Дисертації з теми "Real time user parti"
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Bergem, Mark J. "Real-time speaker detection for user-device binding." Thesis, Monterey, California. Naval Postgraduate School, 2010. http://hdl.handle.net/10945/5041.
Повний текст джерелаThis thesis explores the accuracy and utility of a framework for recognizing a speaker by his or her voice called the Modular Audio Recognition Framework (MARF). Accuracy was tested with respect to the MIT Mobile Speaker corpus along three axes: 1) number of training sets per speaker, 2) testing sample length and 3) environmental noise. Testing showed that the number of training samples per speaker had little impact on performance. It was also shown that MARF was successful using testing samples as short as 1000ms. Finally, testing discovered that MARF had difficulty with testing samples containing significant environmental noise. An application of MARF, namely a referentially-transparent calling service, is described. Use of this service is considered for both military and civilian applications, specifically for use by a Marine platoon or a disaster-response team. Limitations of the service and how it might benefit from advances in hardware are outlined.
Hunt, Andrew David. "Radical user-interfaces for real-time musical control." Thesis, University of York, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.313958.
Повний текст джерелаZepf, Sebastian [Verfasser]. "Real-Time Emotion-Sensitive User Interfaces / Sebastian Zepf." Ulm : Universität Ulm, 2021. http://d-nb.info/1238147690/34.
Повний текст джерелаElshahali, Mai Hassan Ahmed Ali. "Real-Time Processing and Visualization of 3D Time-Variant Datasets." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/56582.
Повний текст джерелаPh. D.
Halvorsen, Espen Herseth. "Real-Time End-User Service Composition Using Google Wave." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11126.
Повний текст джерелаMinhas, Harvinder S. "Investigation of real-time multi-user application development frameworks." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ62255.pdf.
Повний текст джерелаWilliamson, Gale. "USER PROGRAMMABLE REAL-TIME PROCESSING IN MODERN TELEMETRY SYSTEMS." International Foundation for Telemetering, 1985. http://hdl.handle.net/10150/615738.
Повний текст джерелаThis paper describes a method for providing user programmability to telemetry ground stations. It describes the inadequacies of a traditional computer and proposes the use of a data flow architecture to meet real-time processing requirements. The general characteristics of data flow architectures are discussed along with the reasons why telemetry processing is a natural problem class to be solved using data flow techniques. Finally, the practical application of a Loral DATAFLO™ telemetry system is presented.
Allen, Patricia Mary. "A state-based user interface for real-time ADA systems." Thesis, University of Bradford, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.304077.
Повний текст джерелаLu, Jiajun. "Sharing semi-heterogeneous single-user editors for real-time group editing." Texas A&M University, 2003. http://hdl.handle.net/1969.1/3881.
Повний текст джерелаRoberts, David J. "A predictive real time architecture for multi-user, distributed, virtual reality." Thesis, University of Reading, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318140.
Повний текст джерелаCorre, Kevin. "User controlled trust and security level of Web real-time communications." Thesis, Rennes 1, 2018. http://www.theses.fr/2018REN1S029/document.
Повний текст джерелаIn this thesis, we propose three main contributions : In our first contribution we study the WebRTC identity architecture and more particularly its integration with existing authentication delegation protocols. This integration has not been studied yet. To fill this gap, we implement components of the WebRTC identity architecture and comment on the issues encountered in the process. In order to answer RQ1, we then study this specification from a privacy perspective an identify new privacy considerations related to the central position of identity provider. In the Web, the norm is the silo architecture of which users are captive. This is even more true of authentication delegation systems where most of the time it is not possible to freely choose an identity provider. In order to answer RQ3, we conduct a survey on the top 500 websites according to Alexa.com to identify the reasons why can't users choose their identity provider. Our results show that while the choice of an identity provider is possible in theory, the lack of implementation of existing standards by websites and identity providers prevent users to make this choice. In our second contribution, we aim at giving more control to users. To this end and in order to answer RQ2, we extend the WebRTC specification to allow identity parameters negotiation. We present a prototype implementation of our proposition to validate it. It reveals some limits due to the WebRTC API, in particular preventing to get feedback on the other peer's authentication strength. We then propose a web API allowing users to choose their identity provider in order to authenticate on a third-party website, answering RQ2. Our API reuse components of the WebRTC identity architecture in a client-server authentication scenario. Again, we validate our proposition by presenting a prototype implementation of our API based on a Firefox extension. Finally, in our third contribution, we look back on RQ1 and propose a trust and security model of a WebRTC session. Our proposed model integrates in a single metric the security parameters used in the session establishment, the encryption parameters for the media streams, and trust in actors of the communication setup as defined by the user. Our model objective is to help non-expert users to better understand the security of their WebRTC session. To validate our approach, we conduct a preliminary study on the comprehension of our model by non-expert users. This study is based on a web survey offering users to interact with a dynamic implementation of our model
Brgulja, Amir. "A Real-Time Electronic Sound Analysis System with Graphical User Interface." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84180/.
