927 resultados para Unified User Experience Model


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In this work, we propose a new approach to Interactive Digital Television (IDTV), aimed to explore the concepts of immersivity. Several architectures have been proposed to IDTV, but they did not explore coherently questions related to immersion. The goal of this thesis consists in defining formally what is immersion and interactivity for digital TV and how they may be used to improve user experience in this new televisive model. The approach raises questions such as the appropriate choice of equipment to assist in the sense of immersion, which forms of interaction between users can be exploited in the interaction-immersion context, if the environment where an immersive and interactive application is used can influence the user experience, and which new forms of interactivity between users, and interactivity among users and interactive applications can be explored with the use of immersion. As one of the goals of this proposal, we point out new solutions to these issues that require further studies. We intend to formalize the concepts that embrace interactivity in the brazilian system of digital TV. In an initial study, this definition is organized into categories or levels of interactivity. From this point are made analisis and specifications to achieve immersion using DTV. We pretend to make some case studies of immersive interactive applications for digital television in order to validate the proposed architecture. We also approach the use of remote devices anda proposal of middleware architecture that allows its use in conjunction with immersive interactive applications

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Synästhetiker schmecken Berührungen, sehen Farben und Formen, wenn sie Musik hören oder einen Duft riechen. Es wurden auch so außergewöhnliche Formen wie Wochentage-Farben-, Berührung-Geruch- oder Schmerz-Farben-Synästhesien gefunden. Die von Neuro- wissenschaftlern und Philosophen als „Bindung“ genannte Fähigkeit mehrere Reize, die in verschiedenen Hirnarealen verarbeitet werden, miteinander zu koppeln und zu einer einheitlichen Repräsentation bzw. erfahrenen Einheit des Bewusstseins zusammenzufassen, betrifft jeden gesunden Mensch. Synästhetiker sind aber Menschen, deren Gehirne zur „Hyperbindung“ oder zum hyperkohärentem Erleben befähigt sind, da bei ihnen wesentlich mehr solcher Kopplungen entstehen. Das Phänomen der Synästhesie ist schon seit mehreren Jahrhunderten bekannt, aber immer noch ein Rätsel. Bisher glaubten Forscher, solche Phänomene beruhten bloß auf überdurchschnittlich dichten neuronalen Verdrahtungen zwischen sensorischen Hirnregionen. Aus der aktuellen Forschung kann man jedoch schließen, dass die Ursache der Synästhesie nicht allein eine verstärkte Verbindung zwischen zwei Sinneskanälen ist. Laut eigener Studien ist der Sinnesreiz selbst sowie seine fest verdrahteten sensorischen Pfade nicht notwendig für die Auslösung des synästhetischen Erlebens. Eine grundlegende Rolle spielt dabei dessen Bedeutung für einen Synästhetiker. Für die Annahme, dass die Semantik für die synästhetische Wahrnehmung das Entscheidende ist, müssten synästhetische Assoziationen ziemlich flexibel sein. Und genau das wurde herausgefunden, nämlich, dass normalerweise sehr stabile synästhetische Assoziationen unter bestimmten Bedingungen sich auf neue Auslöser übertragen lassen. Weitere Untersuchung betraf die neu entdeckte Schwimmstil-Farbe-Synästhesie, die tritt hervor nicht nur wenn Synästhetiker schwimmen, aber auch wenn sie über das Schwimmen denken. Sogar die Namen dieser charakteristischen Bewegungen können ihre Farbempfindungen auslösen, sobald sie im stimmigen Kontext auftauchen. Wie man von anderen Beispielen in der Hirnforschung weiß, werden häufig benutzte neuronale Pfade im Laufe der Zeit immer stärker ausgebaut. Wenn also ein Synästhetiker auf bestimmte Stimuli häufig stoßt und dabei eine entsprechende Mitempfindung bekommt, kann das mit der Zeit auch seine Hirnanatomie verändern, so dass die angemessenen strukturellen Verknüpfungen entstehen. Die angebotene Erklärung steht also im Einklang mit den bisherigen Ergebnissen. Die vorliegende Dissertation veranschaulicht, wie einheitlich und kohärent Wahrnehmung, Motorik, Emotionen und Denken (sensorische und kognitive Prozesse) im Phänomen der Synästhesie miteinander zusammenhängen. Das synästhetische nicht-konzeptuelle Begleiterlebnis geht mit dem konzeptuellen Inhalt des Auslösers einher. Ähnlich schreiben wir übliche, nicht-synästhetische phänomenale Eigenschaften den bestimmten Begriffen zu. Die Synästhesie bringt solche Verschaltungen einfach auf beeindruckende Weise zum Ausdruck und lässt das mannigfaltige Erleben stärker integrieren.

