871 resultados para Pattern mining, Information filtering, User profile, Threshold


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Context-aware computing is currently considered the most promising approach to overcome information overload and to speed up access to relevant information and services. Context-awareness may be derived from many sources, including user profile and preferences, network information, sensor analysis; usually context-awareness relies on the ability of computing devices to interact with the physical world, i.e. with the natural and artificial objects hosted within the "environment”. Ideally, context-aware applications should not be intrusive and should be able to react according to user’s context, with minimum user effort. Context is an application dependent multidimensional space and the location is an important part of it since the very beginning. Location can be used to guide applications, in providing information or functions that are most appropriate for a specific position. Hence location systems play a crucial role. There are several technologies and systems for computing location to a vary degree of accuracy and tailored for specific space model, i.e. indoors or outdoors, structured spaces or unstructured spaces. The research challenge faced by this thesis is related to pedestrian positioning in heterogeneous environments. Particularly, the focus will be on pedestrian identification, localization, orientation and activity recognition. This research was mainly carried out within the “mobile and ambient systems” workgroup of EPOCH, a 6FP NoE on the application of ICT to Cultural Heritage. Therefore applications in Cultural Heritage sites were the main target of the context-aware services discussed. Cultural Heritage sites are considered significant test-beds in Context-aware computing for many reasons. For example building a smart environment in museums or in protected sites is a challenging task, because localization and tracking are usually based on technologies that are difficult to hide or harmonize within the environment. Therefore it is expected that the experience made with this research may be useful also in domains other than Cultural Heritage. This work presents three different approaches to the pedestrian identification, positioning and tracking: Pedestrian navigation by means of a wearable inertial sensing platform assisted by the vision based tracking system for initial settings an real-time calibration; Pedestrian navigation by means of a wearable inertial sensing platform augmented with GPS measurements; Pedestrian identification and tracking, combining the vision based tracking system with WiFi localization. The proposed localization systems have been mainly used to enhance Cultural Heritage applications in providing information and services depending on the user’s actual context, in particular depending on the user’s location.

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Mobile activity recognition focuses on inferring the current activities of a mobile user by leveraging the sensory data that is available on today’s smart phones. The state of the art in mobile activity recognition uses traditional classification learning techniques. Thus, the learning process typically involves: i) collection of labelled sensory data that is transferred and collated in a centralised repository; ii) model building where the classification model is trained and tested using the collected data; iii) a model deployment stage where the learnt model is deployed on-board a mobile device for identifying activities based on new sensory data. In this paper, we demonstrate the Mobile Activity Recognition System (MARS) where for the first time the model is built and continuously updated on-board the mobile device itself using data stream mining. The advantages of the on-board approach are that it allows model personalisation and increased privacy as the data is not sent to any external site. Furthermore, when the user or its activity profile changes MARS enables promptly adaptation. MARS has been implemented on the Android platform to demonstrate that it can achieve accurate mobile activity recognition. Moreover, we can show in practise that MARS quickly adapts to user profile changes while at the same time being scalable and efficient in terms of consumption of the device resources.

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The deployment of home-based smart health services requires effective and reliable systems for personal and environmental data management. ooperation between Home Area Networks (HAN) and Body Area Networks (BAN) can provide smart systems with ad hoc reasoning information to support health care. This paper details the implementation of an architecture that integrates BAN, HAN and intelligent agents to manage physiological and environmental data to proactively detect risk situations at the digital home. The system monitors dynamic situations and timely adjusts its behavior to detect user risks concerning to health. Thus, this work provides a reasoning framework to infer appropriate solutions in cases of health risk episodes. Proposed smart health monitoring approach integrates complex reasoning according to home environment, user profile and physiological parameters defined by a scalable ontology. As a result, health care demands can be detected to activate adequate internal mechanisms and report public health services for requested actions.

