770 resultados para Tablets
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There is an abundance of research that examines disability and technology in the context of computers and the Internet, however few have examined disability and mobile devices. Also largely absent from existing literature are the voices of disabled people themselves. This dissertation draws upon science and technology studies (STS) and disability studies to address these gaps by conducting in-depth qualitative research that examines disabled people’s experiences using smartphones and tablets. At its core, this dissertation aims to provide insight on the following: 1) an understanding of how disability is perceived in the digital age and the subjective meanings of access, inclusion and equality; 2) the ways in which mobile devices impact the lived experience of disability; and 3) how perspectives in disability studies and STS can be applied to understand the relationship between the body, disability and technology. The empirical contribution of this research draws from participant diaries and interviews with disabled people, as well as from open-ended questionnaires completed by mobile app developers. The concept of ‘subjectivities of disability’ is introduced to refer to the uniquely personal and individual experience of disability. Findings reveal that mobile device use amongst disabled people redefines their subjectivities of disability through socio-technical interactions whereby disabled people use their devices in ways that are integrated into their everyday lives and positively shapes how they view themselves in relation to their experience of disability. The responses from app developers reveal that there is a place for disability in the mobile market and that disabled people play a key role in making apps accessible. The data suggests that mobile devices facilitate access, inclusion and equality by integrating the body in ways that recognize and accommodate diversity. The results furthermore make it clear that the interaction between disabled people and mobile devices takes on an embodied and social characteristic. This research concludes that both on an individual level and collectively, disabled people are engaging with digital artifacts in ways that promote agency and independence as well as reshaping how disability is experienced and perceived in the digital age.
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The advances in low power micro-processors, wireless networks and embedded systems have raised the need to utilize the significant resources of mobile devices. These devices for example, smart phones, tablets, laptops, wearables, and sensors are gaining enormous processing power, storage capacity and wireless bandwidth. In addition, the advancement in wireless mobile technology has created a new communication paradigm via which a wireless network can be created without any priori infrastructure called mobile ad hoc network (MANET). While progress is being made towards improving the efficiencies of mobile devices and reliability of wireless mobile networks, the mobile technology is continuously facing the challenges of un-predictable disconnections, dynamic mobility and the heterogeneity of routing protocols. Hence, the traditional wired, wireless routing protocols are not suitable for MANET due to its unique dynamic ad hoc nature. Due to the reason, the research community has developed and is busy developing protocols for routing in MANET to cope with the challenges of MANET. However, there are no single generic ad hoc routing protocols available so far, which can address all the basic challenges of MANET as mentioned before. Thus this diverse range of ever growing routing protocols has created barriers for mobile nodes of different MANET taxonomies to intercommunicate and hence wasting a huge amount of valuable resources. To provide interaction between heterogeneous MANETs, the routing protocols require conversion of packets, meta-model and their behavioural capabilities. Here, the fundamental challenge is to understand the packet level message format, meta-model and behaviour of different routing protocols, which are significantly different for different MANET Taxonomies. To overcome the above mentioned issues, this thesis proposes an Interoperable Framework for heterogeneous MANETs called IF-MANET. The framework hides the complexities of heterogeneous routing protocols and provides a homogeneous layer for seamless communication between these routing protocols. The framework creates a unique Ontology for MANET routing protocols and a Message Translator to semantically compare the packets and generates the missing fields using the rules defined in the Ontology. Hence, the translation between an existing as well as newly arriving routing protocols will be achieved dynamically and on-the-fly. To discover a route for the delivery of packets across heterogeneous MANET taxonomies, the IF-MANET creates a special Gateway node to provide cluster based inter-domain routing. The IF-MANET framework can be used to develop different middleware applications. For example: Mobile grid computing that could potentially utilise huge amounts of aggregated data collected from heterogeneous mobile devices. Disaster & crises management applications can be created to provide on-the-fly infrastructure-less emergency communication across organisations by utilising different MANET taxonomies.
