Using semantic knowledge to improve compression on log files
- Authors: Otten, Frederick John
- Date: 2009 , 2008-11-19
- Subjects: Computer networks , Data compression (Computer science) , Semantics--Data processing
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4650 , http://hdl.handle.net/10962/d1006619 , Computer networks , Data compression (Computer science) , Semantics--Data processing
- Description: With the move towards global and multi-national companies, information technology infrastructure requirements are increasing. As the size of these computer networks increases, it becomes more and more difficult to monitor, control, and secure them. Networks consist of a number of diverse devices, sensors, and gateways which are often spread over large geographical areas. Each of these devices produce log files which need to be analysed and monitored to provide network security and satisfy regulations. Data compression programs such as gzip and bzip2 are commonly used to reduce the quantity of data for archival purposes after the log files have been rotated. However, there are many other compression programs which exist - each with their own advantages and disadvantages. These programs each use a different amount of memory and take different compression and decompression times to achieve different compression ratios. System log files also contain redundancy which is not necessarily exploited by standard compression programs. Log messages usually use a similar format with a defined syntax. In the log files, all the ASCII characters are not used and the messages contain certain "phrases" which often repeated. This thesis investigates the use of compression as a means of data reduction and how the use of semantic knowledge can improve data compression (also applying results to different scenarios that can occur in a distributed computing environment). It presents the results of a series of tests performed on different log files. It also examines the semantic knowledge which exists in maillog files and how it can be exploited to improve the compression results. The results from a series of text preprocessors which exploit this knowledge are presented and evaluated. These preprocessors include: one which replaces the timestamps and IP addresses with their binary equivalents and one which replaces words from a dictionary with unused ASCII characters. In this thesis, data compression is shown to be an effective method of data reduction producing up to 98 percent reduction in filesize on a corpus of log files. The use of preprocessors which exploit semantic knowledge results in up to 56 percent improvement in overall compression time and up to 32 percent reduction in compressed size. , TeX , pdfTeX-1.40.3
- Full Text:
- Date Issued: 2009
- Authors: Otten, Frederick John
- Date: 2009 , 2008-11-19
- Subjects: Computer networks , Data compression (Computer science) , Semantics--Data processing
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4650 , http://hdl.handle.net/10962/d1006619 , Computer networks , Data compression (Computer science) , Semantics--Data processing
- Description: With the move towards global and multi-national companies, information technology infrastructure requirements are increasing. As the size of these computer networks increases, it becomes more and more difficult to monitor, control, and secure them. Networks consist of a number of diverse devices, sensors, and gateways which are often spread over large geographical areas. Each of these devices produce log files which need to be analysed and monitored to provide network security and satisfy regulations. Data compression programs such as gzip and bzip2 are commonly used to reduce the quantity of data for archival purposes after the log files have been rotated. However, there are many other compression programs which exist - each with their own advantages and disadvantages. These programs each use a different amount of memory and take different compression and decompression times to achieve different compression ratios. System log files also contain redundancy which is not necessarily exploited by standard compression programs. Log messages usually use a similar format with a defined syntax. In the log files, all the ASCII characters are not used and the messages contain certain "phrases" which often repeated. This thesis investigates the use of compression as a means of data reduction and how the use of semantic knowledge can improve data compression (also applying results to different scenarios that can occur in a distributed computing environment). It presents the results of a series of tests performed on different log files. It also examines the semantic knowledge which exists in maillog files and how it can be exploited to improve the compression results. The results from a series of text preprocessors which exploit this knowledge are presented and evaluated. These preprocessors include: one which replaces the timestamps and IP addresses with their binary equivalents and one which replaces words from a dictionary with unused ASCII characters. In this thesis, data compression is shown to be an effective method of data reduction producing up to 98 percent reduction in filesize on a corpus of log files. The use of preprocessors which exploit semantic knowledge results in up to 56 percent improvement in overall compression time and up to 32 percent reduction in compressed size. , TeX , pdfTeX-1.40.3
- Full Text:
- Date Issued: 2009
Culturally-relevant augmented user interfaces for illiterate and semi-literate users
- Authors: Gavaza, Takayedzwa
- Date: 2012 , 2012-06-14
