752 resultados para Web self-service
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La tesi ha ad oggetto lo studio e l’approfondimento delle forme di promozione commerciale presenti in Rete caratterizzate, più che da una normale evoluzione, da continue metamorfosi che ridefiniscono ogni giorno il concetto di pubblicità. L’intento è quello di analizzare il quadro giuridico applicabile alla pubblicità via Web, a fronte della varità di forme e di modalità che essa può assumere. Nel lavoro vengono passate in rassegna le caratteristiche che differenziano la pubblicità commerciale on-line rispetto a quella tradizionale; tra le quali, particolare rilievo assume la capacità d’istaurare una relazione – diretta e non mediata – tra impresa e consumatore. Nel prosieguo viene affrontato il problema dell’individuazione, stante il carattere a-territoriale della Rete, della legge applicabile al web advertising, per poi passare ad una ricognizione delle norme europee ed italiane in materia, senza trascurare quelle emanate in sede di autodisciplina. Ampio spazio è dedicato, infine, all’esame delle diverse e più recenti tecniche di promozione pubblicitaria, di cui sono messi in evidenza gli aspetti tecnico-informatici, imprescindibili ai fini di una corretta valutazione del tema giuridico. In particolare, vengono approfonditi il servizio di posizionamento a pagamento offerto dai principali motori di ricerca (keywords advertising) e gli strumenti di tracciamento dei “comportamenti” on-line degli utenti, che consentono la realizzazione di campagne pubblicitarie mirate (on-line behavioural advertising). Il Web, infatti, non offre più soltanto la possibilità di superare barriere spaziali, linguistiche o temporali e di ampliare la propria sfera di notorietà, ma anche di raggiungere l’utente “interessato” e, pertanto, potenziale acquirente. Di queste nuove realtà pubblicitarie vengono vagliati gli aspetti più critici ed esaminata la disciplina giuridica eventualmente applicabile anche alla luce delle principali decisioni giurisprudenziali nazionali ed europee in materia, nonché delle esperienze giuridiche nord-americane e di tipo autoregolamentare.
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Questa tesi ha come oggetto di studio i problemi riscontrati nelle trascrizioni di testi orali in lingua inglese prodotte da 39 studenti della laurea magistrale in Interpretazione. Nel Capitolo 1 viene presentato l’ascolto, che viene definito prima da un punto di vista storico, poi analizzato come processo composto da quattro fasi, come sostiene Michael Rost (2011). Il capitolo si conclude con l’ascolto nell’ambito dell’interpretazione. Nel Capitolo 2 viene analizzato in maniera contrastiva l’apprendimento dell’ascolto nella prima e nella seconda lingua. I primi due capitoli forniscono le basi per comprendere il caso di studio. Il Capitolo 3 concerne la metodologia dello studio. Vengono presentati il metodo di analisi delle trascrizioni, la categorizzazione dei problemi riscontrati e il processo di creazione del sistema di analisi utilizzato. Nel Capitolo 4 vengono presentati i dati ottenuti seguendo il metodo esposto nel Capitolo 3. Si presentano i problemi riscontrati, che vengono suddivisi in categorie in base a ciò che può averli causati. Il Capitolo 5 è dedicato alle conclusioni. Qui vengono suggerite possibili strategie mirate ad aiutare gli studenti di Interpretazione a migliorare le proprie capacità di ascolto in lingua inglese. Esta tesis quiere analizar los problemas encontrados en transcripciones de textos orales en inglés hechas por 39 estudiantes del máster en Interpretación. En el Capítulo 1 se presenta la escucha, que se define primero desde una perspectiva histórica, y luego como un proceso formado por cuatro fases, como argumenta Michael Rost (2011). El capítulo se cierra con la escucha en el ámbito de la interpretación. En el Capítulo 2 se analizan de forma contrastiva el aprendizaje de la escucha en la primera y segunda lengua. Los primeros dos capítulos constituyen la base para comprender el caso de estudio. El Capítulo 3 atañe a la metodología del estudio. Se presentan el método de análisis de las transcripciones, la categorización de los problemas encontrados y el proceso de creación del sistema de análisis que se ha empleado. En el Capítulo 4 se proporcionan los datos obtenidos gracias al método presentado en el Capítulo 3. Se presentan los problemas encontrados, que han sido divididos en categorías según qué puede haberlos ocasionado. El Capítulo 5 está dedicado a las conclusiones. Aquí se sugieren posibles estrategias cuyo objetivo es ayudar a los estudiantes de Interpretación a mejorar sus capacidades de escucha en inglés.
