928 resultados para SAP BI MOBILE iOS BPC APPLICAZIONE SOFTWARE
Resumo:
In recent years, there has been an enormous growth of location-aware devices, such as GPS embedded cell phones, mobile sensors and radio-frequency identification tags. The age of combining sensing, processing and communication in one device, gives rise to a vast number of applications leading to endless possibilities and a realization of mobile Wireless Sensor Network (mWSN) applications. As computing, sensing and communication become more ubiquitous, trajectory privacy becomes a critical piece of information and an important factor for commercial success. While on the move, sensor nodes continuously transmit data streams of sensed values and spatiotemporal information, known as ``trajectory information". If adversaries can intercept this information, they can monitor the trajectory path and capture the location of the source node. ^ This research stems from the recognition that the wide applicability of mWSNs will remain elusive unless a trajectory privacy preservation mechanism is developed. The outcome seeks to lay a firm foundation in the field of trajectory privacy preservation in mWSNs against external and internal trajectory privacy attacks. First, to prevent external attacks, we particularly investigated a context-based trajectory privacy-aware routing protocol to prevent the eavesdropping attack. Traditional shortest-path oriented routing algorithms give adversaries the possibility to locate the target node in a certain area. We designed the novel privacy-aware routing phase and utilized the trajectory dissimilarity between mobile nodes to mislead adversaries about the location where the message started its journey. Second, to detect internal attacks, we developed a software-based attestation solution to detect compromised nodes. We created the dynamic attestation node chain among neighboring nodes to examine the memory checksum of suspicious nodes. The computation time for memory traversal had been improved compared to the previous work. Finally, we revisited the trust issue in trajectory privacy preservation mechanism designs. We used Bayesian game theory to model and analyze cooperative, selfish and malicious nodes' behaviors in trajectory privacy preservation activities.^
Resumo:
The mediator software architecture design has been developed to provide data integration and retrieval in distributed, heterogeneous environments. Since the initial conceptualization of this architecture, many new technologies have emerged that can facilitate the implementation of this design. The purpose of this thesis was to show that a mediator framework supporting users of mobile devices could be implemented using common software technologies available today. In addition, the prototype was developed with a view to providing a better understanding of what a mediator is and to expose issues that will have to be addressed in full, more robust designs. The prototype developed for this thesis was implemented using various technologies including: Java, XML, and Simple Object Access Protocol (SOAP) among others. SOAP was used to accomplish inter-process communication. In the end, it is expected that more data intensive software applications will be possible in a world with ever-increasing demands for information.
Resumo:
The intent of this work was to develop a mobile robotic platform that was controlled by a Palm Pilot PDA. Advances in consumer electronics are producing powerful yet small handheld devices. Some of these devices present quasi-PC capabilities for a fraction of the cost; furthermore, they are compact enough that they fit in all but the smallest of platforms. The platform prototype built for testing purposes has a differential-drive configuration to provide simple but agile movement control. The sensor package consisted of two infrared ranging sensors mounted on servomotors that provide a wide area of detection. Building such a platform involved selection of hardware, circuit integration and software development. The software suite selected to develop code for the Palm Pilot was CodeWarrior, a C compiler that can generate code in Palm-native PRC files.
Resumo:
This research aims to systematize a proposal of developing a mobile tablet application in order to help implementing the Semantic Differential technique – SD, under the approach of Participatory Design. In 1975, Osgood et al. created the Semantic Differential technique. Since then, many experiments use it to measure the affective perception of individuals concerning objects and concepts by means of compounded scales of bipolar adjectives, based on the theoretical models that support the technique: the conductible, spatial and metric models. During the application of the technique with potential users, the researcher must simultaneously manage several contexts, that is, audio recorder, when authorized, and observe and record spontaneous reports of the respondent. It is noticeable that often occurs a cognitive overload during this event. Thus, the use of a single application whose interface is assigned to its users and respondents could assist researchers in applying the SD technique. This research aimed to understand the processes inherent to the task of implementing the Semantic Differential technique and obeyed the following steps: a) training of users, b) background questionnaire c) interview with Focus Group, and d) cooperative evaluation. Besides these procedures, one can also observe the degrees of facilitation or difficulty concerning the use of the conventional model, which is the development and application of scales with the aid of printed material, pencil, pens, clipboards, and recorder software for editing the document and data analysis. This paper comprises reactions and impressions from the experiences of users of SD technique. Considering the data recollected from the user’s observation, the hypothesis of the experiment proved to be right. It means that the development of the application for mobile tablet employing the technique of Semantic Differential is viable, since it assembles all the steps in one only tool, increases the accomplishment of the task between user/researcher and user/respondent resulting in their mutual satisfaction.