- Subjects: User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4665 , http://hdl.handle.net/10962/d1006679 , User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Description: This thesis discusses guidelines for developers of Augmented User Interfaces that can be used by illiterate and semi-literate users. To discover how illiterate and semi-literate users intuitively understand interaction with a computer, a series of Wizard of Oz experiments were conducted. In the first Wizard of Oz study, users were presented with a standard desktop computer, fitted with a number of input devices to determine how they assume interaction should occur. This study found that the users preferred the use of speech and gestures which mirrored findings from other researchers. The study also found that users struggled to understand the tab metaphor which is used frequently in applications. From these findings, a localised culturally-relevant tab interface was developed to determine the feasibility of localised Graphical User Interface components. A second study was undertaken to compare the localised tab interface with the traditional tabbed interface. This study collected both quantitative and qualitative data from the participants. It found that users could interact with a localised tabbed interface faster and more accurately than with the traditional counterparts. More importantly, users stated that they intuitively understood the localised interface component, whereas they did not understand the traditional tab metaphor. These user studies have shown that the use of self-explanatory animations, video feedback, localised tabbed interface metaphors and voice output have a positive impact on enabling illiterate and semi-literate users to access information. , TeX , Adobe Acrobat 9.51 Paper Capture Plug-in
- Full Text:
- Date Issued: 2012
- Authors: Gavaza, Takayedzwa
- Date: 2012 , 2012-06-14
- Subjects: User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4665 , http://hdl.handle.net/10962/d1006679 , User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Description: This thesis discusses guidelines for developers of Augmented User Interfaces that can be used by illiterate and semi-literate users. To discover how illiterate and semi-literate users intuitively understand interaction with a computer, a series of Wizard of Oz experiments were conducted. In the first Wizard of Oz study, users were presented with a standard desktop computer, fitted with a number of input devices to determine how they assume interaction should occur. This study found that the users preferred the use of speech and gestures which mirrored findings from other researchers. The study also found that users struggled to understand the tab metaphor which is used frequently in applications. From these findings, a localised culturally-relevant tab interface was developed to determine the feasibility of localised Graphical User Interface components. A second study was undertaken to compare the localised tab interface with the traditional tabbed interface. This study collected both quantitative and qualitative data from the participants. It found that users could interact with a localised tabbed interface faster and more accurately than with the traditional counterparts. More importantly, users stated that they intuitively understood the localised interface component, whereas they did not understand the traditional tab metaphor. These user studies have shown that the use of self-explanatory animations, video feedback, localised tabbed interface metaphors and voice output have a positive impact on enabling illiterate and semi-literate users to access information. , TeX , Adobe Acrobat 9.51 Paper Capture Plug-in
- Full Text:
- Date Issued: 2012
A mobile phone solution for ad-hoc hitch-hiking in South Africa
- Authors: Miteche, Sacha Patrick
- Date: 2014
- Subjects: Cell phones -- Information services , Cell phone users -- South Africa , Hitchhiking -- South Africa , Mobile communication systems -- Social aspects , Digital media -- South Africa , Information technology -- South Africa
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4702 , http://hdl.handle.net/10962/d1013340
- Description: The purpose of this study was to investigate the use of mobile phones in organizing ad-hoc vehicle ridesharing based on hitch-hiking trips involving private car drivers and commuters in South Africa. A study was conducted to learn how hitch-hiking trips are arranged in the urban and rural areas of the Eastern Cape. This involved carrying out interviews with hitch-hikers and participating in several trips. The study results provided the design specifications for a Dynamic Ridesharing System (DRS) tailor-made to the hitch-hiking culture of this context. The design of the DRS considered the delivery of the ad-hoc ridesharing service to the anticipated mobile phones owned by people who use hitch-hiking. The implementation of the system used the available open source solutions and guidelines under the Siyakhula Living Lab project, which promotes the use of Information and Communication Technology (ICT) in marginalized communities of South Africa. The developed prototype was tested in both the simulated and live environments, then followed by usability tests to establish the viability of the system. The results from the tests indicate an initial breakthrough in the process of modernizing the ad-hoc ridesharing of hitch-hiking which is used by a section of people in the urban and rural areas of South Africa.
- Full Text:
- Date Issued: 2014
- Authors: Miteche, Sacha Patrick
- Date: 2014
- Subjects: Cell phones -- Information services , Cell phone users -- South Africa , Hitchhiking -- South Africa , Mobile communication systems -- Social aspects , Digital media -- South Africa , Information technology -- South Africa
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4702 , http://hdl.handle.net/10962/d1013340
- Description: The purpose of this study was to investigate the use of mobile phones in organizing ad-hoc vehicle ridesharing based on hitch-hiking trips involving private car drivers and commuters in South Africa. A study was conducted to learn how hitch-hiking trips are arranged in the urban and rural areas of the Eastern Cape. This involved carrying out interviews with hitch-hikers and participating in several trips. The study results provided the design specifications for a Dynamic Ridesharing System (DRS) tailor-made to the hitch-hiking culture of this context. The design of the DRS considered the delivery of the ad-hoc ridesharing service to the anticipated mobile phones owned by people who use hitch-hiking. The implementation of the system used the available open source solutions and guidelines under the Siyakhula Living Lab project, which promotes the use of Information and Communication Technology (ICT) in marginalized communities of South Africa. The developed prototype was tested in both the simulated and live environments, then followed by usability tests to establish the viability of the system. The results from the tests indicate an initial breakthrough in the process of modernizing the ad-hoc ridesharing of hitch-hiking which is used by a section of people in the urban and rural areas of South Africa.
