47 resultados para Mobile Content Design


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The mobile user experience has been significantly altered with the arrival of mobile broadband widespread deployments, massive improvements in available smartphones, and a shift in user habits toward a more participative, communicative role. In this context, mobile application stores have revolutionized software and content delivery. These stores focus on the applications, building around them an ecosystem of developers and consumers. The store greatly lessens the barrier between these agents, providing significant benefits to both developers and consumers. In this article we analyze this phenomenon, describing its originating factors and fundamental characteristics. We also perform a more detailed study on the two most successful application stores, identifying different approaches to implementing the model.

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The educational platform Virtual Science Hub (ViSH) has been developed as part of the GLOBAL excursion European project. ViSH (http://vishub.org/) is a portal where teachers and scientist interact to create virtual excursions to science infrastructures. The main motivation behind the project was to connect teachers - and in consequence their students - to scientific institutions and their wide amount of infrastructures and resources they are working with. Thus the idea of a hub was born that would allow the two worlds of scientists and teachers to connect and to innovate science teaching. The core of the ViSH?s concept design is based on virtual excursions, which allow for a number of pedagogical models to be applied. According to our internal definition a virtual excursion is a tour through some digital context by teachers and pupils on a given topic that is attractive and has an educational purpose. Inquiry-based learning, project-based and problem-based learning are the most prominent approaches that a virtual excursion may serve. The domain specific resources and scientific infrastructures currently available on the ViSH are focusing on life sciences, nano-technology, biotechnology, grid and volunteer computing. The virtual excursion approach allows an easy combination of these resources into interdisciplinary teaching scenarios. In addition, social networking features support the users in collaborating and communicating in relation to these excursions and thus create a community of interest for innovative science teaching. The design and development phases were performed following a participatory design approach. An important aspect in this process was to create design partnerships amongst all actors involved, researchers, developers, infrastructure providers, teachers, social scientists, and pedagogical experts early in the project. A joint sense of ownership was created and important changes during the conceptual phase were implemented in the ViSH due to early user feedback. Technology-wise the ViSH is based on the latest web technologies in order to make it cross-platform compatible so that it works on several operative systems such as Windows, Mac or Linux and multi-device accessible, such as desktop, tablet and mobile devices. The platform has been developed in HTML5, the latest standard for web development, assuring that it can run on any modern browser. In addition to social networking features a core element on the ViSH is the virtual excursions editor. It is a web tool that allows teachers and scientists to create rich mash-ups of learning resources provided by the e-Infrastructures (i.e. remote laboratories and live webcams). These rich mash-ups can be presented in either slides or flashcards format. Taking advantage of the web architecture supported, additional powerful components have been integrated like a recommendation engine to provide personalized suggestions about educational content or interesting users and a videoconference tool to enhance real-time collaboration like MashMeTV (http://www.mashme.tv/).

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The objective of this paper is to design a path following control system for a car-like mobile robot using classical linear control techniques, so that it adapts on-line to varying conditions during the trajectory following task. The main advantages of the proposed control structure is that well known linear control theory can be applied in calculating the PID controllers to full control requirements, while at the same time it is exible to be applied in non-linear changing conditions of the path following task. For this purpose the Frenet frame kinematic model of the robot is linearised at a varying working point that is calculated as a function of the actual velocity, the path curvature and kinematic parameters of the robot, yielding a transfer function that varies during the trajectory. The proposed controller is formed by a combination of an adaptive PID and a feed-forward controller, which varies accordingly with the working conditions and compensates the non-linearity of the system. The good features and exibility of the proposed control structure have been demonstrated through realistic simulations that include both kinematics and dynamics of the car-like robot.