Повний текст джерелаPerciballi, Christopher J. "Real-time adaptive morphing website modeled per user and optimized across users." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61568.
Повний текст джерелаCataloged from PDF version of thesis.
Includes bibliographical references (p. 18).
Morphing is a powerful tool for providing users with information in a format that benefits them most. It has been shown to increase trust and sales. This thesis describes the implementation of a modular website that morphs based on the click stream of each individual user and learns how to pick the optimal morph based on aggregate user results. The main components are the website controller, the Bayesian Inference Engine, and the Gittins' Optimization Engine. The website controller acts as the interface between the user input and the mathematical modeling of the user's cognitive styles. It uses the Bayesian Engine to update the model and the Gittins' Engine to select the best morph in order to modify the website view. The project was run in survey format to test the effectiveness of morphing for the Suruga Card Loan advice site as well as to test performance and feasibility of real-time morphing and optimization.
by Christopher J. Perciballi.
M.Eng.
Kylmänen, Ester, and Emma Tysk. "Online networking and real-time interaction for musicians." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446815.
Повний текст джерелаTrots de tekniska framstegen som gjorts inom musikindustrin de senaste åren, finns det fortfarande inte ett enda allmänt accepterat alternativ för musiker att spela musik tillsammans online. Covid-19 pandemin och den åtföljande karantänten förde behovet för en sådan plattform till rampljuset. I början av år 2020 insåg musikföretaget Elk Audio att de kunde fylla denna lucka med sin nya produkt: Aloha. Aloha är en kombinerad hårdvara och webbapplikation som möjliggör musiker att spela musik i realtid över Internet. Aloha är för närvarande endast avsedd för musiker som redan känner varandra. Elks ambition är dock att göra Aloha till en plattform för musiker där de kan utöka sitt musikaliska nätverk. Syftet med detta examensarbete är att utforma nästa version av Alohas webbapplikation, med fokus på sociala interaktioner. Detta examensarbete undersöker musikers nuvarande sociala och musikaliska beteenden och deras åsikter om musikaliska interaktioner online. Kvalitativa data samlades in genom att utföra halvstrukturerade intervjuer med musiker från olika bakgrunder. Studien avslöjade de många olika målen och behoven hos potentiella användare av Aloha. Dessutom fann vi flera avgörande faktorer som möjliggör och uppmuntrar musiker att skapa och underhålla nya musikrelationer online. Den slutliga föreslagna designen baseras på det analyserade datat och grundas i teori om design av rekommendationssystem, m. fl..
Larsson, Rickard. "A user centric approach for evaluating and enhancing the usability of a complex real-time web user interface." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188680.
