833 resultados para Using mobile phones for development
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Diagnosis of Hridroga (cardiac disorders) in Ayurveda requires the combination of many different types of data, including personal details, patient symptoms, patient histories, general examination results, Ashtavidha pareeksha results etc. Computer-assisted decision support systems must be able to combine these data types into a seamless system. Intelligent agents, an approach that has been used chiefly in business applications, is used in medical diagnosis in this case. This paper is about a multi-agent system named “Distributed Ayurvedic Diagnosis and Therapy System for Hridroga using Agents” (DADTSHUA). It describes the architecture of the DADTSHUA model .This system is using mobile agents and ontology for passing data through the network. Due to this, transport delay can be minimized. It is a system which will be very helpful for the beginning physicians to eliminate his ambiguity in diagnosis and therapy. The system is implemented using Java Agent DEvelopment framework (JADE), which is a java-complaint mobile agent platform from TILab.
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Pocket Data Mining (PDM) is our new term describing collaborative mining of streaming data in mobile and distributed computing environments. With sheer amounts of data streams are now available for subscription on our smart mobile phones, the potential of using this data for decision making using data stream mining techniques has now been achievable owing to the increasing power of these handheld devices. Wireless communication among these devices using Bluetooth and WiFi technologies has opened the door wide for collaborative mining among the mobile devices within the same range that are running data mining techniques targeting the same application. This paper proposes a new architecture that we have prototyped for realizing the significant applications in this area. We have proposed using mobile software agents in this application for several reasons. Most importantly the autonomic intelligent behaviour of the agent technology has been the driving force for using it in this application. Other efficiency reasons are discussed in details in this paper. Experimental results showing the feasibility of the proposed architecture are presented and discussed.
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With the fast development of wireless communications, ZigBee and semiconductor devices, home automation networks have recently become very popular. Since typical consumer products deployed in home automation networks are often powered by tiny and limited batteries, one of the most challenging research issues is concerning energy reduction and the balancing of energy consumption across the network in order to prolong the home network lifetime for consumer devices. The introduction of clustering and sink mobility techniques into home automation networks have been shown to be an efficient way to improve the network performance and have received significant research attention. Taking inspiration from nature, this paper proposes an Ant Colony Optimization (ACO) based clustering algorithm specifically with mobile sink support for home automation networks. In this work, the network is divided into several clusters and cluster heads are selected within each cluster. Then, a mobile sink communicates with each cluster head to collect data directly through short range communications. The ACO algorithm has been utilized in this work in order to find the optimal mobility trajectory for the mobile sink. Extensive simulation results from this research show that the proposed algorithm significantly improves home network performance when using mobile sinks in terms of energy consumption and network lifetime as compared to other routing algorithms currently deployed for home automation networks.
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Mobile learning involves use of mobile devices to participate in learning activities. Most elearning activities are available to participants through learning systems such as learning content management systems (LCMS). Due to certain challenges, LCMS are not equally accessible on all mobile devices. This study investigates actual use, perceived usefulness and user experiences of LCMS use on mobile phones at Makerere University in Uganda. The study identifies challenges pertaining to use and discusses how to improve LCMS use on mobile phones. Such solutions are a cornerstone in enabling and improving mobile learning. Data was collected by means of focus group discussions, an online survey designed based on the Technology Acceptance Model (TAM), and LCMS log files of user activities. Data was collected from two courses where Moodle was used as a learning platform. The results indicate positive attitudes towards use of LCMS on phones but also huge challenges whichare content related and technical in nature.
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Ao entender os processos organizacionais e humanos que transformam a informação em percepção, conhecimento e ação, uma organização é capaz de perceber como investir mais adequadamente na captação, manutenção e desenvolvimento de suas fontes de informação. Esse cenário pode ser ainda mais crítico num setor de mão de obra intensiva como o varejo, onde o elo primário da relação com seus consumidores é a força de vendas. O objetivo principal deste trabalho é identificar como e por quê os profissionais de vendas que atuam no varejo usam a informação em sua rotina profissional, atentando para as limitações que cercam esses profissionais no desempenho de suas atividades. Para tanto, foi desenvolvido um estudo de caso em organização varejista brasileira de grande porte, com foco no lançamento do novo conceito de loja voltado para a comercialização de produtos de tecnologia móvel, quais sejam celulares, smartphones, tablets e acessórios, tendo a teoria do uso da informação de Choo (2003) servido de alicerce principal para o estudo. O uso da informação pelos profissionais de vendas foi analisado em três arenas estratégicas: sensemaking, construção de conhecimento e tomada de decisão. Nossas descobertas nos levam a acreditar que o profissional de vendas usa a informação nas referidas arenas, no entanto, tal uso parece apresentar gradações, com maior ou menor intensidade, de acordo com a arena em questão.
