12,040 research outputs found

    Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless

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    A converged broadcast and telecommunication service platform is presented that is able to create, deliver, and manage interactive, multimedia content and services for consumption on three different terminal types. The motivations of service providers for designing converged interactive multimedia services, which are crafted for their individual requirements, are investigated. The overall design of the system is presented with particular emphasis placed on the operational features of each of the sub-systems, the flows of media and metadata through the sub-systems and the formats and protocols required for inter-communication between them. The key features of tools required for creating converged interactive multimedia content for a range of different end-user terminal types are examined. Finally possible enhancements to this system are discussed. This study is of particular interest to those organizations currently conducting trials and commercial launches of DVB-H services because it provides them with an insight of the various additional functions required in the service provisioning platforms to provide fully interactive services to a range of different mobile terminal types

    SEMANTICALLY INTEGRATED E-LEARNING INTEROPERABILITY AGENT

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    Educational collaboration through e-learning is one of the fields that have been worked on since the emergence of e-learning in educational system. The e-learning standards (e.g. learning object metadata standard) and e-learning system architectures or frameworks, which support interoperation of correlated e-learning systems, are the proposed technologies to support the collaboration. However, these technologies have not been successful in creating boundless educational collaboration through e-learning. In particular, these technologies offer solutions with their own requirements or limitations and endeavor challenging efforts in applying the technologies into their elearning system. Thus, the simpler the technology enhances possibility in forging the collaboration. This thesis explores a suite of techniques for creating an interoperability tool model in e-learning domain that can be applied on diverse e-learning platforms. The proposed model is called the e-learning Interoperability Agent or eiA. The scope of eiA focuses on two aspects of e-learning: Learning Objects (LOs) and the users of elearning itself. Learning objects that are accessible over the Web are valuable assets for sharing knowledge in teaching, training, problem solving and decision support. Meanwhile, there is still tacit knowledge that is not documented through LOs but embedded in form of users' expertise and experiences. Therefore, the establishment of educational collaboration can be formed by the users of e-learning with a common interest in a specific problem domain. The eiA is a loosely coupled model designed as an extension of various elearning systems platforms. The eiA utilizes XML (eXtensible Markup Language) technology, which has been accepted as the knowledge representation syntax, to bridge the heterogeneous platforms. At the end, the use of eiA as facilitator to mediate interconununication between e-leaming systems is to engage the creation of semantically Federated e-learning Community (FeC). Eventually, maturity of the FeC is driven by users' willingness to grow the community, by means of increasing the elearning systems that use eiA and adding new functionalities into eiA

    An MPEG-7 scheme for semantic content modelling and filtering of digital video

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    Abstract Part 5 of the MPEG-7 standard specifies Multimedia Description Schemes (MDS); that is, the format multimedia content models should conform to in order to ensure interoperability across multiple platforms and applications. However, the standard does not specify how the content or the associated model may be filtered. This paper proposes an MPEG-7 scheme which can be deployed for digital video content modelling and filtering. The proposed scheme, COSMOS-7, produces rich and multi-faceted semantic content models and supports a content-based filtering approach that only analyses content relating directly to the preferred content requirements of the user. We present details of the scheme, front-end systems used for content modelling and filtering and experiences with a number of users

    +SPACES: Serious Games for Role-Playing Government Policies

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    The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined. We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques

    Private and secure distribution of targeted advertisements to mobile phones

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    Online Behavioural Advertising (OBA) enables promotion companies to effectively target users with ads that best satisfy their purchasing needs. This is highly beneficial for both vendors and publishers who are the owners of the advertising platforms, such as websites and app developers, but at the same time creates a serious privacy threat for users who expose their consumer interests. In this paper, we categorize the available ad-distribution methods and identify their limitations in terms of security, privacy, targeting effectiveness and practicality. We contribute our own system, which utilizes opportunistic networking in order to distribute targeted adverts within a social network. We improve upon previous work by eliminating the need for trust among the users (network nodes) while at the same time achieving low memory and bandwidth overhead, which are inherent problems of many opportunistic networks. Our protocol accomplishes this by identifying similarities between the consumer interests of users and then allows them to share access to the same adverts, which need to be downloaded only once. Although the same ads may be viewed by multiple users, privacy is preserved as the users do not learn each other's advertising interests. An additional contribution is that malicious users cannot alter the ads in order to spread malicious content, and also, they cannot launch impersonation attacks
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