174,771 research outputs found

    Towards business model and technical platform for the service oriented context-aware mobile virtual communities

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    The focus of existing virtual communities is centered on a particular product or social interaction and the role of mobile devices is restricted to exchange a limited amount of contents. Herewith we envisage that the upcoming virtual communities will exploit the potential of social interaction and context information to offer personalized services to its members and mobile devices will play a significant role in this process. As a step towards this direction, in this paper we propose a business model for the mobile virtual communities in which the mobile device takes on the role of a content producer and content consumer. Though there are a number of research issues which need to be addressed to realize such virtual communities, in this paper we focus on the service requirements, architecture and open source software implementation of a technical platform for the content producer and consumer mobile devices

    Personalised mobile services supporting the implementation of clinical guidelines

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    Telemonitoring is emerging as a compelling application of Body Area Networks (BANs). We describe two health BAN systems developed respectively by a European team and an Australian team and discuss some issues encountered relating to formalization of clinical knowledge to support real-time analysis and interpretation of BAN data. Our example application is an evidence-based telemonitoring and teletreatment application for home-based rehabilitation. The application is intended to support implementation of a clinical guideline for cardiac rehabilitation following myocardial infarction. In addition to this the proposal is to establish the patient’s individual baseline risk profile and, by real-time analysis of BAN data, continually re-assess the current risk level in order to give timely personalised feedback. Static and dynamic risk factors are derived from literature. Many sources express evidence probabilistically, suggesting a requirement for reasoning with uncertainty; elsewhere evidence requires qualitative reasoning: both familiar modes of reasoning in KBSs. However even at this knowledge acquisition stage some issues arise concerning how best to apply the clinical evidence. Furthermore, in cases where insufficient clinical evidence is currently available, telemonitoring can yield large collections of clinical data with the potential for data mining in order to furnish more statistically powerful and accurate clinical evidence

    Wireless Communications in the Era of Big Data

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    The rapidly growing wave of wireless data service is pushing against the boundary of our communication network's processing power. The pervasive and exponentially increasing data traffic present imminent challenges to all the aspects of the wireless system design, such as spectrum efficiency, computing capabilities and fronthaul/backhaul link capacity. In this article, we discuss the challenges and opportunities in the design of scalable wireless systems to embrace such a "bigdata" era. On one hand, we review the state-of-the-art networking architectures and signal processing techniques adaptable for managing the bigdata traffic in wireless networks. On the other hand, instead of viewing mobile bigdata as a unwanted burden, we introduce methods to capitalize from the vast data traffic, for building a bigdata-aware wireless network with better wireless service quality and new mobile applications. We highlight several promising future research directions for wireless communications in the mobile bigdata era.Comment: This article is accepted and to appear in IEEE Communications Magazin

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    Localization to Enhance Security and Services in Wi-Fi Networks under Privacy Constraints

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    Developments of seamless mobile services are faced with two broad challenges, systems security and user privacy - access to wireless systems is highly insecure due to the lack of physical boundaries and, secondly, location based services (LBS) could be used to extract highly sensitive user information. In this paper, we describe our work on developing systems which exploit location information to enhance security and services under privacy constraints. We describe two complimentary methods which we have developed to track node location information within production University Campus Networks comprising of large numbers of users. The location data is used to enhance security and services. Specifically, we describe a method for creating geographic firewalls which allows us to restrict and enhance services to individual users within a specific containment area regardless of physical association. We also report our work on LBS development to provide visualization of spatio-temporal node distribution under privacy considerations

    Mobile Value Added Services: A Business Growth Opportunity for Women Entrepreneurs

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    Examines the potential for mobile value-added services adoption by women entrepreneurs in Egypt, Nigeria, and Indonesia in expanding their micro businesses; challenges, such as access to digital channels; and the need for services tailored to women

    Every Cloud Has a Push Data Lining: Incorporating Cloud Services in a Context-Aware Application

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    We investigated context-awareness by utilising multiple sources of context in a mobile device setting. In our experiment we developed a system consisting of a mobile client, running on the Android platform, integrated with a cloud-based service. These components were integrated using pushmessaging technology.One of the key featureswas the automatic adaptation of smartphones in accordance with implicit user needs. The novelty of our approach consists in the use of multiple sources of context input to the system, which included the use of calendar data and web based user configuration tool, as well as that of an external, cloud-based, configuration file storing user interface preferences which, pushed at log-on time irrespective of access device, frees the user from having to manually configure its interface.The systemwas evaluated via two rounds of user evaluations (n = 50 users), the feedback of which was generally positive and demonstrated the viability of using cloud-based services to provide an enhanced context-aware user experience
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