Resumo:
The spread of wireless networks and growing proliferation of mobile devices require the development of mobility control mechanisms to support the different demands of traffic in different network conditions. A major obstacle to developing this kind of technology is the complexity involved in handling all the information about the large number of Moving Objects (MO), as well as the entire signaling overhead required to manage these procedures in the network. Despite several initiatives have been proposed by the scientific community to address this issue they have not proved to be effective since they depend on the particular request of the MO that is responsible for triggering the mobility process. Moreover, they are often only guided by wireless medium statistics, such as Received Signal Strength Indicator (RSSI) of the candidate Point of Attachment (PoA). Thus, this work seeks to develop, evaluate and validate a sophisticated communication infrastructure for Wireless Networking for Moving Objects (WiNeMO) systems by making use of the flexibility provided by the Software-Defined Networking (SDN) paradigm, where network functions are easily and efficiently deployed by integrating OpenFlow and IEEE 802.21 standards. For purposes of benchmarking, the analysis was conducted in the control and data planes aspects, which demonstrate that the proposal significantly outperforms typical IPbased SDN and QoS-enabled capabilities, by allowing the network to handle the multimedia traffic with optimal Quality of Service (QoS) transport and acceptable Quality of Experience (QoE) over time.
Resumo:
Avaliação de usabilidade é um processo importante durante o desenvolvimento de um software, seja ele para um sistema web ou mobile. No caso de um sistema mobile, o custo é bastante oneroso, tanto no que se refere à mão de obra especializada, como de recursos tecnológicos utilizados, tornando essa avaliação de usabilidade ainda mais importante. Além disso, as versões webdos sistemas SIG da UFRN já estão consolidadas e com uma grande aceitação, fazendo com que suas versões mobile tenham, ainda mais, a preocupação de lançar um produto de boa qualidade para manter essa credibilidade dos sistemas SIG , tanto na UFRN, como nas demais instituições que utilizam esses sistemas. Com este trabalho, buscou-se identificar algumas diretrizes de interface que possam ser utilizadas no processo de desenvolvimento dos sistemas SIG Mobile, mais especificamente o SIGAA Mobile, de modo a facilitar o desenvolvimento de novas funcionalidades voltadas para estes sistemas. Para isso, foi realizada uma avaliação de usabilidade no Portal do Aluno do SIGAA Mobile Android, tomando como base padrões de interface já existentes na literatura. Posteriormente, foi aplicado um questionário com os usuários do sistema para coletar as opiniões e sugestões dos mesmos. De posse de todos esses dados coletados, foi possível definir algumas diretrizes de interface a serem seguidas como recomendações no processo de desenvolvimento dos sistemas SIG Mobile.
Resumo:
Questo volume di tesi descrive lo sviluppo di un'applicazione cross-platform per la raccolta dati sull'accessibilità urbana. E' stato creato un Pervasive GWAP strutturato in modo tale da raccogliere, tramite un gioco in mixed-reality, dati sulla geolocalizzazione delle barriere/facility architettoniche in ambiente urbano, in modo da mappare il territorio. Il gioco è rivolto a bambini accompagnati da insegnanti/genitori e prevede l'utilizzo di dispositivi mobili quali tablet e smartphone con sistema operativo Andoid. E' stata utilizzata la funzione GPS dei dispositivi per la geolocalizzazione dei giocatori e delle barriere/facility segnalate e la CAMERA per lo scan dei Qr-Code utilizzati come incentivo per intrattenere gli utenti. L'applicazione è scritta utilizzando tecnologie web quali HTML, CSS, JavaScript, PHP, JSON e grazie all'utilizzo del framework Apache Cordova è stato possibile lo sviluppo multipiattaforma. Questo strumento permette di utilizzare tecnologie web per lo sviluppo di applicazioni mobile, generando codice nativo supportato da sistemi operativi quali Android, iOS, BlackBerry.
