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Publikasjoner (10 av 87) Visa alla publikasjoner
Synnes, K., Artopoulos, G., Smaniotto Costa, C., Menezes, M. & Redaelli, G. (2019). CyberParks Songs and Stories: Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories. In: Carlos Smaniotto Costa (Ed.), CyberParks - The Interface Between People, Places and Technology: New Approaches and Perspectives (pp. 224-237). Springer
Åpne denne publikasjonen i ny fane eller vindu >>CyberParks Songs and Stories: Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories
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2019 (engelsk)Inngår i: CyberParks - The Interface Between People, Places and Technology: New Approaches and Perspectives / [ed] Carlos Smaniotto Costa, Springer, 2019, s. 224-237Kapittel i bok, del av antologi (Fagfellevurdert)
Abstract [en]

This chapter offers theoretical considerations and reflections on technological solutions that contribute to digitally supported documentation, access and reuse of localised heritage content in public spaces. It addresses immaterial cultural heritage, including informal stories that could emerge and be communicated by drawing hyperlinks between digitised assets, such as songs, images, drawings, texts and more, and not yet documented metadata, as well as augmenting interaction opportunities with interactive elements that relate to multiple media stored in databases and archives across Europe. The aim is to enable cultural heritage to be experienced in novel ways, supported by the proliferation of smartphones and ubiquitous Internet access together with new technical means for user profiling, personalisation, localisation, contextawareness and gamification. The chapter considers cyberparks as digitally enhanced public spaces for accessing and analyzing European cultural heritage and for enriching the interpretation of the past, along with theoretical ramifications and technological limitations. It identifies the capacities of a proposed digital environment together with design guidelines for interaction with cultural heritage assets in public spaces. The chapter concludes with describing a taxonomy of digital content that can be used in order to enhance association and occupation conditions of public spaces, and with discussing technological challenges associated with enriching public spaces with localized cultural heritage material.

sted, utgiver, år, opplag, sider
Springer, 2019
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 11380
Emneord
Geotagged cultural expressions, Digital cultural heritage, Historic urban fabric, Immaterial heritage, Contextual cultures, Participatory design
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-73116 (URN)10.1007/978-3-030-13417-4_18 (DOI)2-s2.0-85063014839 (Scopus ID)978-3-030-13416-7 (ISBN)
Prosjekter
CyberParks
Forskningsfinansiär
EU, Horizon 2020
Tilgjengelig fra: 2019-03-05 Laget: 2019-03-05 Sist oppdatert: 2020-03-05bibliografisk kontrollert
de Lange, M., Synnes, K. & Leindecker, G. (2019). Smart Citizens in the Hackable City: On the Datafication, Playfulness, and Making of Urban Public Spaces Through Digital Art. In: Carlos Smaniotto Costa, Ina Šuklje Erjavec, Therese Kenna, Michiel de Lange, Konstantinos Ioannidis, Gabriela Maksymiuk, Martijn de Waal (Ed.), CyberParks – The Interface Between People, Places and Technology: New Approaches and Perspectives (pp. 157-166). Springer Nature
Åpne denne publikasjonen i ny fane eller vindu >>Smart Citizens in the Hackable City: On the Datafication, Playfulness, and Making of Urban Public Spaces Through Digital Art
2019 (engelsk)Inngår i: CyberParks – The Interface Between People, Places and Technology: New Approaches and Perspectives / [ed] Carlos Smaniotto Costa, Ina Šuklje Erjavec, Therese Kenna, Michiel de Lange, Konstantinos Ioannidis, Gabriela Maksymiuk, Martijn de Waal, Springer Nature , 2019, s. 157-166Kapittel i bok, del av antologi (Fagfellevurdert)
Abstract [en]