Повний текст джерелаI och med att tekniken förbättras utvecklas allt mer komplexa produkter såsom realtidswebbapplikationer. Dessa applikationer inför nya utmaningar och möjligheter inom användbarhet och interaktionsdesign. Syftet med detta arbete var att utvärdera och förbättra användbarheten av ett komplex realtidswebbgränssnitt med hjälp av en användarcentrerad designstrategi. Ett annat syfte var att undersöka hur man kan anpassa existerande metoder, riktlinjer och principer inom användbarhetsforskning och interaktionsdesign för dagens moderna teknik, såsom realtidswebbapplikationer. Arbetet genomfördes för det Stockholm baserade start-up företaget Challengermode AB som för närvarande utvecklar en tävlingsplattform för eSport med fokus på automatiska turneringar. Forskningsmetoden bestod av en användar- och systemanalys, användbarhetstester och en kreativ designworkshop. Forskningsresultaten användes sedan i kombination med riktlinjer och principer inom interaktionsdesign för att förbättra och utveckla nya funktioner för det aktuella användargränssnittet. Resultaten visar att en användarcentrerad designstrategi i kombination med kooperativ design var ett framgångsrikt sätt att utvärdera och förbättra användbarheten av Challengermodes realtidswebbgränssnitt. Dagens forskning inom användbarhet och designriktlinjer är applicerbara på modern teknik, men för att utvärdera Challengermodes realtidswebbgränssnitt, och andra liknande applikationer i ett realistiskt scenario, kan traditionella användbarhetstester vara begränsade. De viktigaste slutsatserna från designprocessen är att design för element i tomma tillstånd är lika viktigt som design för element i det optimala tillståndet där data är tillgänglig.
Thompson, Dean (Dean Barrie) 1974. "Dynamic reconfiguration under real-time constraints." Monash University, School of Computer Science and Software Engineering, 2002. http://arrow.monash.edu.au/hdl/1959.1/7991.
Повний текст джерелаLokshin, Kirill, Amit Puri, Dana Irvin, Frank Ross, and Rebecca Rush. "Implementing Real-time Provisioning for Space Link Extension (SLE) Service Instances." International Foundation for Telemetering, 2012. http://hdl.handle.net/10150/581641.
Повний текст джерелаSpace Link Extension (SLE) is a set of recommended standards for mission cross support developed by the Consultative Committee for Space Data Systems (CCSDS). The SLE recommendations define protocols for extending the space link from ground terminals to other facilities deeper within a ground network, allowing distributed access to space link telecommand and telemetry services. The SLE protocols are widely used to provide cross support between sites, programs, and agencies. In traditional SLE deployments, individual service instances have been manually provisioned well in advance of the commencement of cross support for a particular mission, and hardware and software resources have been allocated to those service instances at the time of provisioning. While valid, this approach requires that dedicated resources be provided for each mission and service instance, and limits an SLE provider's ability to reallocate resources in real time based on system availability or other factors. This paper discusses an alternative approach to SLE service provisioning, in which individual service instances are assigned resources from a common resource pool at the time that each service instance is initialized. The paper addresses the key design elements and technical tradeoffs involved in this approach, and discusses the potential benefits with regard to load balancing, equipment reuse, and resiliency against system failure.
Ghasemi, Saeed. "Real-time digital signal processing for new wavelength-to-the-user optical access networks." Doctoral thesis, Universitat Politècnica de Catalunya, 2019. http://hdl.handle.net/10803/668699.
Повний текст джерелаAvui en dia, les xarxes d'accés òptic proporcionen una alta capacitat als usuaris finals amb una creixent disponibilitat de continguts multimèdia que es poden transmetre a dispositius fixos o mòbils. En aquest sentit, un dels enfocaments més flexibles i de baix cost és la Xarxa Òptica Passiva (PON) que s'utilitza a Fibra-fins-la-Llar (FTTH). A causa del creixent requeriment de l'ample de banda, s'ha desplegat la multiplexació de divisió d'ona (WDM) i, posteriorment, el PON amb WDM d'alta densitat (udWDM), amb un espaiat estret de canals, per augmentar el nombre d'usuaris a través d'una sola fibra. L'udWDM-PON amb tecnologia coherent és una solució atractiva per a les xarxes d'accés òptic d'última generació amb processament avançat de senyal digital (DSP). Gràcies a la major sensibilitat i a la selectivitat millorada del canal en la detecció coherent amb DSP eficient, les xarxes òptiques suporten un nombre més gran d'usuaris a distàncies més