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1

Khalifa, Ahmed Abdelmonem Abuelfotooh Ali. "Collaborative Computing Cloud: Architecture and Management Platform." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/72866.

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We are witnessing exponential growth in the number of powerful, multiply-connected, energy-rich stationary and mobile nodes, which will make available a massive pool of computing and communication resources. We claim that cloud computing can provide resilient on-demand computing, and more effective and efficient utilization of potentially infinite array of resources. Current cloud computing systems are primarily built using stationary resources. Recently, principles of cloud computing have been extended to the mobile computing domain aiming to form local clouds using mobile devices sharing their computing resources to run cloud-based services. However, current cloud computing systems by and large fail to provide true on-demand computing due to their lack of the following capabilities: 1) providing resilience and autonomous adaptation to the real-time variation of the underlying dynamic and scattered resources as they join or leave the formed cloud; 2) decoupling cloud management from resource management, and hiding the heterogeneous resource capabilities of participant nodes; and 3) ensuring reputable resource providers and preserving the privacy and security constraints of these providers while allowing multiple users to share their resources. Consequently, systems and consumers are hindered from effectively and efficiently utilizing the virtually infinite pool of computing resources. We propose a platform for mobile cloud computing that integrates: 1) a dynamic real-time resource scheduling, tracking, and forecasting mechanism; 2) an autonomous resource management system; and 3) a cloud management capability for cloud services that hides the heterogeneity, dynamicity, and geographical diversity concerns from the cloud operation. We hypothesize that this would enable 'Collaborative Computing Cloud (C3)' for on-demand computing, which is a dynamically formed cloud of stationary and/or mobile resources to provide ubiquitous computing on-demand. The C3 would support a new resource-infinite computing paradigm to expand problem solving beyond the confines of walled-in resources and services by utilizing the massive pool of computing resources, in both stationary and mobile nodes. In this dissertation, we present a C3 management platform, named PlanetCloud, for enabling both a new resource-infinite computing paradigm using cloud computing over stationary and mobile nodes, and a true ubiquitous on-demand cloud computing. This has the potential to liberate cloud users from being concerned about resource constraints and provides access to cloud anytime and anywhere. PlanetCloud synergistically manages 1) resources to include resource harvesting, forecasting and selection, and 2) cloud services concerned with resilient cloud services to include resource provider collaboration, application execution isolation from resource layer concerns, seamless load migration, fault-tolerance, the task deployment, migration, revocation, etc. Specifically, our main contributions in the context of PlanetCloud are as follows. 1. PlanetCloud Resource Management • Global Resource Positioning System (GRPS): Global mobile and stationary resource discovery and monitoring. A novel distributed spatiotemporal resource calendaring mechanism with real-time synchronization is proposed to mitigate the effect of failures occurring due to unstable connectivity and availability in the dynamic mobile environment, as well as the poor utilization of resources. This mechanism provides a dynamic real-time scheduling and tracking of idle mobile and stationary resources. This would enhance resource discovery and status tracking to provide access to the right-sized cloud resources anytime and anywhere. • Collaborative Autonomic Resource Management System (CARMS): Efficient use of idle mobile resources. Our platform allows sharing of resources, among stationary and mobile devices, which enables cloud computing systems to offer much higher utilization, resulting in higher efficiency. CARMS provides system-managed cloud services such as configuration, adaptation and resilience through collaborative autonomic management of dynamic cloud resources and membership. This helps in eliminating the limited self and situation awareness and collaboration of the idle mobile resources. 2. PlanetCloud Cloud Management Architecture for resilient cloud operation on dynamic mobile resources to provide stable cloud in a continuously changing operational environment. This is achieved by using trustworthy fine-grained virtualization and task management layer, which isolates the running application from the underlying physical resource enabling seamless execution over heterogeneous stationary and mobile resources. This prevents the service disruption due to variable resource availability. The virtualization and task management layer comprises a set of distributed powerful nodes that collaborate autonomously with resource providers to manage the virtualized application partitions.
Ph. D.
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Moustafa, Ahmed Maher Ahmed Tawfik. "A collaborative Platform for multilingual Ontology Development." Doctoral thesis, Università degli studi di Trento, 2014. https://hdl.handle.net/11572/368556.

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The world is extremely diverse and its diversity is obvious in the cultural differences and the large number of spoken languages being used all over the world. In this sense, we need to collect and organize a huge amount of knowledge obtained from multiple resources differing from one another in many aspects. A possible approach for doing that is to think of designing effective tools for construction and maintenance of linguistic resources and localized domain ontologies based on well-defined knowledge representation methodologies capable of dealing with diversity and the continuous evolvement of human knowledge. In this thesis, we present a collaborative platform which allows for knowledge organization in a language-independent manner and provides the appropriate mapping from a language independent concept to one specific lexicalization per language. This representation ensures a smooth multilingual enrichment process for linguistic resources and a robust construction of ontologies using language-independent concepts. The collaborative platform is designed following a workflow-based development methodology that models linguistic resources as a set of collaborative objects and assigns a customizable workflow to build and maintain each collaborative object in a community driven manner, with extensive support of modern web 2.0 social and collaborative features.
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Moustafa, Ahmed Maher Ahmed Tawfik. "A collaborative Platform for multilingual Ontology Development." Doctoral thesis, University of Trento, 2014. http://eprints-phd.biblio.unitn.it/1367/1/PhD_Dissertation-Tawfik_Ahmed.pdf.

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The world is extremely diverse and its diversity is obvious in the cultural differences and the large number of spoken languages being used all over the world. In this sense, we need to collect and organize a huge amount of knowledge obtained from multiple resources differing from one another in many aspects. A possible approach for doing that is to think of designing effective tools for construction and maintenance of linguistic resources and localized domain ontologies based on well-defined knowledge representation methodologies capable of dealing with diversity and the continuous evolvement of human knowledge. In this thesis, we present a collaborative platform which allows for knowledge organization in a language-independent manner and provides the appropriate mapping from a language independent concept to one specific lexicalization per language. This representation ensures a smooth multilingual enrichment process for linguistic resources and a robust construction of ontologies using language-independent concepts. The collaborative platform is designed following a workflow-based development methodology that models linguistic resources as a set of collaborative objects and assigns a customizable workflow to build and maintain each collaborative object in a community driven manner, with extensive support of modern web 2.0 social and collaborative features.
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Hansson, Torsten. "Collaborative Community Engagement: Developing a framework towards community engagement through an online collaborative drawing platform." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23798.

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The thesis focuses on understanding the relationship between remotely collaborative team members and the community userbase. This is done through a series of experiments where both workshops and interviews led to the development of a framework. The methodology developed melded workshops and interviews together with evaluation and iteration periods in what is called ‘workshop rounds’. Prototypes transitioned into ‘living prototypes’ as they involved an actual set of live users which furthermore required high-fidelity implementation. The framework created established team-to-team communication with considerations for eventual users in an open dialog. Suggestions in different directions towards collaborative contributions completed the efforts of a scaffolding approach. The project is relevant to collaborative media methodology where the case studies constructed understandings in design research on the topic of remote collaboration in community engagement and development.
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Shen, Xiajun. "MAP: A mobile-agent-based platform for collaborative virtual environments." Thesis, University of Ottawa (Canada), 2003. http://hdl.handle.net/10393/28964.