- Full Text:
- Date Issued: 2014
Web-based M-learning system for ad-hoc learning of mathematical concepts amongst first year students at the University of Namibia
- Authors: Ntinda, Maria Ndapewa
- Date: 2014
- Subjects: Mathematics -- Study and teaching (Higher) -- Namibia , Mathematics -- Technological innovations , Mobile communication systems in education , Teaching -- Aids and devices , Educational innovations , Open source software
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4701 , http://hdl.handle.net/10962/d1013174
- Description: In the last decade, there has been an increase in the number of web-enabled mobile devices, offering a new platform that can be targeted for the development of learning applications. Worldwide, developers have taken initiatives in developing mobile learning (M-learning) systems to provide students with access to learning materials regardless of time and location. The purpose of this study was to investigate whether it is viable for first year students enrolled at the University of Namibia (UNAM) to use mobile phones for ad-hoc learning of mathematical concepts. A system, EnjoyMath, aiming to assist students in preparing for tests, examinations, review contents and reinforce knowledge acquired during traditional classroom interactions was designed and implemented. The EnjoyMath system was designed and implemented through the use of the Human Centred Design (HCD) methodology. Two revolutions of the four-step process of the HCD cycle were completed in this study. Due to the distance between UNAM and Rhodes University (where the researcher was based), the researcher could not always work in close relation with the UNAM students. Students from the Extended Study Unit (ESU) at Rhodes University were therefore selected in the first iteration of the project due to their proximity to the researcher and their similar demographics to the first year UNAM students, while the UNAM students were targeted in the second iteration of the study. This thesis presents the outcome of the two pre-intervention studies of the first-year students' perceptions about M-learning conducted at Rhodes University and UNAM. The results of the pre-intervention studies showed that the students are enthusiastic about using an M-learning system, because it would allow them to put in more time to practice their skills whenever and wherever they are. Moreover, the thesis presents the different stages undertaken to develop the EnjoyMath system using Open Source Software (PHP and MySQL). The results of a user study (post-intervention) conducted with participants at UNAM, ascertained the participants' perception of the usability of the EnjoyMath system and are also presented in this thesis. The EnjoyMath system was perceived by the participants to be "passable"; hence an M-learning system could be used to compliment an E-learning system at UNAM.
- Full Text:
- Date Issued: 2014
- Authors: Ntinda, Maria Ndapewa
- Date: 2014
- Subjects: Mathematics -- Study and teaching (Higher) -- Namibia , Mathematics -- Technological innovations , Mobile communication systems in education , Teaching -- Aids and devices , Educational innovations , Open source software
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4701 , http://hdl.handle.net/10962/d1013174
- Description: In the last decade, there has been an increase in the number of web-enabled mobile devices, offering a new platform that can be targeted for the development of learning applications. Worldwide, developers have taken initiatives in developing mobile learning (M-learning) systems to provide students with access to learning materials regardless of time and location. The purpose of this study was to investigate whether it is viable for first year students enrolled at the University of Namibia (UNAM) to use mobile phones for ad-hoc learning of mathematical concepts. A system, EnjoyMath, aiming to assist students in preparing for tests, examinations, review contents and reinforce knowledge acquired during traditional classroom interactions was designed and implemented. The EnjoyMath system was designed and implemented through the use of the Human Centred Design (HCD) methodology. Two revolutions of the four-step process of the HCD cycle were completed in this study. Due to the distance between UNAM and Rhodes University (where the researcher was based), the researcher could not always work in close relation with the UNAM students. Students from the Extended Study Unit (ESU) at Rhodes University were therefore selected in the first iteration of the project due to their proximity to the researcher and their similar demographics to the first year UNAM students, while the UNAM students were targeted in the second iteration of the study. This thesis presents the outcome of the two pre-intervention studies of the first-year students' perceptions about M-learning conducted at Rhodes University and UNAM. The results of the pre-intervention studies showed that the students are enthusiastic about using an M-learning system, because it would allow them to put in more time to practice their skills whenever and wherever they are. Moreover, the thesis presents the different stages undertaken to develop the EnjoyMath system using Open Source Software (PHP and MySQL). The results of a user study (post-intervention) conducted with participants at UNAM, ascertained the participants' perception of the usability of the EnjoyMath system and are also presented in this thesis. The EnjoyMath system was perceived by the participants to be "passable"; hence an M-learning system could be used to compliment an E-learning system at UNAM.
