990 resultados para Web, Php, Javascript, Jquery, JqueryUI, Xml, Json, Radioterapia, Flot
Resumo:
Crear una metodología para diseñar e implementar cursos en línea fuertemente hipermediáticos. La mayoría de los cursos que se ofrecen actualmente en la red presentan una estructura secuencial, y están basados principalmente en texto e imágenes. La Web tiene capacidades hipermediáticas que se deben de aprovechar para crear cursos en línea y que penetren directamente en la mente de los estudiantes. Se plantea la necesidad de que hay que crear cursos con una estructura no secuencial, en los que el vídeo, la animación y el sonido adquieran un papel significativo. En primer lugar, la metodología saca partido de la ortogonalidad entre estructura y exposición, no sólo desde una perspectiva de diseño, sino también desde una perspectiva cognitiva: emplea el hipertexto para, por medio de la exploración, comunicar la estructura de los materiales a aprender y utiliza el multimedia para llegar a la mente del estudiante a través de todos sus sentidos. Al utilizar el hipermedia exploratorio, se siguen principios constructivistas, haciendo que los estudiantes construyan su propio conocimiento. Con el multimedia, se pretende transformar el aprendizaje en una experiencia más rica, a través de las ideas del Aprendizaje Receptivo Significativo. Hasta ahora, sólo se cubren dos de los principales tipos de conocimiento: el conocimiento declarativo (multimedia) y el conocimiento estructural (hipermedia exploratorio no secuencial). Falta el tercero que se trata del conocimiento procedimental. A fin de soslayar esta limitación, se crea el concepto de 'satélite'. Un satélite es cualquier tipo de actividad adjunta a un nodo del sistema hipermedia. Típicamente, se dispone de todo un conjunto de satélites 'orbitando' cada nodo expositivo del sistema. La metodología describe con todo detalle la forma en que se deben diseñar ambas, estructura y exposición para que sean cognitivamente eficaces. Se desarrollan un par de elementos innovadores. Por un lado, 'los contratos de navegación', una forma de superponer varias estructuras de navegación ricas sobre la misma estructura de información y, por otro, el 'docusquema', técnica basada en la cognición para presentar información multimedia. La descripción de estos dispositivos metodológicos es fundamental para entender la eficacia de la metodología. Concluye con la descripción de la solución tecnológica adoptada para emplear la metodología: Flash de Macromedia, ServIets de Java, XML y JavaScript.
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LEGENDiary es un geoportal 2.0 que permite compartir y explorar las leyendas y cuentos característicos de las ciudades de una manera dinámica y colaborativa. Muchas veces las leyendas forman parte de la historia y cultura de nuestros pueblos o ciudades, LEGENDiary nos permite conocerlas según el territorio donde se ubican. La iniciativa promueve nuevas formas de conocer y explorar el territorio, en general, y las leyendas y cuentos de nuestros pueblos y ciudades, en particular. Un proyecto que permite a los usuarios interactuar y ser protagonistas de esta experiencia. El proyecto parte inicialmente de un contexto español, y se trata de un proyecto hecho a medida de todas aquellas personas interesadas y con curiosidad en compartir, conocer y explorar las leyendas en el territorio. La combinación de las Tecnologías de la Información Geográfica y las Tecnologías 2.0 es el escenario donde surge LEGENDiary, aportando la componente geográfica a las leyendas y cuentos de los pueblos y ciudades en un contexto colaborativo. La iniciativa se lanza el día 16 de noviembre de 2011 en formato concurso con motivo del Día Internacional de los Sistemas de Información Geográfica (GISDay). Para llevar a cabo la aplicación se han utilizado dos librerías Javascript (Leaflet y jQuery) de código abierto y gratuito que permiten crear de forma rápida y ligera aplicaciones de mapas interactivos a través de navegadores web (de escritorio y móvil). Como mapa base se ha utilizado Open Street Map.LEGENDiary es una iniciativa del Servicio de SIG y Teledetección (SIGTE) de la Universidad de Girona en colaboración con el Departamento de Geografía y la Facultad de Turismo de la misma universidad, y con elapoyo del Hotel Llegendes de Girona