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Un'applicazione web user-friendly di supporto ai ricercatori per l'esecuzione efficiente di specifici tasks di ricerca e analisi di articoli scientifici

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Perceptual fluency is the subjective experience of ease with which an incoming stimulus is processed. Although perceptual fluency is assessed by speed of processing, it remains unclear how objective speed is related to subjective experiences of fluency. We present evidence that speed at different stages of the perceptual process contributes to perceptual fluency. In an experiment, figure-ground contrast influenced detection of briefly presented words, but not their identification at longer exposure durations. Conversely, font in which the word was written influenced identification, but not detection. Both contrast and font influenced subjective fluency. These findings suggest that speed of processing at different stages condensed into a unified subjective experience of perceptual fluency.

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En un ejercicio no extenuante la frecuencia cardíaca (FC) guarda una relación lineal con el consumo máximo de oxígeno (V O2max) y se suele usar como uno de los parámetros de referencia para cuantificar la capacidad del sistema cardiovascular. Normalmente la frecuencia cardíaca puede remplazar el porcentaje de V O2max en las prescripciones básicas de ejercicio para la mejora de la resistencia aeróbica. Para obtener los mejores resultados en la mejora de la resistencia aeróbica, el entrenamiento de los individuos se debe hacer a una frecuencia cardíaca suficientemente alta, para que el trabajo sea de predominio dinámico con la fosforilación oxidativa como fuente energética primaria, pero no tan elevada que pueda suponer un riesgo de infarto de miocardio para el sujeto que se está entrenando. Los programas de entrenamiento de base mínima y de base óptima, con ejercicios de estiramientos para prevenir lesiones, son algunos de los programas más adecuados para el entrenamiento de la resistencia aeróbica porque maximizan los beneficios y minimizan los riesgos para el sistema cardiovascular durante las sesiones de entrenamiento. En esta tesis, se ha definido un modelo funcional para sistemas de inteligencia ambiental capaz de monitorizar, evaluar y entrenar las cualidades físicas que ha sido validado cuando la cualidad física es la resistencia aeróbica. El modelo se ha implementado en una aplicación Android utilizando la camiseta inteligente “GOW running” de la empresa Weartech. El sistema se ha comparado en el Laboratorio de Fisiología del Esfuerzo (LFE) de la Universidad Politécnica de Madrid (UPM) durante la realización de pruebas de esfuerzo. Además se ha evaluado un sistema de guiado con voz para los entrenamientos de base mínima y de base óptima. También el desarrollo del software ha sido validado. Con el uso de cuestionarios sobre las experiencias de los usuarios utilizando la aplicación se ha evaluado el atractivo de la misma. Por otro lado se ha definido una nueva metodología y nuevos tipos de cuestionarios diseñados para evaluar la utilidad que los usuarios asignan al uso de un sistema de guiado por voz. Los resultados obtenidos confirman la validez del modelo. Se ha obtenido una alta concordancia entre las medidas de FC hecha por la aplicación Android y el LFE. También ha resultado que los métodos de estimación del VO2max de los dos sistemas pueden ser intercambiables. Todos los usuarios que utilizaron el sistema de guiado por voz para entrenamientos de 10 base mínima y de base óptimas de la resistencia aeróbica consiguieron llevar a cabo las sesiones de entrenamientos con un 95% de éxito considerando unos márgenes de error de un 10% de la frecuencia cardíaca máxima teórica. La aplicación fue atractiva para los usuarios y hubo también una aceptación del sistema de guiado por voz. Se ha obtenido una evaluación psicológica positiva de la satisfacción de los usuarios que interactuaron con el sistema. En conclusión, se ha demostrado