785 resultados para Mobile social computing
Resumo:
The increasing adoption of cloud computing, social networking, mobile and big data technologies provide challenges and opportunities for both research and practice. Researchers face a deluge of data generated by social network platforms which is further exacerbated by the co-mingling of social network platforms and the emerging Internet of Everything. While the topicality of big data and social media increases, there is a lack of conceptual tools in the literature to help researchers approach, structure and codify knowledge from social media big data in diverse subject matter domains, many of whom are from nontechnical disciplines. Researchers do not have a general-purpose scaffold to make sense of the data and the complex web of relationships between entities, social networks, social platforms and other third party databases, systems and objects. This is further complicated when spatio-temporal data is introduced. Based on practical experience of working with social media datasets and existing literature, we propose a general research framework for social media research using big data. Such a framework assists researchers in placing their contributions in an overall context, focusing their research efforts and building the body of knowledge in a given discipline area using social media data in a consistent and coherent manner.
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This research presents a fast algorithm for projected support vector machines (PSVM) by selecting a basis vector set (BVS) for the kernel-induced feature space, the training points are projected onto the subspace spanned by the selected BVS. A standard linear support vector machine (SVM) is then produced in the subspace with the projected training points. As the dimension of the subspace is determined by the size of the selected basis vector set, the size of the produced SVM expansion can be specified. A two-stage algorithm is derived which selects and refines the basis vector set achieving a locally optimal model. The model expansion coefficients and bias are updated recursively for increase and decrease in the basis set and support vector set. The condition for a point to be classed as outside the current basis vector and selected as a new basis vector is derived and embedded in the recursive procedure. This guarantees the linear independence of the produced basis set. The proposed algorithm is tested and compared with an existing sparse primal SVM (SpSVM) and a standard SVM (LibSVM) on seven public benchmark classification problems. Our new algorithm is designed for use in the application area of human activity recognition using smart devices and embedded sensors where their sometimes limited memory and processing resources must be exploited to the full and the more robust and accurate the classification the more satisfied the user. Experimental results demonstrate the effectiveness and efficiency of the proposed algorithm. This work builds upon a previously published algorithm specifically created for activity recognition within mobile applications for the EU Haptimap project [1]. The algorithms detailed in this paper are more memory and resource efficient making them suitable for use with bigger data sets and more easily trained SVMs.
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Trabalho de Projeto realizado para obtenção do grau de Mestre em Engenharia Informática e de Computadores
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This work project aims to demonstrate how to design and develop an innovative concept of video streaming app. The project combines technology push and market pull theories into developing a product that is more suitable for the customer needs, with the particularity that there is no other way of seeing any place in the world, live and ondemand. An analysis on the bigger influencers in terms of design-thinking and new product development, as Tim Brown or Paul Trott, lead to a better understanding on how There App should evolve, keeping in mind the customer desires and technical features.
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This brief paper explores the current and potential usage of mobile phones within higher education. It reports on the outcomes of a brain storming session regarding this subject undertaken with a cohort of final year Computer Science students undertaking a Social, Legal and Ethical Aspects of Information Technology course at The University of Reading. Subsequent analysis was undertaken as a result of online discussion using a Managed Learning Environment and a web based survey completed by over 250 undergraduates from around the UK.
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Pocket Data Mining (PDM) is our new term describing collaborative mining of streaming data in mobile and distributed computing environments. With sheer amounts of data streams are now available for subscription on our smart mobile phones, the potential of using this data for decision making using data stream mining techniques has now been achievable owing to the increasing power of these handheld devices. Wireless communication among these devices using Bluetooth and WiFi technologies has opened the door wide for collaborative mining among the mobile devices within the same range that are running data mining techniques targeting the same application. This paper proposes a new architecture that we have prototyped for realizing the significant applications in this area. We have proposed using mobile software agents in this application for several reasons. Most importantly the autonomic intelligent behaviour of the agent technology has been the driving force for using it in this application. Other efficiency reasons are discussed in details in this paper. Experimental results showing the feasibility of the proposed architecture are presented and discussed.
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Este estudo visa desenvolver uma investigação exploratória e quali-quantitativa, a cerca da representação social do Cloud Computing, na visão dos profissionais de TI brasileiros. Objetiva expor quais as percepções dos usuários da área de TI a respeito do paradigma computacional Cloud Computing. Para suportar o estudo teórico, foram coletados dados empíricos, por meio de questionários online respondidos por 221 profissionais da área de TI. Com o uso da técnica de evocação de palavras e da teoria da representação social (TRS), os dados coletados foram sumarizados. Após o tratamento dos dados mediante o uso da técnica do quadro de quatro casas de Vergès, obteve-se como resultado, a identificação do núcleo central e do sistema periférico da representação social do Cloud Computing. Por fim, os dados foram analisados utilizando-se as análises implicativa e de conteúdo, de forma a que todas as informações fossem abstraídas para melhor interpretação do tema. Obteve-se como resultado, que o núcleo central da representação social do Cloud Computing é composto pelas seguintes palavras “Nuvem”, “Armazenamento”, “Disponibilidade”, “Internet”, “Virtualização” e “Segurança”. Por sua vez, as palavras identificadas como parte do sistema periférico da representação social do Cloud Computing foram: “Compartilhamento”, “Escalabilidade” e ”Facilidade”. Os resultados permitem compreender qual percepção dos profissionais de TI a respeito deste paradigma tecnológico e sua correlação com o referencial teórico abordado. Tais informações e percepções podem auxiliar a tornar o não familiar em familiar, ou seja, compreender como o Cloud Computing é representado, visto e, finalmente, reconhecido pelos profissionais da área de TI.