llargues. Atès que el cost és la principal preocupació en les xarxes d'accés òptic, aquesta tesi presenta arquitectures DSP en receptor coherent (Rx), basades en làsers DFB comercials modulats en fase directa de baix cost. Les propostes estan d'acord amb la asignació de la longitud d'ona a l'usuari, on a cada client de la xarxa òptica se li dedica a una longitud d'ona individual. A continuació, en una graella udWDM espaciada de 6,25 GHz amb les tècniques de DSP optimitzades i el format de modulació de fase (PSK), s'aconsegueix l'alta sensibilitat en implementacions field-programable-gate-array (FPGA) en temps real. A més, aquesta tesi redueix la complexitat del maquinari de recuperació òptica de portadors (CR) amb dues estratègies diverses. Primer, basat en un estimador de freqüència de potència diferencial (FE) mitjançant l'ús de taules de cerca (LUTs) i, en segon lloc, l'arquitectura CR sense LUT, amb l'optimització del consum d'energia i els recursos de maquinari, a més de millorar la selectivitat del canal en termes de velocitat i robustesa. A més, al dissenyar una recuperació de rellotge molt simple, però eficaç, es fa possible una arquitectura DSP a la velocitat dels símbols, que processa dades utilitzant només una mostra per símbol (1-sps) per a l'estructura de la diversitat de polarització òptica (POD). Fa que el DSP sigui independent de l'estat de polarització (SOP), fins i tot en el cas dels analog-to-digital converters (ADC) de front-end òptics de baix cost, i manté el rendiment alt i la sensibilitat en les implementacions en temps real de FPGA.
Toker, Ahmet Cihat Verfasser], and Sahin [Akademischer Betreuer] [Albayrak. "User Facilitated Real-Time Inter-Operator Resource Sharing / Ahmet Cihat Toker. Betreuer: Sahin Albayrak." Berlin : Universitätsbibliothek der Technischen Universität Berlin, 2011. http://d-nb.info/1014619610/34.
Повний текст джерелаKumssa, Aida Meredassa. "Tablet User Interface Evaluation for a Portable Ultrasound System and Real time Doppler SpectrumProcessing." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for teknisk kybernetikk, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23169.
Повний текст джерелаRahman, Md Abed. "Toward user-adaptive visualizations : further results on real-time prediction of user cognitive abilities from action and eye-tracking data." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/62128.
Повний текст джерелаScience, Faculty of
Computer Science, Department of
Graduate
Flanagan, Nevin. "Tilt and Multitouch Input for Tablet Play of Real-Time Strategy Games." Digital WPI, 2014. https://digitalcommons.wpi.edu/etd-theses/1163.
Повний текст джерелаYildiz, Mursel. "User Directed View Synthesis On Omap Processors." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/12610682/index.pdf.
Повний текст джерелаs view point choice and using image frames with corresponding depth maps obtained from 2 different cameras, of which positions on coordinate system is known. User&rsquo
s view point choice is restricted to the area between right, and left cameras. Occlusion handling methods for image rendering systems is explored and discussed together with frame enhancement techniques. Median filtering is studied for multicolor image frames and post processing methods are discussed for image enhancement at the end of rendering algorithm. In this thesis, OMAP3530 microprocessor is used as the main processor which processes suggested rendering algorithm with occlusion handling and frame enhancement. proposed algorithms are implemented on DSP core and ARM cores of OMAP3530 separately and their performances are evaluated through experiments. Embedded Linux (Kernel-2.6.22) is run as the operating system for applications. Driver usage together with devices for Linux embedded operating system is explored and studied. 3 boards are used for the realization of proposed system. OMAP35x EVM board from Mistral Solutions Company is used for processor utilization, high resolution LCD utilization, system monitoring, user interface and communication purposes. Two daughter cards are designed for user view point determination. First daughter card handles communication process with EVM board and calculates view point according to input from second daughter card with single axis response GYRO sensor (ADIS16060). Spartan®
-3A DSP FPGA family is utilized in this system for view point determination. DSP slices that are hardly present inside gate arrays of this FPGA family are utilized and their performance is studied. Asynchronous memory interface, i2c bus interface, SPI interface are studied and implemented on FPGA.
Moeller, Kenneth Brett. "Evolution of a graphical user interface for the rapid prototyping of real-time embedded systems." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1997. http://handle.dtic.mil/100.2/ADA341448.