This contribution explores concepts, approaches and technologies used to make urban public spaces more playful and artful. Through a variety of compelling narratives involving play and art it assists in the design of new cyberparks, public spaces where digitally mediated interactions are an inherent part. How can play and interactive art be used to strengthen urban public spaces by fostering citizen engagement and participation? We propose to not only utilise interactive media for designing urban (public) spaces, but also for social innovation for the benefit of citizens. in cyberparks. The contribution connects urbanity, play and games, as well as concepts of active and passive interactive digital art as part of trends towards pervasive urban interaction, gameful design and artification. We position this as an important part of developing human-centred smart cities where social capital is central, and where citizens engaging in play and art are prerequisites for sustainable communities. Using art, play and games to foster citizen engagement and collaboration is a means to develop social technologies and support the development of collective intelligence in cyberparks. This is studied in concrete cases, such as the Ice Castle in Luleå, Sweden and the Ars Electronica in Linz, from a multi-disciplinary stance involving interaction design, digital art, landscape design, architecture, and health proficiencies. We will analyse two cases of gameful design and one case of digital interactive art being used to address urban issues. Rezone the game is an interactive multimedia game developed to tackle vacancy in the city of Den Bosch in the Netherlands. The Neighbourhood is a board game developed to involve various stakeholders in making their neighbourhood using water as a collective resource.

sted, utgiver, år, opplag, sider
Springer Nature, 2019
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 11380
Emneord
Playful city, Games Interactive art, Civic participation, Smart city
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-73117 (URN)10.1007/978-3-030-13417-4_13 (DOI)2-s2.0-85062943019 (Scopus ID)978-3-030-13417-4 (ISBN)978-3-030-13416-7 (ISBN)
Prosjekter
CyberParks
Forskningsfinansiär
EU, Horizon 2020
Tilgjengelig fra: 2019-03-05 Laget: 2019-03-05 Sist oppdatert: 2020-02-04bibliografisk kontrollert
Cruciani, F., Cleland, I., Nugent, C., McCullagh, P., Synnes, K. & Hallberg, J. (2018). Automatic annotation for human activity recognition in free living using a smartphone. Sensors, 18(7), Article ID 2203.
Åpne denne publikasjonen i ny fane eller vindu >>Automatic annotation for human activity recognition in free living using a smartphone
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2018 (engelsk)Inngår i: Sensors, ISSN 1424-8220, E-ISSN 1424-8220, Vol. 18, nr 7, artikkel-id 2203Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

Data annotation is a time-consuming process posing major limitations to the development of Human Activity Recognition (HAR) systems. The availability of a large amount of labeled data is required for supervised Machine Learning (ML) approaches, especially in the case of online and personalized approaches requiring user specific datasets to be labeled. The availability of such datasets has the potential to help address common problems of smartphone-based HAR, such as inter-person variability. In this work, we present (i) an automatic labeling method facilitating the collection of labeled datasets in free-living conditions using the smartphone, and (ii) we investigate the robustness of common supervised classification approaches under instances of noisy data. We evaluated the results with a dataset consisting of 38 days of manually labeled data collected in free living. The comparison between the manually and the automatically labeled ground truth demonstrated that it was possible to obtain labels automatically with an 80–85% average precision rate. Results obtained also show how a supervised approach trained using automatically generated labels achieved an 84% f-score (using Neural Networks and Random Forests); however, results also demonstrated how the presence of label noise could lower the f-score up to 64–74% depending on the classification approach (Nearest Centroid and Multi-Class Support Vector Machine).

sted, utgiver, år, opplag, sider
MDPI, 2018
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-70137 (URN)10.3390/s18072203 (DOI)29987218 (PubMedID)2-s2.0-85050029995 (Scopus ID)
Merknad

Validerad;2018;Nivå 2;2018-07-19 (inah)