que es posible desarrollar sistemas de Inteligencia Ambiental en dispositivos móviles para la mejora de la salud. El modelo definido en la tesis es el primero modelo funcional teórico de referencia para el desarrollo de este tipo de aplicaciones. Posteriores estudios se realizarán con el objetivo de extender dicho modelo para las demás cualidades físicas que suponen modelos fisiológicos más complejos como por ejemplo la flexibilidad. Abstract In a non-strenuous exercise, the heart rate (HR) shows a linear relationship with the maximum volume of oxygen consumption (V O2max) and serves as an indicator of performance of the cardiovascular system. The heart rate replaces the %V O2max in exercise program prescription to improve aerobic endurance. In order to achieve an optimal effect during endurance training, the athlete needs to work out at a heart rate high enough to trigger the aerobic metabolism, while avoiding the high heart rates that bring along significant risks of myocardial infarction. The minimal and optimal base training programs, followed by stretching exercises to prevent injuries, are adequate programs to maximize benefits and minimize health risks for the cardiovascular system during single session training. In this thesis, we have defined an ambient intelligence system functional model that monitors, evaluates and trains physical qualities, and it has been validated for aerobic endurance. It is based on the Android System and the “GOW Running” smart shirt. The system has been evaluated during functional assessment stress testing of aerobic endurance in the Stress Physiology Laboratory (SPL) of the Technical University of Madrid (UPM). Furthermore, a voice system, designed to guide the user through minimal and optimal base training programs, has been evaluated. Also the software development has been evaluated. By means of user experience questionnaires, we have rated the attractiveness of the android application. Moreover, we have defined a methodology and a new kind of questionnaires in order to assess the user experience with the audio exercise guide system. The results obtained confirm the model. We have a high similarity between HR measurements made of our system and the one used by SPL. We have also a high correlation between the VO2max estimations of our system and the SPL system. All users, that tried the voice guidance system for minimal and optimal base training programs, were able to perform the 95% of the training session with an error lower than the 10% of theoretical maximum heart rate. The application appeared attractive to the users, and it has also been proven that the voice guidance system was useful. As result we obtained a positive evaluation of the users' satisfaction while they interacted with the system. In conclusion, it has been demonstrated that is possible to develop mobile Ambient Intelligence applications for the improvement of healthy lifestyle. AmIRTEM model is the first theoretical reference functional model for the design of this kind of applications. Further studies will be realized in order to extend the AmIRTEM model to other physical qualities whose physiological models are more complex than the aerobic endurance.

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The mobile user experience has been significantly altered with the arrival of mobile broadband widespread deployments, massive improvements in available smartphones, and a shift in user habits toward a more participative, communicative role. In this context, mobile application stores have revolutionized software and content delivery. These stores focus on the applications, building around them an ecosystem of developers and consumers. The store greatly lessens the barrier between these agents, providing significant benefits to both developers and consumers. In this article we analyze this phenomenon, describing its originating factors and fundamental characteristics. We also perform a more detailed study on the two most successful application stores, identifying different approaches to implementing the model.