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With the enhanced performance of modern personal computer systems, the acceptance and distribution of 3D and virtual environment (VE) applications have become more common. The first VE systems were single user systems, but now we can see that distributed VE (DVE) and CSCW (Computer Supported Collaborative Work) can open new areas of applications. Currently one of the most challenging areas of research in Virtual Reality is Collaborative Virtual Environment (CVE). It adds new dimensions to human-factors, networking, synchronization, middleware, object model acquisition and representation. Some international standards have been developed that are very likely to make a major impact on CVE technology: the Distributed Interactive Simulation (DIS) and the High Level Architecture (HLA). Deriving from military-purpose simulations, DIS and HLA, however, have limitations on building large-scale general-purpose CVE applications. For instance, HLA ownership management only allows single participant to manipulate objects at any given time while providing meaningful real-time manipulation of a single object among multiple geographically distant users is essential for users performing collaborative tasks. The mobile agent technology that has received a rapidly growing attention over the last few years overcomes these limitations and could be an effective solution to building large-scale general-purpose CVE applications. This research addresses the software architecture and techniques necessary to apply the philosophy of mobile agents to collaborative virtual environments. For this purpose, a mobile agent system called MAP is designed and implemented. MAP supports general-purpose CVEs, enables object dynamic introduction, joint-manipulation management and maximizes system flexibilities such as dynamic composition and task coordination that are applied for building a workload balanced interest management system.
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Hasani, Darabadi Sara. "PREdictive model for DISaster response configuration (PREDIS decision platform)." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/11578.

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The extraordinary conditions of a disaster, require the mobilisation of all available resources, inducing the rush of humanitarian partners into the affected area. This phenomenon called the proliferation of actors, causes serious problems during the disaster response phase including the oversupply, duplicated efforts, lack of planning. The aim of this research is to provide a solution to reduce the partner proliferation problem. To that end the main research question is put forward as “How to reduce the proliferation of partners in a disaster response”? Panel analysis of the historic record of 4,252 natural onset disasters between 1980 to 2013 via regression analysis, MA and AHP gives rise to the formation of a predictive decision-making platform called PREDIS. It is capable of predicting the human impact of the disaster (fatality, injured, homeless) of up to 3% of errors and enables the decision makers to estimate the required needs for each disaster and prioritises them based on the disaster type and socio-economics of the affected country. It further renders it possible to rank and optimise the desired partners based on the decision maker’s preferences. Verification of the PREDIS through a simulation game design using a sample group of decision makers, show that this technique enables the user to decide within one hour after the disaster strike using the widely available data at the time of the disaster. It also enables non-experts to decide almost identically to experts in terms of the similarity of the choices and the speed of the decision. The lack of an extensive database for the potential humanitarian partners from which to choose, is the limitation of this research in addition to the lack of standardised set of minimum requirements for the suitable partners. The model is also as strong as its data feed which is inconsistent in various humanitarian sources.
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Beca, Lukasz Michal. "A methodology and platform for building collaborative environments on the Web." Related electronic resource: Current Research at SU : database of SU dissertations, recent titles available full text, 2002. http://wwwlib.umi.com/cr/syr/main.

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Mason, Aaron D. "Monitoring individual animals through a collaborative crowdsourcing and citizen science platform." Thesis, University of Surrey, 2016. http://epubs.surrey.ac.uk/810995/.

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Improvements in communication technology means that increasing numbers of people around the world can share information with increasing ease. This information is forming knowledge in forms that was not previously conventionally possible. It is enabling new communities to be formed. This research aimed to determine how this data could be exploited and combined with additional complementary tools to enable automated large-scale non-intrusive monitoring of wildlife, and in particular keystone species. Three proof-of-concept research studies explored automated camera traps, citizen science and large-scale crowdsourcing to determine the potential of a system that combines this technology and its use for automated monitoring of wild animals. The results demonstrated that internet-connected camera traps are capable of collecting valuable visual data at a large-scale. However, for keystone species, such as tigers, the scale required for monitoring presents technical and economic challenges. The participation of citizen scientists to collect and analyse data demonstrated a potential monitoring mechanism. However, the volume of data provided for such a focused practice proved insufficient for accurate large-scale monitoring. The Wildsense project, which used publicly-available image data from the Web as its primary data source demonstrated that there is additional data available that can be processed with the participation of citizen scientists. The popularity and overall interest towards this project showed that crowdsourcing is a viable method for collecting relevant data for animal monitoring. It was concluded that the proof-of-concept experiments completed provided evidence that there is a potential to monitor individual animals through an automated approach and a system architecture is proposed. There is potential for automated large scale monitoring using the proposed framework. However, there are significant challenges to overcome and multiple directions for future work are recommended for exploration.
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Wilson, Dany. "Architecture for a Fully Decentralized Peer-to-Peer Collaborative Computing Platform." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32790.

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We present an architecture for a fully decentralized peer-to-peer collaborative computing platform, offering services similar to Cloud Service Provider’s Platform-as-a-Service (PaaS) model, using volunteered resources rather than dedicated resources. This thesis is motivated by three research questions: (1) Is it possible to build a peer-to-peer col- laborative system using a fully decentralized infrastructure relying only on volunteered resources?, (2) How can light virtualization be used to mitigate the complexity inherent to the volunteered resources?, and (3) What are the minimal requirements for a computing platform similar to the PaaS cloud computing platform? We propose an architecture composed of three layers: the Network layer, the Virtual layer, and the Application layer. We also propose to use light virtualization technologies, or containers, to provide a uniform abstraction of the contributing resources and to isolate the host environment from the contributed environment. Then, we propose a minimal API specification for this computing platform, which is also applicable to PaaS computing platforms. The findings of this thesis corroborate the hypothesis that peer-to-peer collaborative systems can be used as a basis for developing volunteer cloud computing infrastructures. We outline the implications of using light virtualization as an integral virtualization primitive in public distributed computing platform. Finally, this thesis lays out a starting point for most volunteer cloud computing infrastructure development effort, because it circumscribes the essential requirements and presents solutions to mitigate the complexities inherent to this paradigm.
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Kaiser, Marie. "Well-being through creativity : A collaborative online platform for hobby illustrators." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43262.

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This project explores how interactive technologies can support digital collaborations between hobby illustrators in order to foster their mental well-being through creative exchange, with special regard to physical distancing. The exploration of the design concept builds upon four main areas of theory: social connectedness in times of physical separation, the impact of creativity on mental health, design for collaborations and creativity through collaboration. The design project resulted in a prototype for a smartphone application that enables hobby illustrators to find inspiration to create artworks and collaborate with other hobby illustrators while being physically distanced, as to be presented in the following chapter 0. This paper discusses the design process from research to design decisions and reasoning behind the features of the prototype. The outcomes contribute to Interaction Design research at the intersection of technology and artmaking and open considerations to design for creative collaborations in non-professional contexts, potentially extending to the broader field of arts.
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Olduz, Mehmet. "A Service Oriented Collaborative Supply Chain Planning Process Definition And Execution Platform." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12610022/index.pdf.

