904 resultados para Gamification,User experience,Tecnologie Web,Mobile devices,Web app,Beni culturali,Casa Bufalini
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Recent advancements in the area of nanotechnology have brought us into a new age of pervasive computing devices. These computing devices grow ever smaller and are being used in ways which were unimaginable before. Recent interest in developing a precise indoor positioning system, as opposed to existing outdoor systems, has given way to much research heading into the area. The use of these small computing devices offers many conveniences for usage in indoor positioning systems. This thesis will deal with using small computing devices Raspberry Pi’s to enable and improve position estimation of mobile devices within closed spaces. The newly patented Orthogonal Perfect DFT Golay coding sequences will be used inside this scenario, and their positioning properties will be tested. After that, testing and comparisons with other coding sequences will be done.
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This article reports on factors affecting local academic acceptance of bring your own devices (BYOD). A review of the literature revealed a paucity of studies that have explored the complex factors that affect academic use and intention to use mobile devices in the classroom, with even less exploring truly ubiquitous and varied personal devices as opposed to supplied institutional or research study sets. A detailed qualitative investigation with 14 academics was undertaken, drawing upon and aiming to compliment mature acceptance research. Firstly by employing a focus group to identify initial psychological factors and the relevance of acceptance theories to the local context. Then, secondly by using in-depth semi-structured interviews, shaped by acceptance categories, to identify a breadth of psychological factors affecting faculty use and intention to use BYOD. This small-scale study found clear distinctions in local academic perceptions of BYOD compared with faculty devices and reported a range of factors that appeared to distinctly affect local academic acceptance of BYOD.
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The idea of Grid Computing originated in the nineties and found its concrete applications in contexts like the SETI@home project where a lot of computers (offered by volunteers) cooperated, performing distributed computations, inside the Grid environment analyzing radio signals trying to find extraterrestrial life. The Grid was composed of traditional personal computers but, with the emergence of the first mobile devices like Personal Digital Assistants (PDAs), researchers started theorizing the inclusion of mobile devices into Grid Computing; although impressive theoretical work was done, the idea was discarded due to the limitations (mainly technological) of mobile devices available at the time. Decades have passed, and now mobile devices are extremely more performant and numerous than before, leaving a great amount of resources available on mobile devices, such as smartphones and tablets, untapped. Here we propose a solution for performing distributed computations over a Grid Computing environment that utilizes both desktop and mobile devices, exploiting the resources from day-to-day mobile users that alternatively would end up unused. The work starts with an introduction on what Grid Computing is, the evolution of mobile devices, the idea of integrating such devices into the Grid and how to convince device owners to participate in the Grid. Then, the tone becomes more technical, starting with an explanation on how Grid Computing actually works, followed by the technical challenges of integrating mobile devices into the Grid. Next, the model, which constitutes the solution offered by this study, is explained, followed by a chapter regarding the realization of a prototype that proves the feasibility of distributed computations over a Grid composed by both mobile and desktop devices. To conclude future developments and ideas to improve this project are presented.
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Obiettivo di questa tesi è cercare di mostrare come il mobile può diventare molto utile per le aziende sia a livello di guadagno sia a livello di comunicazione aziendale con i propri clienti. Il tema principale sviluppato nell'elaborato riguarda il Mobile Marketing e gli strumenti più proficui utilizzati da questa nuova tecnica di marketing, in particolar modo le App. In primo luogo viene trattato il tema del brand: importante mezzo comunicativo che dal primo momento intacca il pensiero del cliente e ne veicola le scelte di acquisto. Frutto di un'analisi ben più specifica è l'argomento del mobile marketing, le strategie migliori da adoperare per sfruttare al meglio i device portatili, i vantaggi maggiori che riceveranno le aziende che lo adotteranno e un piccolo accenno sui principali strumenti del mobile. Infine di svilupperà maggiormente l'argomento delle Applicazioni mobili e di quelle app brandizzate che hanno riscontrato maggior successo tra gli utenti.
