804 resultados para Apps for smartphones and tablets


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The proliferation of new mobile communication devices, such as smartphones and tablets, has led to an exponential growth in network traffic. The demand for supporting the fast-growing consumer data rates urges the wireless service providers and researchers to seek a new efficient radio access technology, which is the so-called 5G technology, beyond what current 4G LTE can provide. On the other hand, ubiquitous RFID tags, sensors, actuators, mobile phones and etc. cut across many areas of modern-day living, which offers the ability to measure, infer and understand the environmental indicators. The proliferation of these devices creates the term of the Internet of Things (IoT). For the researchers and engineers in the field of wireless communication, the exploration of new effective techniques to support 5G communication and the IoT becomes an urgent task, which not only leads to fruitful research but also enhance the quality of our everyday life. Massive MIMO, which has shown the great potential in improving the achievable rate with a very large number of antennas, has become a popular candidate. However, the requirement of deploying a large number of antennas at the base station may not be feasible in indoor scenarios. Does there exist a good alternative that can achieve similar system performance to massive MIMO for indoor environment? In this dissertation, we address this question by proposing the time-reversal technique as a counterpart of massive MIMO in indoor scenario with the massive multipath effect. It is well known that radio signals will experience many multipaths due to the reflection from various scatters, especially in indoor environments. The traditional TR waveform is able to create a focusing effect at the intended receiver with very low transmitter complexity in a severe multipath channel. TR's focusing effect is in essence a spatial-temporal resonance effect that brings all the multipaths to arrive at a particular location at a specific moment. We show that by using time-reversal signal processing, with a sufficiently large bandwidth, one can harvest the massive multipaths naturally existing in a rich-scattering environment to form a large number of virtual antennas and achieve the desired massive multipath effect with a single antenna. Further, we explore the optimal bandwidth for TR system to achieve maximal spectral efficiency. Through evaluating the spectral efficiency, the optimal bandwidth for TR system is found determined by the system parameters, e.g., the number of users and backoff factor, instead of the waveform types. Moreover, we investigate the tradeoff between complexity and performance through establishing a generalized relationship between the system performance and waveform quantization in a practical communication system. It is shown that a 4-bit quantized waveforms can be used to achieve the similar bit-error-rate compared to the TR system with perfect precision waveforms. Besides 5G technology, Internet of Things (IoT) is another terminology that recently attracts more and more attention from both academia and industry. In the second part of this dissertation, the heterogeneity issue within the IoT is explored. One of the significant heterogeneity considering the massive amount of devices in the IoT is the device heterogeneity, i.e., the heterogeneous bandwidths and associated radio-frequency (RF) components. The traditional middleware techniques result in the fragmentation of the whole network, hampering the objects interoperability and slowing down the development of a unified reference model for the IoT. We propose a novel TR-based heterogeneous system, which can address the bandwidth heterogeneity and maintain the benefit of TR at the same time. The increase of complexity in the proposed system lies in the digital processing at the access point (AP), instead of at the devices' ends, which can be easily handled with more powerful digital signal processor (DSP). Meanwhile, the complexity of the terminal devices stays low and therefore satisfies the low-complexity and scalability requirement of the IoT. Since there is no middleware in the proposed scheme and the additional physical layer complexity concentrates on the AP side, the proposed heterogeneous TR system better satisfies the low-complexity and energy-efficiency requirement for the terminal devices (TDs) compared with the middleware approach.

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Selling devices on retail stores comes with the big challenge of grabbing the customer’s attention. Nowadays people have a lot of offers at their disposal and new marketing techniques must emerge to differentiate the products. When it comes to smartphones and tablets, those devices can make the difference by themselves, if we use their computing power and capabilities to create something unique and interactive. With that in mind, three prototypes were developed during an internship: a face recognition based Customer Detection, a face tracking solution with an Avatar and interactive cross-app Guides. All three revealed to have potential to be differentiating solutions in a retail store, not only raising the chance of a customer taking notice of the device but also of interacting with them to learn more about their features. The results were meant to be only proof of concepts and therefore were not tested in the real world.