Повний текст джерела"September 1997." Thesis advisor(s): Man-Tak Shing, Valdis Berzins. Includes bibliographical references (p. 429-430). Also available online.
Rose, Cody M. (Cody McCullough). "Towards interactive sustainable neighborhood design : combining a tangible user interface with real time building simulations." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99253.
Повний текст джерелаThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 73-74).
An increasingly urbanizing human population presents new challenges for urban planners and designers. While the field of urban design tools is expanding, urban development scenarios require the input of multiple stakeholders, each with different outlooks, expertise, requirements, and preconceptions, and good urban design requires communication and compromise as much as it requires effective use of tools. The best tools will facilitate this communication while remaining evidence-based, allowing diverse planning teams to develop high quality, healthy, sustainable urban plans. Presented in this work is a new such urban design tool, implemented as a design "game," created to facilitate collaboration between urban planners, designers, policymakers, citizens, and any other stakeholders in urban development scenarios. Users build a neighborhood or city out of Lego pieces on a plexiglass tabletop, and the system simulates the built design in real time, projecting colors onto the Lego pieces that reflect their performance with respect to three urban performance metrics: operational energy consumption, neighborhood walkability, and building daylighting availability. The system requires little training, allowing novice users to explore the design tradeoffs associated with urban density. The simulation method uses a novel precalculation method to quickly approximate the results of existing, validated simulation tools. The game is presented in the context of a case study that took place at the planning commission of Riyadh, Saudi Arabia in March 2015. Post-game analysis indicates that the precalculation method performs suitable approximations in the Saudi climate, and that users were able to use the interface to improve their neighborhoods' performance with respect to two of the three offered performance metrics. Furthermore, users demonstrated substantial enthusiasm for interactive, tangible, urban design of the sort provided. Improvements to future versions of the design game based on the case study are suggested, but overall, the work presented indicates that collaborative, interactive design tools for diverse stakeholders are an excellent path forward for sustainable design.
by Cody M. Rose.
S.M. in Building Technology
Horchidan, Sonia-Florina. "Real-time forecasting of dietary habits and user health using Federated Learning with privacy guarantees." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281366.
Повний текст джерелаModerna apparater och applikationer för självövervakning av hälsa, som Fitbit och MyFitnessPal, ger användarna möjlighet att vidta konkreta åtgärder och sätta fitness- och livsstilsmål baserat på deras dokumenterade trender och statistik. Att förutsäga sådana trender är fördelaktigt för att uppnå långtidsmål, eftersom individerna kan anpassa sina dieter och vanor när som helst för att garantera framgång.Utformningen och implementeringen av ett sådant system, som dessutom respekterar användarnas integritet, är huvudmålet för vårt arbete. Denna appli- kation är modellerad som ett tidsserieprognosproblem. Med avseende på an- vändarnas historiska data är målet att förutsäga deras matvanor och livsstilsva- nor i realtid. Vi tillämpar det federerade inlärningsparadigmet på vårt använd- ningsfall på grund av den mycket distribuerade karaktären av vår data och in- tegritetsproblemen för sådan känslig bokförd information. Federerade lärande från heterogena datasekvenser kan emellertid vara utmanande, eftersom även de modernaste maskininlärningstekniker för tidsserieprognoser kan stöta på svårigheter när de lär sig från mycket oregelbundna datasekvenser. Specifikt i det föreslagna sjukvårdsscenariot kan maskininlärningsalgoritmerna misslyc- kas med att förse användare med unika dietmönster.I detta arbete implementerar vi en tvåstegsströmmande klustermekanism och grupperar användare som uppvisar liknande ät- och fitnessbeteenden. De genomförda experimenten visar att federerade lärande i detta sammanhang kan uppnå mycket hög nogrannhet i förutsägelse, eftersom våra förutsägelser in- te är mer än 0,025% ifrån det sanna värdet med avseende på intervallet för varje funktion. Träning av separata modeller för varje grupp användare visar sig vara fördelaktigt, särskilt gällande träningstiden, men det är mycket be- roende av parametrarna som används för modellerna och träningsprocessen. Våra experiment drar slutsatsen att konfigurationen som används för den all- männa federerade modellen inte kan tillämpas på dataklusterna. Dock kan en minskning av förutsägelsefel på mer än 45% uppnås, givet att parametrarna är optimerade för varje fall.Slutligen hanteras problemet med datasekretess genom att tillämpa bästa tillgängliga differentiell integritetsteknik. Vår empiriska studie visar att adde- ra brus till gradienter som skickas till servern är olämpliga för liten data och avbryter fördelarna med tidigare användares kluster. Däremot, genom att ad- dera brus till träningsdata uppnås anmärkningsvärda resultat. En differentierad integritetsnivå motsvarande ett epsilonvärde på 0,1 med en ökning av det ob- serverade genomsnittliga absoluta felet med en faktor på endast 0,21 erhölls.
