85 resultados para User names


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Thermal and visual comfort play a very important role regarding the satisfaction of occupants with their working environments. The most effective method to achieve thermal comfort in offices is to reduce cooling loads in order to avoid additional energy-consuming devices for cooling. Building simulation software can be a helpful tool for optimisation, and typically standard values for the influencing parameters are used in order to ensure compliance to norms and regulations.

In practice many of those parameters turn out to be different compared to the simulation assumptions and the reasons may be the chosen room or building related properties as well as the user behaviour influenced by the task and the corporate culture of the company.

This paper investigates exemplary for the climate of Hamburg, Germany and a naturally ventilated typical office room, the optimisation potential of the building- and user-related parameters for thermal comfort, daylighting and view when using realistic input data for building simulation. The study has been conducted with the EnergyPlus based simulation software “Primero-Komfort” [1].

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Recent research has shown that the single-user security of optimistic fair exchange cannot guarantee the multi-user security. This paper investigates the conditions under which the security of optimistic fair exchange in the single-user setting is preserved in the multi-user setting. We first introduce and define a property called “Strong Resolution-Ambiguity”. Then we prove that in the certified-key model, an optimistic fair exchange protocol is secure in the multi-user setting if it is secure in the single-user setting and has the property of strong resolution-ambiguity. Finally we provide a new construction of optimistic fair exchange with strong resolution-ambiguity. The new protocol is setup-free, stand-alone and multi-user secure without random oracles.

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Utilising advanced technologies, such as virtual environments (VEs), is of importance to training and education. The need to develop and effectively apply interactive, immersive 3D VEs continues to grow. As with any emerging technology, user acceptance of new software and hardware devices is often difficult to measure and guidelines to introduce and ensure adequate and correct usage of such technologies are lacking. It is therefore imperative to obtain a solid understanding of the important elements that play a role in effective learning through VEs. In particular, 3D VEs may present unusual and varied interaction and adoption considerations. The major contribution of this study is to investigate a complex set of interrelated factors in the relatively new sphere of VEs for training and education. Although many of the factors appears to be important from past research, researcher have not explicitly studied a comprehensive set of inter-dependant, empirically validated factors in order to understand how VEs aid complex procedural knowledge and motor skill learning. By integrating theory from research on training, human computer interaction (HCI), ergonomics and cognitive psychology, this research proposes and validates a model that contributes to application-specific VE efficacy formation. The findings of this study show visual feedback has a significant effect on performance. For tactile/force feedback and auditory feedback, no significant effect were found. For satisfaction, user control is salient for performance. Other factors such as interactivity and system comfort, as well as level of task difficulty, also showed effects on performance.

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In this research-in-progress paper we argue that technology in the ubiquitous computing era offers experiences to users that extend well beyond the functional, practical applications offered in the world of work. In this era a realm of engagement is opening up to the individual that transcends the utilitarian, to encompass hedonic and social existence. Our central argument, therefore, is that user satisfaction is a notion which must extend to encompass rich, holistic human experience involving complex and fleeting interactions, driven by highly personal circumstances. We argue that the expectations, requirements and value perceptions of individuals in this dynamic context may only be anticipated and understood if situational factors (such as location, time, context, history-of-use) and quality of life factors (such as life stage, mobility, health, income, background, education) are taken into account. We identify the fundamental differences in key characteristics of user satisfaction between the traditional and ubiquitous computing environments and provide details about our own research approach, in which we are exploring ubiquitous content provision from the perspective of content providers.

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Content provision via ubiquitous technology platforms such as smart mobile phones and personal digital assistants raises interesting practical and research challenges. Many current theoretical frameworks and models are based on assumptions which may not necessarily be valid in the case of ubiquitous technologies, which users employ in a variety of contexts and for different reasons. In this research-in-progress paper we explore how content providers can better conceptualize the content requirements of ubiquitous technology users. We introduce the principle of Continuous Quality of Life Optimization as a theoretical concept to understand the content requirements of these users. We put forth a number of propositions to guide further research and provide details about our own research approach, in which we are exploring ubiquitous content provision from the perspective of content providers.

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Mobile information technologies (IT) are transforming individual work practices and organizations. These devices are extending not only the boundaries of the ‘office’ in space and time, but also the social context within which use occurs. In this paper, we investigate how extra-organizational influences can impact user satisfaction with mobile systems. The findings from our longitudinal study highlight the interrelatedness of different use contexts and their importance in perceptions of user satisfaction. The data indicate that varying social contexts of individual use (individual as employee, as professional, as private user, and as member of society) result in different social influences that affect the individual’s perceptions of user satisfaction with the mobile technology. While existing theories explain user satisfaction with IT within the organizational context, our findings suggest that future studies of mobile IT in organizations should accommodate such extra-organizational contextual influences.