- Full Text:
- Date Issued: 2014
Investigating the factors that influence use of ICTs for citizen engagement in Malawi
- Authors: Sibande, Rachel Chavula
- Date: 2021-04
- Subjects: Information technology -- Malawi , Political participation -- Malawi , Mobile apps -- Malawi , UTAUT , Mzinda
- Language: English
- Type: thesis , text , Doctoral , PhD
- Identifier: http://hdl.handle.net/10962/177019 , vital:42782 , 10.21504/10962/177019
- Description: Literature has suggested that Malawians are keen to participate. Malawian’s willingness to participate is evident as the country has recorded high voter turnouts during the elections in recent decades. However, literature also suggests that there is minimal citizen engagement in between elections. Elsewhere, Information and Communication Technologies (ICTs) have been used to enhance citizen engagement, but ICT led citizen engagement is still an emerging field and yet to be explored as an area of research particularly in Malawi. We thus sought to explore if the use of ICTs could improve citizen engagement with councils, councilors, and utility companies that provide water and electricity in Malawi. We developed and deployed an ICT platform called Mzinda which means My location in Malawi’s populous Chichewa language. The platform provided various channels for citizens and duty bearers to engage via SMS, USSD, web and a mobile application. We sought to understand the factors that influence citizen’s behavior intention to use an ICT platform to engage. We applied the modified UTAUT model by including Attitude and Self Efficacy social constructs that have among others been cited as limitations of the UTAUT model. We conducted factor loadings of six social constructs of the modified UTAUT model to validate content and reexamine the model in the context of citizen engagement using ICTs in Malawi. We found that, Attitude and Self Efficacy were not significant determinants of the Behaviour Intention for citizens to use the ICT platform. However, 75% of the Behaviour Intention was influenced by Perfomance Expectancy and Effort Expectancy as moderated by age and gender. Empirical evidence showed that responsiveness and actionability of councils and councillors had improved. We also learned that citizens believed that service delivery had improved and that they had more influence over councils, councillors, and the utility companies because of using the ICT platform. We conclude by noting that improvements in service delivery; enhanced responsiveness and actionability of councils, councillors and the utility companies were not necessarily as a result of the ICT platform alone; but a combination of ICTs and non-technology mechanisms of engaging the stakeholders through community campaigns, radio programs, print media engagement, community meetings and debates among others. It is evident that ICTs are not the panacea of all citizen engagement problems. This research can be useful to researchers and practitioners in the technology and citizen engagement domains. , Thesis (MSc) -- Faculty of Science, Department of Computer Science, 2021
- Full Text:
- Date Issued: 2021-04
- Authors: Sibande, Rachel Chavula
- Date: 2021-04
- Subjects: Information technology -- Malawi , Political participation -- Malawi , Mobile apps -- Malawi , UTAUT , Mzinda
- Language: English
- Type: thesis , text , Doctoral , PhD
- Identifier: http://hdl.handle.net/10962/177019 , vital:42782 , 10.21504/10962/177019
- Description: Literature has suggested that Malawians are keen to participate. Malawian’s willingness to participate is evident as the country has recorded high voter turnouts during the elections in recent decades. However, literature also suggests that there is minimal citizen engagement in between elections. Elsewhere, Information and Communication Technologies (ICTs) have been used to enhance citizen engagement, but ICT led citizen engagement is still an emerging field and yet to be explored as an area of research particularly in Malawi. We thus sought to explore if the use of ICTs could improve citizen engagement with councils, councilors, and utility companies that provide water and electricity in Malawi. We developed and deployed an ICT platform called Mzinda which means My location in Malawi’s populous Chichewa language. The platform provided various channels for citizens and duty bearers to engage via SMS, USSD, web and a mobile application. We sought to understand the factors that influence citizen’s behavior intention to use an ICT platform to engage. We applied the modified UTAUT model by including Attitude and Self Efficacy social constructs that have among others been cited as limitations of