26 research outputs found

    Primitive-based payment systems for flexible value transfer in the personal router

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program, 2002.Includes bibliographical references (p. 149-154).This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.The Personal Router is a mobile communication device developed by the Advanced Network Architecture group at the MIT Laboratory for Computer Science. The Personal Router is able to select and negotiate connectivity with local providers for different kinds of services and interfaces. It needs payment procedures to support these services. As this device is designed to be used in many distinct unpredictable contexts, it cannot implement a single payment system. The complexity of existing payment systems has to be mapped into this new environment. A different payment system must be chosen each time, depending on many variables such as costs, environmental constraints, privacy, user and provider's needs and preferences. Privacy is a major issue for this device. In effect, getting wireless and mobile service everywhere will possibly leave an easily traceable trail; moreover, using this device supposes negotiating with many different untrusted providers and paying for the service. This can create huge potential threats for privacy and personal data management if this issue is not included in the early stage of the design. Legal requirements and user preferences and expectations for privacy in electronic transactions are therefore explored. Past attempts to enhance privacy in different environments are examined. Reasons why most of them have failed and some of them are struggling to stay alive are analyzed. New privacy threats faced by the Personal Router are considered. A new approach based on building blocks is made. Payment systems are split into primitive operations; each of them implements one step of a transaction. The combination of these building blocks replicates a payment protocol. The characteristics of a payment system can then be derived from the analysis of the implementation of each of these primitives. Users' preferences are defined by attributes. Payment systems can then be compared through their primitives and even slightly modified to be closer to users' ideal system by altering the primitives. The modular approach makes this easier. This framework is successfully tested on three major electronic payment systems. Several limitations of this approach and open issues related to the Personal Router are exposed.by Xavier F. Brucker.S.M

    Ontology learning for the semantic deep web

    Get PDF
    Ontologies could play an important role in assisting users in their search for Web pages. This dissertation considers the problem of constructing natural ontologies that support users in their Web search efforts and increase the number of relevant Web pages that are returned. To achieve this goal, this thesis suggests combining the Deep Web information, which consists of dynamically generated Web pages and cannot be indexed by the existing automated Web crawlers, with ontologies, resulting in the Semantic Deep Web. The Deep Web information is exploited in three different ways: extracting attributes from the Deep Web data sources automatically, generating domain ontologies from the Deep Web automatically, and extracting instances from the Deep Web to enhance the domain ontologies. Several algorithms for the above mentioned tasks are presented. Lxperimeiital results suggest that the proposed methods assist users with finding more relevant Web sites. Another contribution of this dissertation includes developing a methodology to evaluate existing general purpose ontologies using the Web as a corpus. The quality of ontologies (QoO) is quantified by analyzing existing ontologies to get numeric measures of how natural their concepts and their relationships are. This methodology was first applied to several major, popular ontologies, such as WordNet, OpenCyc and the UMLS. Subsequently the domain ontologies developed in this research were evaluated from the naturalness perspective

    Design and Instantiation of an Interactive Multidimensional Ontology for Game Design Elements – a Design and Behavioral Approach

    Get PDF
    While games and play are commonly perceived as leisure tools, focus on the strategic implementation of isolated gameful elements outside of games has risen in recent years under the term gamification. Given their ease of implementation and impact in competitive games, a small set of game design elements, namely points, badges, and leaderboards, initially dominated research and practice. However, these elements reflect only a small group of components that game designers use to achieve positive outcomes in their systems. Current research has shifted towards focusing on the game design process instead of the isolated implementation of single elements under the term gameful design. But the problem of a tendency toward a monocultural selection of prominent design elements persists in-game and gameful design, preventing the method from reaching its full potential. This dissertation addresses this problem by designing and developing a digital, interactive game design element ontology that scholars and practitioners can use to make more informed and inspired decisions in creating gameful solutions to their problems. The first part of this work is concerned with the collation and development of the digital ontology. First, two datasets were collated from game design and gamification literature (game design elements and playing motivations). Next, four explorative studies were conducted to add user-relevant metadata and connect their items into an ontological structure. The first two studies use card sorting to assess game theory frameworks regarding their suitability as foundational categories for the game design element dataset and to gain an overview of different viewpoints from which categorizations can be derived. The second set of studies builds on an explorative method of matching dataset entries via their descriptive keywords to arrive at a connected graph. The first of these studies connects items of the playing motivations dataset with themselves, while the second connects them with an additional dataset of human needs. The first part closes with the documentation of the design and development of the tool Kubun, reporting on the outcome of its evaluation via iterative expert interviews and a field study. The results suggest that the tool serves its preset goals of affording intuitive browsing for dedicated searches and serendipitous findings. While the first part of this work reports on the top-down development process of the ontology and related navigation tool, the second part presents an in-depth research of specific learning-oriented game design elements to complement the overall research goal through a complementary bottom-up approach. Therein, two studies on learning-oriented game design elements are reported regarding their effect on performance, long-term learning outcome, and knowledge transfer. The studies are conducted with a game dedicated to teaching correct waste sorting. The first study focuses on a reward-based game design element in terms of its motivatory effect on perfect play. The second study evaluates two learning-enhancing game design elements, repeat, and look-up, in terms of their contribution to a long-term learning outcome. The comprehensive insights gained through the in-depth research manifest in the design of a module dedicated to reporting research outcomes in the ontology. The dissertation concludes with a discussion on the studies’ varying limitations and an outlook on pathways for future research