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El Proyecto Fin de Carrera, con título, "Interacción desde dispositivos Android vía Bluetooth, con juguete teledirigido, para su uso por personas con discapacidad" pretende completar la primera versión de la aplicación sobre dispositivo Android para manejar un juguete teledirigido añadiendo nuevas formas de interactuar con el dispositivo Android. Para este caso, el juguete teledirigido es el mismo: el robot esférico llamado Sphero. Dicho robot posee una interfaz a través de la cual puede recibir instrucciones, y mediante las cuales, se puede poner en movimiento o iluminarse con diferentes colores. Esta ampliación facilitará la interacción del usuario con el dispositivo Android, además de ampliar la funcionalidad hacia la inversa: recibir los movimientos del robot Sphero en el dispositivo Android cuando es manejado con la mano. Completando la primera versión, como cumplimiento de este Proyecto Fin de Carrera, se han realizado una serie de mandos nuevos, los cuales abarcan desde el manejo del robot por instrucciones de voz, movimientos del dispositivo Android desde el que se ejecuta, describir una trayectoria dibujada previamente en el dispositivo Android, o, realizar una serie de movimientos corregidos mediante la aplicación gracias a los límites de movimientos para un usuario concreto que pueden introducirse. Además, completando lo anteriormente escrito, se ha desarrollado una aplicación web que registrará todos los datos de uso del juguete, la cual, explota una base de datos que almacena toda interacción con el juguete. Estos datos estarán asociados a un usuario, debido a que la aplicación Android debe perfilarse para el uso de un usuario concreto. El perfilado de usuario se ha completado añadiendo una serie de información que puede ser útil para la persona que analice el comportamiento de una persona con discapacidad que utilice la aplicación. Por último, se ha realizado un estudio de elementos externos que puedan facilitar la interacción con los dispositivos Android a personas que sufran alguna discapacidad. ABSTRACT. The Thesis, titled "Interaction from Android devices via Bluetooth, with remote control toy, for use by people with disabilities" project aims to complete the first version of the application on Android device to manage a remote control toy adding new ways of interacting to Android device. For this case, the remote control toy is the same: the spherical robot called Sphero. This robot has an interface through which it can receive instructions, and by means of which can be set in motion or illuminated with different colors. This expansion will facilitate user interaction with the Android device, and extend the functionality to reverse: receiving Sphero robot movements in the Android device when handled by hand. Completing the first version, in fulfillment of this Thesis, there have been a number of new controls, which range from control of robot by voice instructions, movements Android device from which it runs, describe a path drawn previously on your Android device, or perform a series of movements corrected by applying through limits of movement for a particular user can be made. Besides completing the above written, has developed a web application that will record all data on use of the toy, which exploits a database that stores all interaction with the toy. These data will be associated with a user, because the Android application should be outlined for the use of a particular user. The user profile is completed by adding a range of information that can be useful for the person to analyze the behavior of a disabled person to use the application. Finally, a study was made of external elements that can facilitate interaction with Android devices to people who suffer from a disability.

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The progressive ageing of population has turned the mild cognitive impairment (MCI) into a prevalent disease suffered by elderly. Consequently, the spatial disorientation has become a significant problem for older people and their caregivers. The ambient-assisted living applications are offering location-based services for empowering elderly to go outside and encouraging a greater independence. Therefore, this paper describes the design and technical evaluation of a location-awareness service enabler aimed at supporting and managing probable wandering situations of a person with MCI. Through the presence capabilities of the IP multimedia subsystem (IMS) architecture, the service will alert patient's contacts if a hazardous situation is detected depending on his location. Furthermore, information about the older person's security areas has been included in the user profile managed by IMS. In doing so, the service enabler introduced contribute to “context-awareness” paradigm allowing the adaptation and personalization of services depending on user's context and specific conditions or preferences.

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At the level of the cochlear nucleus (CN), the auditory pathway divides into several parallel circuits, each of which provides a different representation of the acoustic signal. Here, the representation of the power spectrum of an acoustic signal is analyzed for two CN principal cells—chopper neurons of the ventral CN and type IV neurons of the dorsal CN. The analysis is based on a weighting function model that relates the discharge rate of a neuron to first- and second-order transformations of the power spectrum. In chopper neurons, the transformation of spectral level into rate is a linear (i.e., first-order) or nearly linear function. This transformation is a predominantly excitatory process involving multiple frequency components, centered in a narrow frequency range about best frequency, that usually are processed independently of each other. In contrast, type IV neurons encode spectral information linearly only near threshold. At higher stimulus levels, these neurons are strongly inhibited by spectral notches, a behavior that cannot be explained by level transformations of first- or second-order. Type IV weighting functions reveal complex excitatory and inhibitory interactions that involve frequency components spanning a wider range than that seen in choppers. These findings suggest that chopper and type IV neurons form parallel pathways of spectral information transmission that are governed by two different mechanisms. Although choppers use a predominantly linear mechanism to transmit tonotopic representations of spectra, type IV neurons use highly nonlinear processes to signal the presence of wide-band spectral features.