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Los sistemas de recomendación son potentes herramientas de filtrado de información que permiten a usuarios solicitar sugerencias sobre ítems que cubran sus necesidades. Tradicionalmente estas recomendaciones han estado basadas en opiniones de los mismos, así como en datos obtenidos de su consumo histórico o comportamiento en el propio sistema. Sin embargo, debido a la gran penetración y uso de los dispositivos móviles en nuestra sociedad, han surgido nuevas oportunidades en el campo de los sistemas de recomendación móviles gracias a la información contextual que se puede obtener sobre la localización o actividad de los usuarios. Debido a este estilo de vida en el que todo tiende a la movilidad y donde los usuarios están plenamente interconectados, la información contextual no sólo es física, sino que también adquiere una dimensión social. Todo esto ha dado lugar a una nueva área de investigación relacionada con los Sistemas de Recomendación Basados en Contexto (CARS) móviles donde se busca incrementar el nivel de personalización de las recomendaciones al usar dicha información. Por otro lado, este nuevo escenario en el que los usuarios llevan en todo momento un terminal móvil consigo abre la puerta a nuevas formas de recomendar. Sustituir el tradicional patrón de uso basado en petición-respuesta para evolucionar hacia un sistema proactivo es ahora posible. Estos sistemas deben identificar el momento más adecuado para generar una recomendación sin una petición explícita del usuario, siendo para ello necesario analizar su contexto. Esta tesis doctoral propone un conjunto de modelos, algoritmos y métodos orientados a incorporar proactividad en CARS móviles, a la vez que se estudia el impacto que este tipo de recomendaciones tienen en la experiencia de usuario con el fin de extraer importantes conclusiones sobre "qué", "cuándo" y "cómo" se debe notificar proactivamente. Con este propósito, se comienza planteando una arquitectura general para construir CARS móviles en escenarios sociales. Adicionalmente, se propone una nueva forma de representar el proceso de recomendación a través de una interfaz REST, lo que permite crear una arquitectura independiente de dispositivo y plataforma. Los detalles de su implementación tras su puesta en marcha en el entorno bancario español permiten asimismo validar el sistema construido. Tras esto se presenta un novedoso modelo para incorporar proactividad en CARS móviles. Éste muestra las ideas principales que permiten analizar una situación para decidir cuándo es apropiada una recomendación proactiva. Para ello se presentan algoritmos que establecen relaciones entre lo propicia que es una situación y cómo esto influye en los elementos a recomendar. Asimismo, para demostrar la viabilidad de este modelo se describe su aplicación a un escenario de recomendación para herramientas de creación de contenidos educativos. Siguiendo el modelo anterior, se presenta el diseño e implementación de nuevos interfaces móviles de usuario para recomendaciones proactivas, así como los resultados de su evaluación entre usuarios, lo que aportó importantes conclusiones para identificar cuáles son los factores más relevantes a considerar en el diseño de sistemas proactivos. A raíz de los resultados anteriores, el último punto de esta tesis presenta una metodología para calcular cuán apropiada es una situación de cara a recomendar de manera proactiva siguiendo el modelo propuesto. Como conclusión, se describe la validación llevada a cabo tras la aplicación de la arquitectura, modelo de recomendación y métodos descritos en este trabajo en una red social de aprendizaje europea. Finalmente, esta tesis discute las conclusiones obtenidas a lo largo de la extensa investigación llevada a cabo, y que ha propiciado la consecución de una buena base teórica y práctica para la creación de sistemas de recomendación móviles proactivos basados en información contextual. ABSTRACT Recommender systems are powerful information filtering tools which offer users personalized suggestions about items whose aim is to satisfy their needs. Traditionally the information used to make recommendations has been based on users’ ratings or data on the item’s consumption history and transactions carried out in the system. However, due to the remarkable growth in mobile devices in our society, new opportunities have arisen to improve these systems by implementing them in ubiquitous environments which provide rich context-awareness information on their location or current activity. Because of this current all-mobile lifestyle, users are socially connected permanently, which allows their context to be enhanced not only with physical information, but also with a social dimension. As a result of these novel contextual data sources, the advent of mobile Context-Aware Recommender Systems (CARS) as a research area has appeared to improve the level of personalization in recommendation. On the other hand, this new scenario in which users have their mobile devices with them all the time offers the possibility of looking into new ways of making