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Currently, there are many software applications handling planning, scheduling, material management, invoicing, workflow management within an organization. However, companies need to plan across a wider span of activities and need to collaborate with their partners to optimize the '
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profitability. This requires collaborative planning within a supply chain and exchange of planning data. Collaborative Planning, Forecast and Replenishment (CPFR) is one of the most prominent initiatives on Collaborative Planning. However, CPFR only provides guidelines, but does not mandate any technology for the definition and execution of planning process. Therefore, companies have difficulties to define and deploy CPFR solutions and there is a need for a Service Oriented, Open Platform for the definition and execution of collaborative planning processes involving many supply chain tiers. In this work, first of all, the building blocks of the planning process have been defined as machine processable definitions in OASIS ebXML Business Specification Language (ebBP). CPFR Designer Tool developed provides the users to visually create CPFR Processes in ebBP and to convert this ebBP process definition automatically to an executable business process using OASIS Business Process Execution Language (WS-BPEL). In this way, the supply chain enterprises are able to create customized CPFR processes which are in integration with the underlying intra-enterprise planning processes. Moreover, in the thesis, a CPFR Process Execution Environment is prepared where the generated CPFR Process can be executed. The work presented in this thesis is realized as a part of IST-213031 iSURF project funded by European Commission under ICT FP7.
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Hashemi, Mona. "Human-Robot Collaborative Design (HRCoD): Real-Time Collaborative Cyber-Physical HMI Platform for Robotic Design and Assembly through Augmented Reality." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1619714568614344.

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Bhana, Ismail M. "Coco : A common platform for collaborative computing in heterogeneous peer-to-peer networks." Thesis, University of Reading, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.500557.

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Fangbemi, Kossivi Agbessi. "Collaborative control of wave glider platforms - Local Communication and Sea State Estimation." Master's thesis, Faculty of Engineering and the Built Environment, 2019. http://hdl.handle.net/11427/31411.

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Climate change is the focus of many oceanography and marine engineering researchers, with possible links between climate change and the carbon cycle in the Southern Ocean being considered. This type of investigation requires modern and cost-effective tools to conduct surveys and collect data from the ocean. The self-propelled unmanned surface vessel, the Liquid Robotics Wave Glider, was designed primarily as a marine research tool and offers several advantages over existing research vessels and other tools employed for data acquisition in the ocean. The main advantages are its robustness at sea, i.e. its ability to withstand extreme weather conditions, its propulsion energy source, which is the wave energy, and its customisable electronics payload. The inter-platform communication strategy of the Wave Glider inspired a few engineering questions, one of which is the focal point of this research: whether Low Power Wide Area Network (LPWAN) technology can be used to set up a local communication system enabling the collaboration of two or more Wave Gliders and reduce the cost, in terms of power and communication channels, involved in the communication with the Wave Glider platforms during missions. This research considers various LPWAN technologies available on the market and proposes LoRaWAN technology for the local communication system. LoRaWAN was selected as it presented a robust radio modulation and had growing support in the industry. In this research, a LoRa-based network of two nodes was developed, implemented and tested over the surface of the ocean. It was found that the system performs well over a distance of 1 km with both antennas having one end at the mean surface level of the sea. With the intention to increase the range of the platform and achieve a reliable and robust system, the research continued with the study of the influence of the surface waves on the proposed local communication system by exploring, firstly, the impact of seawater and, secondly, the wave height on signal transmission. The first study investigated the influence that the electromagnetic properties of seawater may have on the transmission of signals from one node to the second through simulations using the computational electromagnetic package FEKO. It revealed that, at the frequency of operation, which was 868 MHz, seawater reacted as a lossy conductor and reflected the signal upward, with negligible power penetrating the surface of the ocean. The subsequent study reviewed the statistical properties of the ocean surface waves in a sea of deep waters and proposed a relationship between the wind speed (or surface wave elevation), the antenna height, the distance separation between the two nodes and the probability of the presence of a line of sight (LoS) between the two nodes. This relationship quantifies the expected result that the probability of the LoS diminishes as the wind speed or the distance between the two nodes increases, whereas it improves with an increase in the antenna height. The last part of the research focused on initial works on sea state estimation using the lossless wave equation and Kalman Filter to provide 3D sea surface elevations that would be used to change to the probability of the LoS calculated previously in the research. Indeed, using the local communication to share the point-wise sea state data can be exploited to estimate the sea state over a rectangular region delimited to include these points. Sea state estimation is expected to enhance the joint navigation and coordination of the platforms and consequently, boost the probability of the LoS through the transmission at the crest of the waves. During the development of the Kalman Filter model, it was discovered that the sample time and the sample space significantly affect the performance and the stability of the discretised models. However, a carefully selected sampling time and sample space exhibited a stable system model. The results of the Kalman filtering were a realistic sea state estimate with a minimum error at the locations in the surrounding of the measurements.
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Lundin, Emma. "Designing Sharing Platforms : A study of the Hoffice coworking network." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189337.