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Content based image retrieval (CBIR) is a technique to search for images relevant to the user’s query from an image collection.In last decade, most attention has been paid to improve the retrieval performance. However, there is no significant effort to investigate the security concerning in CBIR. Under the query by example (QBE) paradigm, the user supplies an image as a query and the system returns a set of retrieved results. If the query image includes user’s private information, an untrusted server provider of CBIR may distribute it illegally, which leads to the user’s right problem. In this paper, we propose an interactive watermarking protocol to address this problem. A watermark is inserted into the query image by the user in encrypted domain without knowing the exact content. The server provider of CBIR will get the watermarked query image and uses it to perform image retrieval. In case where the user finds an unauthorized copy, a watermark in the unauthorized copy will be used as evidence to prove that the user’s legal right is infringed by the server provider.

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Energy efficiency was first mandated for commercial buildings in 2006 in Part J of The Building Code of Australia (BCA) and regulators are already implementing increased measures in 2010 (ABCB 2010). Further increases will follow as part of the co-ordinated effort to reduce building related greenhouse gas emissions. The introduction of the Energy Efficiency Disclosure Bill 2010 will establish a national scheme to promote the disclosure of information about the energy efficiency of office buildings as well as further highlighting the need for efficiency. Increased energy efficiency in the form of insulation, energy efficient light fittings, sophisticated Building Management Systems (BMS), micro-generation such as solar and wind turbines all result in measurable quantifiable reductions in operating costs for owners and tenants. However convincing all building owners about the sound business case for adopting sustainability measures has not been fully realised. To-date the adoption of cutting edge sustainable buildings in Australia is restricted to a few industry leaders, such as Investa and ISPT in Victoria for example. Sustainable building owners and tenants often benefit from reduced operating costs during the building lifecycle although the ‘intangible’ effect on businesses (e.g. employee productivity) is uncertain. This aspect has not been accurately quantified and has not been included as part of the measurement of sustainability in buildings.

This study will allow property stakeholders, including government policy-makers and investors/developers, to better understand the optimal type and level of sustainability to be incorporated into the built environment. In addition this knowledge will enable policymakers to make more informed decisions with regards to the likely impact of the legislative measures they propose in respect of sustainability and buildings in The Building Code of Australia (BCA) and other relevant legislation.

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Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users' perspective. In this paper, we describe a user study carried out to validate a newly developed haptically enabled virtual training system. By taking consideration of the complexity of individual differences on human performance, adoption and acceptance of haptic and audio-visual I/O devices, we address how well users learn, perform, adapt to and perceive object assembly training. We also explore user experience and interaction with the system, and discuss how multisensory feedback affects user performance, perception and acceptance. At last, we discuss how to better design VEs that enhance users perception, their interaction and motor activity.

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This paper presents novel additions to our existing amateur media creation framework. The framework provides at-capture guidance to enable the home movie maker to realize their aesthetic and narrative goals and automation of post-production editing. A common problem with the amateur filming context is its contingent nature, which often results in the failure to gain footage vital to the user's goals, even with at-capture software embedding. Accordingly, we have modelled minimizing the difference between target and captured footage at a given time during filming as a probability distribution divergence problem. We apply two policies of feedback to the user on their performance, passive communication via a suggestion desirability measure, and active filtering of undesirable suggestions. We demonstrate the framework using each policy with a simulation of various user and filming situations with promising results.

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Operating systems and programmes are more protected these days and attackers have shifted their attention to human elements to break into the organisation's information systems. As the number and frequency of cyber-attacks designed to take advantage of unsuspecting personnel are increasing, the significance of the human factor in information security management cannot be understated. In order to counter cyber-attacks designed to exploit human factors in information security chain, information security awareness with an objective to reduce information security risks that occur due to human related vulnerabilities is paramount. This paper discusses and evaluates the effects of various information security awareness delivery methods used in improving end-users’ information security awareness and behaviour. There are a wide range of information security awareness delivery methods such as web-based training materials, contextual training and embedded training. In spite of efforts to increase information security awareness, research is scant regarding effective information security awareness delivery methods. To this end, this study focuses on determining the security awareness delivery method that is most successful in providing information security awareness and which delivery method is preferred by users. We conducted information security awareness using text-based, game-based and video-based delivery methods with the aim of determining user preferences. Our study suggests that a combined delivery methods are better than individual security awareness delivery method.

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With internet services to the end users becoming more homogenous, thus providing high bandwidth for all users, multimedia services such as IPTV to the public as a whole will finally become a reality, but even given the more abundant resources, IPTV architecture is far from being highly available due to technical limitations, we aim to provide a meaningful optimization in the P2P distribution model, which is currently based on a random structure bounded by high delays and low performance, by using channel probability, user's habits studies and users' similarity, in order to optimize one of the key aspects of IPTV which is the peers management, which directly reflects on resources and user's Quality of Experience.