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El proyecto ATTOS centra su actividad en el estudio y desarrollo de técnicas de análisis de opiniones, enfocado a proporcionar toda la información necesaria para que una empresa o una institución pueda tomar decisiones estratégicas en función a la imagen que la sociedad tiene sobre esa empresa, producto o servicio. El objetivo último del proyecto es la interpretación automática de estas opiniones, posibilitando así su posterior explotación. Para ello se estudian parámetros tales como la intensidad de la opinión, ubicación geográfica y perfil de usuario, entre otros factores, para facilitar la toma de decisiones. El objetivo general del proyecto se centra en el estudio, desarrollo y experimentación de técnicas, recursos y sistemas basados en Tecnologías del Lenguaje Humano (TLH), para conformar una plataforma de monitorización de la Web 2.0 que genere información sobre tendencias de opinión relacionadas con un tema.

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Social networking apps, sites and technologies offer a wide range of opportunities for businesses and developers to exploit the vast amount of information and user-generated content produced through social networking. In addition, the notion of second screen TV usage appears more influential than ever, with viewers continuously seeking further information and deeper engagement while watching their favourite movies or TV shows. In this work, the authors present SAM, an innovative platform that combines social media, content syndication and targets second screen usage to enhance media content provisioning, renovate the interaction with end-users and enrich their experience. SAM incorporates modern technologies and novel features in the areas of content management, dynamic social media, social mining, semantic annotation and multi-device representation to facilitate an advanced business environment for broadcasters, content and metadata providers, and editors to better exploit their assets and increase their revenues.

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The aim of this paper is to evaluate the efficacy of the application WebBootCaT to create specialised corpora automatically, investigating the translation of articles of association from Italian into English. The first section reflects on the relevant literature and proposes the utility of corpora for translators. The second section discusses the methodology employed, and the third section analyses the results obtained and comments on how language professionals could possibly exploit the application to its full. The fourth section provides a few concrete usage examples of the thus built corpora, to then conclude that WebBootCaT is a genuinely powerful tool that could be implemented by professional translators in order to save time and improve their translations in the long term.

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Mode of access: Internet.

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For 1915-1916, Sumner Smith continued the reporting of mining information in two monographs entitled: The mining industry in the Territory of Alaska during the calendar year 1915[-1916], issued as Bureau of Mines bulletins 142 and 153. At the same time, a Territorial Mine Inspector had also been appointed in 1915, and reports from this office were issued from 1915-1925/26 as: Report of the Territorial Mine Inspector to the Goveror of Alaska, etc.

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Thesis (Ph.D.)--University of Washington, 2016-06

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This paper complements earlier work by the author that shows that the pattern of information arrivals into the UK stock market may explain the behaviour of returns. It is argued that delays or other systematic behaviour in the processing of this information could compound the impact of information arrival patterns. It is found, however, that this does not happen, and so it is the arrival and not the processing of news that is most important. © 2004 Taylor & Francis Ltd.

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In recent years Web has become mainstream medium for communication and information dissemination. This paper presents approaches and methods for adaptive learning implementation, which are used in some contemporary web-interfaced Learning Management Systems (LMSs). The problem is not how to create electronic learning materials, but how to locate and utilize the available information in personalized way. Different attitudes to personalization are briefly described in section 1. The real personalization requires a user profile containing information about preferences, aims, and educational history to be stored and used by the system. These issues are considered in section 2. A method for development and design of adaptive learning content in terms of learning strategy system support is represented in section 3. Section 4 includes a set of innovative personalization services that are suggested by several very important research projects (SeLeNe project, ELENA project, etc.) dated from the last few years. This section also describes a model for role- and competency-based learning customization that uses Web Services approach. The last part presents how personalization techniques are implemented in Learning Grid-driven applications.

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The ability of automatic graphic user interface construction is described. It is based on the building of user interface as reflection of the data domain logical definition. The submitted approach to development of the information system user interface enables dynamic adaptation of the system during their operation. This approach is used for creation of information systems based on CASE-system METAS.