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Dissertations / Theses on the topic 'Ubiquitous Computing Environments'

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1

Gonzalez, Duque Oscar Fredy. "Behaviour enforcement in ubiquitous computing environments." Thesis, University of Surrey, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510582.

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Song, Xiang. "Seamless mobility in ubiquitous computing environments." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24671.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2009.
Committee Chair: Ramachandran, Umakishore; Committee Member: Ahamad, Mustaque; Committee Member: Edwards, Keith; Committee Member: Liu, Ling; Committee Member: Suh, Sang-bum
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3

Tandler, Peter. "Synchronous Collaboration in Ubiquitous Computing Environments." Phd thesis, [S.l. : s.n.], 2004. http://tuprints.ulb.tu-darmstadt.de/506/1/Tandler-Thesis-BEACH.pdf.

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Ubiquitous computing environments offer a wide range of devices in many different shapes and sizes, creating new possibilities for interaction. In the context of meetings and teamwork situations, it is desirable to take advantage of their different properties for synchronous collaboration. Besides providing an adapted user interface, this requires the software to be designed for synchronous access to shared information using heterogeneous devices with different interaction characteristics. The handling of these requirements poses challenges for software developers. As this field is still emerging and no mature models, tools, and standards are at hand, developers have to create their own solutions from scratch. The goal of this thesis is to provide guidance and support for developers of synchronous groupware applications for ubiquitous computing environments. They have to be enabled to develop applications more efficiently and with the flexibility and extensibility that is required for ubiquitous computing. The development effort can be reduced effectively if support for developers is provided at several levels. Developers need assistance when creating models of the applications to be developed, when choosing an appropriate architecture, when creating the design, and finally when implementing. This implies that an architecture-driven, model-based development approach should be followed. While the implementation of a single synchronous UbiComp application still requires research, the development of appropriate development support is even more challenging. Common properties of ubiquitous computing applications have to be identified. Future developments and extensions have to be predicted. Requirements of different research areas have to be fulfilled. Addressing these aspects, the goal of this dissertation is accomplished by providing extensions to the state of the art at four levels: A conceptual model of synchronous UbiComp applications defines a high-level structure for applications that ensures reusability and extensibility of developed software components. It identifies separation of concerns, degree of coupling and sharing, and level of abstraction as the three main design dimensions of these applications. The conceptual model provides two key contributions to the state of the art. First, it proposes the strict separation of user interface and interaction concerns orthogonal to the level of abstraction that is not found in current HCI models. This is a crucial extension of HCI models that is required in the context of ubiquitous computing. Second, it introduces a new view on the concept of sharing. By applying the CSCW concept of sharing in the context of ubiquitous computing, sharing user interface, interaction, and environment state becomes relevant. Thereby, the concept of sharing as known from CSCW can be extended to function as a guiding principle for UbiComp application design. This novel design approach helps ensuring the extensibility and flexibility that is required in ubiquitous computing. A flexible software architecture identifies essential abstractions that support the development of synchronous applications in “roomware” environments. Roomware refers to the integration of room elements with information technology, such as interactive tables, walls, or chairs. Roomware environments represent one form of ubiquitous computing environment. They are used in this thesis as an application context for the conceptual model. The software architecture refines the conceptual model to meet the needs of roomware environments. An object-oriented application framework that has been designed and implemented provides a reusable design and reusable software components. Furthermore, extensibility is supported by explicit mechanisms that are provided to allow adaptability for variable aspects of applications. Thus, the application framework helps developers with the design and implementation. To show how model, architecture, and framework can be applied, the design of sample roomware applications is explained. To demonstrate the extensibility, several new forms of interaction that are required for roomware environments are implemented. The developed applications and interaction forms are used in i-LAND, the roomware environment at Fraunhofer IPSI. Besides being a contribution on their own, the developed applications and new forms of interaction provide evidence that the conceptual model effectively supports developers in meeting the requirements of roomware environments. They show that the model helps reduce the implementation effort when accompanied by appropriate software development tools such as the application framework. The conceptual model, software architecture, and application framework presented in this thesis relieve software developers from the burden of handling all details of multiple interaction forms, and of many critical issues when dealing with synchronous collaboration. By these means, the developer can concentrate on the task at hand designing software at an appropriately high abstraction level, and thus create applications with a higher quality that are flexibly extensible.
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4

Zeidler, Andreas. "A Distributed Publish/Subscribe Notification Service for Pervasive Environments." Phd thesis, [S.l.] : [s.n.], 2005. http://elib.tu-darmstadt.de/diss/000519.

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5

Ransom, Stefan. "Managing security and dependability in ubiquitous computing environments." Lübeck Zentrale Hochschulbibliothek Lübeck, 2010. http://d-nb.info/1002133211/34.

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6

Jacobsen, Kristoffer. "Organizing Mobile Work Processes in Ubiquitous Computing Environments." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9262.

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This thesis explores the domain of ubiquitous computing and relates situations of mobile work to Virtual Organizations (VOs). Motivated by the work performed by the MOWAHS project, this thesis aims to contribute in understanding virtual organizations, and in continuously assessing and improving the work processes within these. Emerging technologies enable improved sensing of users, actions, wishes and requirements which can be utilized for facilitating situated activities in dynamic organizations. Taking an organizational approach to the subject we aim to describe new ways of coordinating actors automatically in these environments based on context information from the surroundings. Through analysis of simple mobile work scenarios, we can extract knowledge of how different situations of mobile work demand coordination. This is used as method for identifying the importance of work process information in monitoring coordination. We provide an architecture proposition for a coordination module and suggestions to how context information of the work processes could be acquired and represented as knowledge to the organization.

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7

Glassey, Richard. "Location modelling and management in ubiquitous computing environments." Thesis, University of Strathclyde, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.501645.

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Location-aware computing increasingly pervades our everyday lives. Part of the reason for this success is the ubiquitous utility of location information, irrespective of physical environment or application domain. However, this utility is also responsible for the development of many independent and incompatible location-aware systems, which prevent simple migration of entities from one environment to another whilst maintaining a reasonable degree of location-awareness. Achieving ubiquitous location awareness requires uniform system support for future location systems that is flexible and adaptable to differing location modelling needs and the available systems infrastructure.
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8

Schiele, Gregor Alexander. "System support for spontaneous pervasive computing environments." kostenfrei, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?idn=985989661.