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Analisi e sviluppo di procedure di importazione dati per un integratore di annunci immobiliari dedicato alla vendita di soggiorni turistici in case vacanza. Il documento tratta inoltre l'implementazione di un Web Service conforme all'architettura RESTful per l'accesso e l'esportazione dei dati a soggetti terzi autorizzati tramite Digest Authentication.
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La gamification e il marketing di prossimità si stanno affermando come strategie sempre più efficaci per attrarre e fidelizzare il pubblico grazie anche alla grande diffusione degli smartphone che sono ormai alla portata di tutti e all'avanzamento tecnologico degli ultimi anni. Diversi studi ne testimoniano l'importanza e mostrano come le risposte dei consumatori all'utilizzo di queste tecniche siano molto positive, prestando attenzione però a non violare la privacy facendo uso improprio o non esplicitato della posizione dell'utente. La tesi propone un nuovo strumento che applica questi concetti al turismo trasformando gli itinerari in percorsi a premi, che sono interamente stabiliti dagli operatori. Così si associa a quella che sarebbe una classica visita a luoghi e monumenti un momento divertente di gioco che in più offre vantaggi economici.
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In this article, we refine a politics of thinking from the margins by exploring a pedagogical model that advances transformative notions of service learning as social justice teaching. Drawing on a recent course we taught involving both incarcerated women and traditional college students, we contend that when communication among differentiated and stratified parties occurs, one possible result is not just a view of the other but also a transformation of the self and other. More specifically, we suggest that an engaged feminist praxis of teaching incarcerated women together with college students helps illuminate the porous nature of fixed markers that purport to reveal our identities (e.g., race and gender), to emplace our bodies (e.g., within institutions, prison gates, and walls), and to specify our locations (e.g., cultural, geographic, socialeconomic). One crucial theoretical insight our work makes clear is that the model of social justice teaching to which we aspired necessitates re-conceptualizing ourselves as students and professors whose subjectivities are necessarily relational and emergent.
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For the main part, electronic government (or e-government for short) aims to put digital public services at disposal for citizens, companies, and organizations. To that end, in particular, e-government comprises the application of Information and Communications Technology (ICT) to support government operations and provide better governmental services (Fraga, 2002) as possible with traditional means. Accordingly, e-government services go further as traditional governmental services and aim to fundamentally alter the processes in which public services are generated and delivered, after this manner transforming the entire spectrum of relationships of public bodies with its citizens, businesses and other government agencies (Leitner, 2003). To implement this transformation, one of the most important points is to inform the citizen, business, and/or other government agencies faithfully and in an accessible way. This allows all the partaking participants of governmental affairs for a transition from passive information access to active participation (Palvia and Sharma, 2007). In addition, by a corresponding handling of the participants' data, a personalization towards these participants may even be accomplished. For instance, by creating significant user profiles as a kind of participants' tailored knowledge structures, a better-quality governmental service may be provided (i.e., expressed by individualized governmental services). To create such knowledge structures, thus known information (e.g., a social security number) can be enriched by vague information that may be accurate to a certain degree only. Hence, fuzzy knowledge structures can be generated, which help improve governmental-participants relationship. The Web KnowARR framework (Portmann and Thiessen, 2013; Portmann and Pedrycz, 2014; Portmann and Kaltenrieder, 2014), which I introduce in my presentation, allows just all these participants to be automatically informed about changes of Web content regarding a- respective governmental action. The name Web KnowARR thereby stands for a self-acting entity (i.e. instantiated form the conceptual framework) that knows or apprehends the Web. In this talk, the frameworks respective three main components from artificial intelligence research (i.e. knowledge aggregation, representation, and reasoning), as well as its specific use in electronic government will be briefly introduced and discussed.
