930 resultados para Mobile recommendation system


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Negli ultimi cinque anni lo sviluppo di applicazioni mobile ha visto un grandissimo incremento dovuto pricipalmente all’esplosione della diffusione di smartphone; questo fenomeno ha reso disponibile agli analisti una enorme quantità di dati sulle abitudini degli utenti. L’approccio centralizzato nella distribuzione delle applicazioni da parte dei grandi provider quali Apple, Google e Microsoft ha permesso a migliaia di sviluppatori di tutto il mondo di raggiungere con i loro prodotti gli utenti finali e diffondere l’utilizzo di applicativi installabili; le app infatti sono diventate in poco tempo fondamentali nella vita di tutti i giorni e in alcuni casi hanno sostituito funzioni primarie del telefono cellulare. Obiettivo principale di questo studio sarà inferire pattern comportamentali dall’analisi di una grossa mole di dati riguardanti l’utilizzo dello smartphone e delle app installabili da parte di un gruppo di utenti. Ipotizzando di avere a disposizione tutte le azioni che un determinato bacino di utenza effettua nella selezione delle applicazioni di loro interesse quando accedono al marketplace (luogo digitale da cui è possibile scaricare nuove applicazioni ed installarle) è possibile stimare, ovviamente con un certo margine di errore, dati sensibili dell’utente quali: Sesso, Età, Interessi e così via analizzandoli in relazione ad un modello costruito su dati di un campione di utenti ben noto. Costruiremo così un modello utilizzando dati di utenti ben noti di cui conosciamo i dettagli sensibili e poi, tramite avanzate tecniche di regressione e classificazione saremo in grado di definire se esiste o meno una correlazione tra le azioni effettuate su uno Smartphone e il profilo dell’utente. La seconda parte della tesi sarà incentrata sull'analisi di sistemi di raccomandazioni attualmente operativi e ci concentreremo sullo studio di possibili sviluppi sviluppi futuri di questi sistemi partendo dai risultati sperimentali ottenuti.

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We apply the Artificial Immune System (AIS)technology to the collaborative Filtering (CF)technology when we build the movie recommendation system. Two different affinity measure algorithms of AIS, Kendall tau and Weighted Kappa, are used to calculate the correlation coefficients for this movie recommendation system. From the testing we think that Weighted Kappa is more suitable than Kendall tau for movie problems.

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We apply the Artificial Immune System (AIS)technology to the collaborative Filtering (CF)technology when we build the movie recommendation system. Two different affinity measure algorithms of AIS, Kendall tau and Weighted Kappa, are used to calculate the correlation coefficients for this movie recommendation system. From the testing we think that Weighted Kappa is more suitable than Kendall tau for movie problems.

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

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ABSTRACT The literature on fertilization for carrot growing usually recommends nutrient application rates for yield expectations lower than the yields currently obtained. Moreover, the recommendation only considers the results of soil chemical analysis and does not include effects such as crop residues or variations in yield levels. The aim of this study was to propose a fertilizer recommendation system for carrot cultivation (FERTICALC Carrot) which includes consideration of the nutrient supply by crop residues, variation in intended yield, soil chemical properties, and the growing season (winter or summer). To obtain the data necessary for modeling nutritional requirements, 210 carrot production stands were sampled in the region of Alto Paranaíba, State of Minas Gerais, Brazil. The dry matter content of the roots, the coefficient of biological utilization of nutrients in the roots, and the nutrient harvest index for summer and winter crops were determined for these samples. To model the nutrient supply by the soil, the literature was surveyed in regard to this theme. A modeling system was developed for recommendation of macronutrients and B. For cationic micronutrients, the system only reports crop nutrient export and extraction. The FERTICALC which was developed proved to be efficient for fertilizer recommendation for carrot cultivation. Advantages in relation to official fertilizer recommendation tables are continuous variation of nutrient application rates in accordance with soil properties and in accordance with data regarding the extraction efficiency of modern, higher yielding cultivars.

