gestão de infra-estruturas tecnológicas de suporte ao sistemas de informação e comunicação organizacionais, em particular abordando o trabalho realizado pelas equipas de suporte e manutenção da infra-estrutura (Help Desk Teams), no âmbito da gestão da resposta a incidentes críticos que podem ocorrer sobre a mesma e que são comprometedores da continuidade e qualidade de serviço das organizações cuja a actividade é altamente dependente desta. Apesar do Micromundo implementado ter tido o referido domínio de aplicação como alvo, a implementação do mesmo, seguindo as especificações do modelo de referência, constitui uma contribuição adicional uma vez que na grande maioria as suas componentes podem ser reutilizáveis no desenvolvimento de novos Micromundos direccionados a outros domínios de aplicação e dimensões de avaliação de aplicações, em particular (mas não só) aquelas destinadas ao suporte de trabalho colaborativo. A combinação e extensão das actuais medidas (e métodos de medida) que informam a análise sobre os processos de desenvolvimento da percepção/entendimento do ambiente operacional, quer ao nível individual (elementos da equipa), quer colectivo (equipa), apoiaram a definição das variáveis dependentes das experiências realizadas sobre o Micromundo desenvolvido. Entre estas, estão definidas novas medidas que apesar de serem recorrentemente apontadas pela literatura como necessárias, a sua operacionalização tem sido escassa. Pelo que a formulação subjacente sua definição operacional constituí a terceira contribuição desta tese. A quarta contribuição da tese resulta dos resultados das experiências realizadas. Estes apontam para que a introdução de aplicações moveis no suporte ao trabalho de equipa no âmbito da gestão da resposta a incidentes críticos não favorece a percepção/entendimento, nem individual, nem colectivo (equipa), sobre o estado do contexto operacional de trabalho, contudo, também não se revela intrusivo neste aspecto. Os resultados apontam que a contribuição das aplicações moveis nestes contextos de trabalho, assenta no seu valor acrescido na gestão da informação operacional, uma vez que as equipas participantes nas experiências utilizaram consideravelmente as funcionalidades que suportam o reportar da actividade operacional desenvolvida, em detrimento da utilização de um maior numero comunicações verbais (telefonemas). Contudo as comunicações verbais (telefonemas) continuam a ser o meio de comunicação preferencial relativamente à gestão/coordenação da equipa. Este ultimo resultado, está alinhado com outros que têm vindo a ser consistentemente reportados na literatura relativa à gestão de emergências, e que aponta para a validade do Micromundo como ferramenta experimental. Estes resultados proporcionam uma orientação para futuras iniciativas no desenvolvimento de aplicações colaborativas moveis, para assistir contextos críticos de trabalho operacional; estas deverão atender maioritariamente às questões relacionadas com a gestão de informação operacional.
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Tung, Chun-Ting, et 董俊廷. « A Teaching Resources-Based Collaborative Mobile Learning System Using Rich Internet Applications ». Thesis, 2008. http://ndltd.ncl.edu.tw/handle/01203987528640440875.

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碩士
中原大學
資訊管理研究所
96
This study developed a mobile and collaborative learning system based on Mobile Learning 2.0 concept. The system improved collaborative learning environment, which provides multiple learning channels and enriches users learning experience. In the past, collaborative learning was limited by time and space factors. Nowadays, the popularity of hardware, wireless network and mobile devices provide an opportunity to change. A ubiquitous collaborative learning is trending to establish on the basis of mobility. At present, the number of global mobile devices is 3.5 times than the number of personal computers. However, existing mobile collaborative learning platforms could not provide good user experience. In recent years, a number of second-generation concept of development and related technology boom driven by the concept of Web 2.0. In Mobile Learning domain, the concept of Mobile Learning 2.0 was introduced, which is trying to provide a revolutionary network platform to change users previous learning mode. However, this concept does not have a complete definition and technical framework. Therefore, this study developed an Rich Internet mobile collaborative learning framework by researching Web 2.0, E-Learning 2.0, Mobile 2.0 concepts and integrating Mobile Learning 2.0 concept and related technologies. A prototype of collaborative learning system has been developed as the case study of grid. In the formal part of learning system, a mobile collaborative learning portal is developed by Rich Internet Application technologies and Real Time Messaging Protocol, so that users can achieve collaborative learning seamless on the same platform. In the informal part of learning system, RSS and Podcast, which are two of Mobile Learning 2.0 application, were integrated on client side as desktop program in order to reduce the collaborative mobile learning system's dependence of network resources. The system integrates Mobile Learning 2.0 concepts and technologies. It enhanced mobile devices’ advantages and avoided mobile devices’ limitations so that collaborative mobile learning systems trend to an open social network and support informal learning.
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Castro, João Pedro Sousa e. « Mobile application for online monitoring and collaboration of a sporting event ». Master's thesis, 2020. https://hdl.handle.net/10216/129098.

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Castro, João Pedro Sousa e. « Mobile application for online monitoring and collaboration of a sporting event ». Dissertação, 2020. https://hdl.handle.net/10216/129098.

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Kuan-ChengLu et 盧冠丞. « Building a Personal Application Ranking System in Mobile Platform using the Collaborative Filtering Recommender Mechanism ». Thesis, 2012. http://ndltd.ncl.edu.tw/handle/72197783499779935399.