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The sharing economy, or collaborative consumption, refers to peer-to-peer sharing of goods and services coordinated through a commercialized or community-based online platform. Collaborative consumption platforms are used for sharing of our under-used assets, e.g. our homes, tools, and vehicles, and can bring social communities together. Through sharing we use our resources more effectively, and contribute towards a more sustainable lifestyle. Hoffice was started in 2013 in Stockholm and promotes the concept of working for free in the homes of others, and is getting a lot of attention around the world. This nonprofit network helps people arrange home offices, where hosts share their residence with people who, through Facebook, can reserve a seat for the day. The purpose of these work events is to create free workspaces, with the possibilities for social, structured and disciplined environments, while allowing individuals to benefit from the support and intelligence of others. This research aims to study the hosts in the Hoffice network, to find ways to explain the key driving values, as well as barriers, and apply it to a tailored platform in order to motivate more people to host work events. The central research question is furthermore How could well adapted social platforms increase motivation for people to engage in the collaborative consumption as exemplified by Hoffice? Six semi-structured interviews with past host from year 2014-2015 were conducted to gain qualitative answers about how an online platform can be developed in order to motivate Hoffice members to become hosts. The questions were divided into three different sections; Background, About Hoffice, and Online platform. Observations were performed with a purpose of understanding the structure of a Hoffice event, and to gain a better understanding of the users needs and behaviors. After a first version of a prototype was developed, evaluations and user tests were completed with the interviewees and the founder of Hoffice. Results show that communication, offline and online, is important when people engage in collaborative consumptions, and Facebook has a great impact on people when communicating and spreading information. Although Facebook has some weaknesses when it comes to planning and inviting people to events due to their restrictions and functionalities. Also, when using Facebook for a sharing service, the users are forced to have a Facebook account to partake. All services that involve sharing should consider and support geographical location features. Moreover, to show appreciation is important. People find motivation from feeling liked and appreciated, and want to feel that their contribution is making a positive impact on other people's lives. Finally, it is important to have clear rules and guidelines for monitoring member’s behavior, otherwise uncertainties and dissatisfaction will occur.
Delande ekonomin, eller gemensam konsumtion, hänvisar till peer-to-peer-delning av varor och tjänster som samordnas genom en kommersialiserad eller samhällsbaserad online-plattform. Plattformar för gemensam konsumtion används för delning av våra underutnyttjade tillgångar, t.ex. våra hem, verktyg och fordon, och kan skapa sociala gemenskaper. Genom att dela använder vi våra resurser mer effektivt och bidrar till en mer hållbar livsstil. Hoffice startades 2013 i Stockholm och främjar gratis arbetsplatser i hemmen, och har fått stor uppmärksamhet runt om i världen. Detta ideella nätverk hjälper människor anordna hemmakontor, där värdar delar deras bostad med människor, som genom Facebook kan reservera en plats för dagen. Syftet är att skapa gratis arbetsytor, med möjligheter för sociala, strukturella och disciplinerade miljöer, samtidigt som individer drar nytta av stöd och intelligens från andra. Denna forsknings syfte är att studera värdarna i Hoffice nätverket, för att hitta sätt att förklara de viktigaste drivkrafterna, liksom hinder, och tillämpa det på en skräddarsydd plattform för att motivera fler människor att vara värd. Den centrala frågeställningen är dessutom, Hur kan välanpassade sociala plattformar öka motivationen för människor att engagera sig i kollaborativ konsumtion som exemplifieras av Hoffice? Sex semistrukturerade intervjuer med tidigare värdar från år 2014-2015 genomfördes för att få kvalitativa svar om hur en plattform online kan utvecklas för att motivera Hoffice medlemmar att bli värdar. Frågorna delades in i tre olika sektioner; Bakgrund, Om Hoffice, och Online-plattform. Observationer utfördes med ett syfte att förstå strukturen hos en Hoffice-arbetsdag, och för att få en bättre förståelse av användarnas behov och beteenden. Efter att en första version av en prototyp tagits fram utfördes utvärderingar och användartester. Resultaten visar att kommunikation, både offline och online, är viktigt när människor engagerar sig i kollaborativ konsumtion, och Facebook har en stor inverkan på människor vid kommunikation och spridning av information. Facebook har dock vissa brister när det gäller att planera och bjuda in folk till evenemang på grund av sina begränsningar och funktioner. När man använder Facebook för en delningstjänst tvingas användarna även ha ett Facebook-konto för att delta. Alla tjänster som innebär att dela bör överväga och stödja geografiska platsfunktioner. Dessutom, att visa uppskattning är viktig. Folk motiveras av känslan från uppskattning, och vill känna att deras bidrag gör en positiv inverkan på andra människors liv eller situation. Slutligen är det viktigt att ha tydliga regler och riktlinjer för övervakning av medlemmars beteenden, annars kommer osäkerhet och missnöje att inträffa.
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Torrado, Filipe Rafael Oliveira. "Collaborative Study Web Platform." Master's thesis, 2016. http://hdl.handle.net/10362/21527.

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Online learning is gaining importance in Universities, in student communities, and companies. Learning Management Systems (LMS) are the prevailing software solutions for education and e-learning. These systems are evolving from simple containers of courses information, syllabus, and documents or files, to offer more intricate features, associated with social and collaboration-oriented software. Aside from LMS, students often use multiple web applications for studying and doing projects. LMS may not offer a workspace where users can organize and share information, which is segmented on several online tools. Some solutions may even entirely restrict creation of content by students. With this in mind, a system was designed and implemented with the goal of providing an alternative or complementary solution to other LMS. In general, educational institutions deploy these systems, with restricted access within their peers. On the contrary, the proposed approach provides a set of collaboration and content organization tools. It is a web application provided under a software as a service (SaaS) model, to which potentially anyone can access and register. The platform is organized into groups, which hold content elements and place users together. Each group member has his/her set of roles inside the group, defining corresponding permissions, which are enforced by an access control system. Permissions are set in respect to users, groups and content. An emphasis is given on providing a way to assess or rate users through both their actions and content creation, hypothesizing this as a factor for user engagement and trust. Users, through several feedback elements such as voting and commenting, evaluate content. A presentation is done of the studied rating calculation methods and simulation of several of these methods. The resulting web platform sets a basis to explore different approaches for content creation and sharing collaboratively. The use cases in the system are analysed and discussed,considering this system as a foundation for a web application focused on collaborative and group-based study.
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Ho, Min-Chun, and 何旻軍. "Collaborative viewing on mobile platform." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/19838418540639878654.

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碩士
臺灣大學
機械工程學研究所
95
Because of the improvement of technology and network information dissemination, the life cycles of many products are shortened to a wide margin. In order to bring the product impact to the lowest, and strengthen the enterprise competitions, collaborative design processes becomes the important key in the development of products. Currently, the hardware of mobile devices improves rapidly. The improvement of the network service provided by a mobile communication trader, using a mobile device to access the internet and downloading software are quite general. The main idea of this thesis tries to combine collaborative design and mobile device. The goal of this research is to develope an application program of mobile device. It can read the files storing data of 3D model, then render 3D model on the mobile device. It can open the server side, and the client side can access in, and start collaborative operation of 3D model. Using voice messages in communication, the developers can exchange opinions during the process of collaborative design, reducing time wasted and promoting product efficiency.
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Lin, Yao-Tsung, and 林耀聰. "Collaborative Platform for Internet Content Selection." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/29949391351106480832.

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碩士
國立交通大學
資訊科學系
87
Due to the rapid growth of the amount of web pages, web becomes an important media for information communication and much inappropriate information is transferred through Internet. PICS protocol provided a systematic and complete architecture for Internet content selection. However, based upon PICS protocol, that may still have some problems need to be solved. In this work, a collaborative platform for Internet content selection is proposed. After the rating information are extracted by the collecting and extracting phases of the platform, the characteristics of all rating group are learned and can be used to help users to determine which group is suitable for joining. In the distribution of rating information, a distributed environment similar to DNS structure is proposed to solve three critical problems, including problems on storage, performance, and integrity of rating information. We also design a questionnaire to understand the opinions concerning the Internet content selection of users. According to the statistics of 600 answers of our designed questionnaire, over 72% answers would support the collaborative platform for Internet content selection. Therefore, we propose a plan to construct a national project based upon the architecture in this work.
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(6636098), Arjun Shakdher. "Collaborative Platform for Computational Thinking Assessment." Thesis, 2019.