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Nykyisin matkaviestinverkot ovat osa jokapäiväistä elämää. Merkittävimpiä eroja kiinteiden ja matkaviestinverkkojen välillä on käyttäjän liikkuvuus, joka voidaan määritellä mahdollisuudeksi soittaa ja vastaanottaa puheluita missä ja milloin tahansa. Työ selittää termin liikkuvuus ja määrittää ongelmat, jotka täytyy ratkaista liikkuvuuden aikaansaamiseksi sekä tavat, joilla nämä ongelmat on ratkaistu matkaviestinverkoissa. Työ luo yleiskatsauksen liikkuvuuden aikaansaamisessa käytettäviin menetelmiin, joita ovat haku, sijainnin päivitys, sijainnin seuranta ja kanavan vaihto. Työ keskittyy liikkuvuuteen kolmannen sukupolven matkaviestinverkkojen paketti-kytkentäisessä osassa, esimerkkinä liikkuvuuden hallinta UMTS:ssa (Universal Mobile Telecommunications System). Erot paketti- ja piirikytkentäisen osan välillä tuodaan esille ja selitetään. Jotta käyttäjät ja heidän päätteensä voisivat liikkua, tiedon täytyy kulkea verkon eri osien välillä. Merkinanto verkkoelementtien välillä ja liikkuvuuden mahdollistavien toimenpiteiden suoritus tehdään yhteyskäytännön avulla. Työ kuvaa yhteyskäytännöt, jotka ovat osallisena liikkuvuuden tarjontaan. Painopiste on GPRS:n liikkuvuuden-hallintayhteyskäytännössä, GMM:ssä. GMM protokollan prototyypin toteutus on esitetty työn käytännön osassa.

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Tällä hetkellä kolmannen sukupolven matkapuhelinjärjestelmät ovat siirtyneet kaupalliseen vaiheeseen. Universal Mobile Telecommunication System (UMTS) on eräs kolmannen sukupolven matkapuhelinjärjestelmä, jota tullaan käyttämään Euroopassa. Diplomityön päämääränä on tutkia, kuinka pakettivälitteistä tiedonsiirtoa hallitaan UMTS - verkoissa. Diplomityö antaa yleiskuvan toisen sukupolven matkapuhelinjärjestelmien datapalveluiden kehityksestä kolmannen sukupolven nopeisiin matkapuhelinjärjestelmiin. Pakettivälitteisen verkon verkkoarkkitehtuuri on esitetty sekä sen, diplomityön kannalta, tärkeimpien osien toiminnallisuus on selvitetty. Myös pakettipohjaisten datayhteyksien eli istuntojen muodostaminen ja vapauttaminen sekä aktiivisen yhteyden ominaisuuksien muokkaaminen on esitetty tässä diplomityössä. Yhteydenhallintaprotokolla, Session Management (SM), on yksi protokolla, joka osallistuu pakettidatayhteyden hallintaan. SM -protokolla on käsitelty työssä yksityiskohtaisesti. SM -protokollan SDL toteutus on esitetty diplomityön käytännönosassa

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Universal Mobile Telecommunication System (UMTS) on Third Generation Partnership Project (3GPP) –organisaation määrittelemä matkaviestinjärjestelmä. UMTS tukee sekä piiri- että pakettikytkentäistä tiedonsiirtoa ja mahdollistaa langattoman, suurinopeuksisen Internet-yhteyden. Diplomityön tarkoituksena on kuvata Nokia Research Center:n toteuttama kolmannen sukupolven 3GPP yhteensopiva pakettikytkentäinen koejärjestelmä. Työssä on käytetty uutta lähestymistapaa protokollakehitykseen, yhdistämällä eri työkaluilla tuotettuja protokollia yhdeksi kokonaisuudeksi. Liikenteen vaihtuessa lähitulevaisuudessa suurelta osin pakettikytkentäiseksi on mietittävä keinoja palvelunlaadun takaamiseksi. Näitä keinoja tutkittiin käyttämällä työssä toteutettua koejärjestelmää testialustana. Koejärjestelmää esiteltiin useissa konferensseissa ja se toimitettiin monille teleoperaattoreille.