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碩士
國立成功大學
工業設計學系碩博士班
100
The reference groups are the important references of customers when they make the purchasing decisions. However, the table of ranking and the evaluated information about applications offered from the mobile platform of smart phone nowadays cannot be supply enough for consumers as the effective reference information to make decisions. Hence, the study proposes a mechanism of collaborative filtering recommender based on the explicit rating to build a new way for computing the applications’ ranking, which can provide the personal ranking service for reducing the time lost in searching preferring applications. There are two parts of works included in this study. The first part of work is building a personal applications ranking system with the mechanism of the collaborative filtering recommender. The second part of the work is evaluating the recommender effects. By using the ROC index to evaluate the system efficiency, the experiment results show the totally correct prediction to about 70% of the users. In general, the system can offer users (over 90%) to shorten their time in searching applications on the mobile platform. It can save about 50% time effectively in searching. Besides, properly adjudging the location of the applications, which are downloaded or bought by users, can improve the recommender quality more.
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Καρούσος, Διονύσιος. « Κινητά συστήματα συνεργασίας/επιχειρηματολογίας (argumentation) στον παγκόσμιο ιστό/διαδίκτυο ». Thesis, 2011. http://nemertes.lis.upatras.gr/jspui/handle/10889/4565.

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Η ραγδαία ανάπτυξη του Παγκόσμιου Ιστού και η ταχύτατη διείσδυσή του σε κάθε έκφανση της καθημερινότητας του σύγχρονου ανθρώπου είναι έκδηλη. Με την ανάπτυξη της τεχνολογίας των κινητών τηλεφώνων νέας γενιάς και των αντίστοιχων δικτύων, η πρόσβαση στον Παγκόσμιο Ιστό μέσω κινητών συσκευών δεν γίνεται μόνο περιστασιακά, αλλά πολλές φορές αποτελεί τον πρωτεύοντα τρόπο πρόσβασης. Επομένως, η ανάγκη αξιοποίησης των δυνατοτήτων των κινητών τηλεφώνων και αυτών που προσφέρει το Web2.0 είναι συνεχώς αυξανόμενη. Σε αυτό το πλαίσιο, η παροχή κάθε προσφερόμενης υπηρεσίας των Συστημάτων Υποστήριξης Επιχειρηματολογίας στο Web και στις κινητές συσκευές, φαίνεται αρκετά υποσχόμενη. Αυτό μπορεί να γίνει είτε δημιουργώντας τις αντίστοιχες Mobile εφαρμογές, είτε δημιουργώντας υπηρεσίες, οι οποίες είναι απόλυτα προσβάσιμες και από τις συσκευές κινητών τηλεφώνων. Στα πλαίσια της Διπλωματικής εργασίας προσπαθήσαμε να εκμεταλλευτούμε τα πλεονεκτήματα που δίνει ένα κινητό τηλέφωνο, όσον αφορά την ευχρηστία, την ευκολία πρόσβασης και τη χρήση του Web2.0, δημιουργώντας μία Mobile εφαρμογή που παρέχει σε χρήστες κινητού τηλεφώνου, με λειτουργικό σύστημα Windows Mobile, τη δυνατότητα να συμμετέχουν σε ένα συγκεκριμένο Σύστημα Υποστήριξης Επιχειρηματολογίας, το CoPe_it!. Με αυτόν τον τρόπο επιχειρούμε να συνεισφέρουμε στην προσπάθεια διεύρυνσης των πιθανών χρήσεων του συγκεκριμένου συστήματος. Σε πρώτη φάση μελετήθηκε η εξέλιξη του Παγκόσμιου Ιστού από το Web1.0 στο Web2.0 και οι προσφερόμενες σε αυτόν υπηρεσίες. Έπειτα παρουσιάστηκε η ανάπτυξη του Κινητού Παγκόσμιου Ιστού και το πώς μέσα από τις τεχνολογικές εξελίξεις αλλά και τις καθημερινές συνήθειες του μέσου ανθρώπου, οδηγούμαστε στην ανάγκη ύπαρξης δυνατότητας μεταφοράς κάθε είδους δραστηριότητας και προσφερόμενων υπηρεσιών από το Web στο Mobile Web. Στη συνέχεια μελετήθηκαν τα Συστήματα Υποστήριξης Επιχειρηματολογίας, ξεκινώντας από την ανάλυση κάποιων βασικών εννοιών, συνεχίζοντας με τα μοντέλα διαχείρισης επιχειρημάτων και καταλήγοντας σε εμπεριστατωμένη έρευνα των αντιστοίχων ηλεκτρονικών εργαλείων υποστήριξης που είναι διαθέσιμα είτε απλά ως ηλεκτρονικές εφαρμογές, είτε ως on-line Web-based εφαρμογές. Έπειτα αποκαλύπτεται το κενό που υπάρχει στο αντίστοιχο πεδίο του Mobile Web από την έλλειψη αντίστοιχης εφαρμογής, με μοναδικό «φωτεινό» σημείο την ύπαρξη εφαρμογών παραπλήσιου ενδιαφέροντος. Τέλος, παρουσιάστηκε η όλη διαδικασία ανάπτυξης της on-line κινητής εφαρμογής, Mobile CoPe_it!, αφού προηγήθηκε εκτενής παρουσίαση του ήδη υπάρχοντος μητρικού συστήματος.
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