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Schiele, Gregor. "System support for spontaneous pervasive computing environments." [S.l. : s.n.], 2007. http://nbn-resolving.de/urn:nbn:de:bsz:93-opus-32709.

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10

Nguyen, Tammy. "Context-aware access control in pervasive computing environments." Online access for everyone, 2005. http://www.dissertations.wsu.edu/Thesis/Summer2005/t%5Fnguyen%5F061005.pdf.

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11

Bång, Magnus. "Computing at the speed of paper : ubiquitous computing environments for healthcare professionals /." Linköping : Univ, 2004. http://www.bibl.liu.se/liupubl/disp/disp2004/tek883s.pdf.

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Ransom, Stefan [Verfasser]. "Managing security and dependability in ubiquitous computing environments / Stefan Ransom." Lübeck : Zentrale Hochschulbibliothek Lübeck, 2010. http://d-nb.info/1002133211/34.

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13

Mantoro, Teddy. "Distributed support for intelligent environments /." View thesis entry in Australian Digital Theses Program, 2006. http://thesis.anu.edu.au/public/adt-ANU20070123.150814/index.html.

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14

Covington, Michael J. "A flexible security architecture for pervasive computing environments." Diss., Available online, Georgia Institute of Technology, 2004:, 2004. http://etd.gatech.edu/theses/available/etd-06072004-131113/unrestricted/covington%5Fmichael%5Fj%5F200405%5Fphd.pdf.

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15

Thompson, Michael Stewart. "Service Discovery in Pervasive Computing Environments." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/29133.

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Service discovery is a driving force in realizing pervasive computing. It provides a way for users and services to locate and interact with other services in a pervasive computing environment. Unfortunately, current service discovery solutions do not capture the effects of the human or physical world and do not deal well with diverse device populations; both of which are characteristics of pervasive computing environments. This research concentrates on the examination and fulfillment of the goals of two of the four components of service discovery, service description and dissemination. It begins with a review of and commentary on current service discovery solutions. Following this review, is the formulation of the problem statement, including a full explanation of the problems mentioned above. The problem formulation is followed by an explanation of the process followed to design and build solutions to these problems. These solutions include the Pervasive Service Description Language (PSDL), the Pervasive Service Query Language (PSQL), and the Multi-Assurance Delivery Protocol (MADEP). Prototype implementations of the components are used to validate feasibility and evaluate performance. Experimental results are presented and analyzed. This work concludes with a discussion of overall conclusions, directions for future work, and a list of contributions.
Ph. D.
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16

Cranor, David (John David). "PROTOTOUCH a system for prototyping ubiquitous computing environments mediated by touch." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/69522.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 93-98).
Computers as we know them are fading into the background. However, interaction modalities developed for "foreground" computer systems are beginning to seep into the day-to-day interactions that people have with each other and the objects around them. The Prototouch system allows user interface designers to quickly prototype systems of ubiquitous computing devices which utilize touch and gesture based interactions popularized by the recent explosion of multitouch-enabled smartphones, enabling the user to act as container, token, and tool for the manipulation and transportation of abstract digital information between these devices. Two versions of the system utilizing different network topologies have been created, and several example applications utilizing the system have been developed.
by David Cranor.
S.M.
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17

Zhou, Bo. "SUIDS : a resource-efficient intrusion detection system for ubiquitous computing environments." Thesis, Liverpool John Moores University, 2007. http://researchonline.ljmu.ac.uk/5813/.

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The background of the project is based on the notion of ubiquitous computing. Ubiquitous computing was introduced as a prospective view about future usage of computers. Smaller and cheaper computer chips will enable us to embed computing ability into any appliances. Along with the convenience brought by ubiquitous computing, its inherent features also exposed its weaknesses. It makes things too easy for a malicious user to spy on others. An Intrusion Detection System (IDS) is a tool used to protect computer resources against malicious activities. Existing IDSs have several weaknesses that hinder their direct application to ubiquitous networks. These shortcomings are caused by their lack of considerations about the heterogeneity, flexibility and resource constraints of ubiquitous networks. Thus the evolution towards ubiquitous computing demands a new generation of resource-efficient IDSs to provide sufficient protections against malicious activities. SUIDS is the first intrusion detection system proposed for ubiquitous computing environments. It keeps the special requirements of ubiquitous computing in mind throughout its design and implementation. SUIDS adopts a layered and distributed system architecture, a novel user-centric design and service-oriented detection method, a new resource-sensitive scheme, including protocols and strategies, and a novel hybrid metric based algorithm. These novel methods and techniques used in SUIDS set a new direction for future research and development. As the experiment results demonstrated, SUIDS is able to provide a robust and resource-efficient protection for ubiquitous computing networks. It ensures the feasibility of intrusion detection in ubiquitous computing environments.
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Kwan, Wai-man Vivien Joanna, and 關慧敏. "A distributed proxy system for functionality adaptation in pervasive computing environments." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31227430.

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19

GLASBERG, MARK STROETZEL. "ACTIVE PRESENTATION: A SYSTEM FOR DISTRIBUTED MULTIMEDIA PRESENTATIONS IN UBIQUITOUS COMPUTING ENVIRONMENTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=8562@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
A diminuição do custo e a diversificação dos dispositivos computacionais vêm criando ambientes de computação cada vez mais completos e sofisticados, mas que ainda carecem de softwares de integração que simplifiquem sua utilização e que melhor explorarem seu potencial. Para responder a esta questão, sistemas de computação ubíqua vêm sendo desenvolvidos para criar mecanismos de controle remoto e unificado de aplicações e dispositivos. Além disso, grupos de pesquisa na área de multimídia abordam outras questões como a sincronização entre dispositivos, gerência de recursos e definição de padrões de documentos. Este trabalho visa unificar os esforços de ambas as áreas com o objetivo de realizar apresentações multimídia através do paradigma de computação ubíqua. Neste trabalho, apresentamos a infraestrutura de execução de apresentações ActivePresentation desenvolvida e baseada em diferentes protótipos. Além disso, propomos um formato de documento multimídia chamado NCLua para orquestrar tais apresentações.
The diminishing costs and the diversity of computational devices are creating increasingly complex and sophisticated computational environments. Nonetheless, such environments still lack integration software to simplify their use and to better explore their potential. In response to this issue, ubiquitous computing systems are being developed to create remote control mechanisms of applications and devices. At the same time, research groups in the area of multimedia deal with other issues, such as synchronization between devices, resource management and document standard definitions. The purpose of this work is to join the efforts of both areas in order to build presentations using the ubiquitous computing paradigm. In this work, we introduce the ActivePresentation infrastructure, based and developed through the study of different prototypes. In addition, we propose a multimedia document format called NCLua to orchestrate such presentations.
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20

Malkani, Yasir Arfat. "A proof-of-proximity framework for device pairing in ubiquitous computing environments." Thesis, University of Sussex, 2011. http://sro.sussex.ac.uk/id/eprint/6307/.