Tilgjengelig fra: 2018-07-19 Laget: 2018-07-19 Sist oppdatert: 2018-08-08bibliografisk kontrollert
Synnes, K., Lilja, M., Nyman, A., Espinilla, M., Cleland, I., Sanchez Comas, A. G., . . . Nugent, C. (2018). H2Al - The Human Health and Activity Laboratory. In: MDPI (Ed.), 12th International Conference on Ubiquitous Computing and Ambient ‪Intelligence (UCAmI 2018), Punta Cana, Dominican Republic, 4-7 December, 2018.: . Paper presented at International Conference on Ubiquitous Computing and Ambient ‪Intelligence. MDPI, 2, Article ID 1241.
Åpne denne publikasjonen i ny fane eller vindu >>H2Al - The Human Health and Activity Laboratory
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2018 (engelsk)Inngår i: 12th International Conference on Ubiquitous Computing and Ambient ‪Intelligence (UCAmI 2018), Punta Cana, Dominican Republic, 4-7 December, 2018. / [ed] MDPI, MDPI, 2018, Vol. 2, artikkel-id 1241Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

The Human Health and Activity Laboratory (H2Al) is a new research facility at Luleå University of Technology implemented during 2018 as a smart home environment in an educational training apartment for nurses and therapists at the Luleå campus. This paper presents the design and implementation of the lab together with a discussion on potential impact. The aim is to identify and overcome economical, technical and social barriers to achieve an envisioned good and equal health and welfare within and from home environments. The lab is equipped with multiple sensor and actuator systems in the environment, worn by persons and based on digital information. The systems will allow for advanced capture, filtering, analysis and visualization of research data such as A/V, EEG, ECG, EMG, GSR, respiration and location while being able to detect falls, sleep apnea and other critical health and wellbeing issues. The resulting studies will be aimed towards supporting and equipping future home environments and care facilities, spanning from temporary care to primary care at hospitals, with technologies for activity and critical health and wellness issue detection. The work will be conducted at an International level and within a European context, based on a collaboration with other smart labs, such that experiments can be replicated at multiple sites. This paper presents some initial lessons learnt including design, setup and configuration for comparison of sensor placements and configurations as well as analytical methods.

sted, utgiver, år, opplag, sider
MDPI, 2018
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-72988 (URN)10.3390/proceedings2191241 (DOI)
Konferanse
International Conference on Ubiquitous Computing and Ambient ‪Intelligence
Prosjekter
REMIND
Forskningsfinansiär
The Kempe Foundations
Tilgjengelig fra: 2019-02-21 Laget: 2019-02-21 Sist oppdatert: 2019-09-06
Cruciani, F., Cleland, I., Nugent, C., McCullagh, P., Synnes, K. & Hallberg, J. (2018). Personalized Online Training for Physical Activity monitoring using weak labels. In: 2018 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops): . Paper presented at 2nd International Workshop on Annotation of useR Data for UbiquitOUs Systems (ARDUOUS 2018), Athens, Greece, March 19-23, 2018 (pp. 567-572). IEEE
Åpne denne publikasjonen i ny fane eller vindu >>Personalized Online Training for Physical Activity monitoring using weak labels
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2018 (engelsk)Inngår i: 2018 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops), IEEE, 2018, s. 567-572Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

The use of smartphones for activity recognition is becoming common practice. Most approaches use a single pretrained classifier to recognize activities for all users. Research studies, however, have highlighted how a personalized trained classifier could provide better accuracy. Data labeling for ground truth generation, however, is a time-consuming process. The challenge is further exacerbated when opting for a personalized approach that requires user specific datasets to be labeled, making conventional supervised approaches unfeasible. In this work, we present early results on the investigation into a weakly supervised approach for online personalized activity recognition. This paper describes: (i) a heuristic to generate weak labels used for personalized training, (ii) a comparison of accuracy obtained using a weakly supervised classifier against a conventional ground truth trained classifier. Preliminary results show an overall accuracy of 87% of a fully supervised approach against a 74% with the proposed weakly supervised approach.