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In this work, we propose a Geographical Information System that can be used as a tool for the treatment and study of problems related with environmental and city management issues. It is based on the Scalable Vector Graphics (SVG) standard for Web development of graphics. The project uses the concept of remate and real-time mar creation by database access through instructions executed by browsers on the Internet. As a way of proving the system effectiveness, we present two study cases;.the first on a region named Maracajaú Coral Reefs, located in Rio Grande do Norte coast, and the second in the Switzerland Northeast in which we intended to promote the substitution of MapServer by the system proposed here. We also show some results that demonstrate the larger geographical data capability achieved by the use of the standardized codes and open source tools, such as Extensible Markup Language (XML), Document Object Model (DOM), script languages ECMAScript/ JavaScript, Hypertext Preprocessor (PHP) and PostgreSQL and its extension, PostGIS
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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[ES] El Trabajo de Fin de Grado, Monitor Web de Expresiones Regulares (MWRegEx), es una herramienta basada en tecnologías web, desarrollada usando el entorno Visual Studio. El objetivo principal de la aplicación es dar apoyo a la docencia de expresiones regulares, en el marco de la enseñanza del manejo de ristras de caracteres en las asignaturas de programación del Grado en Ingeniería Informática. La aplicación permite obtener el dibujo de un autómata de una expresión regular, facilitando su comprensión; además, permite aplicar la expresión a diferentes ristras de caracteres, mostrando las coincidencias encontradas, y ofrece una versión de la expresión adaptada a su uso en literales string de lenguajes como Java y otros. La herramienta se ha implementado en dos partes: un servicio web, escrito en C#, donde se realizan todos los análisis de las expresiones regulares y las ristras a contrastar; y un cliente web, implementado usando tecnología asp.net, con JavaScript y JQuery, que gestiona la interfaz de usuario y muestra los resultados. Esta separación permite que el servicio web pueda ser reutilizado con otras aplicaciones cliente. El autómata que representa una expresión regular esta dibujado usando la librería Raphaël JavaScript que permite manejar los elementos SVG. Cada elemento de la expresión regular tiene un dibujo diferente y único para así diferenciarlo. Toda la interfaz gráfica de usuario está internacionalizada de manera tal que pueda adaptarse a diferentes idiomas y regiones sin la necesidad de realizar cambios de ingeniería ni en el código. Tanto el servicio web como la parte cliente están estructurados para que se puedan agregar nuevas modificaciones sin que esto genere una onda expansiva a lo largo de las diversas clases existentes.
Interfaccia web per un sistema di condivisione semantica dell'informazione: studio e implementazione
Resumo:
Questa tesi progettuale nasce per integrare gli sforzi attuali sullo sviluppo del web semantico. La piattaforma di riferimento sulla quale è stato svolto il presente lavoro è SMART-M3. Questa piattaforma mette a disposizione uno spazio condiviso di informazioni, rappresentate e accessibili secondo le tecnologie del web semantico. In questo scenario, nasce la necessità di disporre di un'interfaccia web capace di interagire con la piattaforma - in grado di risolvere la complessità intrinseca dei dati semantici - allo scopo di averne un completo controllo; ricerche precedenti a questo proposito hanno dato come frutto una libreria PHP che mi è stata consegnata come strumento per lo sviluppo dell'interfaccia. La tesi si è articolata in 3 fasi principali: una fase iniziale di documentazione sull'argomento, eseguita principalmente sul libro “A developer's guide to the semantic web” di Liyang Yu e sulla tesi “Ontologie per il web semantico: un'analisi comparativa.” di Indrit Beqiri; una seconda fase, quella principale, di sviluppo del progetto informatico; una terza fase, infine, di sviluppo di questo elaborato di tesi, da considerarsi come la trattazione di tutto il percorso soprascritto, dall'inizio alla fine, secondo l'ordine cronologico in cui si svolto l'intero processo della tesi.
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L’obiettivo della tesi è esplorare gli aspetti fondamentali che riguardano la programmazione asincrona, in particolare in JavaScript, analizzando le librerie e i metodi piu` diffusi per risolvere problemi tipici di asincronicità. Il motivo dello studio di JavaScript è il grande utilizzo di tale linguaggio per la costruzione delle moderne web-app. Per la realizzazione di questo elaborato si è partiti dallo studio dell’evoluzione del web, dal Web 1.0 al web 2.0 e dall’evoluzione delle web app in questo contesto, successivamente si è raffinata la ricerca allo studio più specifico di JavaScript e, di conseguenza, ai suoi costrutti ed ai suoi stili di programmazione, come la programmazione asincrona e la programmazione ad eventi.