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Ad hoc interactions between devices over wireless networks in ubiquitous computing environments present a security problem: the generation of shared secrets to initialize secure communication over a medium that is inherently vulnerable to various attacks. However, these ad hoc scenarios also offer the potential for physical security of spaces and the use of protocols in which users must visibly demonstrate their presence and/or involvement to generate an association. As a consequence, recently secure device pairing has had significant attention from a wide community of academic as well as industrial researchers and a plethora of schemes and protocols have been proposed, which use various forms of out-of-band exchange to form an association between two unassociated devices. These protocols and schemes have different strengths and weaknesses – often in hardware requirements, strength against various attacks or usability in particular scenarios. From ordinary user‟s point of view, the problem then becomes which to choose or which is the best possible scheme in a particular scenario. We advocate that in a world of modern heterogeneous devices and requirements, there is a need for mechanisms that allow automated selection of the best protocols without requiring the user to have an in-depth knowledge of the minutiae of the underlying technologies. Towards this, the main argument forming the basis of this dissertation is that the integration of a discovery mechanism and several pairing schemes into a single system is more efficient from a usability point of view as well as security point of view in terms of dynamic choice of pairing schemes. In pursuit of this, we have proposed a generic system for secure device pairing by demonstration of physical proximity. Our main contribution is the design and prototype implementation of Proof-of-Proximity framework along with a novel Co- Location protocol. Other contributions include a detailed analysis of existing device pairing schemes, a simple device discovery mechanism, a protocol selection mechanism that is used to find out the best possible scheme to demonstrate the physical proximity of the devices according to the scenario, and a usability study of eight pairing schemes and the proposed system.
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Rendo, Fernandez Jose Ignacio. "Semantic interoperability in ad-hoc computing environments." Thesis, Loughborough University, 2007. https://dspace.lboro.ac.uk/2134/3072.

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This thesis introduces a novel approach in which multiple heterogeneous devices collaborate to provide useful applications in an ad-hoc network. This thesis proposes a smart home as a particular ubiquitous computing scenario considering all the requirements given by the literature for succeed in this kind of systems. To that end, we envision a horizontally integrated smart home built up from independent components that provide services. These components are described with enough syntactic, semantic and pragmatic knowledge to accomplish spontaneous collaboration. The objective of these collaboration is domestic use, that is, the provision of valuable services for home residents capable of supporting users in their daily activities. Moreover, for the system to be attractive for potential customers, it should offer high levels of trust and reliability, all of them not at an excessive price. To achieve this goal, this thesis proposes to study the synergies available when an ontological description of home device functionality is paired with a formal method. We propose an ad-hoc home network in which components are home devices modelled as processes represented as semantic services by means of the Web Service Ontology (OWL-S). In addition, such services are specified, verified and implemented by means of the Communicating Sequential Processes (CSP), a process algebra for describing concurrent systems. The utilisation of an ontology brings the desired levels of knowledge for a system to compose services in a ad-hoc environment. Services are composed by a goal based system in order to satisfy user needs. Such system is capable of understaning, both service representations and user context information. Furthermore, the inclusion of a formal method contributes with additional semantics to check that such compositions will be correctly implemented and executed, achieving the levels of reliability and costs reduction (costs derived form the design, development and implementation of the system) needed for a smart home to succeed.
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Caon, Maurizio. "Context-aware gestural interaction in the smart environments of the ubiquitous computing era." Thesis, University of Bedfordshire, 2014. http://hdl.handle.net/10547/344619.

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Technology is becoming pervasive and the current interfaces are not adequate for the interaction with the smart environments of the ubiquitous computing era. Recently, researchers have started to address this issue introducing the concept of natural user interface, which is mainly based on gestural interactions. Many issues are still open in this emerging domain and, in particular, there is a lack of common guidelines for coherent implementation of gestural interfaces. This research investigates gestural interactions between humans and smart environments. It proposes a novel framework for the high-level organization of the context information. The framework is conceived to provide the support for a novel approach using functional gestures to reduce the gesture ambiguity and the number of gestures in taxonomies and improve the usability. In order to validate this framework, a proof-of-concept has been developed. A prototype has been developed by implementing a novel method for the view-invariant recognition of deictic and dynamic gestures. Tests have been conducted to assess the gesture recognition accuracy and the usability of the interfaces developed following the proposed framework. The results show that the method provides optimal gesture recognition from very different view-points whilst the usability tests have yielded high scores. Further investigation on the context information has been performed tackling the problem of user status. It is intended as human activity and a technique based on an innovative application of electromyography is proposed. The tests show that the proposed technique has achieved good activity recognition accuracy. The context is treated also as system status. In ubiquitous computing, the system can adopt different paradigms: wearable, environmental and pervasive. A novel paradigm, called synergistic paradigm, is presented combining the advantages of the wearable and environmental paradigms. Moreover, it augments the interaction possibilities of the user and ensures better gesture recognition accuracy than with the other paradigms.
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Pirttikangas, S. (Susanna). "Routine Learning: from Reactive to Proactive Environments." Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514275659.

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Abstract Technological development and various information services becoming common has had the effect that data from everyday situations is available. Utilizing this technology and the data it produces in an efficient manner is called context-aware or ubiquitous computing. The research includes the specifications of each application, the requirements of the communication systems, issues of privacy, and human - computer interaction, for example. The environment should learn from the user's behaviour and communicate with the user. The communication should not be only reactive, but proactive as well. This thesis is divided into two parts, both representing methodology for enabling intelligence in our everyday surroundings. In part one, three different applications are defined for studying context-recognition and routine learning: a health monitoring system, a context-aware health club application, and automatic device configuration in an office space. The path for routine learning is straight forward and it is closely related to pattern recognition research. Sensory data is collected from users in various different situations, the signals are pre-processed, and the contexts recognized from this sensory data. Furthermore, routine learning is realized through association rules. The routine learning paradigm developed here can utilize already recognized contexts despite their meaning in the real world. The user makes the final decision on whether the routine is important or not, and has authority over every action of the system. The second part of the thesis is built on experiments on identifying a person walking on a pressure-sensitive floor. Resolving the characteristics of the special sensor producing the measurements, which lies under the normal flooring, is one of the tasks of this research. The identification is tested with Hidden Markov models and Learning Vector Quantization. The methodology developed in this thesis offers a step along the long road towards functional and calm intelligent environments.
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Cavdar, Davut. "A Certificate Based Authentication Control Model Using Smart Mobile Devices For Ubiquitous Computing Environments." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613682/index.pdf.