sted, utgiver, år, opplag, sider
IEEE, 2018
Emneord
data annotation, weakly supervised learning, smartphone activity recognition
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-68146 (URN)10.1109/PERCOMW.2018.8480292 (DOI)2-s2.0-85050025511 (Scopus ID)978-1-5386-3227-7 (ISBN)
Konferanse
2nd International Workshop on Annotation of useR Data for UbiquitOUs Systems (ARDUOUS 2018), Athens, Greece, March 19-23, 2018
Tilgjengelig fra: 2018-04-03 Laget: 2018-04-03 Sist oppdatert: 2019-01-18bibliografisk kontrollert
Bai, E. & Synnes, K. (2018). Supporting Collaborative Care of Elderly through a Reward System based on Distributed Ledger Technologies. International Journal On Advances in Life Sciences, 10(1-2), 90-102
Åpne denne publikasjonen i ny fane eller vindu >>Supporting Collaborative Care of Elderly through a Reward System based on Distributed Ledger Technologies
2018 (engelsk)Inngår i: International Journal On Advances in Life Sciences, ISSN 1942-2660, E-ISSN 1942-2660, Vol. 10, nr 1-2, s. 90-102Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

This paper discusses supporting collaborative care of elderly through a reward system based on distributed ledger technologies. The design and implementation of such a reward system that connect elderly and volunteers by mutual agreements involve technologies such as smart contracts and blockchains. The work is motivated by the demographic change, where an aging population consequently increases the need for care. This causes a great tension in our society, as care resources become increasingly constrained, both regarding costs and availability of care staff. Much of the daily care of the elderly is today done by family members (spouses, children) and friends, often on a voluntarily basis, which adds to the tension. The core idea of this work is to help broaden the involvement of people in caring for our elderly, enabled by a system for collaborative care. The proposed system benefits from recent advances in distributed ledger technologies, which similarly to digital currencies, are build on the ability for mutual agreements between people who do not know each other. The system also benefits from recent gamification techniques to motivate people to collaborate on a larger scale through performing simple daily tasks. The proposed system benefits from inherent distributed ledger technologies advantages, such as a high level of decentralization, thus a high availability, and strong data consistency. These advantages make it interesting to develop the possible links between blockchains and the outside world to allow for a higher level of automation and distribution of services such as collaborative care. New models for distributed ledger technologies, such as Iota tangles or the Swirld platform, may however scale and perform better than blockchains. These should thus be considered for a full implementation and test of the system. In summary, this paper presents a novel framework and prototype implementation of a reward system supporting collaborative care of elderly, that is based on distributed ledger technologies.

sted, utgiver, år, opplag, sider
International Academy, Research and Industry Association (IARIA), 2018
Emneord
Blockchain, Collaborative Care, Gamification
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-70600 (URN)
Prosjekter
Concedo
Forskningsfinansiär
Vinnova, 2016-04562
Tilgjengelig fra: 2018-08-27 Laget: 2018-08-27 Sist oppdatert: 2019-09-13bibliografisk kontrollert
Bai, E. & Synnes, K. (2017). A Reward System for Collaborative Care of Elderly based on Distributed Ledger Technologies. In: Proceedings of the Eleventh International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies: UBICOMM 2017. Paper presented at 11th International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies, UBICOMM 2017, Barcelona, Spain, November 12 - 16, 2017.
Åpne denne publikasjonen i ny fane eller vindu >>A Reward System for Collaborative Care of Elderly based on Distributed Ledger Technologies
2017 (engelsk)Inngår i: Proceedings of the Eleventh International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies: UBICOMM 2017, 2017Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper presents the design and implementation of a reward system for collaborative care of elderly based on distributed ledger technologies. The work is motivated by the demographic change, where an aging population consequently increases the need for care. This causes a great tension in our society, as care resources become increasingly constrained, both regarding costs and availability of care staff. Much of the daily care of the elderly is today done by family members (spouses, children) and friends, often on a voluntarily basis, which adds to the tension. The core idea of this work is to help broaden the involvement of people in caring for our elderly, enabled by a system for collaborative care. The proposed system benefits from recent advances in distributed ledger technologies, which similarly to digital currencies, are build on the ability for mutual agreements between people who do not know each other. The system also benefits from recent gamification techniques to motivate people to collaborate on a larger scale through performing simple daily tasks. The system builds on rewards automatically given when these smart contracts are fulfilled, a gamification technique that is believed to maintain motivation of the volunteers. In this paper, we thus describe a reward system designed to connect elderly and volunteers by mutual agreements implemented as smart contracts. 