recommendations. Evolving the traditional user request-response pattern to a proactive approach is now possible as a result of this rich contextual scenario. Thus, the key idea is that recommendations are made to the user when the current situation is appropriate, attending to the available contextual information without an explicit user request being necessary. This dissertation proposes a set of models, algorithms and methods to incorporate proactivity into mobile CARS, while the impact of proactivity is studied in terms of user experience to extract significant outcomes as to "what", "when" and "how" proactive recommendations have to be notified to users. To this end, the development of this dissertation starts from the proposal of a general architecture for building mobile CARS in scenarios with rich social data along with a new way of managing a recommendation process through a REST interface to make this architecture multi-device and cross-platform compatible. Details as regards its implementation and evaluation in a Spanish banking scenario are provided to validate its usefulness and user acceptance. After that, a novel model is presented for proactivity in mobile CARS which shows the key ideas related to decide when a situation warrants a proactive recommendation by establishing algorithms that represent the relationship between the appropriateness of a situation and the suitability of the candidate items to be recommended. A validation of these ideas in the area of e-learning authoring tools is also presented. Following the previous model, this dissertation presents the design and implementation of new mobile user interfaces for proactive notifications. The results of an evaluation among users testing these novel interfaces is also shown to study the impact of proactivity in the user experience of mobile CARS, while significant factors associated to proactivity are also identified. The last stage of this dissertation merges the previous outcomes to design a new methodology to calculate the appropriateness of a situation so as to incorporate proactivity into mobile CARS. Additionally, this work provides details about its validation in a European e-learning social network in which the whole architecture and proactive recommendation model together with its methods have been implemented. Finally, this dissertation opens up a discussion about the conclusions obtained throughout this research, resulting in useful information from the different design and implementation stages of proactive mobile CARS.

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This paper suggests a new strategy to develop CAD applications taking into account some of the most interesting proposals which have recently appeared in the technology development arena. Programming languages, operating systems, user devices, software architecture, user interfaces and user experience are among the elements which are considered for a new development framework. This strategy considers the organizational and architectural aspects of the CAD application together with the development framework. The architectural and organizational aspects are based on the programmed design concept, which can be implemented by means of a three-level software architecture. These levels are the conceptual level based on a declarative language, the mathematical level based on the geometric formulation of the product model and the visual level based on the polyhedral representation of the model as required by the graphic card. The development framework which has been considered is Windows 8. This operating system offers three development environments, one for web pplications (HTML5 + CSS3 + JavaScript), and other for native applications C/C++) and of course yet another for .NET applications (C#, VB, F#, etc.). The use rinterface and user experience for non-web application is described ith XAML (a well known declarative XML language) and the 3D API for games and design applications is DirectX. Additionally, Windows 8 facilitates the use of hybrid solutions, in which native and managed code can interoperate easily. Some of the most remarkable advantages of this strategy are the possibility of targeting both desktop and touch screen devices with the same development framework, the usage of several programming paradigms to apply the most appropriate language to each domain and the multilevel segmentation of developers and designers to facilitate the implementation of an open network of collaborators.