Cosman, Vadim, and Kailash Chowdary. "End user interface for collecting and evaluating company data : Real-time data collection through web-scraping." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37740.
Повний текст джерелаHABIBI, SHAHRYAR. "Smart Workplace. Micro-Climatization and Real-Time Digitalization Effects on Energy Efficiency Based in User Behavior." Doctoral thesis, Università degli studi di Ferrara, 2016. http://hdl.handle.net/11392/2403220.
Повний текст джерелаAn approach to intelligent building energy management systems at the workplace level has the potential to save energy through the use of building information modeling (BIM) and smart sensor systems. Its development focuses on micro-climatization and real-time digitalization systems from an architect’s point of view. Intelligent management systems (IMSs) have significant potential for energy savings, but they have not been fully used in buildings and cities. Smart sensor systems based on user behavior will improve indoor environmental quality (IEQ) and user comfort. A cost-effective strategy has been implemented by using a low-technology and high-performance approach. This work aims to reduce energy consumption and provide comfort conditions by learning user behavior. Furthermore, it seeks to create a real-time system with regard to the functions of developed technologies. In order to improve energy efficiency and comfort conditions, smart sensor systems and digital simulation tools play a crucial role in finding optimal solutions to optimization problems. Despite the progress in the field of information and communication technologies (ICTs), they are still limitations such as limited control and monitoring of environmental conditions, especially considering that real-time and effective visualization systems based on user behavior are not yet fully mature in buildings. This work attempts to present the main progress in the fields of cost-effective energy-saving solutions and effective energy management strategies based on ICT-related technologies. In this context, the design of artificial intelligence algorithms (AI) and intelligent user interfaces will be discussed in order to enhance user interaction and building energy management system (BEMSs). The research result is the development of an indoor quality apparatus based on Arduino systems. This measures humidity, temperature, lighting, and sound levels at the workplace. It can be connected to users’ computers with a micro-USB cable or power to detect whether users are satisfied with the indoor climate via intelligent interfaces and alarm led lights. User behavior is a driving factor for designing efficient buildings. It can lead to variations in energy consumption. Detailed identification of gaps related to behavioral issues need to be discovered and effective gap-filling strategies developed. This work attempts to analyze user behavior patterns in order to adopt new behavior that can affect comfort conditions and energy efficiency of a space effectively. Therefore, an intelligent interface has been developed that can save data and user behavior patterns to improve support to future adaptation processes. According to findings and results of the current work, it seems that a wide range of architects, engineers, building users, building information modeling (BIM) experts and those interested in assessing the built environment can be regarded as stakeholders. II In order to raise awareness of the role of user behavior in energy efficiency and comfort conditions, the work introduces a strategy of combining open source smart systems (Arduino systems) with artificial intelligence algorithms and intelligence interfaces. Furthermore, it emphasizes the fact that a combination of open-source environmental programs and systems with building information modeling (BIM) can improve not only the construction process but also enable exploration of alternative approaches. The work discusses the potential application of a smart micro scale energy management system to two office environments and focuses on the review of the potential performance of integrated smart and sustainable systems. It also explains how building information modeling (BIM) can help facilitate review of results and methods. In the context of architectural technology, this work introduces an adopted intelligent method approach employing users, optimization algorithms and low-cost smart systems for bridging the gap between building management systems (BMSs) and users.
Karri, Janardhan Bhima Reddy. "Low Power Real-time Video and Audio Embedded System Design for Naturalistic Bicycle Study." Scholar Commons, 2015. https://scholarcommons.usf.edu/etd/5518.