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Preparing teachers to effectively teach culturally diverse students, teacher educators advocate for the use of cross-cultural field experiences, including international study abroad programs. This paper reports on a qualitative case study of two pre-service teachers’ intercultural development during a semester-long teacher education study abroad program in London, England. Findings indicate that international experiences provide a catalyst to move pre-service teachers forward in their intercultural development. Implications include the need for multicultural teacher educators to take a developmental approach to pre-service teacher education informed by theories of intercultural development and cultural learning developed within intercultural communications.
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This PhD thesis contributes to the problem of resource and service discovery in the context of the composable web. In the current web, mashup technologies allow developers reusing services and contents to build new web applications. However, developers face a problem of information flood when searching for appropriate services or resources for their combination. To contribute to overcoming this problem, a framework is defined for the discovery of services and resources. In this framework, three levels are defined for performing discovery at content, discovery and agente levels. The content level involves the information available in web resources. The web follows the Representational Stateless Transfer (REST) architectural style, in which resources are returned as representations from servers to clients. These representations usually employ the HyperText Markup Language (HTML), which, along with Content Style Sheets (CSS), describes the markup employed to render representations in a web browser. Although the use of SemanticWeb standards such as Resource Description Framework (RDF) make this architecture suitable for automatic processes to use the information present in web resources, these standards are too often not employed, so automation must rely on processing HTML. This process, often referred as Screen Scraping in the literature, is the content discovery according to the proposed framework. At this level, discovery rules indicate how the different pieces of data in resources’ representations are mapped onto semantic entities. By processing discovery rules on web resources, semantically described contents can be obtained out of them. The service level involves the operations that can be performed on the web. The current web allows users to perform different tasks such as search, blogging, e-commerce, or social networking. To describe the possible services in RESTful architectures, a high-level feature-oriented service methodology is proposed at this level. This lightweight description framework allows defining service discovery rules to identify operations in interactions with REST resources. The discovery is thus performed by applying discovery rules to contents discovered in REST interactions, in a novel process called service probing. Also, service discovery can be performed by modelling services as contents, i.e., by retrieving Application Programming Interface (API) documentation and API listings in service registries such as ProgrammableWeb. For this, a unified model for composable components in Mashup-Driven Development (MDD) has been defined after the analysis of service repositories from the web. The agent level involves the orchestration of the discovery of services and contents. At this level, agent rules allow to specify behaviours for crawling and executing services, which results in the fulfilment of a high-level goal. Agent rules are plans that allow introspecting the discovered data and services from the web and the knowledge present in service and content discovery rules to anticipate the contents and services to be found on specific resources from the web. By the definition of plans, an agent can be configured to target specific resources. The discovery framework has been evaluated on different scenarios, each one covering different levels of the framework. Contenidos a la Carta project deals with the mashing-up of news from electronic newspapers, and the framework was used for the discovery and extraction of pieces of news from the web. Similarly, in Resulta and VulneraNET projects the discovery of ideas and security knowledge in the web is covered, respectively. The service level is covered in the OMELETTE project, where mashup components such as services and widgets are discovered from component repositories from the web. The agent level is applied to the crawling of services and news in these scenarios, highlighting how the semantic description of rules and extracted data can provide complex behaviours and orchestrations of tasks in the web. The main contributions of the thesis are the unified framework for discovery, which allows configuring agents to perform automated tasks. Also, a scraping ontology has been defined for the construction of mappings for scraping web resources. A novel first-order logic rule induction algorithm is defined for the automated construction and maintenance of these mappings out of the visual information in web resources. Additionally, a common unified model for the discovery of services is defined, which allows sharing service descriptions. Future work comprises the further extension of service probing, resource ranking, the extension of the Scraping