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Questa tesi si focalizza sulle possibili tecnologie per realizzare comunicazioni opportunistiche fra dispositivi mobile ed embedded, con l'obiettivo di integrarle nel contesto di sistemi a larga scala situati, e con particolare riferimento al prototipo denominato "Magic Carpet". Vengono considerate in particolare le tecnologie WiFi ad-hoc e Bluetooth Low Energy su Android e Raspberry Pi.
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Questa tesi esamina la progettazione e lo sviluppo di un'applicazione mobile Android che è in grado di gestire l'attività sportiva di un utente. L'applicazione offre numerose funzionalità, che permettono all'utente di eseguire allenamenti per il fitness e allenamenti per la corsa, tenendo sempre sotto controllo i risultati ottenuti e tutte le informazioni necessarie. Oltre ad eseguire allenamenti l'utente può crearne di propri e modificarli a suo piacimento, in più nell'App è inserito lo shop dove l'utilizzatore può comprare allenamenti messi a disposizione direttamente da FitBody. Gli aspetti visti sopra saranno descritti attraverso un'analisi del problema e un'analisi sulla progettazione architetturale. In particolare verranno sottolineati aspetti riguardanti l'interazione tra utenti e l'utilizzo di API che permetteranno all'utilizzatore di condividere le proprie esperienze sul social network Facebook e di avere un'esperienza completa con l'app. In questo scritto si parlerà anche della comunicazione tra applicazione e server, che avviene grazie a chiamate HTTP con metodo POST. Attraverso queste chiamate l'applicazione leggerà e scriverà informazioni sul database online, 'hostato' sulla piattaforma Altervista. L'applicazione web, di cui sarà data solamente un'infarinatura, è stata sviluppata utilizzando il linguaggio di programmazione PHP. Ogni 'response' inviata dal server al client è composta da uno o più oggetti JSON.
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Mobile learning, in the past defined as learning with mobile devices, now refers to any type of learning-on-the-go or learning that takes advantage of mobile technologies. This new definition shifted its focus from the mobility of technology to the mobility of the learner (O'Malley and Stanton 2002; Sharples, Arnedillo-Sanchez et al. 2009). Placing emphasis on the mobile learner’s perspective requires studying “how the mobility of learners augmented by personal and public technology can contribute to the process of gaining new knowledge, skills, and experience” (Sharples, Arnedillo-Sanchez et al. 2009). The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. Around the world, mobile learning is predicted to be the future of online learning, and is slowly entering the mainstream education. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. A research field that allows putting the development of such technologies onto a solid basis is user experience design, which addresses how to improve usability and therefore user acceptance of a system. Although there is no consensus definition of user experience, simply stated it focuses on how a person feels about using a product, system or service. It is generally agreed that user experience adds subjective attributes and social aspects to a space that has previously concerned itself mainly with ease-of-use. In addition, it can include users’ perceptions of usability and system efficiency. Recent advances in mobile and ubiquitous computing technologies further underline the importance of human-computer interaction and user experience (feelings, motivations, and values) with a system. Today, there are plenty of reports on the limitations of mobile technologies for learning (e.g., small screen size, slow connection), but there is a lack of research on user experience with mobile technologies. This dissertation will fill in this gap by a new approach in building a user experience-based mobile learning environment. The optimized user experience we suggest integrates three priorities, namely a) content, by improving the quality of delivered learning materials, b) the teaching and learning process, by enabling live and synchronous learning, and c) the learners themselves, by enabling a timely detection of their emotional state during mobile learning. In detail, the contributions of this thesis are as follows: • A video codec optimized for screencast videos which achieves an unprecedented compression rate while maintaining a very high video quality, and a novel UI layout for video lectures, which together enable truly mobile access to live lectures. • A new approach in HTTP-based multimedia delivery that exploits the characteristics of live lectures in a mobile context and enables a significantly improved user experience for mobile live lectures. • A non-invasive affective learning model based on multi-modal emotion detection with very high recognition rates, which enables real-time emotion detection and subsequent adaption of the learning environment on mobile devices. The technology resulting from the research presented in this thesis is in daily use at the School of Continuing Education of Shanghai Jiaotong University (SOCE), a blended-learning institution with 35.000 students.