Повний текст джерелаBobba, Satyajith. "Real time path programming with joystick signals and kinematics selection and development of MATLAB graphical user interface." abstract and full text PDF (UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1460750.
Повний текст джерелаMessaoudi, Farouk. "User equipment based-computation offloading for real-time applications in the context of Cloud and edge networks." Thesis, Rennes 1, 2018. http://www.theses.fr/2018REN1S104/document.
Повний текст джерелаComputation offloading is a technique that allows resource-constrained mobile devices to fully or partially offload a computation-intensive application to a resourceful Cloud environment. Computation offloading is performed mostly to save energy, improve performance, or due to the inability of mobile devices to process a computation heavy task. There have been a numerous approaches and systems on offloading tasks in the classical Mobile Cloud Computing (MCC) environments such as, CloneCloud, MAUI, and Cyber Foraging. Most of these systems are offering a complete solution that deal with different objectives. Although these systems present in general good performance, one common issue between them is that they are not adapted to real-time applications such as mobile gaming, augmented reality, and virtual reality, which need a particular treatment. Computation offloading is widely promoted especially with the advent of Mobile Edge Computing (MEC) and its evolution toward Multi-access Edge Computing which broaden its applicability to heterogeneous networks including WiFi and fixed access technologies. Combined with 5G mobile access, a plethora of novel mobile services will appear that include Ultra-Reliable Low-latency Communications (URLLC) and enhanced Vehicle-toeverything (eV2X). Such type of services requires low latency to access data and high resource capabilities to compute their behaviour. To better find its position inside a 5G architecture and between the offered 5G services, computation offloading needs to overcome several challenges; the high network latency, resources heterogeneity, applications interoperability and portability, offloading frameworks overhead, power consumption, security, and mobility, to name a few. In this thesis, we study the computation offloading paradigm for real-time applications including mobile gaming and image processing. The focus will be on the network latency, resource consumption, and accomplished performance. The contributions of the thesis are organized on the following axes : Study game engines behaviour on different platforms regarding resource consumption (CPU/GPU) per frame and per game module; study the possibility to offload game engine modules based on resource consumption, network latency, and code dependency ; propose a deployment strategy for Cloud gaming providers to better exploit their resources based on the variability of the resource demand of game engines and the QoE ; propose a static computation offloading-based solution for game engines by splitting 3D world scene into different game objects. Some of these objects are offloaded based on resource consumption, network latency, and code dependency ; propose a dynamic offloading solution for game engines based on an heuristic that compute for each game object, the offloading gain. Based on that gain, an object may be offloaded or not ; propose a novel approach to offload computation to MEC by deploying a mobile edge application that is responsible for driving the UE decision for offloading, as well as propose two algorithms to make best decision regarding offloading tasks on UE to a server hosted on the MEC
Mogili, Anusha, and Manoj Kumar Pallapu. "Evaluating the Effectiveness and Efficiency of Real Time Data Visualization : An Action Research Study." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20638.
Повний текст джерелаPapangelis, Konstantinos. "User driven design of real time passenger information solutions for supporting rural passengers in the context of disruption." Thesis, University of Aberdeen, 2015. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=228210.
Повний текст джерелаGholikhamseh, Alireza Bizhan. "User interface software and emulation of microscope for a real-time telepathology system using an x-window environment." Thesis, The University of Arizona, 1993. http://hdl.handle.net/10150/278302.
Повний текст джерелаEnglish, Joel Alexander. "Assessing the synchronous online classroom : methodologies and findings in real-time virtual learning environments." Virtual Press, 1999. http://liblink.bsu.edu/uhtbin/catkey/1137523.
Повний текст джерелаDepartment of English
Singh, Satpreet Harcharan. "A system for generation of near real-time feeds of user-customized hydrometeorology data-products from NEXRAD radar-data." Thesis, University of Iowa, 2010. https://ir.uiowa.edu/etd/886.
Повний текст джерелаOkoro, Ndubuisi Emmanuel. "Development of a supersonic wind tunnel rapid real-time data acquisition and control system." Master's thesis, Mississippi State : Mississippi State University, 2005. http://sun.library.msstate.edu/ETD-db/ETD-browse/browse.