Emneord
Blockchain, Collaborative Care, Gamification
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-66509 (URN)978-1-61208-598-2 (ISBN)
Konferanse
11th International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies, UBICOMM 2017, Barcelona, Spain, November 12 - 16, 2017
Prosjekter
Vinnova Concedo
Forskningsfinansiär
Vinnova, 2016-04562
Tilgjengelig fra: 2017-11-08 Laget: 2017-11-08 Sist oppdatert: 2019-09-13
Visuri, A., Ferreira, D., Pirttikangas, S., Kotakos, V., Synnes, K., Lindqvist, J. K. .. & Nishiyama, Y. (2017). UbiMI'17: Ubiquitous mobile instrumentation. In: UbiComp/ISWC 2017: Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers11 September 2017. Paper presented at 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and ACM International Symposium on Wearable Computers, UbiComp/ISWC 2017, Maui, United States, 11-15 September 2017 (pp. 448-451). New York: Association for Computing Machinery (ACM)
Åpne denne publikasjonen i ny fane eller vindu >>UbiMI'17: Ubiquitous mobile instrumentation
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2017 (engelsk)Inngår i: UbiComp/ISWC 2017: Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers11 September 2017, New York: Association for Computing Machinery (ACM), 2017, s. 448-451Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Mobile devices (smartphones, smartwatches, etc.) allow us to reach people anywhere, anytime. Collectively, these devices form a ubiquitous computer that offers valuable insights on the user. In addition to the benefits for researchers and developers, explored in previous UbiMI workshops, devices can also help individuals understand their own health, activities, and behaviour. The Ubiquitous Mobile Instrumentation (UbiMI) workshop focuses on using mobile devices as instruments to collect sensing data, to understand human-behaviour and routines, and to gather users' context using sensor instrumentation

sted, utgiver, år, opplag, sider
New York: Association for Computing Machinery (ACM), 2017
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-66180 (URN)10.1145/3123024.3124454 (DOI)000426932500102 ()2-s2.0-85030838733 (Scopus ID)9781450351904 (ISBN)
Konferanse
2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and ACM International Symposium on Wearable Computers, UbiComp/ISWC 2017, Maui, United States, 11-15 September 2017
Tilgjengelig fra: 2017-10-18 Laget: 2017-10-18 Sist oppdatert: 2018-04-04bibliografisk kontrollert
Synnes, K., Kranz, M., Rana, J. & Schelén, O. (2017). User-Centric Social Interaction for Digital Cities. In: Bin Guo; Daniele Riboni; Peizhao Hu (Ed.), The internet of things: breakthroughs in research and practice (pp. 41-70). Paper presented at . IGI Global
Åpne denne publikasjonen i ny fane eller vindu >>User-Centric Social Interaction for Digital Cities
2017 (engelsk)Inngår i: The internet of things: breakthroughs in research and practice, IGI Global, 2017, s. 41-70Kapittel i bok, del av antologi (Fagfellevurdert)
Abstract [en]