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OntoTag - A Linguistic and Ontological Annotation Model Suitable for the Semantic Web
1. INTRODUCTION. LINGUISTIC TOOLS AND ANNOTATIONS: THEIR LIGHTS AND SHADOWS
Computational Linguistics is already a consolidated research area. It builds upon the results of other two major ones, namely Linguistics and Computer Science and Engineering, and it aims at developing computational models of human language (or natural language, as it is termed in this area). Possibly, its most well-known applications are the different tools developed so far for processing human language, such as machine translation systems and speech recognizers or dictation programs.
These tools for processing human language are commonly referred to as linguistic tools. Apart from the examples mentioned above, there are also other types of linguistic tools that perhaps are not so well-known, but on which most of the other applications of Computational Linguistics are built. These other types of linguistic tools comprise POS taggers, natural language parsers and semantic taggers, amongst others. All of them can be termed linguistic annotation tools.
Linguistic annotation tools are important assets. In fact, POS and semantic taggers (and, to a lesser extent, also natural language parsers) have become critical resources for the computer applications that process natural language. Hence, any computer application that has to analyse a text automatically and ‘intelligently’ will include at least a module for POS tagging. The more an application needs to ‘understand’ the meaning of the text it processes, the more linguistic tools and/or modules it will incorporate and integrate.
However, linguistic annotation tools have still some limitations, which can be summarised as follows:
1. Normally, they perform annotations only at a certain linguistic level (that is, Morphology, Syntax, Semantics, etc.).
2. They usually introduce a certain rate of errors and ambiguities when tagging. This error rate ranges from 10 percent up to 50 percent of the units annotated for unrestricted, general texts.
3. Their annotations are most frequently formulated in terms of an annotation schema designed and implemented ad hoc.
A priori, it seems that the interoperation and the integration of several linguistic tools into an appropriate software architecture could most likely solve the limitations stated in (1). Besides, integrating several linguistic annotation tools and making them interoperate could also minimise the limitation stated in (2). Nevertheless, in the latter case, all these tools should produce annotations for a common level, which would have to be combined in order to correct their corresponding errors and inaccuracies. Yet, the limitation stated in (3) prevents both types of integration and interoperation from being easily achieved.
In addition, most high-level annotation tools rely on other lower-level annotation tools and their outputs to generate their own ones. For example, sense-tagging tools (operating at the semantic level) often use POS taggers (operating at a lower level, i.e., the morphosyntactic) to identify the grammatical category of the word or lexical unit they are annotating. Accordingly, if a faulty or inaccurate low-level annotation tool is to be used by other higher-level one in its process, the errors and inaccuracies of the former should be minimised in advance. Otherwise, these errors and inaccuracies would be transferred to (and even magnified in) the annotations of the high-level annotation tool.
Therefore, it would be quite useful to find a way to
(i) correct or, at least, reduce the errors and the inaccuracies of lower-level linguistic tools;
(ii) unify the annotation schemas of different linguistic annotation tools or, more generally speaking, make these tools (as well as their annotations) interoperate.
Clearly, solving (i) and (ii) should ease the automatic annotation of web pages by means of linguistic tools, and their transformation into Semantic Web pages (Berners-Lee, Hendler and Lassila, 2001). Yet, as stated above, (ii) is a type of interoperability problem. There again, ontologies (Gruber, 1993; Borst, 1997) have been successfully applied thus far to solve several interoperability problems. Hence, ontologies should help solve also the problems and limitations of linguistic annotation tools aforementioned.
Thus, to summarise, the main aim of the present work was to combine somehow these separated approaches, mechanisms and tools for annotation from Linguistics and Ontological Engineering (and the Semantic Web) in a sort of hybrid (linguistic and ontological) annotation model, suitable for both areas. This hybrid (semantic) annotation model should (a) benefit from the advances, models, techniques, mechanisms and tools of these two areas; (b) minimise (and even solve, when possible) some of the problems found in each of them; and (c) be suitable for the Semantic Web. The concrete goals that helped attain this aim are presented in the following section.