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Este Proyecto Fin de Carrera (PFC) tiene como objetivos el análisis, diseño e implementación de un sistema web que permita a los usuarios familiarizarse con el Índice de Desarrollo Humano (IDH), publicado anualmente por Naciones Unidas, ofreciendo un servicio de gestión y descarga de una aplicación móvil relacionada con dicho índice. La aplicación móvil es un juego educativo basado en preguntas sobre el IDH de los países, desarrollada en paralelo con este proyecto. El servicio web implementado en este proyecto facilita tanto la descarga, administración y actualización de contenidos como la interacción entre los usuarios. El sistema está formado por un servidor web, una base de datos de usuarios y contenidos y un portal web desde el cual puede descargarse la aplicación móvil, realizar consultas sobre estadísticas de juego y conocer el IDH sin necesidad de jugar. El buscador avanzado que ha sido desarrollado para conocer el IDH permite al usuario adquirir destrezas y entrenarse por sí solo para mejorar sus resultados de juego. Los administradores del sistema tienen la capacidad de gestionar el contenido del portal, los usuarios que solicitan darse de alta y la funcionalidad ofrecida, es decir, actualización del juego, foros y noticias. La instalación del sistema implementado en un servidor web ha permitido su verificación exitosa así como la provisión del servicio de información y sensibilización sobre el IDH, actualizado mediante la información de Naciones Unidas, motivación original del proyecto. ABSTRACT This Final Year Project takes as targets the analysis, design and implementation of a web system that allows to the users to familiarize with the Human Development Index (HDI), published annually by United Nations, offering a service of management and download a mobile application associated with that index. The mobile application is an educational game based on questions on the IDH of the countries, developed in parallel with this project. The web service implemented by means of this Project facilitates download, administration and update of contents and the interaction between the users across the cooperative game. The system consists of a web server, a database of users and content and a web portal from which you can download the mobile application, perform queries on game statistics, or discover the HDI without need for play. The advanced search engine that has been developed for the HDI allows the user to purchase and train for skills to improve their game results. System administrators have the ability to manage the content of the portal, users requesting register and the functionality offered, i.e., update to the game, forums and news. The installation of the system that was implemented has allowed successful verification and the provision of an information and awareness on the HDI, updated with the information from the United Nations, original motivation of the project.

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In this article, the authors examine the current status of different elements that integrate the landscape of the municipality of Olias del Rey in Toledo (Spain). A methodology for the study of rural roads, activity farming and local hunting management. We used Geographic Information Technologies (GIT) in order to optimize spatial information including the design of a Geographic Information System (GIS). In the acquisition of field data we have used vehicle "mobile mapping" instrumentation equipped with GNSS, LiDAR, digital cameras and odometer. The main objective is the integration of geoinformation and geovisualization of the information to provide a fundamental tool for rural planning and management.