Pervasive Computing was envisioned by pioneers like Mark Weiser, but has yet to become an everyday technology in our society. The recent advances regarding Internet of Things, social computing and mobile access technologies however converge to make pervasive computing truly ubiquitous. The key challenge is however to make simple and robust solutions for normal users, which shifts the focus from complex platforms involving machine learning and artificial intelligence to more hands on construction of services that are tailored or personalized for individual users.This chapter therefore discusses Internet of Things together with Social Computing as a basis for components that users in a ’digital city’ could utilize to make their daily life better, safer, etc. A novel environment for user-created services, such as social apps, is presented as a possible solution for this. The vision is that anyone could make simple service based on Internet-enabled devices (Internet of Things) and encapsulated digital resources such as Open Data, which also can have social aspects embedded.This chapter also aims to identify trends, challenges and recommendations in regard of Social Interaction for Digital Cities. This work will help expose future themes with high innovation and business potential based on a timeframe roughly 15 years ahead of now. The purpose is to create a common outlook on the future of information and communication technologies (ICT) based on the extrapolation of current trends and ongoing research efforts.

sted, utgiver, år, opplag, sider
IGI Global, 2017
HSV kategori
Forskningsprogram
Distribuerade datorsystem; Kommunikations- och beräkningssystem
Identifikatorer
urn:nbn:se:ltu:diva-64828 (URN)10.4018/978-1-5225-1832-7.ch003 (DOI)2-s2.0-85021277900 (Scopus ID)9781522518334 (ISBN)
Tilgjengelig fra: 2017-07-07 Laget: 2017-07-07 Sist oppdatert: 2018-05-09bibliografisk kontrollert
Nugent, C., Synnott, J., Celeste, G., Zhang, S., Espinella, M., Calzada, A., . . . Ortiz Barrios, M. A. (2016). Improving the Quality of User Generated Data Sets for Activity Recognition. In: Carmelo R. García, Pino Caballero-Gil, Mike Burmester, Alexis Quesada-Arencibia (Ed.), Ubiquitous Computing and Ambient Intelligence: 10th International Conference, UCAmI 2016, San Bartolomé de Tirajana, Gran Canaria, Spain, November 29 – December 2, 2016, Part II. Paper presented at 10th International Conference, UCAmI 2016, San Bartolomé de Tirajana, Gran Canaria, Spain, November 29 – December 2, 2016 (pp. 104-110). Springer, 2
Åpne denne publikasjonen i ny fane eller vindu >>Improving the Quality of User Generated Data Sets for Activity Recognition
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2016 (engelsk)Inngår i: Ubiquitous Computing and Ambient Intelligence: 10th International Conference, UCAmI 2016, San Bartolomé de Tirajana, Gran Canaria, Spain, November 29 – December 2, 2016, Part II / [ed] Carmelo R. García, Pino Caballero-Gil, Mike Burmester, Alexis Quesada-Arencibia, Springer, 2016, Vol. 2, s. 104-110Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

It is fully appreciated that progress in the development of data driven approaches to activity recognition are being hampered due to the lack of large scale, high quality, annotated data sets. In an effort to address this the Open Data Initiative (ODI) was conceived as a potential solution for the creation of shared resources for the collection and sharing of open data sets. As part of this process, an analysis was undertaken of datasets collected using a smart environment simulation tool. A noticeable difference was found in the first 1–2 cycles of users generating data. Further analysis demonstrated the effects that this had on the development of activity recognition models with a decrease of performance for both support vector machine and decision tree based classifiers. The outcome of the study has led to the production of a strategy to ensure an initial training phase is considered prior to full scale collection of the data.

sted, utgiver, år, opplag, sider
Springer, 2016
Serie
Lecture Notes in Computer Science, ISSN 0302-9743 ; 10070
HSV kategori
Forskningsprogram
Distribuerade datorsystem
Identifikatorer
urn:nbn:se:ltu:diva-60647 (URN)10.1007/978-3-319-48799-1_13 (DOI)000389507400013 ()2-s2.0-85009788304 (Scopus ID)978-3-319-48798-4 (ISBN)978-3-319-48799-1 (ISBN)
Konferanse
10th International Conference, UCAmI 2016, San Bartolomé de Tirajana, Gran Canaria, Spain, November 29 – December 2, 2016
Tilgjengelig fra: 2016-11-23 Laget: 2016-11-23 Sist oppdatert: 2018-07-10bibliografisk kontrollert
Organisasjoner
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0003-4549-6751