863 resultados para User perceived video quality on mobile devices


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Dissertação (mestrado)—Universidade de Brasília, Faculdade de Tecnologia, Departamento de Engenharia Elétrica, 2016.

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Mestrado em Ciências Empresariais

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Dissertação para obtenção do grau de Doutor em Design, apresentada na Universidade de Lisboa - Faculdade de Arquitetura.

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In this paper, a musical learning application for mobile devices is presented. The main objective is to design and develop an application capable of offering exercises to practice and improve a selection of music skills, to users interested in music learning and training. The selected music skills are rhythm, melodic dictation and singing. The application includes an audio signal analysis system implemented making use of the Goertzel algorithm which is employed in singing exercises to check if the user sings the right musical note. This application also includes a graphical interface to represent musical symbols. A set of tests were conducted to check the usefulness of the application as musical learning tool. A group of users with different music knowledge have tested the system and reported to have found it effective, easy and accessible.

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An overview is given of a user interaction monitoring and analysis framework called BaranC. Monitoring and analysing human-digital interaction is an essential part of developing a user model as the basis for investigating user experience. The primary human-digital interaction, such as on a laptop or smartphone, is best understood and modelled in the wider context of the user and their environment. The BaranC framework provides monitoring and analysis capabilities that not only records all user interaction with a digital device (e.g. smartphone), but also collects all available context data (such as from sensors in the digital device itself, a fitness band or a smart appliances). The data collected by BaranC is recorded as a User Digital Imprint (UDI) which is, in effect, the user model and provides the basis for data analysis. BaranC provides functionality that is useful for user experience studies, user interface design evaluation, and providing user assistance services. An important concern for personal data is privacy, and the framework gives the user full control over the monitoring, storing and sharing of their data.

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Healthcare systems have assimilated information and communication technologies in order to improve the quality of healthcare and patient's experience at reduced costs. The increasing digitalization of people's health information raises however new threats regarding information security and privacy. Accidental or deliberate data breaches of health data may lead to societal pressures, embarrassment and discrimination. Information security and privacy are paramount to achieve high quality healthcare services, and further, to not harm individuals when providing care. With that in mind, we give special attention to the category of Mobile Health (mHealth) systems. That is, the use of mobile devices (e.g., mobile phones, sensors, PDAs) to support medical and public health. Such systems, have been particularly successful in developing countries, taking advantage of the flourishing mobile market and the need to expand the coverage of primary healthcare programs. Many mHealth initiatives, however, fail to address security and privacy issues. This, coupled with the lack of specific legislation for privacy and data protection in these countries, increases the risk of harm to individuals. The overall objective of this thesis is to enhance knowledge regarding the design of security and privacy technologies for mHealth systems. In particular, we deal with mHealth Data Collection Systems (MDCSs), which consists of mobile devices for collecting and reporting health-related data, replacing paper-based approaches for health surveys and surveillance. This thesis consists of publications contributing to mHealth security and privacy in various ways: with a comprehensive literature review about mHealth in Brazil; with the design of a security framework for MDCSs (SecourHealth); with the design of a MDCS (GeoHealth); with the design of Privacy Impact Assessment template for MDCSs; and with the study of ontology-based obfuscation and anonymisation functions for health data.

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Perceived accessibility has been acknowledged as an important aspect of transport policy since the 70s. Nevertheless, very few empirical studies have been conducted in this field. When aiming to improve social inclusion, by making sus-tainable transport modes accessible to all, it is important to understand the factors driving perceived accessibility. Un-like conventional accessibility measures, perceived accessibility focuses on the perceived possibilities and ease of en-gaging in preferred activities using different transport modes. We define perceived accessibility in terms of how easy it is to live a satisfactory life with the help of the transport system, which is not necessarily the same thing as the objec-tive standard of the system. According to previous research, perceived accessibility varies with the subjectively-rated quality of the mode of transport. Thus, improvements in quality (e.g. trip planning, comfort, or safety) increase the per-ceived accessibility and make life easier to live using the chosen mode of transport. This study (n=750) focuses on the perceived accessibility of public transport, captured using the Perceived Accessibility Scale PAC (Lättman, Olsson, & Fri-man, 2015). More specifically, this study aims to determine how level of quality affects the perceived accessibility in public transport. A Conditional Process Model shows that, in addition to quality, feeling safe and frequency of travel are important predictors of perceived accessibility. Furthermore, elderly and those in their thirties report a lower level of perceived accessibility to their day-to-day activities using public transport. The basic premise of this study is that sub-jective experiences may be as important as objective indicators when planning and designing for socially inclusive transport systems.