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Clock synchronization is highly desirable in distributed systems, including many applications in the Internet of Things and Humans. It improves the efficiency, modularity, and scalability of the system, and optimizes use of event triggers. For IoTH, BLE - a subset of the recent Bluetooth v4.0 stack - provides a low-power and loosely coupled mechanism for sensor data collection with ubiquitous units (e.g., smartphones and tablets) carried by humans. This fundamental design paradigm of BLE is enabled by a range of broadcast advertising modes. While its operational benefits are numerous, the lack of a common time reference in the broadcast mode of BLE has been a fundamental limitation. This article presents and describes CheepSync, a time synchronization service for BLE advertisers, especially tailored for applications requiring high time precision on resource constrained BLE platforms. Designed on top of the existing Bluetooth v4.0 standard, the CheepSync framework utilizes low-level time-stamping and comprehensive error compensation mechanisms for overcoming uncertainties in message transmission, clock drift, and other system-specific constraints. CheepSync was implemented on custom designed nRF24Cheep beacon platforms (as broadcasters) and commercial off-the-shelf Android ported smartphones (as passive listeners). We demonstrate the efficacy of CheepSync by numerous empirical evaluations in a variety of experimental setups, and show that its average (single-hop) time synchronization accuracy is in the 10 mu s range.

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By 2015, with the proliferation of wireless multimedia applications and services (e.g., mobile TV, video on demand, online video repositories, immersive video interaction, peer to peer video streaming, and interactive video gaming), and any-time anywhere communication, the number of smartphones and tablets will exceed 6.5 billion as the most common web access devices. Data volumes in wireless multimedia data-intensive applications and mobile web services are projected to increase by a factor of 10 every five years, associated with a 20 percent increase in energy consumption, 80 percent of which is multimedia traffic related. In turn, multimedia energy consumption is rising at 16 percent per year, doubling every six years. It is estimated that energy costs alone account for as much as half of the annual operating expenditure. This has prompted concerted efforts by major operators to drastically reduce carbon emissions by up to 50 percent over the next 10 years. Clearly, there is an urgent need for new disruptive paradigms of green media to bridge the gap between wireless technologies and multimedia applications.

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Projeto para obtenção do grau de Mestre em Engenharia Informática e de Computadores

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Esta dissertação descreve o estudo, concepção e desenvolvimento de uma aplicação baseada no sistema operativo Windows 8 que interage com um sistema domótico KNX, permitindo ao utilizador controlar a sua instalação domótica. Esta proposta, que combina a área de integração/instalação de sistemas domóticos e a de desenvolvimento de aplicações para Windows 8 e Windows 8 Phone, constitui um desafio particularmente interessante para quem tem experiência profissional nas duas áreas. A domótica surgiu na década de 70 como uma aplicação da eletrónica e das tecnologias da informação às instalações residenciais, comerciais e industriais. Esta nova área desencadeou uma revolução, não só, ao nível da produção e comercialização, mas, também, do ponto de vista do utilizador, ao promover a comodidade, segurança, personalização e o controlo de pessoas e bens. Os smartphones e tablets vieram permitir que o desenvolvimento de aplicações móveis de interacção com os sistemas domóticos. Ao longo desta dissertação são descritas e analisadas as múltiplas áreas de intervenção da domótica assim como as diferentes tecnologias de aplicação e mercados. Também são analisados os sistemas operativos que existentes, as respetivas cotas de mercado e os tipos de dispositivos disponíveis. Por último, a aplicação foi concebida, implementada e testada para verificar a correcta interacção com o sistema domótico KNX e as funcionalidades de controlo da instalação domótica.