    Information Application for Multicriterial Optimum

    Get PDF
    The management activity does not only include the techniques and methods of programming, organizing and allocation of resources, starting and control of operations, interventions but it also implies a great number of decisions regarding the launching, carrying on, modifying and carrying out of activities or choosing one of the possible variants so as to ensure that the goals should be reached. The activity of choosing one variant from several possible ones is often met with in maintenance management, such as: the selection of an optimum equipment, the choice of a firm for after/sale service, for supplying materials or spare parts which implies taking into account a large number of factors. The choice based on fundamental mathematic methods becomes feasible by using the current automatic data processing devices and this paper presents the “Xomc” application of establishing the multicriterial optimum.maintenance management, multicriterial optimum, fundamental mathematic methods

    Fuzzy Virtual Card Agent for Customizing Divisible Card Payments 1 2 2

    No full text
    Abstract: E-commerce customers may have a problem when paying for the purchase of a major item, if its price is larger than the available credit on their credit card. In the brick and mortar world, this problem would be solved by paying part of the bill with cash or with a second credit card. In e-commerce, however, this has not been an option. Furthermore, even when a customer could pay the whole purchase with one of her credit cards, she may prefer to first max out another card with a lower interest rate. The overall goal of this research is to provide customers with the capability of customizing their payments by splitting an e-commerce payment over multiple cards, while taking into account a set of competing preferences over policies and constraints of various cards in determining which cards to use. This paper presents an intelligent card management system, called Fuzzy Virtual Card Agent (f-VA) that supports the customer’s divisible payment decision. By modeling the customer’s preferences using weighted fuzzy set memberships, the f-VA considers the preferences over the card issuers ’ policies, such as credit limits, interest rates and many others as well as the policies imposed by the secondary issuers, such as employers, and suggests the best combination of cards to the customer. The customer can take advantage of the suggestion by the f-VA or modify it immediately on the Web. Our approach provides customers with a more flexible card payment method for online purchases and can be extended to any types of purchases, such as mobile commerce payments. 1

    Interstate Interstitials: Bumper Stickers, Driver-Cars and the Spaces of Social Encounter on Contemporary American Superhighways

    Get PDF
    Since the turn of the 21st century, it has been the established aim of mobilities scholars to investigate the ways in which contemporary life is conditioned and carried out through the movements of people, things and ideas. Despite concerns over global climate change on the one hand, and the heyday of peak-oil receding quickly into the rear view mirror on the other, the primary vehicle of mobility in the United States remains the personal automobile. Contemporary American notions of self and identity are frequently interpreted through the individual’s relationship(s) to cars and driving, and while cars themselves are mass-manufactured items, they afford a number of many non-technical practices of customization as modes of individuation. Perhaps most commonplace of these practices is the use of bumper stickers. This thesis is a critical examination of the type of everyday cultural construction and social encounter that may emerge from reading bumper stickers in motion. Such a practice is informed by both the structural and systemic conditions of American superhighway automobility, as well as by the phenomenological effects of isolation and speed on the road these conditions produce. An embodied subject, emerges through participation in the regime of automobility, but the body I have in mind is not, strictly speaking, the unitary, human body. It is, rather, a performed, materially-heterogeneous assemblage: a reader-car, through which unexpected—often asymmetrical and asynchronous, but nonetheless social— spaces of interaction coalesce and extend

    Designing for adaptability in architecture

    Get PDF
    The research is framed on the premise that designing buildings that can adapt by accommodating change easier and more cost-effectively provides an effective means to a desired end a more sustainable built environment. In this context, adaptability can be viewed as a means to decrease the amount of new construction (reduce), (re)activate underused or vacant building stock (reuse) and enhance disassembly/ deconstruction of components (reuse, recycle) - prolonging the useful life of buildings (reduce, reuse, recycle). The aim of the research is to gain a holistic overview of the concept of adaptability in the construction industry and provide an improved framework to design for, deploy and implement adaptability. An over-arching research question was posited to guide the inquiry: how can architects understand, communicate, design for and test the concept of adaptability in the context of the design process? The research followed Dubois and Gadde s (2002) systematic combining as an over-arching approach that continuously moves between the empirical world and theoretical models allowing the co-evolution of data collection and theory from the beginning as part of a non-linear process with the objective of matching theory with reality. An initial framework was abducted from a preliminary collection of data from which a set of mixed research methods was deployed to explore adaptability (interviews, building case studies, dependency structural matrices, practitioner surveys and workshop). Emergent from the data is an expanded and revised theory on designing for adaptability consisting of concepts, models and propositions. The models illustrate many of the casual links between the physical design structure of the building (e.g. plan depth, storey height) and the soft contingencies of a messy design/construction/occupation process (e.g. procurement route, funding methods, stakeholder mindsets). In an effort to enhance building adaptability, the abducted propositions suggest a shift in the way the industry values buildings and conducts aspects of the design process and how designer s approach designing for adaptability
    corecore