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In this thesis work, a certificate based authentication model supported by mobile devices is provided for ubiquitous computing environments. The model primarily aims to create an infrastructure for controlling and regulating access requests through mobile devices to local resources and services. The model also allows users from different domains to use local resources and services within the scope of agreements between domains. In addition to conceptual description of the model, a real prototype implementation is developed and successful application of the model is demonstrated. Within the prototype implementation, a mobile application is developed for access requests and sensors are used as representative local resources. Sample cases applied on the prototype demonstrate applicability and feasibility of the model.
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Vasanta, Harikrishna. "Secure, privacy assured mechanisms for heterogeneous contextual environments." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16177/.

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Location information is used to provide a diverse range of services to users such as emergency, navigation, billing, security, information and advertising services. This information is derived from a broad range of indoor and outdoor technologies. The location information thus derived is of different granularity, different co-ordination system and is controlled by numerous service providers. In addition to this, broad selections of devices are used for providing these services. Having a diverse range of applications requiring location information at different levels of granularity, the need to export location information across multiple devices and the existence of different location determination technologies necessitates the need for heterogeneous location network. These networks derive location information from multiple sources and provides various location-based services to users irrespective of the medium, device or technology used. Security, user privacy and management of location information are some of the important issues that need to be addressed. The main contribution of this thesis is the design of a secure and privacy assured heterogeneous location architecture. A formal methodology was chosen to design the heterogeneous location architecture. The design of the architecture resulted in a novel key distribution protocol and a model for information flow that can be easily encapsulated into applications or architectures having similar requirements. The research also resulted in the enhancement of a proposed location framework for securing critical infrastructures using context-aware self-defending objects. The proposed enhanced framework helps to negate the security vulnerabilities introduced through the use of general-purpose computer systems in critical infrastructures.
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Kruppa, Michael. "Migrating characters: effective user guidance in instrumented environments." Berlin Aka, 2006. http://deposit.d-nb.de/cgi-bin/dokserv?id=2898568&prov=M&dok_var=1&dok_ext=htm.

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Cousins, Karlene C. "Access Anytime Anyplace: An Empircal Investigation of Patterns of Technology Use in Nomadic Computing Environments." unrestricted, 2004. http://etd.gsu.edu/theses/available/etd-12132004-144636/.

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Thesis (Ph.D.)--Georgia State University, 2004.
Ttitle from title screen. Daniel Robey, committee chair; Marie Claude-Boudreau , Michale Gallivan, Upkar Varshney, committee members. 191 p. [numbered vi, 181] : ill. (some col.). Description based on contents viewed Feb. 26, 2007. Includes bibliographical references.
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Marron, Monteserin Juan Jose. "Multi Sensor System for Pedestrian Tracking and Activity Recognition in Indoor Environments." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5068.

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The widespread use of mobile devices and the rise of Global Navigation Satellite Systems (GNSS) have allowed mobile tracking applications to become very popular and valuable in outdoor environments. However, tracking pedestrians in indoor environments with Global Positioning System (GPS)-based schemes is still very challenging given the lack of enough signals to locate the user. Along with indoor tracking, the ability to recognize pedestrian behavior and activities can lead to considerable growth in location-based applications including pervasive healthcare, leisure and guide services (such as, museum, airports, stores, etc.), and emergency services, among the most important ones. This thesis presents a system for pedestrian tracking and activity recognition in indoor environments using exclusively common off-the-shelf sensors embedded in smartphones (accelerometer, gyroscope, magnetometer and barometer). The proposed system combines the knowledge found in biomechanical patterns of the human body while accomplishing basic activities, such as walking or climbing stairs up and down, along with identifiable signatures that certain indoor locations (such as turns or elevators) introduce on sensing data. The system was implemented and tested on Android-based mobile phones with a fixed phone position. The system provides accurate step detection and count with an error of 3% in flat floor motion traces and 3.33% in stairs. The detection of user changes of direction and altitude are performed with 98.88% and 96.66% accuracy, respectively. In addition, the activity recognition module has an accuracy of 95%. The combination of modules leads to a total tracking error of 90.81% in common human motion indoor displacements.
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Zhang, Ni (Jenny). "Preserving individual privacy in context-aware ubiquitous computing environments : an intelligent and distributed agent technology for context-dependent privacy control." Thesis, University College London (University of London), 2008. http://discovery.ucl.ac.uk/1446221/.

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Context-aware computing aims to take advantage of contextual knowledge to make decisions about how to dynamically provide services or adapt to meet user requirements. A tradeoff exists between preserving individual privacy and disclosing information to benefit from rich and interesting services. Although privacy issues have been recognized as a great barrier to the adoption and a long-term success of the context-aware computing, an extensive literature review conducted by the author has indicated that only a small subset of the privacy needs and challenges have been moderately addressed, and demand for adequate privacy protection in the context-aware paradigm is significant. This doctoral work introduces a distributed privacy protection model to tackle the challenges and overcome the limitations of existing solutions, and proposes an intelligent agent technology to facilitate a relatively unobtrusive user participation in controlling the disclosure of their sensitive information. It aims at addressing two key concerns of preserving privacy in context-aware ubiquitous computing environments: privacy feedback (i.e. notifying individuals of relevant information disclosure) and privacy management (i.e. allowing individuals to express their privacy preferences and manage their privacy levels). The proposal of the intelligent privacy agent is characterized by developing automated privacy preference mechanisms to enforce privacy control in response to context changes. More specifically, the author has developed a Privacy Policy/Preference Language to facilitate a common understanding of privacy requirements, and has exploited ontology-based methods to enable semantic policy analysis of context-dependent privacy preferences. A proof-of-concept implementation using Web Service technologies demonstrates that the proposed privacy solution can be deployed to achieve interoperability across system platforms and devices, and is scalable to the global Internet Quantatitive performance evaluations are conducted to validate the novel approaches of using hybrid reasoning mechanisms to perform the task of semantic privacy policy evaluation, preference conflict and redundancy detection, and context perception.
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Martinez, David. "Introducing location related aspects to mobile multimedia environments." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1020.

