29,599 research outputs found

    Reporting an Experience on Design and Implementation of e-Health Systems on Azure Cloud

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    Electronic Health (e-Health) technology has brought the world with significant transformation from traditional paper-based medical practice to Information and Communication Technologies (ICT)-based systems for automatic management (storage, processing, and archiving) of information. Traditionally e-Health systems have been designed to operate within stovepipes on dedicated networks, physical computers, and locally managed software platforms that make it susceptible to many serious limitations including: 1) lack of on-demand scalability during critical situations; 2) high administrative overheads and costs; and 3) in-efficient resource utilization and energy consumption due to lack of automation. In this paper, we present an approach to migrate the ICT systems in the e-Health sector from traditional in-house Client/Server (C/S) architecture to the virtualised cloud computing environment. To this end, we developed two cloud-based e-Health applications (Medical Practice Management System and Telemedicine Practice System) for demonstrating how cloud services can be leveraged for developing and deploying such applications. The Windows Azure cloud computing platform is selected as an example public cloud platform for our study. We conducted several performance evaluation experiments to understand the Quality Service (QoS) tradeoffs of our applications under variable workload on Azure.Comment: Submitted to third IEEE International Conference on Cloud and Green Computing (CGC 2013

    High definition systems in Japan

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    The successful implementation of a strategy to produce high-definition systems within the Japanese economy will favorably affect the fundamental competitiveness of Japan relative to the rest of the world. The development of an infrastructure necessary to support high-definition products and systems in that country involves major commitments of engineering resources, plants and equipment, educational programs and funding. The results of these efforts appear to affect virtually every aspect of the Japanese industrial complex. The results of assessments of the current progress of Japan toward the development of high-definition products and systems are presented. The assessments are based on the findings of a panel of U.S. experts made up of individuals from U.S. academia and industry, and derived from a study of the Japanese literature combined with visits to the primary relevant industrial laboratories and development agencies in Japan. Specific coverage includes an evaluation of progress in R&D for high-definition television (HDTV) displays that are evolving in Japan; high-definition standards and equipment development; Japanese intentions for the use of HDTV; economic evaluation of Japan's public policy initiatives in support of high-definition systems; management analysis of Japan's strategy of leverage with respect to high-definition products and systems

    Narrative music: towards an understanding of musical narrative functions in multimedia

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    As the computer screen is replacing the book as the dominant medium for communication (Kress, 2003), questions about how meaning is constituted by the multimodal interaction of different media (including music) is becoming increasingly important in contemporary research of pedagogy, sociology and media studies. The overall aim with this licentiate thesis is to explore musical narrative functions as they appear in multimedia such as film and computer games. The thesis is based on three publications. Publication 1 proposes a classification of musical narrative functions, with 6 narrative classes(the Emotive, Informative, Descriptive, Guiding, Temporal and Rhetorical classes) and 11 categories. The relational interplay of music with contextual factors is emphasized. Publication 2 describes the design of a software tool, REMUPP (Relations Between Musical Parameters and Perceived Properties), to be used for experimental studies of musical expression. REMUPP is used for real time alteration of musical expression, by the manipulation of musical parameters such as tempo, harmony, rhythm, articulation, etc. Publication 3 describes a quasi-experiment using REMUPP, where a group of young participants (12-13 years old) were given the task of adapting musical expression – by manipulating 7 parameters – to make it fit 3 visual scenes shown on a computer screen. They also answered a questionnaire asking about their musical backgrounds and habits of listening to music, watching movies and playing computer games. Numerical data from the manipulations were analyzed statistically with regards to the preferred values of the musical parameters in relation to the different visual scenes. The results indicated awareness and knowledge about codes and conventions of musical narrative functions, and were to some degree affected by the participants’ gender, musical backgrounds and media habits

    Telecommunications media for the delivery of educational programming

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    The technical characteristics of various telecommunications media are examined for incorporation into educational networks. FM radio, AM radio, and VHF and UHF television are considered along with computer-aided instruction. The application of iteration networks to library systems, and microform technology are discussed. The basic principles of the communications theory are outlined, and the operation of the PLATO 4 random access system is described

    Digital Dissemination Platform of Transportation Engineering Education Materials Founded in Adoption Research

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    INE/AUTC 14.0

    Integrating groupware technology into the learning environment

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    This paper presents the hard lessons learned from the introduction of groupware technology within a final‐year software engineering module. The module began in 1997 and is now in its fourth year. The paper provides a detailed account of our successes and failures in each year, and describes what the authors now feel is a successful model for integrating groupware into the learning environment. The paper is important because it provides a longitudinal study of the use of groupware within a learning environment and an insight into the key success factors associated with the use of groupware. Success factors relate not only to the technology but also to social factors such as group facilitation and social protocols, to factors associated with monitoring and assessment, and to factors related to the skills development associated with being a member of a global team
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