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A survey of handover algorithms in DVB-H
Digital Video Broadcasting for Handhelds (DVB-H) is a standard for
broadcasting IP Datacast (IPDC) services to mobile handheld terminals.
Based on the DVB-T standard, DVB-H adds new features such as time
slicing, MPE-FEC, in-depth interleavers, mandatory cell id identifier,
optional 4K-modulation mode and the use of 5 MHz bandwidth in addition
to the usually used 6, 7, or 8 MHz raster. IPDC over DVB-H is proposed
for ETSI to complement the DVB-H standard by combining IPDC and
DVB-H in an end-to-end system. Handover in such unidirectional broadcasting
networks is a novel issue. In the last few years since the birth of
DVB-H technology, great attention has been given to the performance
analysis of DVB-H mobile terminals. Handover is one of the main research
topics for DVB-H in mobile scenarios. Better reception quality and greater
power efficiency are considered to be the main targets of handover
research for DVB-H. New algorithms for different handover stages in
DVB-H have been the subject of recent research and are currently being
studied. Further novel algorithms need to be designed to improve the
mobile reception quality. This article provides a comprehensive survey of
the handover algorithms in DVB-H. A systematic evaluation and categorization
approach is proposed based on the problems the algorithms solve
and the handover stages being focused on. Criteria are proposed and analyzed
to facilitate designing better handover algorithms for DVB-H that
have been identified from the research conducted by the author
Mapping and Developing Service Design Research in the UK.
This report is the outcome of the Service Design Research UK (SDR UK) Network with Lancaster University as primary investigator and London College of Communication, UAL as co-investigator. This project was funded as part of an Arts and Humanities Research Council Network grant.
Service Design Research UK (SDR UK), funded by an AHRC Network Grant, aims to create a UK research network in an emerging field in Design that is Service Design. This field has a recent history and a growing, but still small and dispersed, research community that strongly needs support and visibility to consolidate its knowledge base and enhance its potential impact. Services represent a significant part of the UK economy and can have a transformational role in our society as they affect the way we organize, move, work, study or take care of our health and family. Design introduces a more human centred and creative approach to service innovation; this is critical to delivering more effective and novel solutions that have the potential to tackle contemporary challenges.
Service Design Research UK reviewed and consolidated the emergence of Service Design within the estalished field of Design
The Design of Information Technology as Design of the Information Society
The design of technical product is often focused in the development of that particular artefact. However, when we introduce new technology we don’t simply replace old technology with new, but change many things in the whole context of use. With the help of familiar examples from our everyday life we illustrate how far-reaching tiny-looking technological changes may be. Finally, we propose a design model which combines the traditional user-centred design cycle with broader view. The premise of the proposed model is that when designing information technology we fundamentally design information society
Designing novel applications inspired by emerging media technologies
The field of Human-Computer Interaction provides a number of useful tools and methods for obtaining information on end-users and their usage context to inform the design of computer systems, yet relatively little is known on how to go about designing for a completely novel application where there is no user base, no existing practice of use available at the start. The success of the currently available HCI methodology that focuses on understanding users’ needs and establishing requirements is well-deserved in making computing applications usable in terms of fitting them to end-users’ usage contexts. However, too much emphasis on identifying user needs tends to stifle other more exploratory design activities where new types of applications are invented in order to discover or create new activities currently not practiced. In this paper, we argue that a great starting point of novel application design is not the problem space (trying to rigorously define the user requirements) but the solution space (trying to leverage emerging computational technologies and growing design knowledge for various interaction platforms), and we build a foundation for a pragmatic design methodology supported by the authors’ extensive experience in designing novel applications inspired by emerging media technologies
Multi-layer Architecture For Storing Visual Data Based on WCF and Microsoft SQL Server Database
In this paper we present a novel architecture for storing visual data.
Effective storing, browsing and searching collections of images is one of the
most important challenges of computer science. The design of architecture for
storing such data requires a set of tools and frameworks such as SQL database
management systems and service-oriented frameworks. The proposed solution is
based on a multi-layer architecture, which allows to replace any component
without recompilation of other components. The approach contains five
components, i.e. Model, Base Engine, Concrete Engine, CBIR service and
Presentation. They were based on two well-known design patterns: Dependency
Injection and Inverse of Control. For experimental purposes we implemented the
SURF local interest point detector as a feature extractor and -means
clustering as indexer. The presented architecture is intended for content-based
retrieval systems simulation purposes as well as for real-world CBIR tasks.Comment: Accepted for the 14th International Conference on Artificial
Intelligence and Soft Computing, ICAISC, June 14-18, 2015, Zakopane, Polan
Representing older people: towards meaningful images of the user in design scenarios
Designing for older people requires the consideration of a range of difficult and sometimes highly personal design problems. Issues such as fear, loneliness, dependency, and physical decline may be difficult to observe or discuss in interviews. Pastiche scenarios and pastiche personae are techniques that employ characters to create a space for the discussion of new technological developments and as a means to explore user experience. This paper argues that the use of such characters can help to overcome restrictive notions of older people by disrupting designers' prior assumptions.
In this paper, we reflect on our experiences using pastiche techniques in two separate technology design projects that sought to address the needs of older people. In the first case pastiche scenarios were developed by the designers of the system and used as discussion documents with users. In the second case, pastiche personae were used by groups of users themselves to generate scenarios which were scribed for later use by the design team. We explore how the use of fictional characters and settings can generate new ideas and undermine rhetorical devices within scenarios that attempt to fit characters to the technology, rather than vice versa.
To assist in future development of pastiche techniques in designing for older people, we provide an array of fictional older characters drawn from literary and popular culture.</p
Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the Home
UbiComp has been envisioned to bring about a future dominated by calm
computing technologies making our everyday lives ever more convenient. Yet the
same vision has also attracted criticism for encouraging a solitary and passive
lifestyle. The aim of this paper is to explore and elaborate these tensions
further by examining the human values surrounding future domestic UbiComp
solutions. Drawing on envisioning and contravisioning, we probe members of the
public (N=28) through the presentation and focus group discussion of two
contrasting animated video scenarios, where one is inspired by "calm" and the
other by "engaging" visions of future UbiComp technology. By analysing the
reasoning of our participants, we identify and elaborate a number of relevant
values involved in balancing the two perspectives. In conclusion, we articulate
practically applicable takeaways in the form of a set of key design questions
and challenges.Comment: DIS'20, July 6-10, 2020, Eindhoven, Netherland
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