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The Travel and Tourism field is undergoing changes due to the rapid development of information technology and digital services. Online travel has profoundly changed the way travel and tourism organizations interact with their customers. Mobile technology such as mobile services for pocket devices (e.g. mobile phones) has the potential to take this development even further. Nevertheless, many issues have been highlighted since the early days of mobile services development (e.g. the lack of relevance, ease of use of many services). However, the wide adoption of smartphones and the mobile Internet in many countries as well as the formation of so-called ecosystems between vendors of mobile technology indicate that many of these issues have been overcome. Also when looking at the numbers of downloaded applications related to travel in application stores like Google Play, it seems obvious that mobile travel and tourism services are adopted and used by many individuals. However, as business is expected to start booming in the mobile era, many issues have a tendency to be overlooked. Travelers are generally on the go and thus services that work effectively in mobile settings (e.g. during a trip) are essential. Hence, the individuals’ perceived drivers and barriers to use mobile travel and tourism services in on-site or during trip settings seem particularly valuable to understand; thus this is one primary aim of the thesis. We are, however, also interested in understanding different types of mobile travel service users. Individuals may indeed be very different in their propensity to adopt and use technology based innovations (services). Research is also switching more from investigating issues of mobile service development to understanding individuals’ usage patterns of mobile services. But designing new mobile services may be a complex matter from a service provider perspective. Hence, our secondary aim is to provide insights into drivers and barriers of mobile travel and tourism service development from a holistic business model perspective. To accomplish the research objectives seven different studies have been conducted over a time period from 2002 – 2013. The studies are founded on and contribute to theories within diffusion of innovations, technology acceptance, value creation, user experience and business model development. Several different research methods are utilized: surveys, field and laboratory experiments and action research. The findings suggest that a successful mobile travel and tourism service is a service which supports one or several mobile motives (needs) of individuals such as spontaneous needs, time-critical arrangements, efficiency ambitions, mobility related needs (location features) and entertainment needs. The service could be customized to support travelers’ style of traveling (e.g. organized travel or independent travel) and should be easy to use, especially easy to take into use (access, install and learn) during a trip, without causing security concerns and/or financial risks for the user. In fact, the findings suggest that the most prominent barrier to the use of mobile travel and tourism services during a trip is an individual’s perceived financial cost (entry costs and usage costs). It should, however, be noted that regulations are put in place in the EU regarding data roaming prices between European countries and national telecom operators are starting to see ‘international data subscriptions’ as a sales advantage (e.g. Finnish Sonera provides a data subscription in the Baltic and Nordic region at the same price as in Finland), which will enhance the adoption of mobile travel and tourism services also in international contexts. In order to speed up the adoption rate travel service providers could consider e.g. more local initiatives of free Wi-Fi networks, development of services that can be used, at least to some extent, in an offline mode (do not require costly network access during a trip) and cooperation with telecom operators (e.g. lower usage costs for travelers who use specific mobile services or travel with specific vendors). Furthermore, based on a developed framework for user experience of mobile trip arrangements, the results show that a well-designed mobile site and/or native application, which preferably supports integration with other mobile services, is a must for true mobile presence. In fact, travel service providers who want to build a relationship with their customers need to consider a downloadable native application, but in order to be found through the mobile channel and make contact with potential new customers, a mobile website should be available. Moreover, we have made a first attempt with cluster analysis to identify user categories of mobile services in a travel and tourism context. The following four categories were identified: info-seekers, checkers, bookers and all-rounders. For example “all-rounders”, represented primarily by individuals who use their pocket device for almost any of the investigated mobile travel services, constituted primarily of 23 to 50 year old males with high travel frequency and great online experience. The results also indicate that travel service providers will increasingly become multi-channel providers. To manage multiple online channels, closely integrated and hybrid online platforms for different devices, supporting all steps in a traveler process should be considered. It could be useful for travel service providers to focus more on developing browser-based mobile services (HTML5-solutions) than native applications that work only with specific operating systems and for specific devices. Based on an action research study and utilizing a holistic business model framework called STOF we found that HTML5 as an emerging platform, at least for now, has some limitations regarding the development of the user experience and monetizing the application. In fact, a native application store (e.g. Google Play) may be a key mediator in the adoption of mobile travel and tourism services both from a traveler and a service provider perspective. Moreover, it must be remembered that many device and mobile operating system developers want service providers to specifically create services for their platforms and see native applications as a strategic advantage to sell more devices of a certain kind. The mobile telecom industry has moved into a battle of ecosystems where device makers, developers of operating systems and service developers are to some extent forced to choose their development platforms.

