17 research outputs found

    Metafore mobilnih komunikacija ; Метафоры мобильной связи.

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    Mobilne komunikacije su polje informacione i komunikacione tehnologije koje karakteriše brzi razvoj i u kome se istraživanjem u analitičkim okvirima kognitivne lingvistike, zasnovanom na uzorku od 1005 odrednica, otkriva izrazito prisustvo metafore, metonimije, analogije i pojmovnog objedinjavanja. Analiza uzorka reči i izraza iz oblasti mobilnih medija, mobilnih operativnih sistema, dizajna korisničkih interfejsa, terminologije mobilnih mreža, kao i slenga i tekstizama koje upotrebljavaju korisnici mobilnih naprava ukazuje da pomenuti kognitivni mehanizmi imaju ključnu ulogu u olakšavanju interakcije između ljudi i širokog spektra mobilnih uređaja sa računarskim sposobnostima, od prenosivih računara i ličnih digitalnih asistenata (PDA), do mobilnih telefona, tableta i sprava koje se nose na telu. Ti mehanizmi predstavljaju temelj razumevanja i nalaze se u osnovi principa funkcionisanja grafičkih korisničkih interfejsa i direktne manipulacije u računarskim okruženjima. Takođe je analiziran i poseban uzorak od 660 emotikona i emođija koji pokazuju potencijal za proširenje značenja, imajući u vidu značaj piktograma za tekstualnu komunikaciju u vidu SMS poruka i razmenu tekstualnih sadržaja na društvenim mrežama kojima se redovno pristupa putem mobilnih uređaja...Mobile communications are a fast-developing field of information and communication technology whose exploration within the analytical framework of cognitive linguistics, based on a sample of 1005 entries, reveals the pervasive presence of metaphor, metonymy analogy and conceptual integration. The analysis of the sample consisting of words and phrases related to mobile media, mobile operating systems and interface design, the terminology of mobile networking, as well as the slang and textisms employed by mobile gadget users shows that the above cognitive mechanisms play a key role in facilitating interaction between people and a wide range of mobile computing devices from laptops and PDAs to mobile phones, tablets and wearables. They are the cornerstones of comprehension that are behind the principles of functioning of graphical user interfaces and direct manipulation in computing environments. A separate sample, featuring a selection of 660 emoticons and emoji, exhibiting the potential for semantic expansion was also analyzed, in view of the significance of pictograms for text-based communication in the form of text messages or exchanges on social media sites regularly accessed via mobile devices..

    Experimental Evaluation of Growing and Pruning Hyper Basis Function Neural Networks Trained with Extended Information Filter

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    In this paper we test Extended Information Filter (EIF) for sequential training of Hyper Basis Function Neural Networks with growing and pruning ability (HBF-GP). The HBF neuron allows different scaling of input dimensions to provide better generalization property when dealing with complex nonlinear problems in engineering practice. The main intuition behind HBF is in generalization of Gaussian type of neuron that applies Mahalanobis-like distance as a distance metrics between input training sample and prototype vector. We exploit concept of neuron’s significance and allow growing and pruning of HBF neurons during sequential learning process. From engineer’s perspective, EIF is attractive for training of neural networks because it allows a designer to have scarce initial knowledge of the system/problem. Extensive experimental study shows that HBF neural network trained with EIF achieves same prediction error and compactness of network topology when compared to EKF, but without the need to know initial state uncertainty, which is its main advantage over EKF

    Diseño de interfaz y diseño de la interacción. El rol del diseño en el cambio de paradigma televisivo

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    [spa] Diversos factores están transformando la televisión. El proceso de digitalización, su convergencia con Internet, la ampliación de las posibilidades de interactividad y los nuevos hábitos de consumo de los telespectadores están produciendo un cambio de paradigma del medio de comunicación. Ante esta situación, desde la perspectiva del diseño se propone investigar cuál es el rol que asume esta disciplina. A partir de un estudio documental y bibliográfico se ha analizado la televisión interactiva como fenómeno a través de sus interfaces y de las prácticas asociadas al diseño de la interacción. Para el análisis se ha abordado la evolución histórica de la interactividad entre telespectador, televisor y televisión; se han contextualizado los cambios sociales, culturales, económicos y tecnológicos que acompañan esta transformación; y se ha propuesto un mapa de la televisión interactiva con el fin de delimitar su alcance. A partir de este escenario se ha examinado qué significa diseñar televisión interactiva teniendo en cuenta los elementos y factores que la caracterizan. Fruto de la investigación se ha identificado qué responsabilidades debería asumir el diseño y se han propuesto directrices a tener en cuenta para su práctica proyectual y su estudio teórico. También se han identificado los retos del diseño en la transformación del concepto de interactividad, en la figura del telespectador y en las formas de mejorar la usabilidad y accesibilidad de las interfaces televisivas