Resumo:
L'utilizzo di percorsi non centralizzati per la comunicazione tra dispositivi mobili presenta notevoli vantaggi, tra i quali una maggiore sicurezza e segretezza e l'indipendenza da infrastrutture esterne (Internet). Gli studi e le implementazioni di questo tipo di funzionalità stanno emergendo recentemente di pari passo con i traguardi raggiunti nel campo della tecnologia mobile, ma si trovano ancora in uno stato sperimentale e poco fruibile in pratica. È stata sviluppata come proof of work un'applicazione che permette di diffondere messaggi tra dispositivi mobili senza connessione a internet, sfruttando un sistema di comunicazione (quasi) peer to peer. Viene descritta in generale l'architettura e il funzionamento dell'applicazione insieme a dei possibili casi d'uso. Inoltre vengono mostrati i metodi vagliati ed effettivamente utilizzati per implementare questo tipo di comunicazione, insieme ad altre caratteristiche secondarie (crittografia). Il risultato conseguito è a tutti gli effetti funzionante e viene ritenuto la soluzione migliore possibile tra tutte quelle trovate, ma presenta comunque diversi difetti. La conclusione raggiunta è che lo stato attuale dell'arte non permetta di raggiungere lo scopo prefissato in maniera ottimale, in quanto è necessario ricorrere a metodi poco funzionali a causa della mancanza di supporto alle tecnologie necessarie.
Resumo:
Negli ultimi anni il crescere della capacità di calcolo dei dispositivi e il diminuire delle loro dimensioni ha permesso di far nascere idee innovative e di esplorare più in dettaglio alcuni settori. Uno di questi è sicuramente quello della realtà aumentata (Augmented reality), infatti, la discussione su questo argomento nasce già negli anni 40 del novecento, ma, per mancanza di mezzi tecnologici adeguati, solo ora si iniziano a realizzare le prime applicazioni che si basano su questa idea e il grande pubblico inizia ad interessarsi all'argomento. La costruzione di applicazioni di realtà aumentata, al momento, è basata sull'utilizzo di alcuni framework che mettono a disposizione dello sviluppatore alcune funzioni molto comuni in questi software, come il tracking di marker e l'utilizzo di bottoni virtuali. Questi strumenti, seppur comodi, non garantiscono sempre la buona progettazione dell'applicazione e tendono a unire insieme parti di logica applicativa e di grafica. Per questo motivo, anche nella ricerca, si stanno cercando di studiare dei metodi in grado di permettere una divisione ottimale dei compiti in modo da ottenere un software riusabile e facilmente mantenibile, ma che permetta anche di sfruttare appieno le potenzialità dell'AR attraverso, per esempio, sistemi distribuiti. Un framework concettuale che rientra in questa categoria è sicuramente quello degli Augmented Worlds, mondi virtuali collegati a quello fisico che ne incrementano le caratteristiche e le possibilità tramite la presenza di entità aumentate. La tesi, quindi, si propone di sviluppare un prototipo di un framework con le caratteristiche sopra citate di estendibilità, utilizzando le piattaforme in questo momento a disposizione e ispirandosi alla visione degli Augmented Worlds.
Resumo:
La tesi si pone come obiettivo quello di realizzare un'architettura di alto livello per lo sviluppo di applicazioni dirette alla piattaforma HoloLens. Per conseguire tale risultato si è rivelata necessaria una prima parte di studio dei concetti di mixed reality, con riferimento particolare al caso specifico HoloLens, per poi dirigere l'attenzione alla comprensione dell'architettura di applicazioni olografiche. L'analisi delle API rilasciate per lo sviluppo di applicazioni HoloLens ha permesso di riscontrare varie criticità, alle quali si è posto rimedio tramite l'introduzione di un livello di astrazione, che possa consentire uno sviluppo di applicazioni ad un livello più alto. Si è poi introdotto il concetto di augmented worlds (mondi aumentati), i cui principi cardine hanno fornito le basi per la progettazione e lo sviluppo di un sistema client-server, nel quale il dispositivo HoloLens agisce come un client e la logica di controllo degli elementi del modello dell'applicazione viene gestita lato server.