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This work describes a design of a multimedia content delivery system based on context, to provide multimedia information and other services according to the user location and his preferences. It focuses on mobility and the problem of different coherent and cohesive presentations depending on the available resources of the presentation environment.

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Dahlgren, Karl. "Context-dependent voice commands in spoken dialogue systems for home environments : A study on the effect of introducing context-dependent voice commands to a spoken dialogue system for home environments." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-128170.

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This thesis aims to investigate the eect context could have to interaction between a user and a spoken dialogue system. It was assumed that using context-dependent voice commands instead of absolute semantic voice commands would make the dialogue more natural and also increase the usability. This thesis also investigate if introducing context could aect the user's privacy and if it could expose a threat for the user from a user perspective. Based on an extended literature review of spoken dialogue system, voice recognition, ambient intelligence, human-computer interaction and privacy, a spoken dialogue system was designed and implemented to test the assumption. The test study included two steps: experiment and interview. The participants conducted the dierent scenarios where a spoken dialogue system could be used with both context-dependent commands and absolute semantic commands. Based on these studies, qualitative results regarding natural, usability and privacy validated the authors hypothesis to some extent. The results indicated that the interaction between users and spoken dialogue systems was more natural and increased the usability when using context. The participants did not feel more monitored by the spoken dialogue system when using context. Some participants stated that there could be a theoretical privacy issues, but only if the security measurements were not met. The paper concludes with suggestions for future work in the scientic area.
Denna uppsats har som mal att undersoka vilken eekt kontext kan ha pa interaktion mellan en anvandare och ett spoken dialogue system. Det antogs att anvandbarheten skulle oka genom att anvanda kontextberoende rostkommandon istallet for absolut semantiska rostkommandon. Denna uppsats granskar aven om kontext kan paverka anvandarens integritet och om den, ur ett anvandarperspektiv, kan utgora ett hot. Baserat pa den utokade litteraturstudien av spoken dialogue system, rostigenkanning, ambient intelligence, manniska-datorinteraktion och integritet, designades och implementerades ett spoken dialogue system for att testa detta antagande. Teststudien bestod av tva steg: experiment och intervju. Deltagarna utforde olika scenarier dar ett spoken dialogue system kunde anvands med kontextberoende rostkommandon och absolut semantiska rostkommandon. Kvalitativa resultat angaende naturlighet, anvandbarhet och integritet validerade forfattarens hypotes till en viss grad. Resultatet indikerade att interaktionen mellan anvandare och ett spoken dialogue system var mer naturlig och mer anvandbar vid anvandning av kontextberoende rostkommandon istallet for absolut semantiska rostkommandon. Deltagarna kande sig inte mer overvakade av ett spoken dialogue system vid anvandning av kontextberoende rostkommandon. Somliga deltagare angav att det, i teorin, fanns integritetsproblem, men endast om inte alla sakerhetsatgarder var uppnadda. Uppsatsen avslutas med forslag pa framtida studier inom detta vetenskapliga omrade.
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32

Yortanli, Ahmet. "A Certificate Based, Context Aware Access Control Model For Multi Domain Environments." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613000/index.pdf.

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A certificate based approach is proposed for access control operations of context aware systems for multi domain environments. New model deals with the removal of inter-domain communication requirement in access request evaluation process. The study is applied on a prototype implementation with configuration for two dierent cases to show the applicability of the proposed certificate based, context aware access control model for multi domain environments. The outputs for the cases show that proposed access control model can satisfy the requirements of a context aware access control model while removing inter domain communication needs which may cause some latency in access request evaluation phase.
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Surie, Dipak. "Egocentric interaction for ambient intelligence." Doctoral thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-50822.

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Ambient intelligence refers to the vision of computationally augmented everyday environments that are sensitive, adaptive and responsive to humans and intelligently support their daily lives. Ambient ecologies are the infrastructures of ambient intelligence. To enable system developers to frame and manage the dynamic and complex interaction of humans with ambient ecologies consisting of a mixture of physical (real) and virtual (digital) objects, novel interaction paradigms are needed. Traditional interaction paradigms like the WIMP (windows, icon, menus, and pointing devices) paradigm for desktop computing operate in a closed world, unaware of the physical, social and cultural context. They restrict human perception and action to screen, mouse and keyboard with the assumption that human attention will be fully devoted to interaction with the computer. Emerging interaction paradigms for ambient intelligence are typically centered on specific devices, specific computing environments or specific human capabilities. Also, many of them are driven by technological advancements rather than viewing the human agent as their starting point. A principled, theoretical approach centered in the individual human agent, their situation and activities that are comprehensive and integrated while at the same time instrumental in the design of ambient ecologies has been lacking. This thesis introduces egocentric interaction as an approach towards the modeling of ambient ecologies with the distinguishing feature of taking the human agent’s body, situation and activities as center of reference, as opposed to the more common device-centric approaches in facilitating human-environment interaction. Egocentric interaction is encapsulated in a number of assumptions and principles such as situatedness, the proximity principle, the physical-virtual equity principle, perception and action instead of “input” and “output,” and activity-centeredness. A situative space model is proposed based on some of these principles. It is intended to capture what a specific human agent can perceive and not perceive, reach and not reach at any given moment in time. The situative space model is for the egocentric interaction paradigm what the virtual desktop is for the WIMP interaction paradigm: more or less everything of interest to a specific human agent is assumed and supposed to happen here. In addition, the conception and implementation of the easy ADL ecology based on egocentric interaction, comprising of smart objects, a personal activity-centric middleware, ambient intelligence applications aimed at everyday activity support, and a human agent literally in the middle of it all is described. The middleware was developed to address important challenges in ambient intelligence: (1) tracking and managing smart objects; (2) tracking a human agent’s situative spaces; (3) recognizing human activities and actions; (4) managing and facilitating human-environment interaction; and (5) to ease up the development of ambient intelligence applications. The easy ADL ecology was first simulated in immersive virtual reality, and then set up physically as a living laboratory to evaluate: (1) the technological and technical performance of individual middleware components, (2) to perform a user experience evaluation assessing various aspects of user satisfaction in relation to the support offered by the easy ADL ecology, and (3) to use it as a research test bed for addressing challenges in ambient intelligence. While it is problematic to directly compare the “proof-of-concept” easy ADL ecology with related research efforts, it is clear from the user experience evaluation that the subjects were positive with the services it offered.
easy ADL project
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34

Dobrucki, Mikołaj. "Applications of Artificial Intelligence in Lighting Systems for Home Environments." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23548.