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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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The emerging technologies have expanded a new dimension of self – ‘technoself’ driven by socio-technical innovations and taken an important step forward in pervasive learning. Technology Enhanced Learning (TEL) research has increasingly focused on emergent technologies such as Augmented Reality (AR) for augmented learning, mobile learning, and game-based learning in order to improve self-motivation and self-engagement of the learners in enriched multimodal learning environments. These researches take advantage of technological innovations in hardware and software across different platforms and devices including tablets, phoneblets and even game consoles and their increasing popularity for pervasive learning with the significant development of personalization processes which place the student at the center of the learning process. In particular, augmented reality (AR) research has matured to a level to facilitate augmented learning, which is defined as an on-demand learning technique where the learning environment adapts to the needs and inputs from learners. In this paper we firstly study the role of Technology Acceptance Model (TAM) which is one of the most influential theories applied in TEL on how learners come to accept and use a new technology. Then we present the design methodology of the technoself approach for pervasive learning and introduce technoself enhanced learning as a novel pedagogical model to improve student engagement by shaping personal learning focus and setting. Furthermore we describe the design and development of an AR-based interactive digital interpretation system for augmented learning and discuss key features. By incorporating mobiles, game simulation, voice recognition, and multimodal interaction through Augmented Reality, the learning contents can be geared toward learner's needs and learners can stimulate discovery and gain greater understanding. The system demonstrates that Augmented Reality can provide rich contextual learning environment and contents tailored for individuals. Augment learning via AR can bridge this gap between the theoretical learning and practical learning, and focus on how the real and virtual can be combined together to fulfill different learning objectives, requirements, and even environments. Finally, we validate and evaluate the AR-based technoself enhanced learning approach to enhancing the student motivation and engagement in the learning process through experimental learning practices. It shows that Augmented Reality is well aligned with constructive learning strategies, as learners can control their own learning and manipulate objects that are not real in augmented environment to derive and acquire understanding and knowledge in a broad diversity of learning practices including constructive activities and analytical activities.
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The Enred@te initiative, created by Red Cross, the Vodafone Foundation and the TECSOS Foundation, emerged as an evolution of a previous project that developed and piloted a video-communication solution with older adults, using a system installed in their own televisions. Following the success of this first initiative, it was decided to advance toward a more flexible, robust, easy-to-use and high-quality solution, producing a social network accessible through tablets. Older adults can use the network to video-communicate with other older adults and stay informed on various topics of interest. Additionally, a new innovation incorporates the participation of virtual volunteers, a part of the network that promotes its use in an inclusive and participative manner. This solution was also piloted in 2014 with positive results and work to turn it into a service that can reach older adults through the Red Cross is currently on-going.
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Ageing of the population is a worldwide phenomenon. Numerous ICT-based solutions have been developed for elderly care but mainly connected to the physiological and nursing aspects in services for the elderly. Social work is a profession that should pay attention to the comprehensive wellbeing and social needs of the elderly. Many people experience loneliness and depression in their old age, either as a result of living alone or due to a lack of close family ties and reduced connections with their culture of origin, which results in an inability to participate actively in community activities (Singh & Misra, 2009). Participation in society would enhance the quality of life. With the development of information technology, the use of technology in social work practice has risen dramatically. The aim of this literature review is to map out the state of the art of knowledge about the usage of ICT in elderly care and to figure out research-based knowledge about the usability of ICT for the prevention of loneliness and social isolation of elderly people. The data for the current research comes from the core collection of the Web of Science and the data searching was performed using Boolean? The searching resulted in 216 published English articles. After going through the topics and abstracts, 34 articles were selected for the data analysis that is based on a multi approach framework. The analysis of the research approach is categorized according to some aspects of using ICT by older adults from the adoption of ICT to the impact of usage, and the social services for them. This literature review focused on the function of communication by excluding the applications that mainly relate to physical nursing. The results show that the so-called ‘digital divide’ still exists, but the older adults have the willingness to learn and utilise ICT in daily life, especially for communication. The data shows that the usage of ICT can prevent the loneliness and social isolation of older adults, and they are eager for technical support in using ICT. The results of data analysis on theoretical frames and concepts show that this research field applies different theoretical frames from various scientific fields, while a social work approach is lacking. However, a synergic frame of applied theories will be suggested from the perspective of social work.