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Recent studies of mobile Web trends show a continuous explosion of mobile-friendly content. However, the increasing number and heterogeneity of mobile devices poses several challenges for Web programmers who want to automatically get the delivery context and adapt the content to mobile devices. In this process, the devices detection phase assumes an important role where an inaccurate detection could result in a poor mobile experience for the enduser. In this paper we compare the most promising approaches for mobile device detection. Based on this study, we present an architecture for a system to detect and deliver uniform m-Learning content to students in a Higher School. We focus mainly on the devices capabilities repository manageable and accessible through an API. We detail the structure of the capabilities XML Schema that formalizes the data within the devices capabilities XML repository and the REST Web Service API for selecting the correspondent devices capabilities data according to a specific request. Finally, we validate our approach by presenting the access and usage statistics of the mobile web interface of the proposed system such as hits and new visitors, mobile platforms, average time on site and rejection rate.
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Browsing the web has become one of the most important features in high end mobile phones and in the future more and more people will be using mobile phone for web browsing. Large touchscreens improve browsing experience but many web sites are designed to be used with a mouse. A touchscreen differs substantially from a mouse as a pointing device and therefore mouse emulation logic is required in the browsers to make more web sites usable. This Master's thesis lists the most significant cases where the differences of a mouse and a touchscreen affect web browsing. Five touchscreen mobile phones and their web browsers were evaluated to find out if and how these cases are handled in them. Also as a part of this thesis, a simple QtWebKit based mobile web browser with advanced mouse emulation model was implemented, aiming to solve all the problematic cases. The conclusion of this work is that it is feasible to emulate a mouse with a touchscreen and thus deliver good user experience in mobile web browsing. However, current highend touchscreen mobile phones have relatively underdeveloped mouse emulations in their web browsers and there is a lot to improve.
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[ES] El proyecto consiste en establecer la comunicación entre dos portales web a través de servicios web Restful implementados en PHP. Ambos portales están relacionados con el mundo del cine. El segundo de estos es, a grandes rasgos, una interfaz simplificada del anterior. El primer portal web está construido sobre Drupal 7, en este instalamos una serie de módulos que nos permiten gestionar el contenido que se quiere mostrar a los usuarios. Un usuario que no se identifica podrá navegar por todas las páginas del portal, identificarse y registrarse. Los privilegios que se le conceden a un usuario cuando se identifica son los de participar en el sistema de votación de las películas e interactuar con otros usuarios identificados a través de un sistema de comentarios. El usuario administrador, además, puede gestionar el contenido y a los usuarios identificados. El segundo portal está orientado al disfrute de la página a través de dispositivos móviles. Un usuario que no se ha identificado puede navegar por todas las áreas de éste del mismo modo que un usuario identificado. En este portal, a diferencia del anterior, no es posible registrarse para este tipo de actores. La diferencia entre el usuario no identificado y el identificado, en este caso, es que este último al visualizar el catálogo observará un descuento sobre cada película. Los servicios web, a través de peticiones GET y POST, proporcionarán a los usuarios una rica experiencia de navegación. Gracias a estos, en el segundo portal, podrán identificarse, obtener el catálogo de películas (además de ordenarlo y establecer filtros de búsqueda por género), y visualizar la ficha de las películas y directores. Todo esto sin necesidad de crear otra base de datos, tan solo intercambiando datos con el servidor.
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Increasingly, people's digital identities are attached to, and expressed through, their mobile devices. At the same time digital sensors pervade smart environments in which people are immersed. This paper explores different perspectives in which users' modelling features can be expressed through the information obtained by their attached personal sensors. We introduce the PreSense Ontology, which is designed to assign meaning to sensors' observations in terms of user modelling features. We believe that the Sensing Presence ( PreSense ) Ontology is a first step toward the integration of user modelling and "smart environments". In order to motivate our work we present a scenario and demonstrate how the ontology could be applied in order to enable context-sensitive services. © 2012 Springer-Verlag.