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Computational Thinking (CT) is an integral process of thinking in humans that allows them to solve complex problems efficiently and effectively by breaking down a problem in smaller parts and using abstraction to create generalizable solutions. While the term CT has gained a lot of popularity in current education and research, there is still considerable ambiguity when it comes to defining exactly what CT encompasses. Since the definition and characteristics that make up CT vary so much, it is extremely difficult to measure CT in people. This thesis explains how different industry experts and organizations view CT and describes the importance of developing and integrating such a method of thinking in everyone, not just computer science professionals. The literature review also includes a comprehensive analysis of different tests and tools created to measure CT in people. This study proposes a web-based CT assessment collaborative tool that can be an effective instrument for teachers in assessing CT skills in students who are a part of the Teaching Engineering Concepts to Harness Future Innovators and Technologists (TECHFIT) program funded through NSF DRL-1312215 and NSF DRL-1640178. The vision of this tool is to become a go-to platform for CT assessment where questions collaborated by experts can be used to reliably assess the CT skills of anyone interested in measuring them.
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Chiu, Yu Hsing, and 邱郁歆. "Ontology Collaborative Development Platform Based on Web2.0." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/09474569132953046726.

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碩士
長庚大學
資訊管理學研究所
97
Web2.0 provides many easy-to-use tools and services; it provides spaces for community discussion, is a place to construct networked knowledge base, and thus becomes an excellent platform for knowledge sharing. However, because of the vast amount of knowledge that has swamped the network, it is difficult to find the items needed and thus decreasing the efficiency of knowledge sharing. Ontology describes the complex domain knowledge in a structured and formal presentation, and it has been used, in conjunction with the internet, in public services. Some studies have suggested using ontology to describe and classify internet resources and then systematically build semantic webs that can be machine-processed; however, this approach has not gained popularity yet, and to the general public ontology is till shrouded in mystery and difficult to comprehend. This study proposes an ontology collaborative platform to combine Web2.0 technology and ontology that is easier for the general public to accept. In practice, the operational partition uses the ontology life cycle of Methontology, and the operational activities follow steps outlined by an ontology development guide. This platform is implemented with friendly interface that is typical in Web2.0 to help community users navigate and learn to complete the ontology development process. Knowledge shared on this platform can collect, organize, and construct ontology that is needed by the community, and these knowledge can be further standardized. Thus, the community may collaborate in the development and maintenance of ontology continuously.
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Hsu, Yao-Yueh, and 許耀月. "Development of a Collaborative Ubiquitous Learning Platform." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/15007470125504597162.

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碩士
中華大學
資訊工程學系(所)
97
In recent years, the evolution of information technologies has made lots of changes on human activities, such as working, playing, and learning. Furthermore, the learning environment has been changed from traditional classrooms to on-line learning, mobile learning (m-learning), even ubiquitous learning (u-learning) via employing various new learning devices and technologies. Most of u-learning systems are implemented with RFID as the location-aware technology and some of systems even do not provide collaborative instant support. As almost all of the RFID readers can only be attached to PDA rather than cell-phones, each student might need to buy a set of PDA with RFID reader to access system if RFID technology is to be employed. In this thesis, we propose and develop a collaborative ubiquitous learning platform (CULP) which uses low-cost cell-phones with build-in cameras and Internet service to support ubiquitous learning. Besides, CULP provides instant support in its collaborative ubiquitous learning. Therefore, learners can get prompt helps when they encounter some problems during their learning activities. We conduct an experiment to verify the performance of CULP for learning. This experiment is conducted in PC-DIY lab-lecture learning with this platform for freshman. In this experiment, we separate the students into two groups. One is named the control group which is learning in the traditional way for lab-lecture. The other one is named the experiment group which is learning with CULP in the lab-lecture. We found that in average only 43% of time was spent to finish the assembling job for the experiment group. The statistical analysis results show that, learning with CULP is helpful to the students in improving their learning achievements. In addition, we develop a survey with 30 questions to evaluate the users’ opinions about CULP. From analyzing the results of the survey, we found out that the average score is 3.82. It means that most of students gave positive response to the CULP. Keywords: Ubiquitous Learning, Collaborative Learning
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22

Siller, Gavin George. "FeatureIT : a platform for collaborative software development." Diss., 2013. http://hdl.handle.net/10500/11909.

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The development of enterprise software is a complex activity that requires a diverse set of stakeholders to communicate and coordinate in order to achieve a successful outcome. In this dissertation I introduce a high-level physical architecture for a platform titled FeatureIT that has the goal of supporting the collaboration between stakeholders throughout the entire Software Development Life Cycle (SDLC). FeatureIT is the result of unifying the theoretical foundations of the multi-disciplinary field of Computer Supported Cooperative Work (CSCW) with the paradigm and associated technologies of Web 2.0. The architecture was borne out a study of literature in the fields of CSCW, Web 2.0 and software engineering, which facilitated the identification of functional and non-functional requirements necessary for the platform. The design science research methodology was employed to construct this architecture iteratively to satisfy the requirements while validating its efficacy against a comprehensive set of scenarios that typically occur in the SDLC.
Computing
M. Sc. (Information Systems)
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23

Melo, Luis Filipe Fernandes da Costa. "API mashup in a collaborative logistics platform." Master's thesis, 2017. https://hdl.handle.net/10216/106674.

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Esta dissertação irá ser desenvolvida em ambiente empresarial e tem como proponente externo, a Huub, e como objetivo, o desenvolvimento de uma aplicação de integração de Application Pro- gramming Interfaces (APIs) de terceiros com o Enterprise Resource Planning (ERP) desenvolvido pela empresa. O Grande foco será na automatização de tarefas que consomem muito tempo, ineficientes e/ou que gastam muitos recursos, usando third party API's.
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Carminé, Rogério Luiz Araújo. "TruData: A Collaborative Platform for Data Cleaning." Master's thesis, 2021. https://hdl.handle.net/10216/135717.

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Melo, Luis Filipe Fernandes da Costa. "API mashup in a collaborative logistics platform." Dissertação, 2017. https://hdl.handle.net/10216/106674.

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Esta dissertação irá ser desenvolvida em ambiente empresarial e tem como proponente externo, a Huub, e como objetivo, o desenvolvimento de uma aplicação de integração de Application Pro- gramming Interfaces (APIs) de terceiros com o Enterprise Resource Planning (ERP) desenvolvido pela empresa. O Grande foco será na automatização de tarefas que consomem muito tempo, ineficientes e/ou que gastam muitos recursos, usando third party API's.
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Carminé, Rogério Luiz Araújo. "TruData: A Collaborative Platform for Data Cleaning." Dissertação, 2021. https://hdl.handle.net/10216/135717.

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Hsu, ChuanWen, and 許雋文. "Internet-based Platform for Collaborative Structural Experiments." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/90817342695651257853.

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碩士
國立臺灣大學
土木工程學研究所
90
To carry out structural experiments is an important way to understand the complicated behaviors of various types of structures and new materials. However, with the limitations of space or availability of experimental facilities, some complicated or large-scale experiments might be difficult to perform in a single laboratory. It is believed that a collaborative experiment technique will help researchers to carry out such types of structural experiments. An Internet-based Platform for Collaborative Structural Experiments (IPCSE) has been completed in this research, with the following objectives: 1.To help researchers develop programs efficiently and effectively to implement a collaborative experiment over Internet. 2.To provide a solution to reuse the programs when performing different experiments. 3.To make everyone on the Internet be able to get information of the status of the experiments in progress. 4.To preserve and share the experiment data and information after the experiments are completed. Finally, several simple collaborated structural experiments with labs in different locations are performed using IPCSE to demonstrate the effectiveness of the system.
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Mislove, Alan E. "POST: A decentralized platform for reliable collaborative applications." Thesis, 2005. http://hdl.handle.net/1911/17802.