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Artificial Intelligence, being recently one of the most popular topics in technology, has been in a spotlight of Interaction Design for a long time. Despite its success in software and business-oriented cases, the adoption of Artificial Intelligence solutions in home environments still remains relatively low. This study reflects on the key reasons for the low penetration of AI-based solutions in private households and formulates design considerations for possible further developments in this area with a focus on artificial light sources. The design considerations are based on literature review and studies of multiple home environments gathered through qualitative interviews and context mapping exercises. Health influence of lighting, multi-user interactions, and privacy-related and ethical concerns are taken into account as the key factors. The considerations have been validated with participants of the study through user testing sessions of a digital prototype that virtualises a home environment and explores some of the common light usage scenarios. The study argues that despite multiple efforts in this direction during the past three decades, the future of Artificial Intelligence in connected, intelligent homes does not lie in smart, autonomous systems. Instead, Artificial Intelligence can be arguably used to simplify and contextualise interactions between humans and their home environments as well as foster the development of parametric solutions for private households.
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Faure, Matthieu. "Management of scenarized user-centric service compositions for collaborative pervasive environments." Thesis, Montpellier 2, 2012. http://www.theses.fr/2012MON20110/document.

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L'informatique pervasive (ou ubiquitaire) est un support pour des environnements contenant denombreux objets (ou dispositifs) disséminés, équipés d'électronique et interconnectés. Ces dispositifsfournissent un accès distant à une multitude de fonctionnalités qui nous aident dans notre vie quotidienne.Les Architectures Orientées Services sont adaptées à la conception de logiciels pervasifs. En effet,chaque dispositif fournit son propre ensemble de fonctionnalités sous la forme de services. Ainsi, enl'absence de mécanisme complémentaire, les utilisateurs se trouvent limités à utiliser les servicesisolément alors que leurs besoins correspondent à des scénarios qui impliquent une composition demultiples services offerts par plusieurs appareils.Dans cette thèse, nous défendons qu'un système pervasif doit : d'une part, permettre aux utilisateursd'exprimer facilement leurs besoins en créant des scénarios et d'autre part, proposer à ses utilisateursune représentation et des moyens de gestion de leur contexte afin qu'ils puissent tirer le meilleur parti deleur environnement et de ses changements. De plus, la présence de plusieurs utilisateurs implique lanécessité de collaborer. Par ailleurs, l'exécution de scénarios doit être résiliente aux changementsenvironnementaux et aux actions des utilisateurs. Elle doit ainsi s'adapter dynamiquement et, si possible,tirer profit du contexte et des changements de l'environnement.Notre contribution, nommée SaS (Scenarios as Services), répond à ces objectifs. Elle propose uneapproche interopérable capable de s'adapter à l'environnement. Elle fournit une représentation persistanteet personnalisable du contexte et inclut un langage de description de scénarios destiné aux utilisateurs.Ces scénarios sont facilement contrôlables, personnalisables et réutilisables. Elle planifie l'exécution pasà pas des scénarios, afin de s'adapter aux changements de l'environnement et de bénéficier desavantages de la mobilité des utilisateurs (exécution d'un scénario, dans la durée, sur plusieurs lieux).Enfin, elle inclut le partage de scénarios qui permet aux utilisateurs de collaborer. Un prototype de SaS,basé sur des normes industrielles (telle qu'OSGi), prouve la faisabilité de notre contribution et nouspermet de l'évaluer sur un cas d'étude simple
Pervasive (or ubiquitous) computing is a paradigm for environments containing distributedinterconnected devices that embed electronics. These devices provide a remote access to numerousfunctionalities that assist us in our daily life. Service-Oriented Architectures are suitable to design softwarefor pervasive environments. Indeed, each device provides its own set of functionalities as services.Without any extra mechanism, users can only use a single service at a time. Nevertheless, their needsusually correspond to scenarios which involve a composition of multiple services, provided by multipledevices.In this thesis, we advocate that a pervasive system must, on the one hand, enable users to easily expresstheir needs through scenario creation and, on the other hand, propose to users a representation of theircontext so that they can benefit from both their environment and its changes. In addition, the presence ofseveral users implies that users must be able to collaborate.Our contribution, named SaS (Scenarios as Services), fulfils these requirements. It proposes aninteroperable approach that adapts to its environment. It provides users with a customizable andpersistent representation of their context and includes a scenario description language targeted to users.Scenarios are easy to control, customize and reuse. SaS schedules the step-by-step execution ofscenarios to adapt to environmental changes and benefit from user mobility (scenario execution split over time on successive distinct sites). Finally, SaS includes scenario sharing mechanisms which are abasis for collaboration. A prototype of SaS, based on industrial standards (e.g., OSGi), proves thefeasibility of our contribution and serves for its evaluation on a simple use case
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36

Arias, Jahaivis M. "Privacy in the context of Smart Home Environments : Based upon a survey of experts." Thesis, KTH, Radio Systems Laboratory (RS Lab), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-145850.