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Esta investigación aborda el consumo que los jóvenes universitarios de España y Brasil realizan de las publicaciones para tabletas. A través del estudio de seis casos –las revistas españolas Don, VisàVis y Quality Sport, y los vespertinos brasileños O Globo a Mais, de Río de Janeiro; Estadão Noite, de Sao Paulo; y Diário do Nordeste Plus, de Fortaleza– se aplica una metodología cualitativa, el test de usabilidad, para detectar qué aspectos ralentizan y entorpecen la navegación en las nuevas generaciones de usuarios de medios móviles. A pesar de la influencia de las revistas impresas en la configuración de las publicaciones para tableta, los datos muestran que el usuario necesita “entrenarse” para conocer unas opciones de interacción a veces poco intuitivas o para las que carece de la madurez visual necesaria. Por ello las publicaciones más sencillas obtienen los mejores resultados de usabilidad.
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Available under the GNU Lesser General Public License (LGPL3)
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The combination of metformin hydrochloride (MTF) and glipizide (GLZ) is second-line medication for diabetes mellitus type 2 (DMT2). In the present study, elementary osmotic pump(EOP)tablet is designed to deliver the combination of MTF and GLZ in a sustained and synchronized manner. By analyzing different variables of the formulation, sodium hydrogen carbonate is introduced as pH modifier to improve the release of GLZ, while ethyl cellulose acts as release retardant to reduce the burst release phase of MTF. A two factor, three level face-centered central composite design (FCCD) is applied to investigate the impact of different factors on drug release profile. Compared with conventional tablets, the elementary osmotic pump (EOP) tablet demonstrates a controlled release behavior with relative bioavailability of 99.2% for MTF and 99.3% for GLZ. Data also shows EOP tablet is able to release MTF and GLZ in a synchronized and sustained manner both in vitro and in vivo
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Many cloud-based applications employ a data centre as a central server to process data that is generated by edge devices, such as smartphones, tablets and wearables. This model places ever increasing demands on communication and computational infrastructure with inevitable adverse effect on Quality-of-Service and Experience. The concept of Edge Computing is predicated on moving some of this computational load towards the edge of the network to harness computational capabilities that are currently untapped in edge nodes, such as base stations, routers and switches. This position paper considers the challenges and opportunities that arise out of this new direction in the computing landscape.
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Der Zugang zu Datenbanken über die universelle Abfragesprache SQL stellt für Nicht-Spezialisten eine große Herausforderung dar. Als eine benutzerfreundliche Alternative wurden daher seit den 1970er-Jahren unterschiedliche visuelle Abfragesprachen (Visual Query Languages, kurz VQLs) für klassische PCs erforscht. Ziel der vorliegenden Arbeit ist es, eine generische VQL zu entwickeln und zu erproben, die eine gestenbasierte Exploration von Datenbanken auf Schema- und Instanzdatenebene für mobile Endgeräte, insbesondere Tablets, ermöglicht. Dafür werden verschiedene Darstellungsformen, Abfragestrategien und visuelle Hints für Fremdschlüsselbeziehungen untersucht, die den Benutzer bei der Navigation durch die Daten unterstützen. Im Rahmen einer Anforderungsanalyse erwies sich die Visualisierung der Daten und Beziehungen mittels einer platzsparenden geschachtelten NF2-Darstellung als besonders vorteilhaft. Zur Steuerung der Datenbankexploration wird eine geeignete Gestensprache, bestehend aus Stroke-, Multitouch- und Mid-Air-Gesten, vorgestellt. Das Gesamtkonzept aus Darstellung und Gestensteuerung wurde anhand des im Rahmen dieser Arbeit entwickelten GBXT-Prototyps auf seine reale Umsetzbarkeit hin, als plattformunabhängige Single-Page-Application für verschiedene mobile Endgeräte mittels JavaScript und HTML5/CSS3 untersucht.