the UTAUT model. We conducted factor loadings of six social constructs of the modified UTAUT model to validate content and reexamine the model in the context of citizen engagement using ICTs in Malawi. We found that, Attitude and Self Efficacy were not significant determinants of the Behaviour Intention for citizens to use the ICT platform. However, 75% of the Behaviour Intention was influenced by Perfomance Expectancy and Effort Expectancy as moderated by age and gender. Empirical evidence showed that responsiveness and actionability of councils and councillors had improved. We also learned that citizens believed that service delivery had improved and that they had more influence over councils, councillors, and the utility companies because of using the ICT platform. We conclude by noting that improvements in service delivery; enhanced responsiveness and actionability of councils, councillors and the utility companies were not necessarily as a result of the ICT platform alone; but a combination of ICTs and non-technology mechanisms of engaging the stakeholders through community campaigns, radio programs, print media engagement, community meetings and debates among others. It is evident that ICTs are not the panacea of all citizen engagement problems. This research can be useful to researchers and practitioners in the technology and citizen engagement domains. , Thesis (MSc) -- Faculty of Science, Department of Computer Science, 2021
- Full Text:
- Date Issued: 2021-04
Bluetooth audio and video streaming on the J2ME platform
- Authors: Sahd, Curtis Lee
- Date: 2011 , 2010-09-09
- Subjects: Bluetooth technology , Mobile communication systems , Communication -- Technological innovations , Communication -- Network analysis , Wireless communication systems , L2TP (Computer network protocol) , Computer network protocols , Streaming audio , Streaming video
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4633 , http://hdl.handle.net/10962/d1006521 , Bluetooth technology , Mobile communication systems , Communication -- Technological innovations , Communication -- Network analysis , Wireless communication systems , L2TP (Computer network protocol) , Computer network protocols , Streaming audio , Streaming video
- Description: With the increase in bandwidth, more widespread distribution of media, and increased capability of mobile devices, multimedia streaming has not only become feasible, but more economical in terms of space occupied by the media file and the costs involved in attaining it. Although much attention has been paid to peer to peer media streaming over the Internet using HTTP and RTSP, little research has focussed on the use of the Bluetooth protocol for streaming audio and video between mobile devices. This project investigates the feasibility of Bluetooth as a protocol for audio and video streaming between mobile phones using the J2ME platform, through the analysis of Bluetooth protocols, media formats, optimum packet sizes, and the effects of distance on transfer speed. A comparison was made between RFCOMM and L2CAP to determine which protocol could support the fastest transfer speed between two mobile devices. The L2CAP protocol proved to be the most suitable, providing average transfer rates of 136.17 KBps. Using this protocol a second experiment was undertaken to determine the most suitable media format for streaming in terms of: file size, bandwidth usage, quality, and ease of implementation. Out of the eight media formats investigated, the MP3 format provided the smallest file size, smallest bandwidth usage, best quality and highest ease of implementation. Another experiment was conducted to determine the optimum packet size for transfer between devices. A tradeoff was found between packet size and the quality of the sound file, with highest transfer rates being recorded with the MTU size of 668 bytes (136.58 KBps). The class of Bluetooth transmitter typically used in mobile devices (class 2) is considered a weak signal and is adversely affected by distance. As such, the final investigation that was undertaken was aimed at determining the effects of distance on audio streaming and playback. As can be expected, when devices were situated close to each other, the transfer speeds obtained were higher than when devices were far apart. Readings were taken at varying distances (1-15 metres), with erratic transfer speeds observed from 7 metres onwards. This research showed that audio streaming on the J2ME platform is feasible, however using the currently available class of Bluetooth transmitter, video streaming is not feasible. Video files were only playable once the entire media file had been transferred.