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Los dispositivos móviles modernos disponen cada vez de más funcionalidad debido al rápido avance de las tecnologías de las comunicaciones y computaciones móviles. Sin embargo, la capacidad de la batería no ha experimentado un aumento equivalente. Por ello, la experiencia de usuario en los sistemas móviles modernos se ve muy afectada por la vida de la batería, que es un factor inestable de difícil de control. Para abordar este problema, investigaciones anteriores han propuesto un esquema de gestion del consumo (PM) centrada en la energía y que proporciona una garantía sobre la vida operativa de la batería mediante la gestión de la energía como un recurso de primera clase en el sistema. Como el planificador juega un papel fundamental en la administración del consumo de energía y en la garantía del rendimiento de las aplicaciones, esta tesis explora la optimización de la experiencia de usuario para sistemas móviles con energía limitada desde la perspectiva de un planificador que tiene en cuenta el consumo de energía en un contexto en el que ésta es un recurso de primera clase. En esta tesis se analiza en primer lugar los factores que contribuyen de forma general a la experiencia de usuario en un sistema móvil. Después se determinan los requisitos esenciales que afectan a la experiencia de usuario en la planificación centrada en el consumo de energía, que son el reparto proporcional de la potencia, el cumplimiento de las restricciones temporales, y cuando sea necesario, el compromiso entre la cuota de potencia y las restricciones temporales. Para cumplir con los requisitos, el algoritmo clásico de fair queueing y su modelo de referencia se extienden desde los dominios de las comunicaciones y ancho de banda de CPU hacia el dominio de la energía, y en base a ésto, se propone el algoritmo energy-based fair queueing (EFQ) para proporcionar una planificación basada en la energía. El algoritmo EFQ está diseñado para compartir la potencia consumida entre las tareas mediante su planificación en función de la energía consumida y de la cuota reservada. La cuota de consumo de cada tarea con restricciones temporales está protegida frente a diversos cambios que puedan ocurrir en el sistema. Además, para dar mejor soporte a las tareas en tiempo real y multimedia, se propone un mecanismo para combinar con el algoritmo EFQ para dar preferencia en la planificación durante breves intervalos de tiempo a las tareas más urgentes con restricciones temporales.Las propiedades del algoritmo EFQ se evaluan a través del modelado de alto nivel y la simulación. Los resultados de las simulaciones indican que los requisitos esenciales de la planificación centrada en la energía pueden lograrse. El algoritmo EFQ se implementa más tarde en el kernel de Linux. Para evaluar las propiedades del planificador EFQ basado en Linux, se desarrolló un banco de pruebas experimental basado en una sitema empotrado, un programa de banco de pruebas multihilo, y un conjunto de pruebas de código abierto. A través de experimentos específicamente diseñados, esta tesis verifica primero las propiedades de EFQ en la gestión de la cuota de consumo de potencia y la planificación en tiempo real y, a continuación, explora los beneficios potenciales de emplear la planificación EFQ en la optimización de la experiencia de usuario para sistemas móviles con energía limitada. Los resultados experimentales sobre la gestión de la cuota de energía muestran que EFQ es más eficaz que el planificador de Linux-CFS en la gestión de energía, logrando un reparto proporcional de la energía del sistema independientemente de en qué dispositivo se consume la energía. Los resultados experimentales en la planificación en tiempo real demuestran que EFQ puede lograr de forma eficaz, flexible y robusta el cumplimiento de las restricciones temporales aunque se dé el caso de aumento del el número de tareas o del error en la estimación de energía. Por último, un análisis comparativo de los resultados experimentales sobre la optimización de la experiencia del usuario demuestra que, primero, EFQ es más eficaz y flexible que los algoritmos tradicionales de planificación del procesador, como el que se encuentra por defecto en el planificador de Linux y, segundo, que proporciona la posibilidad de optimizar y preservar la experiencia de usuario para los sistemas móviles con energía limitada. Abstract Modern mobiledevices have been becoming increasingly powerful in functionality and entertainment as the next-generation mobile computing and communication technologies are rapidly advanced. However, the battery capacity has not experienced anequivalent increase. The user experience of modern mobile systems is therefore greatly affected by the battery lifetime,which is an unstable factor that is hard to control. To address this problem, previous works proposed energy-centric power management (PM) schemes to provide strong guarantee on the battery lifetime by globally managing energy as the first-class resource in the system. As the processor scheduler plays a pivotal role in power management and application performance guarantee, this thesis explores the user experience optimization of energy-limited mobile systemsfrom the perspective of energy-centric processor scheduling in an energy-centric context. This thesis first analyzes the general contributing factors of the mobile system user experience.Then itdetermines the essential requirements on the energy-centric processor scheduling for user experience optimization, which are proportional power sharing, time-constraint compliance, and when necessary, a tradeoff between the power share and the time-constraint compliance. To meet the requirements, the classical fair queuing algorithm and its