Ontology, extensions of the agent model, and contructing a base of discovery rules. Resumen La presente tesis doctoral contribuye al problema de descubrimiento de servicios y recursos en el contexto de la web combinable. En la web actual, las tecnologías de combinación de aplicaciones permiten a los desarrolladores reutilizar servicios y contenidos para construir nuevas aplicaciones web. Pese a todo, los desarrolladores afrontan un problema de saturación de información a la hora de buscar servicios o recursos apropiados para su combinación. Para contribuir a la solución de este problema, se propone un marco de trabajo para el descubrimiento de servicios y recursos. En este marco, se definen tres capas sobre las que se realiza descubrimiento a nivel de contenido, servicio y agente. El nivel de contenido involucra a la información disponible en recursos web. La web sigue el estilo arquitectónico Representational Stateless Transfer (REST), en el que los recursos son devueltos como representaciones por parte de los servidores a los clientes. Estas representaciones normalmente emplean el lenguaje de marcado HyperText Markup Language (HTML), que, unido al estándar Content Style Sheets (CSS), describe el marcado empleado para mostrar representaciones en un navegador web. Aunque el uso de estándares de la web semántica como Resource Description Framework (RDF) hace apta esta arquitectura para su uso por procesos automatizados, estos estándares no son empleados en muchas ocasiones, por lo que cualquier automatización debe basarse en el procesado del marcado HTML. Este proceso, normalmente conocido como Screen Scraping en la literatura, es el descubrimiento de contenidos en el marco de trabajo propuesto. En este nivel, un conjunto de reglas de descubrimiento indican cómo los diferentes datos en las representaciones de recursos se corresponden con entidades semánticas. Al procesar estas reglas sobre recursos web, pueden obtenerse contenidos descritos semánticamente. El nivel de servicio involucra las operaciones que pueden ser llevadas a cabo en la web. Actualmente, los usuarios de la web pueden realizar diversas tareas como búsqueda, blogging, comercio electrónico o redes sociales. Para describir los posibles servicios en arquitecturas REST, se propone en este nivel una metodología de alto nivel para descubrimiento de servicios orientada a funcionalidades. Este marco de descubrimiento ligero permite definir reglas de descubrimiento de servicios para identificar operaciones en interacciones con recursos REST. Este descubrimiento es por tanto llevado a cabo al aplicar las reglas de descubrimiento sobre contenidos descubiertos en interacciones REST, en un nuevo procedimiento llamado sondeo de servicios. Además, el descubrimiento de servicios puede ser llevado a cabo mediante el modelado de servicios como contenidos. Es decir, mediante la recuperación de documentación de Application Programming Interfaces (APIs) y listas de APIs en registros de servicios como ProgrammableWeb. Para ello, se ha definido un modelo unificado de componentes combinables para Mashup-Driven Development (MDD) tras el análisis de repositorios de servicios de la web. El nivel de agente involucra la orquestación del descubrimiento de servicios y contenidos. En este nivel, las reglas de nivel de agente permiten especificar comportamientos para el rastreo y ejecución de servicios, lo que permite la consecución de metas de mayor nivel. Las reglas de los agentes son planes que permiten la introspección sobre los datos y servicios descubiertos, así como sobre el conocimiento presente en las reglas de descubrimiento de servicios y contenidos para anticipar contenidos y servicios por encontrar en recursos específicos de la web. Mediante la definición de planes, un agente puede ser configurado para descubrir recursos específicos. El marco de descubrimiento ha sido evaluado sobre diferentes escenarios, cada uno cubriendo distintos niveles del marco. El proyecto Contenidos a la Carta trata de la combinación de noticias de periódicos digitales, y en él el framework se ha empleado para el descubrimiento y extracción de noticias de la web. De manera análoga, en los proyectos Resulta y VulneraNET se ha llevado a cabo un descubrimiento de ideas y de conocimientos de seguridad, respectivamente. El nivel de servicio se cubre en el proyecto OMELETTE, en el que componentes combinables como servicios y widgets se descubren en repositorios de componentes de la web. El nivel de agente se aplica al rastreo de servicios y noticias en estos escenarios, mostrando cómo la descripción semántica de reglas y datos extraídos permiten proporcionar comportamientos complejos y orquestaciones de tareas en la web. Las principales contribuciones de la tesis son el marco de trabajo unificado para descubrimiento, que permite configurar agentes para realizar tareas automatizadas. Además, una ontología de extracción ha sido definida para la construcción de correspondencias y extraer información de recursos web. Asimismo, un algoritmo para la inducción de reglas de lógica de primer orden se ha definido para la construcción y el mantenimiento de estas correspondencias a partir de la información visual de recursos web. Adicionalmente, se ha definido un modelo común y unificado para el descubrimiento de servicios que permite la compartición de descripciones de servicios. Como trabajos futuros se considera la extensión del sondeo de servicios, clasificación de recursos, extensión de la ontología de extracción y la construcción de una base de reglas de descubrimiento.