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Die ubiquitäre Datenverarbeitung ist ein attraktives Forschungsgebiet des vergangenen und aktuellen Jahrzehnts. Es handelt von unaufdringlicher Unterstützung von Menschen in ihren alltäglichen Aufgaben durch Rechner. Diese Unterstützung wird durch die Allgegenwärtigkeit von Rechnern ermöglicht die sich spontan zu verteilten Kommunikationsnetzwerken zusammen finden, um Informationen auszutauschen und zu verarbeiten. Umgebende Intelligenz ist eine Anwendung der ubiquitären Datenverarbeitung und eine strategische Forschungsrichtung der Information Society Technology der Europäischen Union. Das Ziel der umbebenden Intelligenz ist komfortableres und sichereres Leben. Verteilte Kommunikationsnetzwerke für die ubiquitäre Datenverarbeitung charakterisieren sich durch Heterogenität der verwendeten Rechner. Diese reichen von Kleinstrechnern, eingebettet in Gegenstände des täglichen Gebrauchs, bis hin zu leistungsfähigen Großrechnern. Die Rechner verbinden sich spontan über kabellose Netzwerktechnologien wie wireless local area networks (WLAN), Bluetooth, oder UMTS. Die Heterogenität verkompliziert die Entwicklung und den Aufbau von verteilten Kommunikationsnetzwerken. Middleware ist eine Software Technologie um Komplexität durch Abstraktion zu einer homogenen Schicht zu reduzieren. Middleware bietet eine einheitliche Sicht auf die durch sie abstrahierten Ressourcen, Funktionalitäten, und Rechner. Verteilte Kommunikationsnetzwerke für die ubiquitäre Datenverarbeitung sind durch die spontane Verbindung von Rechnern gekennzeichnet. Klassische Middleware geht davon aus, dass Rechner dauerhaft miteinander in Kommunikationsbeziehungen stehen. Das Konzept der dienstorienterten Architektur ermöglicht die Entwicklung von Middleware die auch spontane Verbindungen zwischen Rechnern erlaubt. Die Funktionalität von Middleware ist dabei durch Dienste realisiert, die unabhängige Software-Einheiten darstellen. Das Wireless World Research Forum beschreibt Dienste die zukünftige Middleware beinhalten sollte. Diese Dienste werden von einer Ausführungsumgebung beherbergt. Jedoch gibt es noch keine Definitionen wie sich eine solche Ausführungsumgebung ausprägen und welchen Funktionsumfang sie haben muss. Diese Arbeit trägt zu Aspekten der Middleware-Entwicklung für verteilte Kommunikationsnetzwerke in der ubiquitären Datenverarbeitung bei. Der Schwerpunkt liegt auf Middleware und Grundlagentechnologien. Die Beiträge liegen als Konzepte und Ideen für die Entwicklung von Middleware vor. Sie decken die Bereiche Dienstfindung, Dienstaktualisierung, sowie Verträge zwischen Diensten ab. Sie sind in einem Rahmenwerk bereit gestellt, welches auf die Entwicklung von Middleware optimiert ist. Dieses Rahmenwerk, Framework for Applications in Mobile Environments (FAME²) genannt, beinhaltet Richtlinien, eine Definition einer Ausführungsumgebung, sowie Unterstützung für verschiedene Zugriffskontrollmechanismen um Middleware vor unerlaubter Benutzung zu schützen. Das Leistungsspektrum der Ausführungsumgebung von FAME² umfasst: • minimale Ressourcenbenutzung, um auch auf Rechnern mit wenigen Ressourcen, wie z.B. Mobiltelefone und Kleinstrechnern, nutzbar zu sein • Unterstützung für die Anpassung von Middleware durch Änderung der enthaltenen Dienste während die Middleware ausgeführt wird • eine offene Schnittstelle um praktisch jede existierende Lösung für das Finden von Diensten zu verwenden • und eine Möglichkeit der Aktualisierung von Diensten zu deren Laufzeit um damit Fehlerbereinigende, optimierende, und anpassende Wartungsarbeiten an Diensten durchführen zu können Eine begleitende Arbeit ist das Extensible Constraint Framework (ECF), welches Design by Contract (DbC) im Rahmen von FAME² nutzbar macht. DbC ist eine Technologie um Verträge zwischen Diensten zu formulieren und damit die Qualität von Software zu erhöhen. ECF erlaubt das aushandeln sowie die Optimierung von solchen Verträgen.