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Smart environments, particularly smart homes have become an increasingly popular topic for research and real world implementations. Despite the popularity of this topic, there is a lack of tools to enable inhabitants of smart environments to perceive which kind of data smart devices generate and to make inhabitants aware of who is accessing their personal information and the purpose for accessing this information. These issues have caused privacy concerns among inhabitants of smart environments – who would like to ensure their personal information is only utilized for their benefits, rather than being used for malicious purposes. Therefore, smart home environments motivate the need for privacy awareness tools to help inhabitants to better understand the privacy implications when their personal information is misused. To address this problem, this thesis suggests guidelines for the design of privacy awareness tools. A literature review evaluated instruments to conduct research about privacy concerns. The Internet Users’ Information Privacy Concerns (IUIPC) framework from Malhotra, Kim, and Agarwal was selected for the empirical part of this thesis project because it is one of the most reliable models developed to measure privacy concerns at the individual level. Quantitative data was gathered through a survey based on this framework. Data collected from 30 experts in the field of study was analyzed using linear regression analysis techniques and principal component analysis. These survey results lead to a set of guidelines that could guide designers and service providers as to what aspects of privacy concerns they should consider and what they should concentrate on when designing privacy awareness tools for ubiquitous computing systems, such as a smart home.
Intelligenta omgivningar och framförallt smarta hem har kommit att bli ett popular forskning samt impementationsområde. Trots ämnets popularitet är det en brist på verktyg som låter personer i dessa intelligenta omgivningar att förstå vilken typ av data som genereras av de smarta apparaterna, att de förstår vem som får tillgång till deras privatinformation och syftet till att informationen används. Dessa problem leder till påverkar användarintegriteten för personerna i de intelligenta omgivningarna. Personerna vill försäkra sig om att deras privatinformation används till deras fördel och inte missbrukas. Det finns ett behov av integretetsverktyg som kan hjälpa personerna att få en bättre förståelse över hur deras integritet påverkas när deras privatinformation missbrukas. Den här rapporten syftar till att behandla detta problem genom att ta fram riktlinjer baserade på användarnas oro kring deras integritet. En litteraturstudie genomfördes för att utvärderade metoder för att genomföra forskning på användarintegritet. Ramverket Internet Users’ Information Privacy Concerns (IUIPC) från Malhotra, Kim, och Agarwal valdes eftersom det var den en av de mest pålitliga modellen för att mäta den individuella oron kring integriteten hos användarna. Kvantitativ data samlades in genom ett formulär baserat på IUIPC ramverket. Datan samlades in under den empiriska fasen utav 30 experter inom forskningsområdet. Linjär regression och principalkomponentanalys användes för att analysera datan från undersökningen. Resultatet från undersökningen diskuterades med målet att tillhandahålla riktlinjer till utvecklare och tjänsteleverantörer, om vilka integritets aspecter vilket bör övervägas samt focusera på vid utveckling av integretetsverktyg för ubika datasystem.
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37

Kheiravar, Sara [Verfasser], and Thorsten [Akademischer Betreuer] Blecker. "Exploring the acceptance of ubiquitous computing-based Information services in brick and mortar retail environments - an integration of UTAUT2 and media system dependency theory / Sara Kheiravar ; Betreuer: Thorsten Blecker." Hamburg : Universitätsbibliothek der Technischen Universität Hamburg-Harburg, 2018. http://d-nb.info/1163662313/34.

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38

Liu, Yong. "Service discovery in an open ubiquitous computing environment." [Bloomington, Ind.] : Indiana University, 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3386698.

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Thesis (Ph.D.)--Indiana University, Dept. of Computer Sciences, 2009.
Title from PDF t.p. (viewed on Jul 22, 2010). Source: Dissertation Abstracts International, Volume: 70-12, Section: B, page: 7673. Adviser: Kay Connelly.
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39

Motti, Vivian Genaro. "Design centrado no usuário de um ambiente de reunião instrumentado." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-26052009-143029/.

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A computação ubíqua explora o fato de que é possível embutir em um ambiente sistemas computacionais que transparentemente apóiem tarefas cotidianas do usuário. Sistemas desse tipo podem ser aplicados a diferentes domínios contribuindo, por exemplo, com atividades educacionais, médicas ou administrativas. A captura automática de informação em ambientes de computação ubíqua visa documentar atividades cotidianas de modo a possibilitar, posteriormente, o acesso às informações capturadas. O nível de transparência da interação do usuário com as chamadas aplicações ubíquas de captura e acesso é um desafio para projetistas, uma vez que os requisitos da aplicação devem ser conhecidos em profundidade para que a interação usuário-ambiente seja eficiente, eficaz e satisfatória. O trabalho realizado teve por objetivo especificar uma versão da aplicação para comunicação síncrona entre usuários que participem de reuniões distribuídas usando o DiGaE (Distributed Gathering Environment), desenvolver protótipos de interfaces, avaliá-los e sugerir soluções que facilitem a interação do usuário, aproximando o modelo conceitual da aplicação de seu modelo mental. Foram utilizados conceitos de Engenharia de Software para especificação e modelagem do sistema, e de Interação Humano-Computador para o desenvolvimento e a avaliação das interfaces. O projeto realizado orientou a implementação de um protótipo do ambiente DiGaE pela equipe do Projeto TIDIA-Ae, em cujo contexto este trabalho se insere. A principal contribuição do trabalho é um projeto que considera usabilidade em ambientes ubíquos para comunicação remota entre usuários, de modo a tornar a interação fácil, eficiente, eficaz e satisfatória até mesmo para usuários não especialistas em informática
Ubiquitous computing explores the possibility of instrumenting an environment with computational infrastructure that transparently supports users in their daily tasks. This kind of systems can be applied in different contexts contributing in medical, educational or administrative activities, for instance. The automatic capture of information in ubiquitous computing environments aims at documenting daily activities so that the corresponding information can be later accessed for review. Achieving a high level of transparency concerning the user interaction in such environments is a challenge to designers, since many users\' requirements must be gathered so that the user-environment interaction is efficient, effective and satisfactory. The main objective of the work reported is the specification of a version of the DiGaE (Distributed Gathering Environment) application which allows the synchronous communication among remote users in distributed meetings developing interfaces prototypes, evaluating them and suggesting solutions to facilitate users\' interaction. Concepts from Software Engineering were employed to specify and model the application, and Human-Computer Interaction concepts were employed to develop and evaluate the interfaces. The project guided the implementation of a DiGaE prototype by TIDIA-Ae Project team, in which context this work is inserted. The main contribution of this work is a project which considers usability in ubiquitous distributed gathering environments in order to make the interaction easy, efficient, effective and satisfactory, even for non-expert users
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40

Almeida, Manuel Diogo Cândido Pinto de. "Ubiquitous computing and natural interfaces for environmental information." Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/2016.

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do Grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas Ambientais
The next computing revolution‘s objective is to embed every street, building, room and object with computational power. Ubiquitous computing (ubicomp) will allow every object to receive and transmit information, sense its surroundings and act accordingly, be located from anywhere in the world, connect every person. Everyone will have the possibility to access information, despite their age, computer knowledge, literacy or physical impairment. It will impact the world in a profound way, empowering mankind, improving the environment, but will also create new challenges that our society, economy, health and global environment will have to overcome. Negative impacts have to be identified and dealt with in advance. Despite these concerns, environmental studies have been mostly absent from discussions on the new paradigm. This thesis seeks to examine ubiquitous computing, its technological emergence, raise awareness towards future impacts and explore the design of new interfaces and rich interaction modes. Environmental information is approached as an area which may greatly benefit from ubicomp as a way to gather, treat and disseminate it, simultaneously complying with the Aarhus convention. In an educational context, new media are poised to revolutionize the way we perceive, learn and interact with environmental information. cUbiq is presented as a natural interface to access that information.
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41

Project, ULAN. "A Context-aware Course Management System under Ubiquitous Computing Environment." INTELLIGENT MEDIA INTEGRATION NAGOYA UNIVERSITY / COE, 2005. http://hdl.handle.net/2237/10364.