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Los sistemas de recomendación son potentes herramientas de filtrado de información que permiten a usuarios solicitar sugerencias sobre ítems que cubran sus necesidades. Tradicionalmente estas recomendaciones han estado basadas en opiniones de los mismos, así como en datos obtenidos de su consumo histórico o comportamiento en el propio sistema. Sin embargo, debido a la gran penetración y uso de los dispositivos móviles en nuestra sociedad, han surgido nuevas oportunidades en el campo de los sistemas de recomendación móviles gracias a la información contextual que se puede obtener sobre la localización o actividad de los usuarios. Debido a este estilo de vida en el que todo tiende a la movilidad y donde los usuarios están plenamente interconectados, la información contextual no sólo es física, sino que también adquiere una dimensión social. Todo esto ha dado lugar a una nueva área de investigación relacionada con los Sistemas de Recomendación Basados en Contexto (CARS) móviles donde se busca incrementar el nivel de personalización de las recomendaciones al usar dicha información. Por otro lado, este nuevo escenario en el que los usuarios llevan en todo momento un terminal móvil consigo abre la puerta a nuevas formas de recomendar. Sustituir el tradicional patrón de uso basado en petición-respuesta para evolucionar hacia un sistema proactivo es ahora posible. Estos sistemas deben identificar el momento más adecuado para generar una recomendación sin una petición explícita del usuario, siendo para ello necesario analizar su contexto. Esta tesis doctoral propone un conjunto de modelos, algoritmos y métodos orientados a incorporar proactividad en CARS móviles, a la vez que se estudia el impacto que este tipo de recomendaciones tienen en la experiencia de usuario con el fin de extraer importantes conclusiones sobre "qué", "cuándo" y "cómo" se debe notificar proactivamente. Con este propósito, se comienza planteando una arquitectura general para construir CARS móviles en escenarios sociales. Adicionalmente, se propone una nueva forma de representar el proceso de recomendación a través de una interfaz REST, lo que permite crear una arquitectura independiente de dispositivo y plataforma. Los detalles de su implementación tras su puesta en marcha en el entorno bancario español permiten asimismo validar el sistema construido. Tras esto se presenta un novedoso modelo para incorporar proactividad en CARS móviles. Éste muestra las ideas principales que permiten analizar una situación para decidir cuándo es apropiada una recomendación proactiva. Para ello se presentan algoritmos que establecen relaciones entre lo propicia que es una situación y cómo esto influye en los elementos a recomendar. Asimismo, para demostrar la viabilidad de este modelo se describe su aplicación a un escenario de recomendación para herramientas de creación de contenidos educativos. Siguiendo el modelo anterior, se presenta el diseño e implementación de nuevos interfaces móviles de usuario para recomendaciones proactivas, así como los resultados de su evaluación entre usuarios, lo que aportó importantes conclusiones para identificar cuáles son los factores más relevantes a considerar en el diseño de sistemas proactivos. A raíz de los resultados anteriores, el último punto de esta tesis presenta una metodología para calcular cuán apropiada es una situación de cara a recomendar de manera proactiva siguiendo el modelo propuesto. Como conclusión, se describe la validación llevada a cabo tras la aplicación de la arquitectura, modelo de recomendación y métodos descritos en este trabajo en una red social de aprendizaje europea. Finalmente, esta tesis discute las conclusiones obtenidas a lo largo de la extensa investigación llevada a cabo, y que ha propiciado la consecución de una buena base teórica y práctica para la creación de sistemas de recomendación móviles proactivos basados en información contextual. ABSTRACT Recommender systems are powerful information filtering tools which offer users personalized suggestions about items whose aim is to satisfy their needs. Traditionally the information used to make recommendations has been based on users’ ratings or data on the item’s consumption history and transactions carried out in the system. However, due to the remarkable growth in mobile devices in our society, new opportunities have arisen to improve these systems by implementing them in ubiquitous environments which provide rich context-awareness information on their location or current activity. Because of this current all-mobile lifestyle, users are socially connected permanently, which allows their context to be enhanced not only with physical information, but also with a social dimension. As a result of these novel contextual data sources, the advent of mobile Context-Aware Recommender Systems (CARS) as a research area has appeared to improve the level of personalization in recommendation. On the other hand, this new scenario in which users have their mobile devices with them all the time offers the possibility of looking into new ways of making recommendations. Evolving the traditional user request-response pattern to a proactive approach is now possible as a result of this rich contextual scenario. Thus, the key idea is that recommendations are made to the user when the current situation is appropriate, attending to the available contextual information without an explicit user request being necessary. This dissertation proposes a set of models, algorithms and methods to incorporate proactivity into mobile CARS, while the impact of proactivity is studied in terms of user experience to extract significant outcomes as to "what", "when" and "how" proactive recommendations have to be notified to users. To this end, the development of this dissertation starts from the proposal of a general architecture for building mobile CARS in scenarios with rich social data along with a new way of managing a recommendation process through a REST interface to make this architecture multi-device and cross-platform compatible. Details as regards its implementation and evaluation in a Spanish banking scenario are provided to validate its usefulness and user acceptance. After that, a novel model is presented for proactivity in mobile CARS which shows the key ideas related to decide when a situation warrants a proactive recommendation by establishing algorithms that represent the relationship between the appropriateness of a situation and the suitability of the candidate items to be recommended. A validation of these ideas in the area of e-learning authoring tools is also presented. Following the previous model, this dissertation presents the design and implementation of new mobile user interfaces for proactive notifications. The results of an evaluation among users testing these novel interfaces is also shown to study the impact of proactivity in the user experience of mobile CARS, while significant factors associated to proactivity are also identified. The last stage of this dissertation merges the previous outcomes to design a new methodology to calculate the appropriateness of a situation so as to incorporate proactivity into mobile CARS. Additionally, this work provides details about its validation in a European e-learning social network in which the whole architecture and proactive recommendation model together with its methods have been implemented. Finally, this dissertation opens up a discussion about the conclusions obtained throughout this research, resulting in useful information from the different design and implementation stages of proactive mobile CARS.