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Traditional collaborative applications, such as email and newsgroups, are among the most successful and widely distributed applications. However, such services are almost exclusively based on centralized servers, which inherently limits their scalability and fault tolerance. This thesis presents the design of POST, a platform for such collaborative applications which is completely decentralized and is based on the Pastry peer-to-peer overlay. To show that POST is sufficient to support even the most demanding applications, this thesis also presents ePOST, an email service built on POST. ePOST is in use as the primary email system for actual users, demonstrating an email system which is inherently more scalable and potentially more fault tolerant than existing systems. The success of POST shows that peer-to-peer technology is mature enough to support reliable applications, and that other traditionally client-server applications can be improved through the use of peer-to-peer technologies.
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Liu, Kuan-Ling, and 劉冠伶. "Hardware/Software Collaborative Development Platform of Embedded Camera." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/sjrtdm.

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碩士
國立中央大學
資訊工程學系
105
As machine vision advances, machines have gradually replaced human vision for visual inspection and other applications. However, developing an embedded visual application is complicated and time-consuming, and heavily dependent on professional capacity. This paper proposed a hardware/software collaborative development platform of embedded camera. This development platform includes hardware/software collaborative processor which is composed of microcontroller and FPGA, and PC software. This paper implements embedded image processing middleware and Grafcet virtual machine on microcontroller, and implements image capture and image processing hardware accelerator on FPGA. Then, we design a PC software which contains two function: development using Grafcet description language and verification of user design. In this paper, the core of development platform is embedded image processing middleware. This middleware includes many methods of image processing and image analysis to helps user develop vision applications. Moreover, the middleware is Non-OS system and thus it has the advantages of less memory usage and high portability. Finally, we verify this development platform through the two experiments of embedded vision application development. The result shows that the development platform features rapid development of vision applications and reduces complexity of development. Additionally, developing vision application can run independently on embedded devices.
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Tsai, Cheng-lun, and 蔡政倫. "A Model of Collaborative Customer Relationship Management Platform." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/86335470771590131410.

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碩士
輔仁大學
資訊管理學系
94
At this age that the environment of commerce is quickly fluctuant, the relation among enterprises is competitive but also cooperative. Because of the pressure on the commercial competition, and the resource that enterprise can hold is limited, the enterprise has to devote to its core competencies. However, from the customer’s point of view, what customer need is an all-direction service. For the sake of balance that is between the core competencies of enterprise and providing customer an all-direction service, the enterprise starts developing various kinds of collaborative relations with others. This study regards Customer Relation Management (CRM) as the subject, and develops a collaborative CRM model that is across the business organizations and shares CRM resource with proper value. Then this study uses Web Services as the information technology architecture to implement a collaborative CRM platform prototype system that identifies the technological and operational feasibility of the collaborative CRM model. Because CRM activities of enterprises are all customer oriented, so enterprises identify their target customers by customer profile rules. In the collaborative CRM model across business organizations, enterprises have to give its business partners explicit and precise target customers profile rules for the operational convenience of the collaborative CRM model. To analyze profile rules of the target customer is a very complicated work, this research take advantage of the strong parallel search capability of Genetic Programming (GP) to prospect the profile rules of the target customers. This research conducts three experiments to test the reliability on analyzing customer profile rules with GP, study the technical availability for the collaborative CRM platform, and study the impact of enterprises’ adopting the collaborative CRM model on the CRM performance. The experiment results verify the following arguments: GP can produce definitely precise and representative target customers profile rules; the collaborative CRM platform can use Web Service as the information technology architecture base; enterprises’ adopting collaborative CRM model can generate positive impact on their CRM performances.
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Huang, Cheng-Wei, and 黃程韋. "The Cross-platform Collaborative Viewing and Management System." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/69994708101199980931.

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碩士
國立臺灣大學
機械工程學研究所
90
In the globally distributed environment of the product development, the divisions and closest partners of company are often scattered around the world. The implementation of concurrent engineering provides an environment for people who are related to the prodect, such as designers, analysers, manufacturers, managers, suppliers and customers, to participate in the initial stage of product development process. Some inconsistency problems can be avoided and the times of design change will be decreased, therefore the product development time will be shorten and the product quality will be raised. The collaboration system extends a single-location CAD application to multi-locatoin one. People can communicate and share data at geographically distributed locations with this system. Internet is served as a medium for this collaboration system. The system was developed by Java language and was built as three-tier architechure refered to J2EE architechure. The collaboration system incorporate C++ library of Spring Solid System by JNI techonology to accept other CAD files , such as STEP, IGES, Parasolid and ACIS. It refers the concept of PDM system to manage user and project information.
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Wei-HaoChuang and 莊惟皓. "Design a Collaborative Story Drawing Platform in Facebook." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/34205448398320196974.

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Lin, Chang-Ching, and 林長慶. "Development and evaluation of the Collaborative Discussion Platform." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/m5w2ph.

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碩士
國立中央大學
網路學習科技研究所
107
Group discussion is one of the common learning activities in the classrooms. However, it’s very difficult for teachers to monitor all their students’ learning process in a discussion activity in class. To address this issue, this study aims to develop a discussion platform, Wediscuss, to aid the students and the teachers to make the discussion activity smoothly, assist students to engage in the discussion soon, and provide the teacher an efficient tool to monitor all of the teams or students. Wediscuss catches the speech and the interaction between all team members, and automatically creates a discussion map about the interactions. Those specific data will help students to reflect more appropriately and support the teacher to monitor the learning status of all students. After developing the initial version of Wediscuss, this study also conducted an initial evaluation of Wediscuss with a discussion activity involving 28 volunteer primary school students. The results showed the participants expressed satisfaction about the perceived usefulness and usability of the Wediscuss. Also, they are willing to use the Wediscuss platform to do discussion activities if they have opportunity. Besides, the participants provided some suggestions for future development of Wediscuss.
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辛瑋雄. "Analysis and design of a CPFR collaborative commerce platform." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/06315152773647231730.

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Tai, Yu-Tsung, and 戴育宗. "Integrated Platform for Collaborative Learning in the Mobile Environment." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/5fskb5.

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碩士
靜宜大學
資訊管理學系研究所
97
Nowadays, the evolution of internet technologies brings many new methodologies for learning to help people study online. The concepts of Web 2.0 cause new e-Learning patterns. There are numerous people studying online by reviewing Blogs and Wiki systems. These kinds of Web 2.0 websites bring about a new issue of collaborative learning. Moreover, the development of wireless network and mobile devices initiates mobile learning. The handheld devices and wireless network technologies provide learners a ubiquitous learning environment so that people can study online anywhere and anytime. This learning pattern causes new challenges that differ from traditional e-learning methods. In this thesis, we propose a new collaborative mobile learning environment with the concepts of Web 2.0.
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HSing, Cheng Yuan, and 鄭遠星. "Build Collaborative Creative Platform with Intelligent Personal Knowledge Management." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/26489942133382723746.