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Education is one of the oldest activities practiced by man, but today it is still performed often without creating dialogues and discussions among all those involved, and students are passives agents without interactivity with teachers and the content approached. This work presents a tool used for providing interactivity in educational environments using cell phones, in this way, teachers can use technology to assist in process of education and have a better evaluation of students. The tool developed architecture is shown, exposing features of wireless communication technologies used and how is the connection management using Bluetooth technology, which has a limited number of simultaneous connections. The details of multiple Bluetooth connections and how the system should behave by numerous users are displayed, showing a comparison between different methods of managing connections. Finally, the results obtained with the use of the tool are presented, followed by the analysis of them and a conclusion on the work
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Pós-graduação em Artes - IA
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Recebimento de dados GNSS via Internet em RTCM 3 e conversão para RINEX utilizando a plataforma J2ME
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Changes are occurring worldwide, including the area of positioning using Global Navigation Satellite Systems in mobile devices such as mobile phones or laptops. This is due to the great improvement and availability of Internet services to these mobile devices. The accuracy and speed of data transmission for these devices makes the technology of sending / receiving data via an internet targeted for optimization. The optimization could allow obtaining, in real-time, coordinates (latitude, longitude and altitude) of suitable quality for users of GPS (Global Positioning System) devices that have wireless Internet access, such as those used to control the eet, locomotion, navigation, agriculture, etc. . The use of the protocol NTRIP (Networked Transport of RTCM via Internet Protocol) in GPS applications is growing every day. Applications are available in C, which creates an opportunity for development with a focus on multiplatform environments. In this context, we propose an application, implemented in a multiplatform environment and the use of NTRIP, able to run on a mobile device for receiving GNSS data
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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New designs of user input systems have resulted from the developing technologies and specialized user demands. Conventional keyboard and mouse input devices still dominate the input speed, but other input mechanisms are demanded in special application scenarios. Touch screen and stylus input methods have been widely adopted by PDAs and smartphones. Reduced keypads are necessary for mobile phones. A new design trend is exploring the design space in applications requiring single-handed input, even with eyes-free on small mobile devices. This requires as few keys on the input device to make it feasible to operate. But representing many characters with fewer keys can make the input ambiguous. Accelerometers embedded in mobile devices provide opportunities to combine device movements with keys for input signal disambiguation. Recent research has explored its design space for text input. In this dissertation an accelerometer assisted single key positioning input system is developed. It utilizes input device tilt directions as input signals and maps their sequences to output characters and functions. A generic positioning model is developed as guidelines for designing positioning input systems. A calculator prototype and a text input prototype on the 4+1 (5 positions) positioning input system and the 8+1 (9 positions) positioning input system are implemented using accelerometer readings on a smartphone. Users use one physical key to operate and feedbacks are audible. Controlled experiments are conducted to evaluate the feasibility, learnability, and design space of the accelerometer assisted single key positioning input system. This research can provide inspiration and innovational references for researchers and practitioners in the positioning user input designs, applications of accelerometer readings, and new development of standard machine readable sign languages.
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Today, pupils at the age of 15 have spent their entire life surrounded by and interacting with diverse forms of computers. It is a routine part of their day-to-day life and by now computer-literacy is common at very early age. Over the past five years, technology for teens has become predominantly mobile and ubiquitous within every aspect of their lives. To them, being online is an implicitness. In Germany, 88% of youth aged between 12-19 years own a smartphone and about 20% use the Internet via tablets. Meanwhile, more and more young learners bring their devices into the classroom and pupils increasingly demand for innovative and motivating learning scenarios that strongly respond to their habits of using media. With this development, a shift of paradigm is slowly under way with regard to the use of mobile technology in education. By now, a large body of literature exists, that reports concepts, use-cases and practical studies for effectively using technology in education. Within this field, a steadily growing body of research has developed that especially examines the use of digital games as instructional strategy. The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions.