reference model are extended from the network and CPU bandwidth sharing domain to the energy sharing domain, and based on that, the energy-based fair queuing (EFQ) algorithm is proposed for performing energy-centric processor scheduling. The EFQ algorithm is designed to provide proportional power shares to tasks by scheduling the tasks based on their energy consumption and weights. The power share of each time-sensitive task is protected upon the change of the scheduling environment to guarantee a stable performance, and any instantaneous power share that is overly allocated to one time-sensitive task can be fairly re-allocated to the other tasks. In addition, to better support real-time and multimedia scheduling, certain real-time friendly mechanism is combined into the EFQ algorithm to give time-limited scheduling preference to the time-sensitive tasks. Through high-level modelling and simulation, the properties of the EFQ algorithm are evaluated. The simulation results indicate that the essential requirements of energy-centric processor scheduling can be achieved. The EFQ algorithm is later implemented in the Linux kernel. To assess the properties of the Linux-based EFQ scheduler, an experimental test-bench based on an embedded platform, a multithreading test-bench program, and an open-source benchmark suite is developed. Through specifically-designed experiments, this thesis first verifies the properties of EFQ in power share management and real-time scheduling, and then, explores the potential benefits of employing EFQ scheduling in the user experience optimization for energy-limited mobile systems. Experimental results on power share management show that EFQ is more effective than the Linux-CFS scheduler in managing power shares and it can achieve a proportional sharing of the system power regardless of on which device the energy is spent. Experimental results on real-time scheduling demonstrate that EFQ can achieve effective, flexible and robust time-constraint compliance upon the increase of energy estimation error and task number. Finally, a comparative analysis of the experimental results on user experience optimization demonstrates that EFQ is more effective and flexible than traditional processor scheduling algorithms, such as those of the default Linux scheduler, in optimizing and preserving the user experience of energy-limited mobile systems.

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La web vive un proceso de cambio constante, basado en una interacción mayor del usuario. A partir de la actual corriente de paradigmas y tecnologías asociadas a la web 2.0, han surgido una serie de estándares de gran utilidad, que cubre la necesidad de los desarrollos actuales de la red. Entre estos se incluyen los componentes web, etiquetas HTML definidas por el usuario que cubren una función concreta dentro de una página. Existe una necesidad de medir la calidad de dichos desarrollos, para discernir si el concepto de componente web supone un cambio revolucionario en el desarrollo de la web 2.0. Para ello, es necesario realizar una explotación de componentes web, considerada como la medición de calidad basada en métricas y definición de un modelo de interconexión de componentes. La plataforma PicBit surge como respuesta a estas cuestiones. Consiste en una plataforma social de construcción de perfiles basada en estos elementos. Desde la perspectiva del usuario final se trata de una herramienta para crear perfiles y comunidades sociales, mientras que desde una perspectiva académica, la plataforma consiste en un entorno de pruebas o sandbox de componentes web. Para ello, será necesario implementar el extremo servidor de dicha plataforma, enfocado a la labor de explotación, por medio de la definición de una interfaz REST de operaciones y un sistema para la recolección de eventos de usuario en la plataforma. Gracias a esta plataforma se podrán discernir qué parámetros influyen positivamente en la experiencia de uso de un componente, así como descubrir el futuro potencial de este tipo de desarrollos.---ABSTRACT---The web evolves into a more interactive platform. From the actual version of the web, named as web 2.0, many paradigms and standards have arisen. One of those standards is web components, a set of concepts to define new HTML tags that covers a specific function inside a web page. It is necessary to measure the quality of this kind of software development, and the aim behind this approach is to determine if this new set of concepts would survive in the actual web paradigm. To achieve this, it is described a model to analyse components, in the terms of quality measure and interconnection model description. PicBit consists of a social platform to use web components. From the point of view of the final user, this platform is a tool to create social profiles using components, whereas from the point of view of technicians, it consists of a sandbox of web components. Thanks to this platform, we will be able to discover those parameters that have a positive effect in the user experience and to discover the potential of this new set of standards into the web 2.0.