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Este trabajo trata sobre el desarrollo de una “Start Up” de base tecnológica desde la universidad. La empresa creada comercializará un servicio software para comedores y restaurantes. La actualidad está marcada por la economía, y en estos momentos nos encontramos con una tasa de paro general del 26,7%, en ingenierías (la UPM) es del 31,2%. El sector de las TIC se salva por el momento (en informática la tasa de paro es del 4,8%), aunque el trabajo en muchos casos es precario y las oportunidades para desarrollar una carrera plena pasan por ir a trabajar a otros países que tienen una situación laboral más favorable. También tenemos la alternativa de trabajar como autónomos, creando empresas y, con suerte, generando un nuevo empleo. En España existen iniciativas de ayuda pública y privada que ayudan a convertir ideas en empresas, incubadoras, aceleradoras, ayudas públicas, ferias tecnológicas, concursos que ayudan a ganar visibilidad, etc. Este proyecto nació gracias a una de estas iniciativas, más en concreto a ACTUA UPM, iniciativa de la propia UPM a través de la unidad Creación de Empresas. Para crear una empresa no basta un buen servicio o un buen producto, es necesario poder venderlo. Por lo que el primer esfuerzo debe realizarse en comprobar que nuestro producto tiene características que pueden cubrir una necesidad que ya existe y que las condiciones indican que puede ser rentable. Esta es la primera fase, la creación de un plan de negocio y de marketing. A continuación basándonos en la manera en la que decidimos que venderemos nuestro producto, orientaremos el desarrollo para hacer hincapié en los puntos fuertes que pueden hacer nuestro producto diferente y deseado. La fase de desarrollo es mi caso es sobre todo una fase de aprendizaje, en la que aprenderé a fondo tecnologías web y móvil, y aplicaré los conocimientos adquiridos en mis estudios. A continuación, se ofrece mi experiencia desarrollando la empresa desde la idea hasta conseguir un producto preparado para ponerlo a prueba. ---ABSTRACT---This paper is about the development of a technological based “Start Up” from the college. The company will market a software service oriented to canteens and restaurants. Economy is what rules the world, and today we are facing a very strong crisis with a 26.7% of unemployment rate in Spain. However, the IT sector is less affected than others by this crisis (Informatics Engineers has a 4.8% unemployment rate). But in many cases jobs are precarious and young people have to leave our country for pursuing a decent career. Also we have the option of self-employment, launching a company, and with some luck, creating a new job. We have some tools for launching new technological base business. Many people hopes to create the new Facebook, and many investors are interested in being on the boat if that happens. Also at UPM we have ACTUA UPM, which promotes ideas into companies. My idea was born in it and managed to the final round. For launching a new company you need to do a business plan that studies the possible pitfalls of your idea and directs your development efforts to the way your product is going to be sold. So the first phase of this paper will talk about the development of the business plan. After it, the development phase is in essence a phase of learning in which I faced most problems in my own, giving the best solutions I could from my own experience and intuition. Then, we present the experience of developing a Start Up from the idea to the market testing.
