373 resultados para SmartPhones


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A televisão nos dias atuais tem sofrido inúmeras inovações tecnológicas nos campos das transmissões multimídia, qualidade audio-visual e diversidade de funcionalidades. Entretanto, esta essencialmente mantêm sua característica de fornecer informações de forma quase que instantânea à população. O ambiente atual da televisão digital é caracterizado pela coexistência de inúmeros dispositivos capazes de oferecerem uma experiência televisa, associando-se computadores pessoais, smartphones, tablets e outros eletrônicos de consumo. Ainda, pode se incluir a este cenário a disponibilidade de inúmeras redes de transporte de dados tais como a radiodifusão, satélite, cabo e redes em banda larga. Este cenário diversificado, em termos de dispositivos e redes, é denominado de cenário de televisão digital híbrida, a qual destaca-se a interação do expectador com os diversos dispositivos. Estes cenários, por sua vez, motivam o desenvolvimento de tecnologias que permitem o aperfeiçoamento da pervasividade e dos meios pelos os quais os aplicativos possam ser suportados em diferentes plataformas. Este trabalho propõe ambientes interoperáveis envolvendo a televisão digital interativa e outros eletrônicos de consumo, aos quais foram realizados estudos e experimentos para se observar diferentes técnicas de sincronização e comunicação entre plataformas de interatividade para a televisão digital híbrida. Os resultados apontam para a possibilidade de cenários interoperáveis envolvendo o uso de marcadores e também recursos de redes e serviços TCP/IP, levando em consideração a eficiência e eficácia nos diferentes métodos. Conclui-se que os resultados odem motivar o desenvolvimento de cenários diferenciados envolvendo a televisão digital interativa e dispositivos de segunda tela, o que incrementa a interatividade e as formas de entretenimento.

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La realidad aumentada geolocalizada permite disponer de información a través de un smartphone, tablet o GoogleGlass. Esta utilidad es muy interesante para su empleo en rutas didácticas, ya que el usuario puede obtener información adicional multimedia de un lugar cuando se encuentre en él. La proliferación de aparatos como smartphones y tablets, y más recientemente la implantación de las GoogleGlass, sitúa la tecnología de realidad aumentada al alcance de todos. Por lo tanto, son tecnologías relativamente sencillas de aplicar en entornos educativos concernientes a la Geografía porque requieren equipos que prácticamente todos tenemos en nuestros bolsillos. En definitiva, estos recursos acercan la docencia al "lenguaje" que los alumnos están acostumbrados a emplear. La enseñanza de la Geografía supone un marco ideal para el empleo de realidad aumentada. En este contexto educativo, la aplicación Geoalcoi, se presentó dentro de la Semana de la Ciencia de Alcoy, como soporte tecnológico al itinerario didáctico realizado para difundir el patrimonio natural, industrial y humano, de la ciudad. Con esta propuesta pedagógica tradicional se mezclan contenidos geográficos, vistos en su entorno, con las TIC, en un contexto lúdico-formativo. Sin duda, es un buen ejemplo de las ventajas que se encuentran en el uso didáctico de la realidad aumentada.

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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.

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El concepto de tejido es un constructo teorético muy útil para aprender a conocer las estructuras microscópicas del organismo y para diagnosticar, de forma objetiva, la mayoría de las lesiones, a través de imágenes histológicas (IH). Tradicionalmente, aprender a interpretar IH se basa en su observación repetitiva y monótona. Esto y la consideración de la Histología como una disciplina meramente descriptiva, ha determinado su escasa relevancia y su alto nivel de olvido para los alumnos, como ha sido puesto de relieve en varias publicaciones. Los recursos digitales han facilitado, de forma sustancial, el aprendizaje de la Histología, aunque todavía sigue basándose en la observación iterativa y monótona de IH. Para facilitar y mejorar dicho aprendizaje hemos creando y publicado una clasificación y sistematización de las IH. En este trabajo presentamos la combinación de la sistematización de las IH con el uso de un microscopio virtual accesible a todos los alumnos en cualquier lugar y momento (tablets, smartphones, ordenadores de mesa, portátiles, etc.). La evaluación de esta metodología, mediante una encuesta, pone de manifiesto su alto grado de aceptación por los alumnos y sus enormes posibilidades para un aprendizaje, a la vez, autónomo y colaborativo.

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Dissertação apresentada ao Instituto Politécnico de Castelo Branco para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Desenvolvimento de Software e Sistemas Interactivos, realizada sob a orientação científica do Doutor Osvaldo Arede dos Santos, Professor Adjunto da Unidade Técnico Científica de Informática da Escola Superior de Tecnologia do Instituto Politécnico de Castelo Branco.