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El propósito de esta investigación es el desarrollo de una aplicación que pueda instalarse y utilizarse en dispositivos móviles, tales como celulares o tablets, mediante la cual los usuarios tendrán acceso inmediato a contenidos multimedia que brindarán información complementaria a los materiales de estudio presentados en carreras de grado, tecnicaturas, diplomaturas y cursos. Dicho programa tendrá la capacidad de escanear e interpretar un patrón de Realidad Aumentada ubicado en materiales impresos permitiendo la reproducción de vídeos, archivos de audio y gráficos en 3D, entre otros usos. Este desarrollo, utilizado como recurso didáctico para la enseñanza, enriquecerá la experiencia del alumno durante el momento de estudio ya que le permitirá integrar realidad y virtualidad de manera inmediata generando una interactividad con los contenidos que lo llevará a ser un participante activo del proceso de aprendizaje, lo que redundará en un aumento de la motivación y la eficacia de los materiales de estudio. The purpose of this research is to develop an application that can be installed and used on mobile devices such as phones or tablets, through which users will have immediate access to multimedia content that will provide additional information to study materials presented in racing degree, technical programs and courses. This program will have the ability to scan and interpret a pattern of augmented reality located in printed materials allowing playback of video, audio and 3D graphics, among other uses. This development, which is used as a teaching resource for teaching, enrich the student""s experience during the time of study as it will enable to integrate reality and virtuality immediately generate interactivity with the content that will be an active participant in the learning process, which will result in increased motivation and the effectiveness of the study materials.
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A popularidade dos dispositivos móveis tem vindo a aumentar significativamente nos últimos anos e, com isso, surge a necessidade de aceder à Internet nos smartphones e tablets, quer para fins laborais quer para lazer. Devido às limitações de tráfego nas redes móveis, como 3G ou 4G, as pessoas procuram conectar-se aos pontos de acesso nas suas proximidades para poupar tráfego móvel. Os pontos de acesso também são uma outra forma de se conseguir conectar à Internet no estrangeiro, mesmo quando não se tem disponível um plano de dados móveis. As soluções existentes, que visam conectar os seus utilizadores à Internet através de pontos de acesso, requerem o pagamento de uma taxa elevada ou violam a privacidade das redes Wi-Fi ao permitir que todos os utilizadores se consigam conectar sem a devida autorização dos proprietários e que consumam tráfego e largura de banda sem quaisquer restrições. Com este trabalho pretende-se permitir que os proprietários das redes possam limitar os recursos de quem acede às suas redes (tráfego, largura de banda e/ou número de utilizadores conectados) usando apenas uma aplicação Android para fazer todo o controlo de acesso e limitação de recursos. Além de limitar os recursos pretende-se possibilitar a interoperabilidade entre pontos de acesso de diferentes plataformas para permitir que utilizadores de diferentes operadores de telecomunicações possam partilhar as suas redes mutuamente. Para se atingir estes objetivos foi desenvolvido um sistema composto por uma aplicação Android e um servidor web. O teste da solução foi feito através de testes com utilizadores, identificando-se que os participantes partilharam maioritariamente as suas próprias redes. A maioria dos utilizadores optou por partilhar as suas redes de forma pública (com todos os utilizadores) e limitar o número de utilizadores conectados para salvaguardar o desempenho da sua ligação. Com este trabalho, consegue-se concluir que é possível incentivar os utilizadores a partilhar as suas redes caso estejam presentes mecanismos que consigam manter a privacidade da rede e que lhes consigam dar controlo sobre a partilha.
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[ES] CronCare es una plataforma que establece una nueva vía bidireccional de comunicación entre los Centros de Atención Especializada y los familiares de sus residentes a través del uso de la tecnología. Conscientes de la importancia de la implicación de la familia en la realidad de los centros, esta herramienta se ha diseñado para ser un canal seguro, ágil y eficiente. La familia de cada residente recibe en su smartphone notificaciones en tiempo real de los eventos y las anotaciones que tienen lugar en el centro. El equipo de cuidadores dispondrá de una app para tabletas Android (también compatible con teléfonos) con la que podrá tomar los registros que alimentan al sistema y notificar a los familiares.
Puzzle game online running on a bidirectional communication framework based on Node.js and Socket.io
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Máster Universitario en Ingeniería Informática (Escuela Universitaria de Informática)