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Esta tesis propone un sistema biométrico de geometría de mano orientado a entornos sin contacto junto con un sistema de detección de estrés capaz de decir qué grado de estrés tiene una determinada persona en base a señales fisiológicas Con respecto al sistema biométrico, esta tesis contribuye con el diseño y la implementación de un sistema biométrico de geometría de mano, donde la adquisición se realiza sin ningún tipo de contacto, y el patrón del usuario se crea considerando únicamente datos del propio individuo. Además, esta tesis propone un algoritmo de segmentación multiescala para solucionar los problemas que conlleva la adquisición de manos en entornos reales. Por otro lado, respecto a la extracción de características y su posterior comparación esta tesis tiene una contribución específica, proponiendo esquemas adecuados para llevar a cabo tales tareas con un coste computacional bajo pero con una alta precisión en el reconocimiento de personas. Por último, este sistema es evaluado acorde a la norma estándar ISO/IEC 19795 considerando seis bases de datos públicas. En relación al método de detección de estrés, esta tesis propone un sistema basado en dos señales fisiológicas, concretamente la tasa cardiaca y la conductancia de la piel, así como la creación de un innovador patrón de estrés que recoge el comportamiento de ambas señales bajo las situaciones de estrés y no-estrés. Además, este sistema está basado en lógica difusa para decidir el grado de estrés de un individuo. En general, este sistema es capaz de detectar estrés de forma precisa y en tiempo real, proporcionando una solución adecuada para sistemas biométricos actuales, donde la aplicación del sistema de detección de estrés es directa para evitar situaciónes donde los individuos sean forzados a proporcionar sus datos biométricos. Finalmente, esta tesis incluye un estudio de aceptabilidad del usuario, donde se evalúa cuál es la aceptación del usuario con respecto a la técnica biométrica propuesta por un total de 250 usuarios. Además se incluye un prototipo implementado en un dispositivo móvil y su evaluación. ABSTRACT: This thesis proposes a hand biometric system oriented to unconstrained and contactless scenarios together with a stress detection method able to elucidate to what extent an individual is under stress based on physiological signals. Concerning the biometric system, this thesis contributes with the design and implementation of a hand-based biometric system, where the acquisition is carried out without contact and the template is created only requiring information from a single individual. In addition, this thesis proposes an algorithm based on multiscale aggregation in order to tackle with the problem of segmentation in real unconstrained environments. Furthermore, feature extraction and matching are also a specific contributions of this thesis, providing adequate schemes to carry out both actions with low computational cost but with certain recognition accuracy. Finally, this system is evaluated according to international standard ISO/IEC 19795 considering six public databases. In relation to the stress detection method, this thesis proposes a system based on two physiological signals, namely heart rate and galvanic skin response, with the creation of an innovative stress detection template which gathers the behaviour of both physiological signals under both stressing and non-stressing situations. Besides, this system is based on fuzzy logic to elucidate the level of stress of an individual. As an overview, this system is able to detect stress accurately and in real-time, providing an adequate solution for current biometric systems, where the application of a stress detection system is direct to avoid situations where individuals are forced to provide the biometric data. Finally, this thesis includes a user acceptability evaluation, where the acceptance of the proposed biometric technique is assessed by a total of 250 individuals. In addition, this thesis includes a mobile implementation prototype and its evaluation.

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System Advisor Model is a software tool develped by National Renewable Laboratory (NREL), Department Of Energy, USA to design Solar Power Plants.

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An effective K-12 science education is essential to succeed in future phases of the curriculum and the e-Infrastructures for education provide new opportunities to enhance it. This paper presents ViSH Viewer, an innovative web tool to consume educational content which aims to facilitate e-Science infrastructures access through a next generation learning object called "Virtual Excursion". Virtual Excursions provide a new way to explore science in class by taking advantage of e-Infrastructure resources and their integration with other educational contents, resulting in the creation of a reusable, interoperable and granular learning object. In order to better understand how this tool can allow teachers and students a joyful exploration of e-Science, we also present three Virtual Excursion examples. Details about the design, development and the tool itself are explained in this paper as well as the concept, structure and metadata of the new learning object.

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The area of mobile city guides has grown really fast in the last years based on new mobile capabilities. This growth has been fostered by the evolution of ubiquitous systems and the great penetration of smartphones in the society. In this paper we propose a generic model to support a new way of visiting the city: instead of as a place for tourism, we see it as a place for learning in which located educational resources are available for end users. The model has been conceived as a way to encourage them to create their own educational tours, in which Learning Points Of Interest are set up to be discovered. Two main use cases are supported by the model: formal (conducted by a teacher) and informal (no educator is related to the learning experience) outdoor mobile learning. Details about the impact of the conjunction of tourism, learning and gamification dimensions in the model design, as well as about the model itself are provided. Finally, a mobile application prototype developed in the context of the FI-CONTENT European project is presented as a proof of concept of the model.