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Increasingly, people's digital identities are attached to, and expressed through, their mobile devices. At the same time digital sensors pervade smart environments in which people are immersed. This paper explores different perspectives in which users' modelling features can be expressed through the information obtained by their attached personal sensors. We introduce the PreSense Ontology, which is designed to assign meaning to sensors' observations in terms of user modelling features. We believe that the Sensing Presence ( PreSense ) Ontology is a first step toward the integration of user modelling and "smart environments". In order to motivate our work we present a scenario and demonstrate how the ontology could be applied in order to enable context-sensitive services. © 2012 Springer-Verlag.
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Authentication plays an important role in how we interact with computers, mobile devices, the web, etc. The idea of authentication is to uniquely identify a user before granting access to system privileges. For example, in recent years more corporate information and applications have been accessible via the Internet and Intranet. Many employees are working from remote locations and need access to secure corporate files. During this time, it is possible for malicious or unauthorized users to gain access to the system. For this reason, it is logical to have some mechanism in place to detect whether the logged-in user is the same user in control of the user's session. Therefore, highly secure authentication methods must be used. We posit that each of us is unique in our use of computer systems. It is this uniqueness that is leveraged to "continuously authenticate users" while they use web software. To monitor user behavior, n-gram models are used to capture user interactions with web-based software. This statistical language model essentially captures sequences and sub-sequences of user actions, their orderings, and temporal relationships that make them unique by providing a model of how each user typically behaves. Users are then continuously monitored during software operations. Large deviations from "normal behavior" can possibly indicate malicious or unintended behavior. This approach is implemented in a system called Intruder Detector (ID) that models user actions as embodied in web logs generated in response to a user's actions. User identification through web logs is cost-effective and non-intrusive. We perform experiments on a large fielded system with web logs of approximately 4000 users. For these experiments, we use two classification techniques; binary and multi-class classification. We evaluate model-specific differences of user behavior based on coarse-grain (i.e., role) and fine-grain (i.e., individual) analysis. A specific set of metrics are used to provide valuable insight into how each model performs. Intruder Detector achieves accurate results when identifying legitimate users and user types. This tool is also able to detect outliers in role-based user behavior with optimal performance. In addition to web applications, this continuous monitoring technique can be used with other user-based systems such as mobile devices and the analysis of network traffic.
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March 19 - 22, 2006, São Paulo, BRAZIL World Congress on Computer Science, Engineering and Technology Education
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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa, para a obtenção do grau de Mestre em Engenharia Informática
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Nowadays, when a user is planning a touristic route is very difficult to find out which are the best places to visit. The user has to choose considering his/her preferences due to the great quantity of information it is possible to find in the web and taking into account it is necessary to do a selection, within small time because there is a limited time to do a trip. In Itiner@ project, we aim to implement Semantic Web technology combined with Geographic Information Systems in order to offer personalized touristic routes around a region based on user preferences and time situation. Using ontologies it is possible to link, structure, share data and obtain the result more suitable for user's preferences and actual situation with less time and more precisely than without ontologies. To achieve these objectives we propose a web page combining a GIS server and a touristic ontology. As a step further, we also study how to extend this technology on mobile devices due to the raising interest and technological progress of these devices and location-based services, which allows the user to have all the route information on the hand when he/she does a touristic trip. We design a little application in order to apply the combination of GIS and Semantic Web in a mobile device.
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Nowadays, when a user is planning a touristic route is very difficult to find out which are the best places to visit. The user has to choose considering his/her preferences due to the great quantity of information it is possible to find in the web and taking into account it is necessary to do a selection, within small time because there is a limited time to do a trip. In Itiner@ project, we aim to implement Semantic Web technology combined with Geographic Information Systems in order to offer personalized touristic routes around a region based on user preferences and time situation. Using ontologies it is possible to link, structure, share data and obtain the result more suitable for user's preferences and actual situation with less time and more precisely than without ontologies. To achieve these objectives we propose a web page combining a GIS server and a touristic ontology. As a step further, we also study how to extend this technology on mobile devices due to the raising interest and technological progress of these devices and location-based services, which allows the user to have all the route information on the hand when he/she does a touristic trip. We design a little application in order to apply the combination of GIS and Semantic Web in a mobile device.