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It has been years since the introduction of the Dynamic Network Optimization (DNO) concept, yet the DNO development is still at its infant stage, largely due to a lack of breakthrough in minimizing the lengthy optimization runtime. Our previous work, a distributed parallel solution, has achieved a significant speed gain. To cater for the increased optimization complexity pressed by the uptake of smartphones and tablets, however, this paper examines the potential areas for further improvement and presents a novel asynchronous distributed parallel design that minimizes the inter-process communications. The new approach is implemented and applied to real-life projects whose results demonstrate an augmented acceleration of 7.5 times on a 16-core distributed system compared to 6.1 of our previous solution. Moreover, there is no degradation in the optimization outcome. This is a solid sprint towards the realization of DNO.

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Este trabalho tem como objetivo explorar como o governo do Estado de São Paulo pode utilizar a tecnologia para fortalecer a participação dos cidadãos no processo orçamentário público por meio de aplicativos móveis. Nos últimos anos, o advento e a difusão de novas tecnologias tem impactado significativamente o relacionamento do Estado com os cidadãos em todo o mundo. Uma destas mudanças é a difusão e popularização de smartphones e tablets, que impõe desafios e oportunidades em termos de prestação de serviços e participação do cidadão no processo de elaboração, implementação e avaliação de políticas públicas. Para o alcance dos objetivos deste trabalho, como método de pesquisa, foi realizada, inicialmente, uma revisão da literatura sobre m-government, e-democracia e sistema orçamentário brasileiro. Em um segundo momento foi realizada a observação de experiências internacionais e nacionais, posteriormente aplicada ao estudo do caso do governo do Estado de São Paulo, explorando as possibilidades de utilização do m-government no processo orçamentário paulista. A partir de 2010, as leis anuais de diretrizes orçamentárias do Estado de São Paulo, passaram a conter dispositivos com relação à realização de audiências públicas ao Orçamento Estadual, de forma regionalizada. O uso das TICs no processo orçamentário pode contribuir para facilitar o entendimento dos complexos conceitos de finanças públicas e orçamento público. A utilização do m-government para elaboração de um futuro aplicativo no Estado de São Paulo deve possuir uma área explicativa, com textos e vídeos educativos, possibilitando aos cidadãos uma participação mais qualificada e efetiva. Conclui-se que os temas de e-democracia e m-government ainda são incipientes no Brasil, porém representam uma oportunidade para que governos se aproximem dos cidadãos, tendo em vista que ainda não está sendo explorado o potencial de interação e comunicação através da internet e aplicativos móveis. Esta perspectiva ainda não está inserida na agenda governamental, mas a sociedade civil está cobrando participação efetiva no ciclo de políticas públicas. Sugere-se que seja ampliada a adoção do uso de ferramentas tecnológicas de m-government e e-government, porque tendem a contribuir na interação entre cidadãos e o governo na elaboração, implementação e avaliação de políticas públicas com o aperfeiçoamento da alocação dos escassos recursos orçamentários disponíveis.

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Pós-graduação em Engenharia Elétrica - FEIS

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Bluetooth technology found in smartphones and tablets can add an interesting feature focused on home automation. Through the implementation of a wireless network communication between a mobile device and receiver modules located in different points, or even on a single centralized point in residence, you can manage many household items with just a few taps on smartphones. With such applicability, allow the user greater integration with your home, comfort, safety and economy. In this context, this work presents a system design of low cost Bluetooth communication between a smartphone and a receiver module with microcontroller interface development control from the Android platform

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The market of digital games have grown in the last years, becoming popular between many ages, the number of smartphones and tablets users have also showed a recent increase, including the ones using Android as operational system. The main objective of a digital game is the ludic activity but also it can be used as a tool to education, learning and even simulation. This work proposes the development of a game for smartphones or tablet running on Android operational system, this game will simulate living beings in an environment, each one with different behaviors, based in the concepts of artificial live, cellular automata and emergence. This way simulating the behavior of a living being community with a computational base in artificial live and following concepts of game design. The game can represent visually some characteristics of living beings, as well behaviors and interactions between them, in a very simple way. The game can be upgraded in the future to represent better living beings using more details to the simulation of these

