3,156 research outputs found

    Genetic Programming for Smart Phone Personalisation

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    Personalisation in smart phones requires adaptability to dynamic context based on user mobility, application usage and sensor inputs. Current personalisation approaches, which rely on static logic that is developed a priori, do not provide sufficient adaptability to dynamic and unexpected context. This paper proposes genetic programming (GP), which can evolve program logic in realtime, as an online learning method to deal with the highly dynamic context in smart phone personalisation. We introduce the concept of collaborative smart phone personalisation through the GP Island Model, in order to exploit shared context among co-located phone users and reduce convergence time. We implement these concepts on real smartphones to demonstrate the capability of personalisation through GP and to explore the benefits of the Island Model. Our empirical evaluations on two example applications confirm that the Island Model can reduce convergence time by up to two-thirds over standalone GP personalisation.Comment: 43 pages, 11 figure

    The simplicity project: easing the burden of using complex and heterogeneous ICT devices and services

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    As of today, to exploit the variety of different "services", users need to configure each of their devices by using different procedures and need to explicitly select among heterogeneous access technologies and protocols. In addition to that, users are authenticated and charged by different means. The lack of implicit human computer interaction, context-awareness and standardisation places an enormous burden of complexity on the shoulders of the final users. The IST-Simplicity project aims at leveraging such problems by: i) automatically creating and customizing a user communication space; ii) adapting services to user terminal characteristics and to users preferences; iii) orchestrating network capabilities. The aim of this paper is to present the technical framework of the IST-Simplicity project. This paper is a thorough analysis and qualitative evaluation of the different technologies, standards and works presented in the literature related to the Simplicity system to be developed

    Customizing smart environments: a tabletop approach

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    Smart environments are becoming a reality in our society and the number of intelligent devices integrated in these spaces is in-creasing very rapidly. As the combination of intelligent elements will open a wide range of new opportunities to make our lives easier, final users should be provided with a simplified method of handling complex intelligent features. Specifying behavior in these environments can be difficult for non-experts, so that more efforts should be directed towards easing the customization tasks. This work presents an entirely visual rule editor based on dataflow expressions for interactive tabletops which allows be-havior to be specified in smart environments. An experiment was carried out aimed at evaluating the usability of the editor in terms of non-programmers understanding of the abstractions and concepts involved in the rule model, ease of use of the pro-posed visual interface and the suitability of the interaction mechanisms implemented in the editing tool. The study revealed that users with no previous programming experience were able to master the proposed rule model and editing tool for specifying be-havior in the context of a smart home, even though some minor usability issues were detected.We would like to thank all the volunteers that participated in the empirical study. Our thanks are also due to the ASIC/Polimedia team for their computer hardware support. This work was partially funded by the Spanish Ministry of Science and Innovation under the National R&D&I Program within the project CreateWorlds (TIN2010-20488). It also received support from a postdoctoral fellowship within the VALi+d Program of the Conselleria d'Educacio, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro Catala (APOSTD/2013/013). 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    System Support for Managing Invalid Bindings

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    Context-aware adaptation is a central aspect of pervasive computing applications, enabling them to adapt and perform tasks based on contextual information. One of the aspects of context-aware adaptation is reconfiguration in which bindings are created between application component and remote services in order to realize new behaviour in response to contextual information. Various research efforts provide reconfiguration support and allow the development of adaptive context-aware applications from high-level specifications, but don't consider failure conditions that might arise during execution of such applications, making bindings between application and remote services invalid. To this end, we propose and implement our design approach to reconfiguration to manage invalid bindings. The development and modification of adaptive context-aware applications is a complex task, and an issue of an invalidity of bindings further complicates development efforts. To reduce the development efforts, our approach provides an application-transparent solution where the issue of the invalidity of bindings is handled by our system, Policy-Based Contextual Reconfiguration and Adaptation (PCRA), not by an application developer. In this paper, we present and describe our approach to managing invalid bindings and compare it with other approaches to this problem. We also provide performance evaluation of our approach

    Interaction With Tilting Gestures In Ubiquitous Environments

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    In this paper, we introduce a tilting interface that controls direction based applications in ubiquitous environments. A tilt interface is useful for situations that require remote and quick interactions or that are executed in public spaces. We explored the proposed tilting interface with different application types and classified the tilting interaction techniques. Augmenting objects with sensors can potentially address the problem of the lack of intuitive and natural input devices in ubiquitous environments. We have conducted an experiment to test the usability of the proposed tilting interface to compare it with conventional input devices and hand gestures. The experiment results showed greater improvement of the tilt gestures in comparison with hand gestures in terms of speed, accuracy, and user satisfaction.Comment: 13 pages, 10 figure
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