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El autor de este proyecto es miembro reciente de la asociación SoloBoulder, dedicada a la modalidad de escalada boulder, noticias y actualidad, contenido multimedia, promoción de un equipo de escaladores y defensa de valores medioambientales en la montaña. El principal canal de distribución de contenidos es una página web existente previa a este proyecto. La asociación ha detectado una escasez y mala calidad de recursos en internet en cuanto a guías de zonas donde poder practicar el boulder. Tal circunstancia impulsa la iniciativa de este proyecto fin de carrera. El objetivo general es el desarrollo de una nueva aplicación que proporcione a los usuarios a nivel mundial una guía interactiva de boulder y otros puntos de interés, una red social que permita la creación cooperativa y orgánica de contenido, y servicios web para el consumo de la información desde otras plataformas u organizaciones. El nuevo software desarrollado es independiente de la página web de SoloBoulder previa. No obstante, ambas partes se integran bajo el mismo domino web y aspecto. La nueva aplicación ofrece a escaladores y turistas un servicio informativo e interactivo de calidad, con el que se espera aumentar el número de visitas en todo el sitio web y poder ampliar la difusión de valores medioambientales, diversificar las zonas de boulder y regular las masificadas, favorecer el deporte y brindar al escalador una oportunidad de autopromoción personal. Una gran motivación para el autor también es el proceso de investigación y formación en tecnologías, patrones arquitecturales de diseño y metodologías de trabajo adaptadas a las tendencias actuales en la ingeniería de software, con especial curiosidad hacia el mundo web. A este respecto podemos destacar: metodología de trabajo en proyectos, análisis de proyectos, arquitecturas de software, diseño de software, bases de datos, programación y buenas prácticas, seguridad, interfaz gráfica web, diseño gráfico, Web Performance Optimization, Search Engine Optimization, etc. En resumen, este proyecto constituye un aprendizaje y puesta en práctica de diversos conocimientos adquiridos durante la ejecución del mismo, así como afianzamiento de materias estudiadas en la carrera. Además, el producto desarrollado ofrece un servicio de calidad a los usuarios y favorece el deporte y la autopromoción del escalador. ABSTRACT. The author of this Project is recent member of the association SoloBoulder, dedicated to a rock climbing discipline called bouldering, news, multimedia content, promotion of a team of climbers and defense of environmental values in the mountain. The main content distribution channel is a web page existing previous to this project. The association has detected scarcity and bad quality of resources on the internet about guides of bouldering areas. This circumstance motivates the initiative of this project. The general objective is the development of a new application which provides a worldwide, interactive bouldering guide, including other points of interest, a social network which allows the cooperative and organic creation of content, and web services for consumption of information from other platforms or organizations. The new software developed is independent of the previous SoloBoulder web page. However, both parts are integrated under the same domain and appearance. The new application offers to climbers and tourists a quality informative and interactive service, with which we hope to increase the number of visits in the whole web site and be able to expand the dissemination of environmental values, diversify boulder areas and regulate the overcrowded ones, encourage sport and offer to the climber an opportunity of self-promotion. A strong motivation for the author is also the process of investigation and education in technologies, architectural design patterns and working methodologies adapted to the actual trends in software engineering, with special curiosity about the web world. In this regard we could highlight: project working methodologies, project analysis, software architectures, software design, data bases, programming and good practices, security, graphic web interface, graphic design, Web Performance Optimization, Search Engine Optimization, etc. To sum up, this project constitutes learning and practice of diverse knowledge acquired during its execution, as well as consolidation of subjects studied in the degree. In addition, the product developed offers a quality service to the users and favors the sport and the selfpromotion of the climber.
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Background: Semantic Web technologies have been widely applied in the life sciences, for example by data providers such as OpenLifeData and through web services frameworks such as SADI. The recently reported OpenLifeData2SADI project offers access to the vast OpenLifeData data store through SADI services. Findings: This article describes how to merge data retrieved from OpenLifeData2SADI with other SADI services using the Galaxy bioinformatics analysis platform, thus making this semantic data more amenable to complex analyses. This is demonstrated using a working example, which is made distributable and reproducible through a Docker image that includes SADI tools, along with the data and workflows that constitute the demonstration. Conclusions: The combination of Galaxy and Docker offers a solution for faithfully reproducing and sharing complex data retrieval and analysis workflows based on the SADI Semantic web service design patterns.
MEDLINEplus: building and maintaining the National Library of Medicine's consumer health Web service
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MEDLINEplus is a Web-based consumer health information resource, made available by the National Library of Medicine (NLM). MEDLINEplus has been designed to provide consumers with a well-organized, selective Web site facilitating access to reliable full-text health information. In addition to full-text resources, MEDLINEplus directs consumers to dictionaries, organizations, directories, libraries, and clearinghouses for answers to health questions. For each health topic, MEDLINEplus includes a preformulated MEDLINE search created by librarians. The site has been designed to match consumer language to medical terminology. NLM has used advances in database and Web technologies to build and maintain MEDLINEplus, allowing health sciences librarians to contribute remotely to the resource. This article describes the development and implementation of MEDLINEplus, its supporting technology, and plans for future development.