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Self-organising pervasive ecosystems of devices are set to become a major vehicle for delivering infrastructure and end-user services. The inherent complexity of such systems poses new challenges to those who want to dominate it by applying the principles of engineering. The recent growth in number and distribution of devices with decent computational and communicational abilities, that suddenly accelerated with the massive diffusion of smartphones and tablets, is delivering a world with a much higher density of devices in space. Also, communication technologies seem to be focussing on short-range device-to-device (P2P) interactions, with technologies such as Bluetooth and Near-Field Communication gaining greater adoption. Locality and situatedness become key to providing the best possible experience to users, and the classic model of a centralised, enormously powerful server gathering and processing data becomes less and less efficient with device density. Accomplishing complex global tasks without a centralised controller responsible of aggregating data, however, is a challenging task. In particular, there is a local-to-global issue that makes the application of engineering principles challenging at least: designing device-local programs that, through interaction, guarantee a certain global service level. In this thesis, we first analyse the state of the art in coordination systems, then motivate the work by describing the main issues of pre-existing tools and practices and identifying the improvements that would benefit the design of such complex software ecosystems. The contribution can be divided in three main branches. First, we introduce a novel simulation toolchain for pervasive ecosystems, designed for allowing good expressiveness still retaining high performance. Second, we leverage existing coordination models and patterns in order to create new spatial structures. Third, we introduce a novel language, based on the existing ``Field Calculus'' and integrated with the aforementioned toolchain, designed to be usable for practical aggregate programming.

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One of the most undervalued problems by smartphone users is the security of data on their mobile devices. Today smartphones and tablets are used to send messages and photos and especially to stay connected with social networks, forums and other platforms. These devices contain a lot of private information like passwords, phone numbers, private photos, emails, etc. and an attacker may choose to steal or destroy this information. The main topic of this thesis is the security of the applications present on the most popular stores (App Store for iOS and Play Store for Android) and of their mechanisms for the management of security. The analysis is focused on how the architecture of the two systems protects users from threats and highlights the real presence of malware and spyware in their respective application stores. The work described in subsequent chapters explains the study of the behavior of 50 Android applications and 50 iOS applications performed using network analysis software. Furthermore, this thesis presents some statistics about malware and spyware present on the respective stores and the permissions they require. At the end the reader will be able to understand how to recognize malicious applications and which of the two systems is more suitable for him. This is how this thesis is structured. The first chapter introduces the security mechanisms of the Android and iOS platform architectures and the security mechanisms of their respective application stores. The Second chapter explains the work done, what, why and how we have chosen the tools needed to complete our analysis. The third chapter discusses about the execution of tests, the protocol followed and the approach to assess the “level of danger” of each application that has been checked. The fourth chapter explains the results of the tests and introduces some statistics on the presence of malicious applications on Play Store and App Store. The fifth chapter is devoted to the study of the users, what they think about and how they might avoid malicious applications. The sixth chapter seeks to establish, following our methodology, what application store is safer. In the end, the seventh chapter concludes the thesis.