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Recent years observed massive growth in wearable technology, everything can be smart: phones, watches, glasses, shirts, etc. These technologies are prevalent in various fields: from wellness/sports/fitness to the healthcare domain. The spread of this phenomenon led the World-Health-Organization to define the term 'mHealth' as "medical and public health practice supported by mobile devices, such as mobile phones, patient monitoring devices, personal digital assistants, and other wireless devices". Furthermore, mHealth solutions are suitable to perform real-time wearable Biofeedback (BF) systems: sensors in the body area network connected to a processing unit (smartphone) and a feedback device (loudspeaker) to measure human functions and return them to the user as (bio)feedback signal. During the COVID-19 pandemic, this transformation of the healthcare system has been dramatically accelerated by new clinical demands, including the need to prevent hospital surges and to assure continuity of clinical care services, allowing pervasive healthcare. Never as of today, we can say that the integration of mHealth technologies will be the basis of this new era of clinical practice. In this scenario, this PhD thesis's primary goal is to investigate new and innovative mHealth solutions for the Assessment and Rehabilitation of different neuromotor functions and diseases. For the clinical assessment, there is the need to overcome the limitations of subjective clinical scales. Creating new pervasive and self-administrable mHealth solutions, this thesis investigates the possibility of employing innovative systems for objective clinical evaluation. For rehabilitation, we explored the clinical feasibility and effectiveness of mHealth systems. In particular, we developed innovative mHealth solutions with BF capability to allow tailored rehabilitation. The main goal that a mHealth-system should have is improving the person's quality of life, increasing or maintaining his autonomy and independence. To this end, inclusive design principles might be crucial, next to the technical and technological ones, to improve mHealth-systems usability.

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Machine (and deep) learning technologies are more and more present in several fields. It is undeniable that many aspects of our society are empowered by such technologies: web searches, content filtering on social networks, recommendations on e-commerce websites, mobile applications, etc., in addition to academic research. Moreover, mobile devices and internet sites, e.g., social networks, support the collection and sharing of information in real time. The pervasive deployment of the aforementioned technological instruments, both hardware and software, has led to the production of huge amounts of data. Such data has become more and more unmanageable, posing challenges to conventional computing platforms, and paving the way to the development and widespread use of the machine and deep learning. Nevertheless, machine learning is not only a technology. Given a task, machine learning is a way of proceeding (a way of thinking), and as such can be approached from different perspectives (points of view). This, in particular, will be the focus of this research. The entire work concentrates on machine learning, starting from different sources of data, e.g., signals and images, applied to different domains, e.g., Sport Science and Social History, and analyzed from different perspectives: from a non-data scientist point of view through tools and platforms; setting a problem stage from scratch; implementing an effective application for classification tasks; improving user interface experience through Data Visualization and eXtended Reality. In essence, not only in a quantitative task, not only in a scientific environment, and not only from a data-scientist perspective, machine (and deep) learning can do the difference.

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Augmented reality is an emerging field of interactive design in which virtual material is seamlessly blended with displays of real world environments. The tremendous potential of augmented reality has begun to be explored with the emergence of personal mobile devices capable of constructing engaging augmented reality experiences. This work is part of a project aiming at using augmented reality goggles to bring advance information to the user interacting with switch-gear during automation cabling. In particular we will be focusing on the recognition and definition of the figures of the component on the AR device. In this part we are using standard camera that allows us to get real images and helps us to localize the gearbox in space through ARUCO marker and we can exploit in order to re-project the actual shape of the component that are currently interested in manipulation by exploiting the data provided by the database. The experiments are carried out using the camera to get the images of the real world switch-gear and re-project those images with the component superimposed on it. Using transforms of the database we did localization to re-project the rendered image of component exactly on the real world component, which can be further integrated in AR goggles to see the component superimposed in real-time.