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Internet of Things (IoT) can be defined as a “network of networks” composed by billions of uniquely identified physical Smart Objects (SO), organized in an Internet-like structure. Smart Objects can be items equipped with sensors, consumer devices (e.g., smartphones, tablets, or wearable devices), and enterprise assets that are connected both to the Internet and to each others. The birth of the IoT, with its communications paradigms, can be considered as an enabling factor for the creation of the so-called Smart Cities. A Smart City uses Information and Communication Technologies (ICT) to enhance quality, performance and interactivity of urban services, ranging from traffic management and pollution monitoring to government services and energy management. This thesis is focused on multi-hop data dissemination within IoT and Smart Cities scenarios. The proposed multi-hop techniques, mostly based on probabilistic forwarding, have been used for different purposes: from the improvement of the performance of unicast protocols for Wireless Sensor Networks (WSNs) to the efficient data dissemination within Vehicular Ad-hoc NETworks (VANETs).

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Following miniaturisation of cameras and their integration into mobile devices such as smartphones combined with the intensive use of the latter, it is likely that in the near future the majority of digital images will be captured using such devices rather than using dedicated cameras. Since many users decide to keep their photos on their mobile devices, effective methods for managing these image collections are required. Common image browsers prove to be only of limited use, especially for large image sets [1].

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In the digital age the internet and the ICT devices changed our daily life and routines. It means we couldn't live without these services and devices anywhere (work, home, holiday, etc.). It can be experienced in the tourism sector; digital contents become key tools in the tourism of the 21st century; they will be able to adapt the traditional tourist guide methodology to the applications running on novel digital devices. Tourists belong to a new generation, an "ICT generation" using innovative tools, a new info-media to communicate. A possible direction for tourism development is to use modern ICT systems and devices. Besides participating in classical tours guided by travel guides, there is a new opportunity for individual tourists to enjoy high quality ICT based guided walks prepared on the knowledge of travel guides. The main idea of the GUIDE@HAND service is to use reusable, and create new tourism contents for an advanced mobile device, in order to give a contemporary answer to traditional systems of tourism information, by developing new tourism services based on digital contents for innovative mobile applications. The service is based on a new concept of enhancing territorial heritage and values, through knowledge, innovation, languages and multilingual solutions going along with new tourists‟ “sensitiveness”.

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A review of free applications of smartphones working under the operation system of Android is made in the paper. The applications present users information about historical and cultural places of interest at travelling. There are three main groups of applications subject of discussion in the paper – world, national and regional. Their abilities, positive and negative characteristics are compares and described. A conclusion can be made that there is a necessity of new application that presents tourists detailed information about the Old capital of Bulgaria.

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With the advent of GPS enabled smartphones, an increasing number of users is actively sharing their location through a variety of applications and services. Along with the continuing growth of Location-Based Social Networks (LBSNs), security experts have increasingly warned the public of the dangers of exposing sensitive information such as personal location data. Most importantly, in addition to the geographical coordinates of the user’s location, LBSNs allow easy access to an additional set of characteristics of that location, such as the venue type or popularity. In this paper, we investigate the role of location semantics in the identification of LBSN users. We simulate a scenario in which the attacker’s goal is to reveal the identity of a set of LBSN users by observing their check-in activity. We then propose to answer the following question: what are the types of venues that a malicious user has to monitor to maximize the probability of success? Conversely, when should a user decide whether to make his/her check-in to a location public or not? We perform our study on more than 1 million check-ins distributed over 17 urban regions of the United States. Our analysis shows that different types of venues display different discriminative power in terms of user identity, with most of the venues in the “Residence” category providing the highest re-identification success across the urban regions. Interestingly, we also find that users with a high entropy of their check-ins distribution are not necessarily the hardest to identify, suggesting that it is the collective behaviour of the users’ population that determines the complexity of the identification task, rather than the individual behaviour.

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In recent years, the rapid spread of smartphones has led to the increasing popularity of Location-Based Social Networks (LBSNs). Although a number of research studies and articles in the press have shown the dangers of exposing personal location data, the inherent nature of LBSNs encourages users to publish information about their current location (i.e., their check-ins). The same is true for the majority of the most popular social networking websites, which offer the possibility of associating the current location of users to their posts and photos. Moreover, some LBSNs, such as Foursquare, let users tag their friends in their check-ins, thus potentially releasing location information of individuals that have no control over the published data. This raises additional privacy concerns for the management of location information in LBSNs. In this paper we propose and evaluate a series of techniques for the identification of users from their check-in data. More specifically, we first present two strategies according to which users are characterized by the spatio-temporal trajectory emerging from their check-ins over time and the frequency of visit to specific locations, respectively. In addition to these approaches, we also propose a hybrid strategy that is able to exploit both types of information. It is worth noting that these techniques can be applied to a more general class of problems where locations and social links of individuals are available in a given dataset. We evaluate our techniques by means of three real-world LBSNs datasets, demonstrating that a very limited amount of data points is sufficient to identify a user with a high degree of accuracy. For instance, we show that in some datasets we are able to classify more than 80% of the users correctly.