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碩士
亞洲大學
資訊工程學系碩士班
98
Digital technologies of media infiltrate increasingly diverse aspects of taking part in scenario and widely accomplished the new digital cultural forms and practices. The scenario of new media brings to light the possibility of conceiving the production of knowledge as a relative process involving interdependent correlations and networks of epistemological authority. This research integrates a new technology and consciousness of designing an intelligent agents system, to create a knowledge generating and sharing system through social media community platform. It particularly acknowledges local developments and their relativities is fundamental to the well-being of design, protecting design from creative exhaustion and commercial profit, but it requires the reorientation of design history’s most entrenched aspects, mainly its narration through art-historical approaches. The merit of the intelligent agent of this study is it helps users to build a system based upon the particular user’s practice; it has the function to collect data automatically via literature mining, and it determines the data raking and retains information into a Personal Knowledge Database. This agent will record all data detail into the system, to help the system generate a useful information structure for post sharing to any assigned social media platform. This system uses Extensible Markup Language (XML) to frame different files format, such as txt, jpg, gif, avi, wav, pdf, doc, xls, and ppt etc., in a friendly user interface and lastly uses a grid view to display search results within a browser interface.
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Pereira, João Miguel de Almeida Clímaco. "A collaborative platform for an ambient assisted living ecosystem." Master's thesis, 2017. http://hdl.handle.net/10071/15156.

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The population ageing is a global trend that affects almost all countries in the world. The global share of people with 60 years or over is expected to reach 21.6% by 2050. The social and economic impact of this tendency is huge, creating new challenges to healthcare and social support services. Furthermore, population ageing is linked to an increased number of people with physical limitations together with the isolation of persons. The Ambient Assisted Living paradigm seeks to answer to some of this challenges through the integration of innovative technologies, products, systems and services. Aiming the development of an ecosystem of products and services for Ambient Assisted Living, the AAL4ALL project was created joining more than thirty research, academic and industry partners. During the AAL4ALL project a 3-layered model of services ecosystem was adopted for the conceptual architecture. This work presents a collaborative platform as a contribution to the top layer of the conceptual architecture - AAL Ecosystem.
O envelhecimento da população é uma tendência global que afeta quase todos os países no mundo. A nível mundial, a percentagem de pessoas com mais de 60 anos deve atingir os 21,6% até 2050. Os impactos sociais e económicos desta tendência são enormes, criando novos desafios aos serviços de saúde e de assistência social. Além disso, o envelhecimento populacional significa um aumento do número de pessoas com limitações físicas bem como o seu isolamento. O paradigma de Ambient Assisted Living procura responder a alguns destes desafios através da integração de tecnologias, produtos, sistemas e serviços inovadores. Com o objetivo de desenvolver um ecossistema de produtos e serviços de Ambient Assisted Living, o projeto AAL4ALL foi criado reunindo mais de trinta parceiros das áreas académica, de investigação e indústria. Durante o projeto AAL4ALL, um modelo de ecossistema de serviços de 3 camadas foi adotado para a arquitetura conceptual. Este trabalho apresenta uma plataforma colaborativa como contributo para a camada superior da arquitetura conceptual – Ecossistema AAL.
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Gonçalves, Ricardo Filipe Teixeira. "A collaborative musical composition platform for children, by children." Master's thesis, 2012. http://hdl.handle.net/10216/63457.

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Lucas, Carlos Miguel Ferreira. "Physics-based platform for collaborative interaction in virtual reality." Master's thesis, 2020. https://hdl.handle.net/10216/128581.

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Santos, Joaquim Antero Pavão dos. "COLLAPSE: Collaborative full-stack platform for data science development." Master's thesis, 2021. https://hdl.handle.net/10216/136622.

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Os projectos de data science diferem do projecto habitual de desenvolvimento de software devido ao seu foco na experimentação. Desde tentar diferentes conjuntos de dados, características e tarefas de pré-processamento, algoritmos e hiper parâmetros, um projecto de data science baseia-se na utilização de uma metodologia para melhorar continuamente os resultados. É essencial neste tipo de projecto poder comparar experiências, bem como ser capaz de reproduzir os resultados associados a cada experiência, pelo que surgem desafios relacionados com a versão dos dados, o seguimento da experiência e a garantia da reprodutibilidade dos resultados. Há também uma necessidade de anotação de dados, a fim de facilitar o desenvolvimento de abordagens supervisionadas e a implantação de modelos em ambientes diversos. Existem várias ferramentas e plataformas em desenvolvimento que são capazes de enfrentar alguns destes desafios, mas não há uma única que pretenda resolvê-los todos, pelo que o objectivo é desenvolver uma solução integrada que forneça às equipas de ciência de dados a anotação de dados, colaboração, versionamento de dados, rastreio de experiências, reprodutibilidade de resultados e implementação de modelos. Isto será conseguido com base no software já existente e desenvolvendo uma camada intermédia entre o utilizador e algumas características destas plataformas com o objectivo final de resolver todos os desafios acima mencionados. Uma plataforma como esta permitirá às equipas de data science cooperar de uma forma mais fácil, bem como ter um desenvolvimento mais eficiente dos projectos. Esta plataforma será validada através do teste do seu desempenho num projecto real.
Data science projects differ from the usual software development project because of their focus on experimentation. From trying different datasets, features and pre-processing tasks, algorithms and hyper parameters, a data science project relies on using a methodology to continuously improving the results. It is essential in this kind of project to be able to compare experiments, as well as to be able to reproduce the results associated with each experiment, so challenges related to data versioning, experiment tracking and guaranteeing the reproducibility of the results arise. There is also a necessity for data annotation in order to facilitate the development of supervised approaches and deployment of models in diverse environments. As of now there are several tools and platforms in development that are able to tackle some of these challenges however there is not a singular one that is aiming to solve them all, so the objective is to develop an integrated solution that provides data science teams with data annotation, collaboration, data versioning, experiment tracking, results reproducibility and models deployment. This will be achieved by drawing upon the already existing software and developing a middle layer between the user and some features from these platforms with the final objective being to resolve all the aforementioned challenges. A platform like this will allow data science teams to cooperate in an easier way as well as have a more efficient development of projects. This platform will be validated by testing its performance on a real project.
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Hartung, Michael, Frank Loebe, Heinrich Herre, and Erhard Rahm. "A platform for collaborative management of semantic grid metadata." 2008. https://ul.qucosa.de/id/qucosa%3A32927.

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Grid environments, providing distributed infrastructures, computing resources and data storage, usually show a high degree of heterogeneity in their metadata. We propose a platform for collaborative management and maintenance of common metadata for grids. As the conceptual foundation of this platform, a meta model is presented which distinguishes structured descriptions and classification structures. On this basis, the system allows for the user-friendly creation and editing of grid relevant metadata and provides various search and navigation facilities for grid participants. We applied the platform to the German D-Grid initiative by establishing the D-Grid Ontology (DGO).
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42

Lucas, Carlos Miguel Ferreira. "Physics-based platform for collaborative interaction in virtual reality." Dissertação, 2020. https://hdl.handle.net/10216/128581.