    Bioinspired metaheuristic algorithms for global optimization

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    This paper presents concise comparison study of newly developed bioinspired algorithms for global optimization problems. Three different metaheuristic techniques, namely Accelerated Particle Swarm Optimization (APSO), Firefly Algorithm (FA), and Grey Wolf Optimizer (GWO) are investigated and implemented in Matlab environment. These methods are compared on four unimodal and multimodal nonlinear functions in order to find global optimum values. Computational results indicate that GWO outperforms other intelligent techniques, and that all aforementioned algorithms can be successfully used for optimization of continuous functions

    Mobile cross-platform development in fragmentized environments

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    Development of a mobile solution for spatial data collection using open source technologies

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    Information technologies (ITs), and sports resources and services aid the potential to transform governmental organizations, and play an important role in contributing to sustainable communities development, respectively. Spatial data is a crucial source to support sports planning and management. Low-cost mobile geospatial tools bring productive and accurate data collection, and their use combining a handy and customized graphical user interface (GUI) (forms, mapping, media support) is still in an early stage. Recognizing the benefits — efficiency, effectiveness, proximity to citizens — that Mozambican Minister of Youth and Sports (MJD) can achieve with information resulted from the employment of a low-cost data collection platform, this project presents the development of a mobile mapping application (app) — m-SportGIS — under Open Source (OS) technologies and a customized evolutionary software methodology. The app development embraced the combination of mobile web technologies and Application Programming Interfaces (APIs) (e.g. Sencha Touch (ST), Apache Cordova, OpenLayers) to deploy a native-to-the-device (Android operating system) product, taking advantage of device’s capabilities (e.g. File system, Geolocation, Camera). In addition to an integrated Web Map Service (WMS), was created a local and customized Tile Map Service (TMS) to serve up cached data, regarding the IT infrastructures limitations in several Mozambican regions. m-SportGIS is currently being exploited by Mozambican Government staff to inventory all kind of sports facilities, which resulted and stored data feeds a WebGIS platform to manage Mozambican sports resources

    Yhteisöllinen energiatehokkuus mobiililaitteilla

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    We have created a mobile energy measurement application and gathered energy measurement data from over 725,000 devices, running over 300,000 applications, in heterogeneous environments, and constructed models of what is normal in each context for each application. We have used this data to find energy abnormalities in the wild, and provide users of our application advice on how to deal with them. These abnormalities cannot be discovered in laboratory conditions due to the rich interaction of the smartphone and its operating environment. Employing a collaborative mobile energy awareness application with thousands of users allows us to gather a large amount of data in a short time. Such a large and diverse dataset has helped us answer many research questions. Our work is the first collaborative approach in the area of mobile energy debugging. Information received from each device running our application improves the advice given to other users running the same applications. The author has developed a context data gathering hub for smartphones, discovered the need for a common API that unifies network connectivity, energy awareness, and user experience, and investigated the impact of mobile collaborative energy awareness applications, to find previously unknown energy bugs on smartphones, and to improve users' knowledge of smartphone energy behavior.Viime vuosien aikana älypuhelinten laitteistot ovat kehittyneet entistä tehokkaammiksi, mutta akkuteknologia ei ole kehittynyt yhtä nopeasti. Tämä on synnyttänyt tarpeen tehostaa sekä laitteiston että ohjelmiston energiatehokkuutta. Älypuhelimen energiatehokkuuden optimointi on haastavaa, koska toimintaympäristö on moninainen ja käsittää paitsi laitteiston ja sen asetukset, niin myös sovellukset, jotka käyttävät laitteiston toimintoja. Tässä väitöstyössä on keskitytty mobiililaitteiden energiaongelmien ja poikkeamien löytämiseen ja niiden korjaamiseen. Väitöskirja käsittelee yhteisöllisen metodin käyttöä energiankulutukseen liittyvien epätehokkuuksien löytämisessä ja korjaamisessa mobiililaitteilla. Tätä metodia on ensimmäistä kertaa sovellettu mobiililaitteille väitöstyöhön liittyvässä Carat-projektissa. Projektissa on luotu energianmittaussovellus mobiililaitteille ja kerätty energiamittauksia yli 725 000 laitteelta ja 300 000 sovelluksesta monipuolisissa ympäristöissä. Näiden pohjalta on tehty malleja sovellusten normaalista energiankulutuksesta eri konteksteissa. Tietojen ja mallien avulla on löydetty energiapoikkeavuuksia tavallisessa käytössä olevilta laitteilta ja annettu sovelluksen käyttäjille neuvoja poikkeavuuksien korjaamiseen. Väitöstyön aikana kerätty suurikokoinen ja monipuolinen aineisto on auttanut vastaamaan moniin kysymyksiin koskien älypuhelinten energiankulutusta arkikäytössä. Kaikkia poikkeavuuksia ei voida löytää laboratorio-olosuhteissa, sillä mobiililaitteen ympäristö vaikuttaa vahvasti sen toimintaan. Esitetty menetelmä on ensimmäinen, joka soveltaa yhteisöllistä lähestymistapaa mobiililaitteiden energiaongelmien löytämiseen. Kirjoittaja on kehittänyt kontekstitietojen keräysratkaisun älypuhelimille. Hän on huomannut tarpeen järjestelmälle, joka yhdistää mobiililaitteen tilanteen, käytön, energiatehokkuuden ja käyttäjäkokemuksen. Työssä on kehitetty uusi menetelmä energiapoikkeamien analyysiin yhteisöllisesti kerättyjen mittausten perusteella sekä tutkittu energiatehokkuussovellusten vaikutusta eri mobiililaitteilla. Näiden avulla on löydetty ennen tuntemattomia energiaongelmia älypuhelimista ja parannettu käyttäjien ymmärrystä älypuhelinten energiakäyttäytymisestä