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Two sheep and two goats, fitted with a ruminal cannula, received two diets composed of 30% concentrate and 70% of either alfalfa hay (AL) or grass hay (GR) as forage in a two-period crossover design. Solid and liquid phases of the rumen were sampled from each animal immediately before feeding and 4 h post-feeding. Pellets containing solid associated bacteria (SAB) and liquid associated bacteria (LAB) were isolated from the corresponding ruminal phase and composited by time to obtain 2 pellets per animal (one SAB and one LAB) before DNA extraction. Denaturing gradient gel electrophoresis (DGGE) analysis of 16S ribosomal DNA was used to analyze bacterial diversity. A total of 78 and 77 bands were detected in the DGGE gel from sheep and goats samples, respectively. There were 18 bands only found in the pellets from sheep fed AL-fed sheep and 7 found exclusively in samples from sheep fed the GR diet. In goats, 21 bands were found only in animals fed the AL diet and 17 were found exclusively in GR-fed ones. In all animals, feeding AL diet tended (P < 0.10) to promote greater NB and SI in LAB and SAB pellets compared with the GR diet. The dendrogram generated by the cluster analysis showed that in both animal species all samples can be included in two major clusters. The four SAB pellets within each animal species clustered together and the four LAB pellets grouped in a different cluster. Moreover, SAB and LAB clusters contained two clear subclusters according to forage type. Results show that in all animals bacterial diversity was more markedly affected by the ruminal phase (solid vs. liquid) than by the type of forage in the diet.

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This article describes the design of a linear observer–linear controller-based robust output feedback scheme for output reference trajectory tracking tasks in the case of nonlinear, multivariable, nonholonomic underactuated mobile manipulators. The proposed linear feedback scheme is based on the use of a classical linear feedback controller and suitably extended, high-gain, linear Generalized Proportional Integral (GPI) observers, thus aiding the linear feedback controllers to provide an accurate simultaneous estimation of each flat output associated phase variables and of the exogenous and perturbation inputs. This information is used in the proposed feedback controller in (a) approximate, yet close, cancelations, as lumped unstructured time-varying terms, of the influence of the highly coupled nonlinearities, and (b) the devising of proper linear output feedback control laws based on the approximate estimates of the string of phase variables associated with the flat outputs simultaneously provided by the disturbance observers. Simulations reveal the effectiveness of the proposed approach.

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The design of collective protections of construction works is a topic that is integrated within one of the MBTI subjects. This paper presents an experience for teaching the design of collective protection in building works. Teaching has been done in a bended way. This subject is taught as part of the content of a wider subject included in the Master "Building Technological Innovation" (MBTI) of the Universidad Politécnica de Madrid (UPM). This Master's degree is a postgraduate of research nature. Graduating in MBTI implies that students are in a position to begin their PhD thesis. At this stage, often students are not able to follow the rigour established by the schedule of classes. For this reason it is interesting that part of the teaching is developed in a non-classroom based way.

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Cross-platform development frameworks for mobile applications promise important advantages in cost cuttings and easy maintenance, posing as a very good option for organizations interested in the design of mobile applications for several platforms. Given that platform conventions are especially important for the User eXperience (UX) of mobile applications, the usage of framework where the same code defines the behavior of the app in different platforms could have negative impact in the UX. The objetive of this study is comparing the cross-platform and the native approach for being able to determine if the selected development approach has any impact on the users in terms of UX. To be able to set a base line under this subject, study on cross-platform frameworks was performed to select the most appropriate one from a UX point of view. In order to achieve the objectives of this work, two development teams have developed two versions of the same application; one using framework that generates Android and iOS versions automatically, and another team developing native versions of the same application. The alternative versions for each platform have been evaluated with 37 users with a combination of a laboratory usability test and a longitudinal study. The results show that differences are minimal in the Android version, but in iOS, even if a reasonable good UX can be obtained with the usage of this framework by an UX-conscious design team, a higher level of UX can be obtained directly developing in native code.

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In this article, a novel approach to deal with the design of in-building wireless networks deployments is proposed. This approach known as MOQZEA (Multiobjective Quality Zone Based Evolutionary Algorithm) is a hybr id evolutionary algorithm adapted to use a novel fitness function, based on the definition of quality zones for the different objective functions considered. This approach is conceived to solve wireless network design problems without previous information of the required number of transmitters, considering simultaneously a high number of objective functions and optimizing multiple configuration parameters of the transmitters.