2. GOALS OF THE PRESENT WORK
As mentioned above, the main goal of this work was to specify a hybrid (that is, linguistically-motivated and ontology-based) model of annotation suitable for the Semantic Web (i.e. it had to produce a semantic annotation of web page contents). This entailed that the tags included in the annotations of the model had to (1) represent linguistic concepts (or linguistic categories, as they are termed in ISO/DCR (2008)), in order for this model to be linguistically-motivated; (2) be ontological terms (i.e., use an ontological vocabulary), in order for the model to be ontology-based; and (3) be structured (linked) as a collection of ontology-based
Resumo:
SSR es el acrónimo de SoundScape Renderer (tool for real-time spatial audio reproduction providing a variety of rendering algorithms), es un programa escrito en su mayoría en C++. El programa permite al usuario escuchar tanto sonidos grabados con anterioridad como sonidos en directo. El sonido o los sonidos se oirán, desde el punto de vista del oyente, como si el sonido se produjese en el punto que el programa decida, lo interesante de este proyecto es que el sonido podrá cambiar de lugar, moverse, etc. Todo en tiempo real. Esto se consigue sin modificar el sonido al grabarlo pero sí al emitirlo, el programa calcula las variaciones necesarias para que al emitir el sonido al oyente le llegue como si el sonido realmente se generase en un punto del espacio o lo más parecido posible. La sensación de movimiento no deja de ser el punto anterior cambiando de lugar. La idea era crear una aplicación web basada en Canvas de HTML5 que se comunicará con esta interfaz de usuario remota. Así se solucionarían todos los problemas de compatibilidad ya que cualquier dispositivo con posibilidad de visualizar páginas web podría correr una aplicación basada en estándares web, por ejemplo un sistema con Windows o un móvil con navegador. El protocolo debía de ser WebSocket porque es un protocolo HTML5 y ofrece las “garantías” de latencia que una aplicación con necesidades de información en tiempo real requiere. Nos permite una comunicación full-dúplex asíncrona sin mucho payload que es justo lo que se venía a evitar al no usar polling normal de HTML. El problema que surgió fue que la interfaz de usuario de red que tenía el programa no era compatible con WebSocket debido a un handshacking inicial y obligatorio que realiza el protocolo, por lo que se necesitaba otra interfaz de red. Se decidió entonces cambiar a JSON como formato para el intercambio de mensajes. Al final el proyecto comprende no sólo la aplicación web basada en Canvas sino también un servidor funcional y la definición de una nueva interfaz de usuario de red con su protocolo añadido. ABSTRACT. This project aims to become a part of the SSR tool to extend its capabilities in the field of the access. SSR is an acronym for SoundScape Renderer, is a program mostly written in C++ that allows you to hear already recorded or live sound with a variety of sound equipment as if the sound came from a desired place in the space. Like the web-page of the SSR says surely better explained: “The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms.” The application can be used with a graphical interface written in Qt but has also a network interface for external applications to use it. This network interface communicates using XML messages. A good example of it is the Android client. This Android client is already working. In order to use the application should be run it by loading an audio source and the wanted environment so that the renderer knows what to do. In that moment the server binds and anyone can use the network interface. Since the network interface is documented everyone can make an application to interact with this network interface. So the application can have as many user interfaces as wanted. The part that is developed in this project has nothing to do neither with audio rendering nor even with the reproduction of the spatial audio. The part that is developed here is about the interface used in the SSR application. As it can be deduced from the title: “Distributed Web Interface for Real-Time Spatial Audio Reproduction System”, this work aims only to offer the interface via web for the SSR (“Real-Time Spatial Audio Reproduction System”). The idea is not to make a new graphical interface for SSR but to allow more types of interfaces and communication. To accomplish the objective of allowing more graphical interfaces this project is going to use a new network interface. By now the SSR application is using only XML for data interchange but this new network interface support JSON. This project comprehends the server that launch the application, the user interface and the new network interface. It is done with these modules in order to allow creating new user interfaces that can communicate with the server or new servers that can communicate with the user interface by defining a complete network interface for data interchange.
Resumo:
El presente documento aborda la problemática surgida en torno al desarrollo de una plataforma para gestionar las guías docentes de la Universidad Politécnica de Madrid, centrándose en el uso de las tecnologías Javascript, así como de lo algoritmos, plugins y bibliotecas auxiliares creadas y utilizadas. Por último, se muestran los resultados obtenidos del análisis y puesta en práctica de lo expuesto en el documento, así como conclusiones y sugerencias de futuras líneas de trabajo para este mismo proyecto. ---ABSTRACT---This document explains the problems found when developing a web service whose purpose is the management of learning guides at \Universidad Politecnica de Madrid". This final thesis focus on the use of Javascript technologies and the plugins, algorithms and auxiliar libraries used and developed. Finally, results of the analysis, development of the ideas exposed in this document, and conclusions and future working lines are presented.