- Full Text:
- Date Issued: 2011
- Authors: Sahd, Curtis Lee
- Date: 2011 , 2010-09-09
- Subjects: Bluetooth technology , Mobile communication systems , Communication -- Technological innovations , Communication -- Network analysis , Wireless communication systems , L2TP (Computer network protocol) , Computer network protocols , Streaming audio , Streaming video
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4633 , http://hdl.handle.net/10962/d1006521 , Bluetooth technology , Mobile communication systems , Communication -- Technological innovations , Communication -- Network analysis , Wireless communication systems , L2TP (Computer network protocol) , Computer network protocols , Streaming audio , Streaming video
- Description: With the increase in bandwidth, more widespread distribution of media, and increased capability of mobile devices, multimedia streaming has not only become feasible, but more economical in terms of space occupied by the media file and the costs involved in attaining it. Although much attention has been paid to peer to peer media streaming over the Internet using HTTP and RTSP, little research has focussed on the use of the Bluetooth protocol for streaming audio and video between mobile devices. This project investigates the feasibility of Bluetooth as a protocol for audio and video streaming between mobile phones using the J2ME platform, through the analysis of Bluetooth protocols, media formats, optimum packet sizes, and the effects of distance on transfer speed. A comparison was made between RFCOMM and L2CAP to determine which protocol could support the fastest transfer speed between two mobile devices. The L2CAP protocol proved to be the most suitable, providing average transfer rates of 136.17 KBps. Using this protocol a second experiment was undertaken to determine the most suitable media format for streaming in terms of: file size, bandwidth usage, quality, and ease of implementation. Out of the eight media formats investigated, the MP3 format provided the smallest file size, smallest bandwidth usage, best quality and highest ease of implementation. Another experiment was conducted to determine the optimum packet size for transfer between devices. A tradeoff was found between packet size and the quality of the sound file, with highest transfer rates being recorded with the MTU size of 668 bytes (136.58 KBps). The class of Bluetooth transmitter typically used in mobile devices (class 2) is considered a weak signal and is adversely affected by distance. As such, the final investigation that was undertaken was aimed at determining the effects of distance on audio streaming and playback. As can be expected, when devices were situated close to each other, the transfer speeds obtained were higher than when devices were far apart. Readings were taken at varying distances (1-15 metres), with erratic transfer speeds observed from 7 metres onwards. This research showed that audio streaming on the J2ME platform is feasible, however using the currently available class of Bluetooth transmitter, video streaming is not feasible. Video files were only playable once the entire media file had been transferred.
- Full Text:
- Date Issued: 2011
Web-based visualisation techniques for reporting zoonotic outbreaks
- Authors: Ncube, Sinini Paul
- Date: 2012
- Subjects: Zoonoses -- Reporting , Communicable diseases -- Reporting , Communication in medicine , Medical telematics , Internet , Information visualization
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4664 , http://hdl.handle.net/10962/d1006672 , Zoonoses -- Reporting , Communicable diseases -- Reporting , Communication in medicine , Medical telematics , Internet , Information visualization
- Description: Zoonotic diseases are diseases that are transmitted from animals or vectors to humans and vice versa. The public together with veterinarian authorities should readily access disease information as it is vital in rapidly controlling resultant zoonotic outbreak threats through improved awareness. Currently, the reporting of disease information in South Africa is predominantly limited to traditional methods of Information Communication Technologies (ICTs) like faxes, monthly newspaper reports, radios, phones and televisions. Although these are effective ways of communication, their disadvantage is that the information that most of them offer can only be accessed at specific times during a crisis. New technologies like the internet have become the most efficient way of distributing information in near-real-time. Many developed countries have used web-based reporting platforms to deliver timely information through temporal and geographic visualisation techniques. There has been an attempt in the use of web-based reporting in South Africa but most of these sites are characterised by heavy text which makes them time consuming to use or maintain. As a result most sites have not been updated or have ceased to exist because of the work load involved. The success of web reporting mechanisms in developed countries offers evidence that web-based reporting systems when appropriately visualised can improve the easy understanding of information and efficiency in the analysis of that data. In this thesis, a web-based reporting prototype was proposed after gathering information from different sources: literature related to disease reporting and the visualisation of infectious diseases; the exploration of the currently deployed web systems; and the investigation of user requirements from relevant parties. The proposed prototype system was then developed using Adobe Flash tools, Java and MySQL languages. A focus group then reviewed the developed system to ascertain that the relevant requirements had been incorporated and to obtain additional ideas about the system. This led to the proposal of a new prototype system that can be used by the authorities concerned as a plan to develop a fully functional disease reporting system for South Africa.
- Full Text:
- Date Issued: 2012
- Authors: Ncube, Sinini Paul
- Date: 2012
- Subjects: Zoonoses -- Reporting , Communicable diseases -- Reporting , Communication in medicine , Medical telematics , Internet , Information visualization
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4664 , http://hdl.handle.net/10962/d1006672 , Zoonoses -- Reporting , Communicable diseases -- Reporting , Communication in medicine , Medical telematics , Internet , Information visualization
- Description: Zoonotic diseases are diseases that are transmitted from animals or vectors to humans and vice versa. The public together with veterinarian authorities should readily access disease information as it is vital in rapidly controlling resultant zoonotic outbreak threats through improved awareness. Currently, the reporting of disease information in South Africa is predominantly limited to traditional methods of Information Communication Technologies (ICTs) like faxes, monthly newspaper reports, radios, phones and televisions. Although these are effective ways of communication, their disadvantage is that the information that most of them offer can only be accessed at specific times during a crisis. New technologies like the internet have become the most efficient way of distributing information in near-real-time. Many developed countries have used web-based reporting platforms to deliver timely information through temporal and geographic visualisation techniques. There has been an attempt in the use of web-based reporting in South Africa but most of these sites are characterised by heavy text which makes them time consuming to use or maintain. As a result most sites have not been updated or have ceased to exist because of the work load involved. The success of web reporting mechanisms in developed countries offers evidence that web-based reporting systems when appropriately visualised can improve the easy understanding of information and efficiency in the analysis of that data. In this thesis, a web-based reporting prototype was proposed after gathering information from different sources: literature related to disease reporting and the visualisation of infectious diseases; the exploration of the currently deployed web systems; and the investigation of user requirements from relevant parties. The proposed prototype system was then developed using Adobe Flash tools, Java and MySQL languages. A focus group then reviewed the developed system to ascertain that the relevant requirements had been incorporated and to obtain additional ideas about the system. This led to the proposal of a new prototype system that can be used by the authorities concerned as a plan to develop a fully functional disease reporting system for South Africa.
