Now showing items 141-148 of 148

    • Architecture for generic service development on mobile handsets 

      Dahle, Peter (Master thesis; Mastergradsoppgave, 2007-06-15)
      Several actors are involved in all layers the handset architecture, from hardware producers to service providers, and the numbers are raising. Lack of collaboration amongst these actors across and within layers has led to a complex development-process of services and applications, which in turn leads to difficult use of such applications and services. In this thesis we took a closer look at the ...
    • Argos container, core and extension framework 

      Eriksen, Dan Peder (Master thesis; Mastergradsoppgave, 2007-06-01)
      With the emergence of the internet and e-commerce in the 90’s new common problems arose when developing applications that span the internet. These common problems include among others scalability, robustness, networking, database usage and heterogeneity. Software developers creating internet applications saw themselves reinventing the wheel repeatedly. This lead to the creation of middleware systems ...
    • Collecting and distributing sensor data using the Argos middleware platform 

      Mortensen, Mats (Master thesis; Mastergradsoppgave, 2007-06-15)
      Applications that adapt to environmental and situational changes are difficult to build because computers cannot capture, represent or process context information as easily as human beings. Nevertheless, context information is very valuable because it allows applications to be made more user-friendly, flexible, and adaptable. This realization has spawned a multitude of research efforts to simplify ...
    • Design and implementation of a prototype for capturing immediate user experiences 

      Ekvang, Espen (Master thesis; Mastergradsoppgave, 2007-06-01)
      Everywhere we go we are overwhelmed with impressions and experiences making our day. Research has proven these to change over time, thus psychologists and experimenters in surveys are interested in what a person actually experienced at a particular point in time, referred to as immediate experience. Whether it was as a reaction to some event or just at specific times during the day, is determined ...
    • Kontekstsensitiv tilpasning av interaksjonsmodi mot mobile terminaler 

      Henriksen, André (Master thesis; Mastergradsoppgave, 2003-12-15)
      Denne oppgaven ser på mulighetene for å bruke kontekstinformasjon for å kunne tilpasse interaksjonsmodi mot mobile terminaler, spesielt mobiltelefoner. Hensikten er å illustrere hvordan brukere av et transportselskap automatisk kan motta beskjeder om forsinkelser på bussavganger han/hun er interessert i, samt andre beskjeder fra transportselskapet. Brukere skal altså slippe å kjenne til vanlige ...
    • p-SARS: Peer-to-peer search for a recommender system 

      Devik, Rune (Master thesis; Mastergradsoppgave, 2003-12-15)
      WAIF started out in 2002 and the overall goal is to make the computers automatically search for relevant information based on the user’s preferences, and to push this information directly to the user wherever he/she is and to whatever device he/she has available. In other words, make the machines serve us, with as little human interaction as possible. This thesis focuses on a specific part of this ...
    • FAT: A framework for automated regression testing of protocol stacks 

      Nilsen, Karl Magnus (Master thesis; Mastergradsoppgave, 2003-12-15)
      Software systems today are becoming larger and more complex, resulting in a growing need for good and efficient testing routines. An approach used by several software developers is to automate the test process. Test automation has the benefits that it reduces the time of the testing process and that automated tests are more accurate and precise than manual tests. <br /><br /> Manufacturers who ...
    • Frag: A distributed approach to display wall gaming 

      Grammeltvedt, Åsmund (Master thesis; Mastergradsoppgave, 2006-06-01)
      Computer games with distributed functionality, such as most modern multiplayer games, provide a rich environment in which one can experiment with high performance distribution of computational and graphical resources. Their extremely high requirements for processing power and consistent visual output create a platform with unique demands. Current tiled display walls provide, as a consequence of ...