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We are witnessing a fundamental transformation in how Internet of Things (IoT) is having an impact on the experience users have with data-driven devices, smart appliances, and connected products. The experience of any place is commonly defined as the result of a series of user engagements with a surrounding place in order to carry out daily activities (Golledge, 2002). Knowing about users? experiences becomes vital to the process of designing a map. In the near future, a user will be able to interact directly with any IoT device placed in his surrounding place and very little is known on what kinds of interactions and experiences a map might offer (Roth, 2015). The main challenge is to develop an experience design process to devise maps capable of supporting different user experience dimensions such as cognitive, sensory-physical, affective, and social (Tussyadiah and Zach, 2012). For example, in a smart city of the future, the IoT devices allowing a multimodal interaction with a map could help tourists in the assimilation of their knowledge about points of interest (cognitive experience), their association of sounds and smells to these places (sensory-physical experience), their emotional connection to them (affective experience) and their relationships with other nearby tourists (social experience). This paper aims to describe a conceptual framework for developing a Mapping Experience Design (MXD) process for building maps for smart connected places of the future. Our MXD process is focussed on the cognitive dimension of an experience in which a person perceives a place as a "living entity" that uses and feeds through his experiences. We want to help people to undergo a meaningful experience of a place through mapping what is being communicated during their interactions with the IoT devices situated in this place. Our purpose is to understand how maps can support a person?s experience in making better decisions in real-time.

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Objectives: In this paper, we present a unified electrodynamic heart model that permits simulations of the body surface potentials generated by the heart in motion. The inclusion of motion in the heart model significantly improves the accuracy of the simulated body surface potentials and therefore also the 12-lead ECG. Methods: The key step is to construct an electromechanical heart model. The cardiac excitation propagation is simulated by an electrical heart model, and the resulting cardiac active forces are used to calculate the ventricular wall motion based on a mechanical model. The source-field point relative position changes during heart systole and diastole. These can be obtained, and then used to calculate body surface ECG based on the electrical heart-torso model. Results: An electromechanical biventricular heart model is constructed and a standard 12-lead ECG is simulated. Compared with a simulated ECG based on the static electrical heart model, the simulated ECG based on the dynamic heart model is more accordant with a clinically recorded ECG, especially for the ST segment and T wave of a V1-V6 lead ECG. For slight-degree myocardial ischemia ECG simulation, the ST segment and T wave changes can be observed from the simulated ECG based on a dynamic heart model, while the ST segment and T wave of simulated ECG based on a static heart model is almost unchanged when compared with a normal ECG. Conclusions: This study confirms the importance of the mechanical factor in the ECG simulation. The dynamic heart model could provide more accurate ECG simulation, especially for myocardial ischemia or infarction simulation, since the main ECG changes occur at the ST segment and T wave, which correspond with cardiac systole and diastole phases.

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Semantic Web Service, one of the most significant research areas within the Semantic Web vision, has attracted increasing attention from both the research community and industry. The Web Service Modelling Ontology (WSMO) has been proposed as an enabling framework for the total/partial automation of the tasks (e.g., discovery, selection, composition, mediation, execution, monitoring, etc.) involved in both intra- and inter-enterprise integration of Web services. To support the standardisation and tool support of WSMO, a formal model of the language is highly desirable. As several variants of WSMO have been proposed by the WSMO community, which are still under development, the syntax and semantics of WSMO should be formally defined to facilitate easy reuse and future development. In this paper, we present a formal Object-Z formal model of WSMO, where different aspects of the language have been precisely defined within one unified framework. This model not only provides a formal unambiguous model which can be used to develop tools and facilitate future development, but as demonstrated in this paper, can be used to identify and eliminate errors present in existing documentation.

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This paper presents the design and results of a task-based user study, based on Information Foraging Theory, on a novel user interaction framework - uInteract - for content-based image retrieval (CBIR). The framework includes a four-factor user interaction model and an interactive interface. The user study involves three focused evaluations, 12 simulated real life search tasks with different complexity levels, 12 comparative systems and 50 subjects. Information Foraging Theory is applied to the user study design and the quantitative data analysis. The systematic findings have not only shown how effective and easy to use the uInteract framework is, but also illustrate the value of Information Foraging Theory for interpreting user interaction with CBIR. © 2011 Springer-Verlag Berlin Heidelberg.