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42

Siu, Po-lam Pauline. "Context-aware state management for supporting mobility in a pervasive environment." Click to view the E-thesis via HKUTO, 2004. http://sunzi.lib.hku.hk/hkuto/record/B3147858X.

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43

Singla, Geetika. "Activity recognition in complex smart environment settings." Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Spring2009/g_singla_041409.pdf.

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Thesis (M.S. in computer science)--Washington State University, May 2009.
Title from PDF title page (viewed on April 5, 2010). "Department of Electrical Engineering and Computer Science." Includes bibliographical references (p. 105-110).
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44

Siu, Po-lam Pauline, and 蕭寶琳. "Context-aware state management for supporting mobility in a pervasive environment." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B3147858X.

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45

Balegh, Walid. "Communication and Adaptation in a Ubiquitous Environment." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76624.

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Context awareness means sending the right information to the right user at the righttime. Context is our environment, which can be anything around us such as location,lights, noises etc. To make the context interact with our mobile devices or sensors,there must be protocols for communication and data formats for the “sent” or “received”contextual information so we can give very specific context information tothe user. Since this communication and adaptive part is not well understood, in thispaper we are interested in investigating the technology used for adaptation. We willalso explain how this technology works to adapt itself to changes in the environment.
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46

Kong, Choi-yu. "Effective partial ontology mapping in a pervasive computing environment." Click to view the E-thesis via HKUTO, 2004. http://sunzi.lib.hku.hk/hkuto/record/B32002737.

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47

Kong, Choi-yu, and 江采如. "Effective partial ontology mapping in a pervasive computing environment." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B32002737.

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48

Liu, Jinshan. "Découverte de services sensible à la qualité de service dans les environnements de l'informatique diffuse." Phd thesis, Université de Versailles-Saint Quentin en Yvelines, 2006. http://tel.archives-ouvertes.fr/tel-00469433.

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With the advent of portable devices (e.g., smartphones) and the advances in wireless networking technologies (e.g., WLAN, GPRS, UMTS), the vision of ubiquitous computing is becoming a reality. It aims to facilitate user tasks through the seamless utilization of heterogeneous computing and communication capabilities (represented as services) available in the environment. Service discovery, which is necessary for achieving the above goal, must be aware of the service's non-functional properties due to the challenges posed by ubiquitous computing, such as device portability and mobility. This thesis proposes an overall solution that supports QoS-aware service discovery in ubiquitous computing environments. Our contribution lies in substantiating QoS awareness in the following three aspects. Firstly, during the process of discovering services, the expiring wireless links resulting from device mobility are identified and avoided since they cause service failures and thus hamper service reliability. Secondly, as mu tiple services can be discovered, a comprehensive utility function is proposed to evaluate services in terms of their various non-functional properties, meanwhile taking into account the service user's preferences among them, for the purpose of selecting the best one. Thirdly, to avoid untrustworthy services, a distributed reputation mechanism is proposed to facilitate the evaluation of the service host's trustworthiness. The above three proposed solutions are extensively evaluated respectively, based on analysis and simulation. They are further incorporated into a middleware that supports QoS aware Web service discovery in ubiquitous computing environments. A prototype implementing the middleware is deployed and evaluated. The results show that the overhead introduced by QoS awareness seems reasonable.
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Ma, Bin Bin. "Data stream mining in fog computing environment with feature selection using ensemble of swarm search algorithms." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3950659.

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50

Sondhi, Gaurav. "Evaluation of a domestic photo sharing environment." Thesis, University of Wolverhampton, 2010. http://hdl.handle.net/2436/116347.

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Ubiquitous computing describes the aspirations of including information systems into the fabric of our daily lives. The emphasis of the user should be on what task needs to be achieved rather than how the system will do it. The interface of applications that are integrated into the home fabric needs to be delicate in the sense that it should give the feeling of being a part of the home rather than a piece of technology. The human computer interaction/interface needs to be cohesive with the environment people live in so as to maximise the interaction possibilities. Photographs are a very affective and efficient way of connecting people to each other. We should not forget the social role photographs have to play. The most important aspect of the picture is the story that it is trying to convey, the people in it, or the place it was taken. Emotions are a very private part of our personal life and how one displays it reflects one’s lifestyle. In recent years increasing efforts have been put into preserving emotions in photos particularly with the advent of digital cameras. Now photographs have become an important part of our lives and have significant social role as they provide an affective communication link between friends and families. This research will be looking at how people relate themselves to pictures and if we could capture their emotions and expressions to store them in a way that is representative of their feelings towards the picture. As emotions can be associated with pictures of family, friends, places, holidays, social gatherings or travel to mention some of the aspects, we will also be analysing as to how emotions change over a period of time and if it could be represented accordingly in association with digital photos. This will allow us to look into the factors, which can make digital photo sharing a more fun and enjoyable experience. This research will involve user based evaluations and a scenario based approach for modelling the photo sharing interface. The creation of photo sharing system, based on this approach, is then investigated using the method of prototyping. The research shows methods, architectures, and tools used to make the development process more efficient and help assess the viability of the system under conditions that simulate to everyday use of the photo sharing software. To generalise and communicate results, the project will seek to simulate the home environment in a laboratory setting, using prototypes based on current high-end computing devices. The .Net technologies used for rapid prototyping is introduced. The aim of this research is to provide a demonstration environment of a photo sharing software for the smart home, which will allow for Reception/Viewing/distribution of photos within the home environment. The data could incorporate Audio/Video/Text/Photos, and user input etc. The research will also help us understand various aspects of how people interact with Digital Photos, what they would like to do, how can storing photos be made simpler, annotation of pictures, how can sharing photo’s made simpler, and how we can design an application which would allow users to attach emotions to pictures. The photo sharing system will provide an effective means to receive and distribute emotional information based on personal and temporal relationships associated with photos. The research also analyses the role of human computer interaction when developing ubiquitous technologies for the smart homes where information is embedded in the environment people live in. The research will present an overview of how photo sharing systems can be developed and evaluated using prototypes and user evaluations.
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