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This work presents and discusses the main topics involved on the design of a mobile robot system and focus on the control and navigation systems for autonomous mobile robots. Introduces the main aspects of the Robot design, which is a holistic vision about all the steps of the development process of an autonomous mobile robot; discusses the problems addressed to the conceptualization of the mobile robot physical structure and its relation to the world. Presents the dynamic and control analysis for navigation robots with kinematic and dynamic model and, for final, presents applications for a robotic platform of Automation, Simulation, Control and Supervision of Mobile Robots Navigation, with studies of dynamic and kinematic modelling, control algorithms, mechanisms for mapping and localization, trajectory planning and the platform simulator. © 2012 Praise Worthy Prize S.r.l. - All rights reserved.

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Virtualisation of cellular networks can be seen as a way to significantly reduce the complexity of processes, required nowadays to provide reliable cellular networks. The Future Communication Architecture for Mobile Cloud Services: Mobile Cloud Networking (MCN) is a EU FP7 Large-scale Integrating Project (IP) funded by the European Commission that is focusing on cloud computing concepts to achieve virtualisation of cellular networks. It aims at the development of a fully cloud-based mobile communication and application platform, or more specifically, it aims to investigate, implement and evaluate the technological foundations for the mobile communication system of Long Term Evolution (LTE), based on Mobile Network plus Decentralized Computing plus Smart Storage offered as one atomic service: On-Demand, Elastic and Pay-As-You-Go. This paper provides a brief overview of the MCN project and discusses the challenges that need to be solved.

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In hostile environments at CERN and other similar scientific facilities, having a reliable mobile robot system is essential for successful execution of robotic missions and to avoid situations of manual recovery of the robots in the event that the robot runs out of energy. Because of environmental constraints, such mobile robots are usually battery-powered and hence energy management and optimization is one of the key challenges in this field. The ability to know beforehand the energy consumed by various elements of the robot (such as locomotion, sensors, controllers, computers and communication) will allow flexibility in planning or managing the tasks to be performed by the robot.

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Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2014

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Abstract. We combine Artificial Immune Systems (AIS) technology with Collaborative Filtering (CF) and use it to build a movie recommendation system. We already know that Artificial Immune Systems work well as movie recommenders from previous work by Cayzer and Aickelin ([3], [4], [5]). Here our aim is to investigate the effect of different affinity measure algorithms for the AIS. Two different affinity measures, Kendall's Tau and Weighted Kappa, are used to calculate the correlation coefficients for the movie recommender. We compare the results with those published previously and show that that Weighted Kappa is more suitable than others for movie problems. We also show that AIS are generally robust movie recommenders and that, as long as a suitable affinity measure is chosen, results are good.