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During the last decade wireless mobile communications have progressively become part of the people’s daily lives, leading users to expect to be “alwaysbest-connected” to the Internet, regardless of their location or time of day. This is indeed motivated by the fact that wireless access networks are increasingly ubiquitous, through different types of service providers, together with an outburst of thoroughly portable devices, namely laptops, tablets, mobile phones, among others. The “anytime and anywhere” connectivity criterion raises new challenges regarding the devices’ battery lifetime management, as energy becomes the most noteworthy restriction of the end-users’ satisfaction. This wireless access context has also stimulated the development of novel multimedia applications with high network demands, although lacking in energy-aware design. Therefore, the relationship between energy consumption and the quality of the multimedia applications perceived by end-users should be carefully investigated. This dissertation addresses energy-efficient multimedia communications in the IEEE 802.11 standard, which is the most widely used wireless access technology. It advances the literature by proposing a unique empirical assessment methodology and new power-saving algorithms, always bearing in mind the end-users’ feedback and evaluating quality perception. The new EViTEQ framework proposed in this thesis, for measuring video transmission quality and energy consumption simultaneously, in an integrated way, reveals the importance of having an empirical and high-accuracy methodology to assess the trade-off between quality and energy consumption, raised by the new end-users’ requirements. Extensive evaluations conducted with the EViTEQ framework revealed its flexibility and capability to accurately report both video transmission quality and energy consumption, as well as to be employed in rigorous investigations of network interface energy consumption patterns, regardless of the wireless access technology. Following the need to enhance the trade-off between energy consumption and application quality, this thesis proposes the Optimized Power save Algorithm for continuous Media Applications (OPAMA). By using the end-users’ feedback to establish a proper trade-off between energy consumption and application performance, OPAMA aims at enhancing the energy efficiency of end-users’ devices accessing the network through IEEE 802.11. OPAMA performance has been thoroughly analyzed within different scenarios and application types, including a simulation study and a real deployment in an Android testbed. When compared with the most popular standard power-saving mechanisms defined in the IEEE 802.11 standard, the obtained results revealed OPAMA’s capability to enhance energy efficiency, while keeping end-users’ Quality of Experience within the defined bounds. Furthermore, OPAMA was optimized to enable superior energy savings in multiple station environments, resulting in a new proposal called Enhanced Power Saving Mechanism for Multiple station Environments (OPAMA-EPS4ME). The results of this thesis highlight the relevance of having a highly accurate methodology to assess energy consumption and application quality when aiming to optimize the trade-off between energy and quality. Additionally, the obtained results based both on simulation and testbed evaluations, show clear benefits from employing userdriven power-saving techniques, such as OPAMA, instead of IEEE 802.11 standard power-saving approaches.
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Mobile phones are becoming increasingly popular and are already the first access technology to information and communication. However, people with disabilities have to face a lot of barriers when using this kind of technology. This paper presents an Accessible Contact Manager and a Real Time Text application, designed to be used by all users with disabilities. Both applications are focused to improve accessibility of mobile phones.
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El planteamiento inicial era proveer al individuo invidente de un sistema autónomo capaz de guiarle según sus preferencias. El resultado obtenido al finalizar este proyecto ha sido un dispositivo autónomo configurable por el usuario mediante una aplicación sw , desarrollada en la plataforma móvil Android capaz de comunicarse con el dispositivo autónomo(móvil personal). La idea de utilizar como plataforma de desarrollo sw Android, se basó fundamentalmente en que es código open source, es gratuito y está presente en el 70 por ciento de los móviles de Europa. La idea inicial era que ambos hubieran sido integrados en un mismo dispositivo, pero una vez comenzado el proyecto y habiendo evaluado los hábitos actuales, decidimos adaptar la idea general del proyecto, a nuestros días. Para ello hicimos uso del dispositivo móvil más usado hoy en día, como es nuestros teléfonos móviles, o más bien los llamado Smartphone, con los cuales podemos desde su aplicación originaria que es llamar, hasta realizar multitud de operaciones al mismo tiempo como puede ser comunicación por internet, posicionamiento via GPS, intercambio de ficheros por bluetooth… tantas como podamos programar. Sobre este último atributo, intercambio de información a través de bluetooth, es la interfaz que vamos a aprovechar para la realización de nuestro proyecto. Hoy en día el 90% de los Smartphone tiene entre sus características de conectividad la posibilidad de intercambiar información vía bluetooth. Una vez se tiene resuelto el interfaz entre el medio y el usuario se debe solucionar la forma de transformar la información para que los dispositivos móviles recojan la información y sepan discernir entre la información importante y la que no lo es. Para ello hemos desarrollado una tarjeta configurable, con un módulo bluetooth comercial para enviar la información. El resultado final de esta tarjeta proporciona una manera fácil de configurar diferentes mensajes que serán utilizados según la situación. ABSTRACT The initial approach consisted of a system that shows the way for blind people to get somewhere or something or provide to them important information, an autonomous system able to guide to their preference. After several analyses the project accomplish is a standalone device configurable by the user via an application sw, developed in Android mobile platform capable of communicating with the standalone device (personal cell phone). The decision of using the sw development platform of Android was due to the open source code concept and the great extent of presence on 70 percent of European mobiles. The first idea was that the sw and the device were integrated into a single device, but once the project had been started and having assessed the current habits, it has changed to be adapted to the present technology to get a better usability on the present-day. To achieve the project goals the most used mobile device today was used, our mobile phones, or rather called Smartphone, which you could use to phone your mother or perform many operations simultaneously such as communication online, positioning via GPS, bluetooth file trading program, etc. On this last attribute, information sharing via bluetooth, is the interface that it has been taken to complete the project. Today 90% of the Smartphone include in its connectivity features the ability to exchange information via bluetooth. Once that it was solved the interface between the environment and the final user, the next step incorporates the transformation of the information that the mobile devices collect from the environment to discern between the information the user configure to be notified or not. The hardware device that makes it possible is a configurable card with a bluetooth module that is able to send the information. The final result of this card provides an easy way to configure different messages, that we could use depending of the situation.