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The article offers the authors insights on how to manage children who eat a limited diet. Topics discussed include the role of parents and caregivers in helping children to develop healthy eating habits, the Child Feeding Guide consists of ways how to increase fruit and vegetable intake of children, and the Child Feeding Guide app for tablets and smartphones provides evidence-based information for people who are concerned about the eating behavior of children.

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Purpose: Technological devices such as smartphones and tablets are widely available and increasingly used as visual aids. This study evaluated the use of a novel app for tablets (MD_evReader) developed as a reading aid for individuals with a central field loss resulting from macular degeneration. The MD_evReader app scrolls text as single lines (similar to a news ticker) and is intended to enhance reading performance using the eccentric viewing technique by both reducing the demands on the eye movement system and minimising the deleterious effects of perceptual crowding. Reading performance with scrolling text was compared with reading static sentences, also presented on a tablet computer. Methods: Twenty-six people with low vision (diagnosis of macular degeneration) read static or dynamic text (scrolled from right to left), presented as a single line at high contrast on a tablet device. Reading error rates and comprehension were recorded for both text formats, and the participant’s subjective experience of reading with the app was assessed using a simple questionnaire. Results: The average reading speed for static and dynamic text was not significantly different and equal to or greater than 85 words per minute. The comprehension scores for both text formats were also similar, equal to approximately 95% correct. However, reading error rates were significantly (p=0.02) less for dynamic text than for static text. The participants’ questionnaire ratings of their reading experience with the MD_evReader were highly positive and indicated a preference for reading with this app compared with their usual method. Conclusions: Our data show that reading performance with scrolling text is at least equal to that achieved with static text and in some respects (reading error rate) is better than static text. Bespoke apps informed by an understanding of the underlying sensorimotor processes involved in a cognitive task such as reading have excellent potential as aids for people with visual impairments.

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A szerzők ebben a tanulmányukban az információs és kommunikációs technológiai (továbbiakban IKT) eszközök közül az asztali számítógépekkel (desktopok), laptopokkal (notebookok és netbookok), táblagépekkel és okostelefonokkal foglalkoznak. Az IKT-eszközök elterjedtségének vizsgálatánál meghatározó szerepet játszik a technológia jelenléte mellett a társadalom befogadóképessége. A technológia és társadalom kapcsolatát különböző módszerekkel és modellekkel mutatják be, melyek indokolják ezen eszközök növekvő használatának szükségességét. Ebben a tanulmányban a modellekből és a felmérésekből összeállított tényezők beépítésével és az általuk feldolgozott kérdőívek elemzése által kirajzolódnak minták és olyan összefüggések, amelyek magyarázatot adhatnak a különböző eszközhasználat okainak megértésére. _____ In their study the authors deal with the desktop computers (Desktop), laptops (notebooks and netbooks), smartphones and tablet machines among of information and communication technology (hereinafter referred to as ICT) tools. The capacity of society is one of the key elements in the examination of spread of ICT. The relationship between technology and society is presented with different methods and models that are justified by the need for increasing the use of these devices. In this paper such samples and correlations are emerged of the models and surveys, which may explain the reasons for understanding of the different tool use.

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Modern geographical databases, which are at the core of geographic information systems (GIS), store a rich set of aspatial attributes in addition to geographic data. Typically, aspatial information comes in textual and numeric format. Retrieving information constrained on spatial and aspatial data from geodatabases provides GIS users the ability to perform more interesting spatial analyses, and for applications to support composite location-aware searches; for example, in a real estate database: “Find the nearest homes for sale to my current location that have backyard and whose prices are between $50,000 and $80,000”. Efficient processing of such queries require combined indexing strategies of multiple types of data. Existing spatial query engines commonly apply a two-filter approach (spatial filter followed by nonspatial filter, or viceversa), which can incur large performance overheads. On the other hand, more recently, the amount of geolocation data has grown rapidly in databases due in part to advances in geolocation technologies (e.g., GPS-enabled smartphones) that allow users to associate location data to objects or events. The latter poses potential data ingestion challenges of large data volumes for practical GIS databases. In this dissertation, we first show how indexing spatial data with R-trees (a typical data pre-processing task) can be scaled in MapReduce—a widely-adopted parallel programming model for data intensive problems. The evaluation of our algorithms in a Hadoop cluster showed close to linear scalability in building R-tree indexes. Subsequently, we develop efficient algorithms for processing spatial queries with aspatial conditions. Novel techniques for simultaneously indexing spatial with textual and numeric data are developed to that end. Experimental evaluations with real-world, large spatial datasets measured query response times within the sub-second range for most cases, and up to a few seconds for a small number of cases, which is reasonable for interactive applications. Overall, the previous results show that the MapReduce parallel model is suitable for indexing tasks in spatial databases, and the adequate combination of spatial and aspatial attribute indexes can attain acceptable response times for interactive spatial queries with constraints on aspatial data.