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El mundo tecnológico está cambiando hacia la optimización en la gestión de recursos gracias a la poderosa influencia de tecnologías como la virtualización y la computación en la nube (Cloud Computing). En esta memoria se realiza un acercamiento a las mismas, desde las causas que las motivaron hasta sus últimas tendencias, pasando por la identificación de sus principales características, ventajas e inconvenientes. Por otro lado, el Hogar Digital es ya una realidad para la mayoría de los seres humanos. En él se dispone de acceso a múltiples tipos de redes de telecomunicaciones (3G, 4G, WI-FI, ADSL…) con más o menos capacidad pero que permiten conexiones a internet desde cualquier parte, en todo momento, y con prácticamente cualquier dispositivo (ordenadores personales, smartphones, tabletas, televisores…). Esto es aprovechado por las empresas para ofrecer todo tipo de servicios. Algunos de estos servicios están basados en el cloud computing sobre todo ofreciendo almacenamiento en la nube a aquellos dispositivos con capacidad reducida, como son los smarthphones y las tabletas. Ese espacio de almacenamiento normalmente está en los servidores bajo el control de grandes compañías. Guardar documentos, videos, fotos privadas sin tener la certeza de que estos no son consultados por alguien sin consentimiento, puede despertar en el usuario cierto recelo. Para estos usuarios que desean control sobre su intimidad, se ofrece la posibilidad de que sea el propio usuario el que monte sus propios servidores y su propio servicio cloud para compartir su información privada sólo con sus familiares y amigos o con cualquiera al que le dé permiso. Durante el proyecto se han comparado diversas soluciones, la mayoría de código abierto y de libre distribución, que permiten desplegar como mínimo un servicio de almacenamiento accesible a través de Internet. Algunas de ellas lo complementan con servicios de streaming tanto de música como de videos, compartición y sincronización de documentos entre múltiples dispositivos, calendarios, copias de respaldo (backups), virtualización de escritorios, versionado de ficheros, chats, etc. El proyecto finaliza con una demostración de cómo utilizar dispositivos de un hogar digital interactuando con un servidor Cloud, en el que previamente se ha instalado y configurado una de las soluciones comparadas. Este servidor quedará empaquetado en una máquina virtual para que sea fácilmente transportable e utilizable. ABSTRACT. The technological world is changing towards optimizing resource management thanks to the powerful influence of technologies such as Virtualization and Cloud Computing. This document presents a closer approach to them, from the causes that have motivated to their last trends, as well as showing their main features, advantages and disadvantages. In addition, the Digital Home is a reality for most humans. It provides access to multiple types of telecommunication networks (3G, 4G, WI-FI, ADSL...) with more or less capacity, allowing Internet connections from anywhere, at any time, and with virtually any device (computer personal smartphones, tablets, televisions...).This is used by companies to provide all kinds of services. Some of these services offer storage on the cloud to devices with limited capacity, such as smartphones and tablets. That is normally storage space on servers under the control of important companies. Saving private documents, videos, photos, without being sure that they are not viewed by anyone without consent, can wake up suspicions in some users. For those users who want control over their privacy, it offers the possibility that it is the user himself to mount his own server and its own cloud service to share private information only with family and friends or with anyone with consent. During the project I have compared different solutions, most open source and with GNU licenses, for deploying one storage facility accessible via the Internet. Some supplement include streaming services of music , videos or photos, sharing and syncing documents across multiple devices, calendars, backups, desktop virtualization, file versioning, chats... The project ends with a demonstration of how to use our digital home devices interacting with a cloud server where one of the solutions compared is installed and configured. This server will be packaged in a virtual machine to be easily transportable and usable.

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El artículo presenta una investigación en la que se analizan, desde una perspectiva lexicométrica y factorial, los aspectos lingüísticos y paralingüísticos más relevantes de la escritura digital síncrona del adolescente español, en uno de los programas de mensajería instantánea más utilizados en la actualidad (WhatsApp©). La escritura en soportes digitales móviles (smartphones y tabletas) es una de las actividades más realizadas en nuestra sociedad y constituye un componente esencial de la competencia comunicativa en la Sociedad de la Información. La comunicación digital forma parte de nuestras vidas y el análisis del uso comunicativo digital y ubicuo con dispositivos y programas tiene amplias repercusiones sociales, lingüísticas y pedagógicas. La investigación se ha contextualizado en una muestra de 417 conversaciones de WhatsApp de estudiantes de enseñanza secundaria, de entre 13 y 16 años, en cuatro provincias españolas. La metodología de investigación ha sido de corte cuantitativa para abordar el análisis lexicométrico del corpus lingüístico-digital con referencia a los elementos lingüísticos y paralingüísticos más relevantes; para, posteriormente, realizar el análisis de las correlaciones entre diferentes variables independientes que expliquen patrones lingüísticos y de uso en la escritura digital. Los resultados muestran que la escritura digital en este tipo de programas tiene una serie de características específicas ortotipográficas y audiovisuales condicionadas por variables de uso, el tamaño de la pantalla del dispositivo, la horas de conversación y la relación establecida entre los interlocutores.