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43

Jyun, Dai, and 江玳君. "A Design Methodology for the Collaborative Product Development Platform." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/36593096890926373565.

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碩士
國立中央大學
工業管理研究所
95
Today, most industries have to operate on shortened lead-time, reduced budget, and lower product cost to keep competitiveness. The iterative and information-intensive nature of the design process makes it hard to plan and schedule design tasks. The success of design projects depends on the quality of the available information. That’s the reason why the idea of Collaboration Product Development (CPD) Platform was born in this thesis. Our purpose of this research is to develop a Process-Oriented Methodology for Designing the Information Platform of collaborative product development. In brief, this system is adopted Object-Oriented Analysis and Design (OOAD) methodology in the software specification and creation processes. In order to reduce product design iteration, we use Design Structure Matrix (DSM) to build a design process model which defines the design tasks and their information requirements and optimizes the sequence of the tasks. And then we apply Unified Modeling Language (UML) to define system requirements, specifications and element relation. Finally, we will use automobile industry to be case study for demonstrate our methodology and framework.
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Yen, Ting-Yin, and 顏廷茵. "A Collaborative DDoS Defense Platform Based on Blockchain Technology." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/uu4xgk.

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碩士
國立交通大學
網路工程研究所
106
With the widespread of Internet, threats of distributed denial of service (DDoS) attacks have been increasing. Those malicious behaviors aim to exhaust network bandwidth and resources, causing catastrophic damage of compromised machines. Although many prevention and detection mechanisms for DDoS attacks have been proposed, most of them take the previous network traffic information or abnormal behavior collected by the host machine to mitigate those invasions. Moreover, the major DDoS attacks are always with large-scale botnet, posing serious threats to more than just one victim. Therefore, cross-organizational collaboration is undoubtedly necessary. In this paper, we propose and implement a consortium blockchain-based system sharing malicious IP to prevent another hosts to be attacked. In our scheme, every security operation center serving as a blockchain-node uploads their lists of suspicious IPs which are automatically compared by smart contract without human interference. If IPs in different lists are matched with certain degree, this system will respond by giving the whole list of malicious IP. By means of these steps, shares of IP lists are achieved and attacks are prevented in advance. Besides, when uploading and sharing, we utilize elliptic curve cryptography to ensure data confidentiality and integrity.
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Gonçalves, Ricardo Filipe Teixeira. "A collaborative musical composition platform for children, by children." Dissertação, 2012. http://hdl.handle.net/10216/63457.

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LU, SHU-WEN, and 呂淑雯. "The Development of an Augmented Reality Platform for Collaborative Teaching." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/83844685436157716357.

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碩士
醒吾科技大學
資訊科技應用系
104
With the development of cloud system and it’s physical facilities, teachers could implement cross-class team-teaching via internet, using their information technology resources in classroom and share their teaching resources without being restrained to space and thus, making their teaching plans more diverse. The technology of Augmented Reality (AR) has grown rapidly and has been applied to comsumer electronics to facilitate internet broadcasting educational grounds, providing a wider section for teaching environment and teaching planning. This research expects to more effectively promote student’s learning motivation by integreting the interactive motor sensor device (Kinect) to estiblish and expand virtual reality platforms for team-teaching and provide team-teaching via internet more options in selecting their teaching scenario.
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Catarino, Joana do Valle Moura Whiteman. "Tracking and Representing Objects in a Collaborative Interchangeable Reality Platform." Master's thesis, 2020. https://hdl.handle.net/10216/127618.

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Catarino, Joana do Valle Moura Whiteman. "Tracking and Representing Objects in a Collaborative Interchangeable Reality Platform." Dissertação, 2020. https://hdl.handle.net/10216/127618.

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Chuang, Li-Chun, and 莊立群. "Modeling An Electronic Commerce Platform for Collaborative Customer Co-design." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/02585126891610579568.

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碩士
銘傳大學
資訊管理學系碩士在職專班
98
With the increase in customer’s demands for enterprise’s quick response and the shortening of product life cycle, enterprises must seek new technologies to cope with such trend. In such an era that information and communication technologies are changing quickly and Internet applications are becoming more popular, applying collaborative commerce to integrate and strengthen the relationships among supply chain members has become a choice for the enterprise to cope with market demand and seek sustainable operation, so as to improve its decision effectiveness and efficiency and enhance its overall competitiveness by applying information technology. The collaborative commerce means to integrate the enterprise’s all internal and external information resources to realize information interflow and sharing. Based on supply chain, it strides over the fences between enterprises, covering product R&D and design and order handling forwards and including logistics transportation and warehousing service partners backwards. Besides, it connects the upstream suppliers and the downstream clients in the industry system in order to achieve best collaboration. Today, deeply exploring the significance and necessity of customer demand has become an undeniable fact. Although aiming at rapidly responding to market change and customer demand, the collaborative commerce lacks an effective mechanism to understand the customer demand. The best way for the enterprise to know what the customer thinks is to achieve customer’s direct participation, which was hardly possible in the past, but has no longer been an untouchable dream now under the collaborative commerce framework based on the Internet. Based on the combination of the concepts of customer collaborative design and simultaneous engineering, this study applies the UML modeling tool for system design in order to further develop the collaborative commerce platform system with customer’s direct participation. Finally, by taking the notebook computer industry as example and centering on the customer’s direct participation as well as through the simultaneous engineering concept of the customer collaborative design system, this study designs and produces the final products meeting the customer demand, which thus realizes the customer’s maximum satisfaction and the maximum value between the customer and the enterprise.
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50

Chen, Yi-Chi, and 陳奕錡. "The Intention of User Re-participation in Collaborative Consumption Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/nne48j.

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Abstract:
碩士
國立中央大學
企業管理學系
105
In recent years, collaborative consumption platforms have gradually formed a new trend, which connects P2P to trade through the Internet. Not only does this enable others to obtain the right to use surplus goods or services, but also to reallocate resources. In order to gain a deeper understanding of the motivations and intentions of the participants in collaborative consumption platforms, this study integrates the elements of social exchange theory and platform design. Setting them as pre-elements to regard as positive impacts to the formation of word of mouth marketing and repurchase intentions. As well as using continuous commitment and emotional commitment as intermediary factors. The target respondents in this research are the people who have collaborative consumption experiences in the virtual community. A total of 367 valid responses were collected and analyzed through structural equations, SPSS22 and AMOS21. The results have revealed, in a utilitarian perspective, economic benefits appear less significant in affective commitment as comparison to continuous commitment. In the aspect of network, businesses tie is a significant influence to affective commitment. In terms of platform design, website convenience is a great indicator of both continuous commitment and affective commitment. What’s more, continuous commitment can only be affected by word of mouth marketing to stimulate repurchasing intentions.
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