- Full Text:
- Date Issued: 2012
The design, development and evaluation of cross-platform mobile applications and services supporting social accountability monitoring
- Authors: Reynell, Edward Robin
- Date: 2016
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: http://hdl.handle.net/10962/3652 , vital:20533
- Description: Local government processes require meaningful and effective participation from both citizens and their governments in order to remain truly democratic. This project investigates the use of mobile phones as a tool for supporting this participation. MobiSAM, a system which aims to enhance the Social Accountability Monitoring (SAM) methodology at local government level, has been designed and implemented. The research presented in this thesis examines tools and techniques for the development of cross-platform client applications, allowing access to the MobiSAM service, across heterogeneous mobile platforms, handsets and interaction styles. Particular attention is paid to providing an easily navigated user interface (UI), as well as offering clear and concise visualisation capabilities. Depending on the host device, interactivity is also included within these visualisations, potentially helping provide further insight into the visualised data. Guided by the results obtained from a comprehensive baseline study of the Grahamstown area, steps are taken in an attempt to lower the barrier of entry to using the MobiSAM service, potentially maximising its market reach. These include extending client application support to all identified mobile platforms (including feature phones); providing multi-language UIs (in English, isiXhosa and Afrikaans); as well as ensuring client application data usage is kept to a minimum. The particular strengths of a given device are also leveraged, such as its camera capabilities and built-in Global Positioning System (GPS) module, potentially allowing for more effective engagement with local municipalities. Additionally, a Short Message Service (SMS) gateway is developed, allowing all Global System for Mobile Communications (GSM) compatible handsets access to the MobiSAM service via traditional SMS. Following an iterative, user-centred design process, a thorough evaluation of the client application is also performed, in an attempt to gather feedback relating to the navigation and visualisation capabilities. The results of which are used to further refine its design. A comparative usability evaluation using two different versions of the cross-platform client application is also undertaken, highlighting the perceived memorability, learnabilitv and satisfaction of each. Results from the evaluation reveals which version of the client application is to be deployed during future pilot studies.
- Full Text:
- Date Issued: 2016
- Authors: Reynell, Edward Robin
- Date: 2016
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: http://hdl.handle.net/10962/3652 , vital:20533
- Description: Local government processes require meaningful and effective participation from both citizens and their governments in order to remain truly democratic. This project investigates the use of mobile phones as a tool for supporting this participation. MobiSAM, a system which aims to enhance the Social Accountability Monitoring (SAM) methodology at local government level, has been designed and implemented. The research presented in this thesis examines tools and techniques for the development of cross-platform client applications, allowing access to the MobiSAM service, across heterogeneous mobile platforms, handsets and interaction styles. Particular attention is paid to providing an easily navigated user interface (UI), as well as offering clear and concise visualisation capabilities. Depending on the host device, interactivity is also included within these visualisations, potentially helping provide further insight into the visualised data. Guided by the results obtained from a comprehensive baseline study of the Grahamstown area, steps are taken in an attempt to lower the barrier of entry to using the MobiSAM service, potentially maximising its market reach. These include extending client application support to all identified mobile platforms (including feature phones); providing multi-language UIs (in English, isiXhosa and Afrikaans); as well as ensuring client application data usage is kept to a minimum. The particular strengths of a given device are also leveraged, such as its camera capabilities and built-in Global Positioning System (GPS) module, potentially allowing for more effective engagement with local municipalities. Additionally, a Short Message Service (SMS) gateway is developed, allowing all Global System for Mobile Communications (GSM) compatible handsets access to the MobiSAM service via traditional SMS. Following an iterative, user-centred design process, a thorough evaluation of the client application is also performed, in an attempt to gather feedback relating to the navigation and visualisation capabilities. The results of which are used to further refine its design. A comparative usability evaluation using two different versions of the cross-platform client application is also undertaken, highlighting the perceived memorability, learnabilitv and satisfaction of each. Results from the evaluation reveals which version of the client application is to be deployed during future pilot studies.