Повний текст джерелаGu, Yun. "The Impacts of Real-time Knowledge Based Personal Lighting Control on Energy Consumption, User Satisfaction and Task Performance in Offices." Research Showcase @ CMU, 2011. http://repository.cmu.edu/dissertations/54.
Повний текст джерелаAziz, Hatem M. "Reducing Client-Server Communication for Efficient Real-Time Web Applications: The Use of Adaptive Polling as A Case Study for Multi-User Web Applications." Thesis, University of Bradford, 2019. http://hdl.handle.net/10454/17341.
Повний текст джерелаStange, Martin [Verfasser], and Burkhardt [Akademischer Betreuer] Funk. "Multi-Channel Advertising Effectiveness - Modeling User Behavior and Approaches for Decision Support in Real-Time Advertising / Martin Stange ; Betreuer: Burkhardt Funk." Lüneburg : Universitätsbibliothek der Leuphana Universität Lüneburg, 2017. http://d-nb.info/1127334735/34.
Повний текст джерелаZhou, Wei. "An investigation into a distributed virtual reality environment for real-time collaborative 4D construction planning and simulation." Thesis, University of Wolverhampton, 2009. http://hdl.handle.net/2436/98506.
Повний текст джерелаRegmi, Hem Kanta. "A Real-Time Computational Decision Support System for Compounded Sterile Preparations using Image Processing and Artificial Neural Networks." University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1469113622.
Повний текст джерелаSantos, Tim dos [Verfasser]. "New approaches in user-centric job monitoring on the LHC Computing Grid : Application of remote debugging and real time data selection techniques / Tim dos Santos." Wuppertal : Universitätsbibliothek Wuppertal, 2011. http://d-nb.info/101400179X/34.
Повний текст джерелаMunawar, Adnan. "An Asynchronous Simulation Framework for Multi-User Interactive Collaboration: Application to Robot-Assisted Surgery." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-dissertations/566.
Повний текст джерелаEricsson, Duffy Mikael. "DRAWN TO LIFE: Exploring real-time manipulation of the digitally represented surface in comics on smartphones and tablets." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23439.
Повний текст джерелаMahammad, Sarfaraz Ahmad, and Vendrapu Sushma. "Raspberry Pi Based Vision System for Foreign Object Debris (FOD) Detection." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20198.
Повний текст джерелаGiansiracusa, Michelangelo Antonio. "A secure infrastructural strategy for safe autonomous mobile agents." Thesis, Queensland University of Technology, 2005. https://eprints.qut.edu.au/16052/1/Michaelangelo_Giansiracusa_Thesis.pdf.
Повний текст джерелаGiansiracusa, Michelangelo Antonio. "A Secure Infrastructural Strategy for Safe Autonomous Mobile Agents." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16052/.
Повний текст джерелаJap, Lilian. "Mapping detected periodic dance movements to control tempo in the music playback of Electronic Dance Music." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-251668.
Повний текст джерелаAtt engagera sig i ett musikset av ens favoritartist eller DJ leder ofta till resultatet av en kraftfull och euforisk känsloupplevelse, en känsla delvis framkallat av att man dansar i takt med musiken. I ett försök att simulera en liknande dansupplevelse undersöker denna användarstudie när en användare dansar i rytm till musik och dessutom är i kontroll av tempot genom de skapade dansrörelserna. En proof-of-concept prototyp konstruerades och testades i en första studie, följt av en huvudstudie där prototypen hade modifierats och 12 deltagare deltog. Ett frågeformulär gavs med olika frågor som skulle bedömas via en Likert-skala, med avseende på deras subjektiva erfarenhet. Öppna frågor ingick också för att samla deras egna åsikter. Från resultaten kunde ett ökat engagemang och en förhöjd njutning av musiken identifieras när man kunde manipulera tempot.
Sao, Pedro Michael A. "Real-time Assessment, Prediction, and Scaffolding of Middle School Students’ Data Collection Skills within Physical Science Simulations." Digital WPI, 2013. https://digitalcommons.wpi.edu/etd-dissertations/168.
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