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L'obiettivo di questo lavoro di tesi è, quindi, quello di studiare delle soluzioni all'avanguardia ed effettuare la progettazione di un nuovo modulo innovativo di una web app attualmente in uso sul sito #Cesenadavivere di Casa Bufalini. Quest'ultima dovrà essere in grado di introdurre la navigazione di percorsi in modalità gaming, cioè tramite funzioni di riconoscimento automatico di punti di interesse come monumenti, edifici o stanze, a partire da immagini di elementi che li caratterizzano. Il progetto prevede anche di analizzare lo stato dell'arte dello sviluppo della web app e definirne al meglio l'evoluzione. Per renderlo possibile è necessario uno studio approfondito dello stato dell'arte di User Experience e Gamification. Queste due materie vengono sempre più utilizzate nella progettazione di applicazioni e tecnologie di contesti non di gioco, con il fine di aumentare il coinvolgimento degli utenti e migliorando la qualità del prodotto finale. Infatti, queste tecniche sono tutt'altro che utilizzate per il solo scopo di gioco, ma hanno il compito di rendere più fruibili e coinvolgenti le partecipazioni o utilizzi delle persone. L'obiettivo finale è quello di realizzare e proporre la realizzazione di un prototipo dell'interfaccia grafica che successivamente verrà valutata con un coinvolgimento di utenti target. Il risultato atteso sarà ottenere la migliore interfaccia grafica per soddisfare le necessità date dalla scelta delle possibili tecnologie da utilizzare. Queste necessità verranno prima ipotizzate dallo studio dello stato dell'arte delle materie e della piattaforma e poi verranno successivamente convalidate tramite dei test, i quali verranno effettuati cercando di coinvolgere un numero che vada da minimo cinque a dieci persone.

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The effects of temperature on the life table, and of seston quality on the individual growth and reproduction of cladocerans from a tropical lake were tested in the laboratory. Life-table experiments were carried out at 17 degrees C, 23 degrees C, and 27 degrees C. Growth bioassays tested the influence of natural seston fractions, separated by net filtration, on cladocerans. The treatments were: (1) total seston plus Scenedesmus spinosus (1 mg C.L(-1)), (2) seston <= 36 mu m, and (3) seston >36 mu m. Phytoplankton composition, density, and biomass were evaluated during growth experiments, together with sestonic carbon, nitrogen, and phosphorus concentrations. The intrinsic rates of natural increase were higher for Moina micrura and Daphnia ambigua at 27 degrees C compared to 17 degrees C. The age at first reproduction of both species was delayed at 17 degrees C. Growth rates and fecundity of M. micrura were higher in the seston fraction <= 36 mu m than in the fraction > 36 mu m. Higher growth rates and fecundity of Moina minuta were observed in the seston enriched with the green alga in comparison to the seston <= 36 mu m and > 36 mu m. Bosmina longirostris was unable to reproduce at 17 degrees C and to grow in the seston > 36 mu m in one experiment. High densities and/or biomass of large colonial and filamentous algae present in the larger seston fraction could have contributed to reduce growth and reproduction. Episodes of food-quantity limitation may occur, but there was no evidence of mineral limitation, although seston C:P and C:N ratios were always above the limiting values assumed for temperate water bodies. The C:P and C:N ratios arc highly influenced by carbon that originates primarily from resuspended detritus from the lake.

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There has been growing interest in the effects of variation in larval quality on the post-larval performance of adult marine invertebrates. Variation in egg/larval size is an obvious source of variation in larval quality but sources of variation have received little attention. For broadcast spawners, larval size may vary according to the local sperm environment but the generality of this result is unclear. Here, we show that, for a solitary ascidian, a polychaete and an echinoid, larval size is affected by the concentration of sperm present during fertilization. Larvae that are produced at high sperm concentrations are smaller than larvae that are produced from eggs exposed to low sperm concentrations. We also show that for three ascidians and an asteroid, egg size increases with maternal body size. These differences in larval size are likely to affect larval and subsequent adult performance in the field. Given that sperm concentrations in the field can fluctuate widely, it is likely that larval quality in free-spawning marine invertebrates will also vary widely.

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Effects of variation in larval quality on post-metamorphic performance in marine invertebrates are increasingly apparent. Recently, it has been shown that variation in offspring size can also strongly affect post-settlement survival, but variation in environmental conditions can mediate this effect. The quality of habitat into which marine invertebrate larvae settle can vary markedly, and 1 influence on quality is the number of conspecifics present. We tested the effects of settler size and settler density on early (1 wk after settlement) post-settlement survival in the field for the solitary ascidian Ciona intestinalis. Larger settlers survived better than smaller settlers, within and among groups of siblings. Increases in the density of settlers decreased survival, but the density-dependent effects were much stronger for smaller settlers. We suggest that larger settlers are better able to cope with intra-specific competition because they have greater energetic reserves or a greater capacity to feed than smaller settlers.