5 research outputs found

    REDUCING DISTRIBUTED URLS CRAWLING TIME : A COMPARISON OF GUIDS AND IDS

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    Web crawler visits websites for the purpose of indexing. The dynamic nature of today’s web makes the crawling process harder than before as web contents are continuously updated. In addition, crawling speed is important considering tsunami of big data that need to be indexed among competitive search engines. This research project is aimed to provide survey of current problems in distributed web crawlers. It then investigate the best crawling speed between dynamic globally unique identifiers (GUIDs) and the traditional static identifiers (IDs). Experiment are done by implementing Arachnot.net web crawlers to index up to 20000 locally generated URLs using both techniques. The results shown that URLs crawling time can be reduced up to 7% by using GUIDs technique instead of using IDs

    Context gathering in Ubiquitous Environments: Enhanced Service Discovery

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    Delivering individualized services that conform to the user’s current situation will form the focus of ubiquitous environments. A description of the networked environment at a semantic level will necessitate contextually oriented knowledge acquisition methods. This then engenders unique challenges for the crucial step of resource discovery. A number of service discovery protocols exist to perform this role. In this paper, we identify the requirements inherent for such an environment and investigate the suitability of the available protocols against these. A suitable candidate solution is proposed with an implementation with semantic extensions and reference points for further enhancements

    Uma Arquitetura para Ambientes Virtuaisde Conveniencia-Uma proposta Baseada emSistemas Multiagentes

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    Nos dias de hoje os sistemas computacionais são povoados por uma variedade de componentes naturais e sintéticos, integrados de forma cada vez mais intensa pelas novas tecnologias como a Internet e redes sem fio. A integração de pessoas, programas e máquinas pode resultar em melhores serviços para pessoas e para a comunidade. Entretanto, esta integração é um desafio, que, por ser novo e cada vez mais presente devido ao grande avanço da capacidade das máquinas, apresenta dificuldades práticas de realização. Para abordar a solução deste desafio, esta tese apresenta uma arquitetura para ambientes dotados de agentes heterogêneos que objetiva a criação de um ambiente denominado Ambiente Virtual de Convivência. O referencial teórico deste trabalho está centrado em Sistemas Multiagente e Ontologias. O Ambiente Virtual de Convivência apóia comunidades virtuais que são compostas, além dos agentes heterogêneos, por um tipo especial de agente denominado clone. A proposta inclui uma ontologia e uma metodologia para aplicação desta arquitetura. Como exemplos da aplicabilidade da arquitetura, ontologia e metodologia propostas, foram desenvolvidos os ambientes Casa Inteligente, destinado à simulação de interação entre pessoas, serviços e aparelhos domésticos, e um ambiente denominado AVAX (Ambiente Virtual para Aprendizagem de Xadrez), destinado a apoiar as interações e a aprendizagem em uma comunidade de praticantes de Xadrez

    Ontology-based context management for mobile devices

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    On Programmable Interactions: Principles, Concepts and Challenges of Co-Located and Social Interplay

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    Computing machines and humans interacting has long followed similar principles – A human gives an input command to a machine, which the machine then executes, gives an output, and waits for the next human input. Thus the interactions are user-initiated, requiring constant active participation, and much attention. Despite this, the number of such interactions has kept increasing since computing has now pervaded all areas of human life. Take mobile devices as an example: they are now considered as magic remote controllers that enable interaction with the whole world. Hence, people are now glued to their mobiles, which makes them more detached from their surroundings and other people nearby. Consequently, there is no need nor desire to socialize with other people in close proximity. Presently, the physical world and the cyber world are melting into each other, and new cyber-physical devices are rapidly emerging. This means that an ever-increasing number of computers are awaiting user input.This wide array of computing devices and heterogeneous networking capabilities have great potential for improving the ways human interactions with computing can work. The problem is that the current ways of implementing software are not well-suited for implementing interactions where multiple co-located people and devices participate. The tools mainly support implementing apps where a sole user interacts with the device, and possibly, remotely with another person. Vendor-neutrality also causes many challenges as some manufacturers only focus on improving interoperability within ecosystems.This thesis approaches computing with a novel concept of programmable interactions. The idea is to consider the interactions as first class citizens in software development. Instead of focusing on how a human interacts with a machine, the focus is on how the machines in the same space can share resources and jointly interact with each other, serving the humans – the programmable interactions are based on principles that put humans into a central role in the interactions. For developing such interactions, the thesis presents an Action-Oriented Programming model and its runtime environment. Human and social aspects are considered with a concept of companion devices. These companions carry personal profiles about their owners, and represent them for other devices that are nearby. The devices socialize and interact with each other as well as with their owners proactively, meaning that they are also allowed to initiate interactions.The approaches and concepts that are presented form the basis for developing software where interactions play a key role. These programmable interactions are based on a set of human-centric principles, and the task of enabling them is highly demanding. Therefore, enabling programmable interactions should rather be considered as a continuous process that improves over time. The most crucial challenges have been identified in this thesis together with a view on how the current technology can be used to respond to them
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