- Full Text:
- Date Issued: 2016
Visual based finger interactions for mobile phones
- Authors: Kerr, Simon
- Date: 2010 , 2010-03-15
- Subjects: User interfaces (Computer systems) , Mobile communication systems -- Design and construction , Cell phones -- Software , Mobile communication systems -- Technological innovations , Information display systems , Cell phones -- Technological innovations
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4652 , http://hdl.handle.net/10962/d1006621 , User interfaces (Computer systems) , Mobile communication systems -- Design and construction , Cell phones -- Software , Mobile communication systems -- Technological innovations , Information display systems , Cell phones -- Technological innovations
- Description: Vision based technology such as motion detection has long been limited to the domain of powerful processor intensive systems such as desktop PCs and specialist hardware solutions. With the advent of much faster mobile phone processors and memory, a plethora of feature rich software and hardware is being deployed onto the mobile platform, most notably onto high powered devices called smart phones. Interaction interfaces such as touchscreens allow for improved usability but obscure the phone’s screen. Since the majority of smart phones are equipped with cameras, it has become feasible to combine their powerful processors, large memory capacity and the camera to support new ways of interacting with the phone which do not obscure the screen. However, it is not clear whether or not these processor intensive visual interactions can in fact be run at an acceptable speed on current mobile handsets or whether they will offer the user a better experience than the current number pad and direction keys present on the majority of mobile phones. A vision based finger interaction technique is proposed which uses the back of device camera to track the user’s finger. This allows the user to interact with the mobile phone with mouse based movements, gestures and steering based interactions. A simple colour thresholding algorithm was implemented in Java, Python and C++. Various benchmarks and tests conducted on a Nokia N95 smart phone revealed that on current hardware and with current programming environments only native C++ yields results plausible for real time interactions (a key requirement for vision based interactions). It is also shown that different lighting levels and background environments affects the accuracy of the system with background and finger contrast playing a large role. Finally a user study was conducted to ascertain the overall user’s satisfaction between keypad interactions and the finger interaction techniques concluding that the new finger interaction technique is well suited to steering based interactions and in time, mouse style movements. Simple navigation is better suited to the directional keypad.
- Full Text:
- Date Issued: 2010
- Authors: Kerr, Simon
- Date: 2010 , 2010-03-15
- Subjects: User interfaces (Computer systems) , Mobile communication systems -- Design and construction , Cell phones -- Software , Mobile communication systems -- Technological innovations , Information display systems , Cell phones -- Technological innovations
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4652 , http://hdl.handle.net/10962/d1006621 , User interfaces (Computer systems) , Mobile communication systems -- Design and construction , Cell phones -- Software , Mobile communication systems -- Technological innovations , Information display systems , Cell phones -- Technological innovations
- Description: Vision based technology such as motion detection has long been limited to the domain of powerful processor intensive systems such as desktop PCs and specialist hardware solutions. With the advent of much faster mobile phone processors and memory, a plethora of feature rich software and hardware is being deployed onto the mobile platform, most notably onto high powered devices called smart phones. Interaction interfaces such as touchscreens allow for improved usability but obscure the phone’s screen. Since the majority of smart phones are equipped with cameras, it has become feasible to combine their powerful processors, large memory capacity and the camera to support new ways of interacting with the phone which do not obscure the screen. However, it is not clear whether or not these processor intensive visual interactions can in fact be run at an acceptable speed on current mobile handsets or whether they will offer the user a better experience than the current number pad and direction keys present on the majority of mobile phones. A vision based finger interaction technique is proposed which uses the back of device camera to track the user’s finger. This allows the user to interact with the mobile phone with mouse based movements, gestures and steering based interactions. A simple colour thresholding algorithm was implemented in Java, Python and C++. Various benchmarks and tests conducted on a Nokia N95 smart phone revealed that on current hardware and with current programming environments only native C++ yields results plausible for real time interactions (a key requirement for vision based interactions). It is also shown that different lighting levels and background environments affects the accuracy of the system with background and finger contrast playing a large role. Finally a user study was conducted to ascertain the overall user’s satisfaction between keypad interactions and the finger interaction techniques concluding that the new finger interaction technique is well suited to steering based interactions and in time, mouse style movements. Simple navigation is better suited to the directional keypad.
- Full Text:
- Date Issued: 2010
- «
- ‹
- 1
- ›
- »