Resumo:
La tesi presenta una panoramica sull'augmented, virtual e mixed reality, descrivendone le caratteristiche e le modalità di sviluppo. Come caso di studio viene analizzato il dispositivo Microsoft Hololens, descrivendone le caratteristiche concettuali, hardware e software. Per le applicazioni di questo dispositivo viene effettuata una riprogettazione della gestione e del concetto di ologramma all'interno di un'applicazione olografica, analizzandone i motivi e i vantaggi. E' fornita una overview sui dettagli implementativi della riprogettazione al fine di chiarire ogni aspetto dell'applicazione.
Resumo:
In questo elaborato ,sono descritte le fasi di realizzazione del software di simulazione di scheduling di processi periodici per sistemi operativi real-time, realizzato per questa tesi.
Resumo:
This dissertation studies the context-aware application with its proposed algorithms at client side. The required context-aware infrastructure is discussed in depth to illustrate that such an infrastructure collects the mobile user’s context information, registers service providers, derives mobile user’s current context, distributes user context among context-aware applications, and provides tailored services. The approach proposed tries to strike a balance between the context server and mobile devices. The context acquisition is centralized at the server to ensure the usability of context information among mobile devices, while context reasoning remains at the application level. Hence, a centralized context acquisition and distributed context reasoning are viewed as a better solution overall. The context-aware search application is designed and implemented at the server side. A new algorithm is proposed to take into consideration the user context profiles. By promoting feedback on the dynamics of the system, any prior user selection is now saved for further analysis such that it may contribute to help the results of a subsequent search. On the basis of these developments at the server side, various solutions are consequently provided at the client side. A proxy software-based component is set up for the purpose of data collection. This research endorses the belief that the proxy at the client side should contain the context reasoning component. Implementation of such a component provides credence to this belief in that the context applications are able to derive the user context profiles. Furthermore, a context cache scheme is implemented to manage the cache on the client device in order to minimize processing requirements and other resources (bandwidth, CPU cycle, power). Java and MySQL platforms are used to implement the proposed architecture and to test scenarios derived from user’s daily activities. To meet the practical demands required of a testing environment without the impositions of a heavy cost for establishing such a comprehensive infrastructure, a software simulation using a free Yahoo search API is provided as a means to evaluate the effectiveness of the design approach in a most realistic way. The integration of Yahoo search engine into the context-aware architecture design proves how context aware application can meet user demands for tailored services and products in and around the user’s environment. The test results show that the overall design is highly effective,providing new features and enriching the mobile user’s experience through a broad scope of potential applications.
Resumo:
The paper in hand presents a mobile testbed –namely the Heavy Duty Planetary Rover (HDPR)– that was designed and constructed at the Automation and Robotics Laboratories (ARL) of the European Space Agency to fulfill the lab’s internal needs in the context of long range rover exploration as well as in order to provide the means to perform in situ testing of novel algorithms. We designed a rover that: a) is able to reliably perform long range routes, and b) carries an abundant of sensors (both current rover technology and futuristic ones). The testbed includes all the additional hardware and software (i.e. ground control station, UAV, networking, mobile power) to allow the prompt deployment on the field. The reader can find in the paper the description of the system as well as a report on our experiences during our first experiments with the testbed.
Resumo:
The Mobile Network Optimization (MNO) technologies have advanced at a tremendous pace in recent years. And the Dynamic Network Optimization (DNO) concept emerged years ago, aimed to continuously optimize the network in response to variations in network traffic and conditions. Yet, DNO development is still at its infancy, mainly hindered by a significant bottleneck of the lengthy optimization runtime. This paper identifies parallelism in greedy MNO algorithms and presents an advanced distributed parallel solution. The solution is designed, implemented and applied to real-life projects whose results yield a significant, highly scalable and nearly linear speedup up to 6.9 and 14.5 on distributed 8-core and 16-core systems respectively. Meanwhile, optimization outputs exhibit self-consistency and high precision compared to their sequential counterpart. This is a milestone in realizing the DNO. Further, the techniques may be applied to similar greedy optimization algorithm based applications.