145,327 research outputs found

    An Efficient interaction framework for mobile web services

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    Having the latest technological devices is becoming more of a necessity these days rather than a luxury as it was only a decade ago. Among these advancements, the smart phone has grown in popularity significantly. This is due to a variety of reasons but it would have to be said that the access to mobile internet service it provides is a strong motivator for acquiring one. As might be expected the increased number of smart phone users requesting information from the internet has resulted in times when the average access time (the time a user must wait to download his/her requested service) is quite high. In research the use of the wireless carrier\u27s broadcast channels to transmit mobile web services has proven to be an economical way to handle the increased volume of users. However, having not been designed for this purpose, the usual configuration of the broadcast channels fails to take into account the characteristics of today\u27s devices and those of mobile web services. Therefore, this thesis will outline the formulation of an interaction framework that provides an innovative channel design and allocation approach for delivering mobile web services. This architecture will incorporate current usage data (i.e., popularity over specified time period) and the exact dimensions of each mobile web service to more efficiently allocate them, thus resulting in lower average access time

    Raamistik mobiilsete asjade veebile

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    Internet on oma arengus läbi aastate jõudnud järgmisse evolutsioonietappi - asjade internetti (ingl Internet of Things, lüh IoT). IoT ei tähista ühtainsat tehnoloogiat, see võimaldab eri seadmeil - arvutid, mobiiltelefonid, autod, kodumasinad, loomad, virtuaalsensorid, jne - omavahel üle Interneti suhelda, vajamata seejuures pidevat inimesepoolset seadistamist ja juhtimist. Mobiilseadmetest nagu näiteks nutitelefon ja tahvelarvuti on saanud meie igapäevased kaaslased ning oma mitmekülgse võimekusega on nad motiveerinud teadustegevust mobiilse IoT vallas. Nutitelefonid kätkevad endas võimekaid protsessoreid ja 3G/4G tehnoloogiatel põhinevaid internetiühendusi. Kuid kui kasutada seadmeid järjepanu täisvõimekusel, tühjeneb mobiili aku kiirelt. Doktoritöö esitleb energiasäästlikku, kergekaalulist mobiilsete veebiteenuste raamistikku anduriandmete kogumiseks, kasutades kergemaid, energiasäästlikumaid suhtlustprotokolle, mis on IoT keskkonnale sobilikumad. Doktoritöö käsitleb põhjalikult energia kokkuhoidu mobiilteenuste majutamisel. Töö käigus loodud raamistikud on kontseptsiooni tõestamiseks katsetatud mitmetes juhtumiuuringutes päris seadmetega.The Internet has evolved, over the years, from just being the Internet to become the Internet of Things (IoT), the next step in its evolution. IoT is not a single technology and it enables about everything from computers, mobile phones, cars, appliances, animals, virtual sensors, etc. that connect and interact with each other over the Internet to function free from human interaction. Mobile devices like the Smartphone and tablet PC have now become essential to everyday life and with extended capabilities have motivated research related to the mobile Internet of Things. Although, the recently developed Smartphones enjoy the high performance and high speed 3G/4G mobile Internet data transmission services, such high speed performances quickly drain the battery power of the mobile device. This thesis presents an energy efficient lightweight mobile Web service provisioning framework for mobile sensing utilizing the protocols that were designed for the constrained IoT environment. Lightweight protocols provide an energy efficient way of communication. Finally, this thesis highlights the energy conservation of the mobile Web service provisioning, the developed framework, extensively. Several case studies with the use of the proposed framework were implemented on real devices and has been thoroughly tested as a proof-of-concept.https://www.ester.ee/record=b522498

    An Architectural Framework for Collaboration of Heterogeneous Communication Devices Using WAP and Mobile Device Augmented(MDA)Gateway Integration

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    Within the last couple of years, the challenge of displaying collaborative multimedia information has become very important with the large diversity of communication devices such as Personal Computers, laptops, notebooks and handheld devices. The shared data and information may be presented with different views depending on the communication device used by a particular collaborator. The use of various web tools (HTML, WML etc) offers some solutions to the problem but if the target application requires more complex features such as rich multimedia data than is manageable using HTML or WML format, something else need to be done. In this paper, we propose a framework that integrates WAP and MDA Gateway to support collaboration among virtual teams and nomadic workers using heterogeneous communication devices. We then discuss an approach for augmenting mobile device small screen capabilities with surrounding large screen display device

    Towards NFC payments using a lightweight architecture for the Web of Things

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    The Web (and Internet) of Things has seen the rapid emergence of new protocols and standards, which provide for innovative models of interaction for applications. One such model fostered by the Web of Things (WoT) ecosystem is that of contactless interaction between devices. Near Field Communication (NFC) technology is one such enabler of contactless interactions. Contactless technology for the WoT requires all parties to agree one common definition and implementation and, in this paper, we propose a new lightweight architecture for the WoT, based on RESTful approaches. We show how the proposed architecture supports the concept of a mobile wallet, enabling users to make secure payments employing NFC technology with their mobile devices. In so doing, we argue that the vision of the WoT is brought a step closer to fruition

    Optimized mobile thin clients through a MPEG-4 BiFS semantic remote display framework

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    According to the thin client computing principle, the user interface is physically separated from the application logic. In practice only a viewer component is executed on the client device, rendering the display updates received from the distant application server and capturing the user interaction. Existing remote display frameworks are not optimized to encode the complex scenes of modern applications, which are composed of objects with very diverse graphical characteristics. In order to tackle this challenge, we propose to transfer to the client, in addition to the binary encoded objects, semantic information about the characteristics of each object. Through this semantic knowledge, the client is enabled to react autonomously on user input and does not have to wait for the display update from the server. Resulting in a reduction of the interaction latency and a mitigation of the bursty remote display traffic pattern, the presented framework is of particular interest in a wireless context, where the bandwidth is limited and expensive. In this paper, we describe a generic architecture of a semantic remote display framework. Furthermore, we have developed a prototype using the MPEG-4 Binary Format for Scenes to convey the semantic information to the client. We experimentally compare the bandwidth consumption of MPEG-4 BiFS with existing, non-semantic, remote display frameworks. In a text editing scenario, we realize an average reduction of 23% of the data peaks that are observed in remote display protocol traffic

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study
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