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There are significant levels of concern about the relevance and the difficulty of learning some issues on Strength of Materials and Structural Analysis. Most students of Continuum Mechanics and Structural Analysis in Civil Engineering usually point out some key learning aspects as especially difficult for acquiring specific skills. These key concepts entail comprehension difficulties but ease access and applicability to structural analysis in more advanced subjects. Likewise, some elusive but basic structural concepts, such as flexibility, stiffness or influence lines, are paramount for developing further skills required for advanced structural design: tall buildings, arch-type structures as well as bridges. As new curricular itineraries are currently being implemented, it appears appropriate to devise a repository of interactive web-based applications for training in those basic concepts. That will hopefully train the student to understand the complexity of such concepts, to develop intuitive knowledge on actual structural response and to improve their preparation for exams. In this work, a web-based learning assistant system for influence lines on continuous beams is presented. It consists of a collection of interactive user-friendly applications accessible via Web. It is performed in both Spanish and English languages. Rather than a “black box” system, the procedure involves open interaction with the student, who can simulate and virtually envisage the structural response. Thus, the student is enabled to set the geometric, topologic and mechanic layout of a continuous beam and to change or shift the loading and the support conditions. Simultaneously, the changes in the beam response prompt on the screen, so that the effects of the several issues involved in structural analysis become apparent. The system is performed through a set of web pages which encompasses interactive exercises and problems, written in JavaScript under JQuery and DyGraphs frameworks, given that their efficiency and graphic capabilities are renowned. Students can freely boost their self-study on this subject in order to face their exams more confidently. Besides, this collection is expected to be added to the "Virtual Lab of Continuum Mechanics" of the UPM, launched in 2013 (http://serviciosgate.upm.es/laboratoriosvirtuales/laboratorios/medios-continuos-en-construcci%C3%B3n)
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This paper presents a Focused Crawler in order to Get Semantic Web Resources (CSR). Structured data web are available in formats such as Extensible Markup Language (XML), Resource Description Framework (RDF) and Ontology Web Language (OWL) that can be used for processing. One of the main challenges for performing a manual search and download semantic web resources is that this task consumes a lot of time. Our research work propose a focused crawler which allow to download these resources automatically and store them on disk in order to have a collection that will be used for data processing. CRS consists of three layers: (a) The User Interface Layer, (b) The Focus Crawler Layer and (c) The Base Crawler Layer. CSR uses as a selection policie the Shark-Search method. CSR was conducted with two experiments. The first one starts on December 15 2012 at 7:11 am and ends on December 16 2012 at 4:01 were obtained 448,123,537 bytes of data. The CSR ends by itself after to analyze 80,4375 seeds with an unlimited depth. CSR got 16,576 semantic resources files where the 89 % was RDF, the 10 % was XML and the 1% was OWL. The second one was based on the Web Data Commons work of the Research Group Data and Web Science at the University of Mannheim and the Institute AIFB at the Karlsruhe Institute of Technology. This began at 4:46 am of June 2 2013 and 1:37 am June 9 2013. After 162.51 hours of execution the result was 285,279 semantic resources where predominated the XML resources with 99 % and OWL and RDF with 1 % each one.
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Mentre navighiamo siamo veramente certi che i nostri dati e la nostra privacy siano al sicuro? I browser e le tecnologie di cui fanno uso possono rivelare una miriade di informazioni. Al crescere delle informazioni reperibili, si inizia a superare una massa critica che può permettere l'identificazione. Il device fingerprinting è proprio il rilevamento di questa tipologia di dati. HTML5 e le nuove API che esso mette a disposizione aumentano a dismisura le modalità per fare fingerprinting. Durante lo sviluppo della presente tesi è stato realizzato un framework molto potente che verrà mostrato nel dettaglio. Come a seguito di un disastro aereo, l'ingegneria aeronautica si mette all'opera per scovare i punti deboli allo scopo di rendere più robusti gli aerei di nuova generazione, noi con la presente tesi vogliamo dare il nostro contributo al miglioramento del web del futuro. Affinchè la nostra privacy sia veramente nelle nostre mani e possiamo essere artefici del nostro domani.