    Design and development of a dynamic mobile guide using recommendations from affine users

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    Desarrollo de guía turística dinámica sobre dispositivos móviles. Soporte de geolocalización, sistema de recomendación y afinidad entre usuarios.[ANGLÈS] This project describes the development of LiveGuide, a touristic guide for mobile devices focused on dynamic information and personalized recommendations of new locations. With LiveGuide, people will carry the guide content within their mobile phones or tablets and will have to interact with it, by means of comments, ratings and real GPS position in order to progress and unlock new content. The guide information is stored in a central server and can be easily expanded and modified, allowing clients to synchronize their local databases against it. In addition, the information from affine users is analyzed and, using a recommendation system, users will get a proposal of new places that may find interesting. This feature, linked to a self-categorization of the users, provides a personalized experience for every client. The mobile software is developed with a higher layer framework that abstracts the native layer (PhoneGap), allowing portability to any platform, and includes a native background service for controlling the GPS position of the client.[CASTELLÀ] En este proyecto se desarrolla LiveGuide, una guía turística para dispositivos móviles que hace especial énfasis en el dinamismo y personalización de las localizaciones recomendadas a los usuarios. Con LiveGuide, las personas tendrán el contenido de la guía en sus teléfonos móviles o tablets y deberán interactuar con él, mediante comentarios, puntuaciones y posicionamiento real GPS para avanzar y desbloquear nuevos contenidos. La información de la guía es almacenada en un servidor central y puede ser expandida y modificada fácilmente, posibilitando a los clientes sincronizar sus versiones locales. Los usuarios participan con un sistema de puntuación y opiniones que determina en todo momento la valoración de cada localización individual. Además, la información enviada por usuarios afines es analizada y, a través de un sistema de recomendaciones, a los clientes se les proponen nuevos sitios que podrían ser de su interés. El software móvil se ha desarrollado con un framework de alto nivel que abstrae la capa nativa (PhoneGap), permitiendo la portabilidad a cualquier plataforma, y mediante un servicio nativo que se ejecuta en segundo plano y controla la posición GPS del cliente.[CATALÀ] Aquest projecte descriu LiveGuide, una guia turística per dispositius mòbils amb especial èmfasi en el dinamisme i personalització de les localitzacions recomanades als usuaris. Amb LiveGuide els clients tindran accés al contingut de la guia en el seus telèfons o tablets i, mitjançant comentaris, votacions i posicionament, podran desbloquejar noves localitzacions al seu abast. Les dades de la guia son emmagatzemades en un servidor central, que pot actualitzar-les fàcilment i sincronitzar les versions locals dels usuaris. Els usuaris participen amb un sistema de puntuació i opinions que determina la valoració de cadascun dels llocs. A més a mes, les dades enviades pels usuaris afins són analitzades i, mitjançant el sistema de recomanacions, els clients reben propostes de llocs més adients que potser seran del seu interès. El software mòbil s'ha desenvolupat amb un framework d'alt nivell (PhoneGap) que permet la potabilitat senzilla a qualsevol plataforma mòbil amb un mínim d'esforç. Finalment, un servei natiu s'executarà en segon pla per controlar la posició GPS del client
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