45 research outputs found

    Building the Hyperconnected Society- Internet of Things Research and Innovation Value Chains, Ecosystems and Markets

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    This book aims to provide a broad overview of various topics of Internet of Things (IoT), ranging from research, innovation and development priorities to enabling technologies, nanoelectronics, cyber-physical systems, architecture, interoperability and industrial applications. All this is happening in a global context, building towards intelligent, interconnected decision making as an essential driver for new growth and co-competition across a wider set of markets. It is intended to be a standalone book in a series that covers the Internet of Things activities of the IERC – Internet of Things European Research Cluster from research to technological innovation, validation and deployment.The book builds on the ideas put forward by the European Research Cluster on the Internet of Things Strategic Research and Innovation Agenda, and presents global views and state of the art results on the challenges facing the research, innovation, development and deployment of IoT in future years. The concept of IoT could disrupt consumer and industrial product markets generating new revenues and serving as a growth driver for semiconductor, networking equipment, and service provider end-markets globally. This will create new application and product end-markets, change the value chain of companies that creates the IoT technology and deploy it in various end sectors, while impacting the business models of semiconductor, software, device, communication and service provider stakeholders. The proliferation of intelligent devices at the edge of the network with the introduction of embedded software and app-driven hardware into manufactured devices, and the ability, through embedded software/hardware developments, to monetize those device functions and features by offering novel solutions, could generate completely new types of revenue streams. Intelligent and IoT devices leverage software, software licensing, entitlement management, and Internet connectivity in ways that address many of the societal challenges that we will face in the next decade

    Clash of the Titans : impact of convergence and divergence on digital media

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    Thesis (S.M.M.O.T.)--Massachusetts Institute of Technology, Sloan School of Management, Management of Technology Program, 2003.Includes bibliographical references (leaves 150-153).This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.In last decade, the world was bewildered by the dazzling array of choices and offerings of digital technology. While digital convergence has created new possibilities in digital media, it has also created great uncertainty, fragmentation and threats to traditional media. This blossoming of innovations, as I will examine in this thesis, originates not only from the conversion of analog media into the digital domain, but more from a convergence of industries which results in a clash of technologies and cultures. This thesis explores the phenomenon of digital convergence and divergence and examines their impact on digital media. The questions this thesis seeks to answer are: What exactly is digital convergence? Is digital technology a kind of unifying glue as some may claim, or is it turning out to be a catalyst for greater differentiation? What kinds of dynamics will emerge when traditional industries play in each other's familiar turfs? And what kinds of strategies should digital media producers adopt in response? Observations seem to point towards a trend of initial chaos, greater divergence and severe technological fragmentation in the market. However, in that light, the results of this study suggest that collaboration between industry players to establish common standards, as well as the production of content to fit the locality, context and the consumption experience will be the keys to success in the world of digital convergence.by William Chee-Leong Lee.S.M.M.O.T

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Building the Hyperconnected Society- Internet of Things Research and Innovation Value Chains, Ecosystems and Markets

    Get PDF
    This book aims to provide a broad overview of various topics of Internet of Things (IoT), ranging from research, innovation and development priorities to enabling technologies, nanoelectronics, cyber-physical systems, architecture, interoperability and industrial applications. All this is happening in a global context, building towards intelligent, interconnected decision making as an essential driver for new growth and co-competition across a wider set of markets. It is intended to be a standalone book in a series that covers the Internet of Things activities of the IERC – Internet of Things European Research Cluster from research to technological innovation, validation and deployment.The book builds on the ideas put forward by the European Research Cluster on the Internet of Things Strategic Research and Innovation Agenda, and presents global views and state of the art results on the challenges facing the research, innovation, development and deployment of IoT in future years. The concept of IoT could disrupt consumer and industrial product markets generating new revenues and serving as a growth driver for semiconductor, networking equipment, and service provider end-markets globally. This will create new application and product end-markets, change the value chain of companies that creates the IoT technology and deploy it in various end sectors, while impacting the business models of semiconductor, software, device, communication and service provider stakeholders. The proliferation of intelligent devices at the edge of the network with the introduction of embedded software and app-driven hardware into manufactured devices, and the ability, through embedded software/hardware developments, to monetize those device functions and features by offering novel solutions, could generate completely new types of revenue streams. Intelligent and IoT devices leverage software, software licensing, entitlement management, and Internet connectivity in ways that address many of the societal challenges that we will face in the next decade

    Architectural support for ubiquitous access to multimedia content

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    Tese de doutoramento. Engenharia Electrotécnica e de Computadores (Telecomunicações). Faculdade de Engenharia. Universidade do Porto. 200

    GLUE!: an architecture for the integration of external tools in virtual learning environments

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    La integración de herramientas externas en VLE (Virtual Learning Environments - Entornos deAprendizaje Virtual) tiene como objetivo enriquecer las actividades de aprendizaje que los profesionales de la educación pueden diseñar y poner en marcha. Tradicionalmente, las herramientas externas han sido integradas mediante desarrollos ad hoc, siendo esta solución muy poco eficiente a medida que aumentaba el número de VLE y herramientas utilizados por estos profesionales. Además, aquellas aproximaciones genéricas que abordan la integración de múltiples herramientas en múltiples VLE no han conseguido obtener una amplia adopción, principalmente debido al alto esfuerzo de desarrollo necesario para integrar nuevas herramientas y VLE, y a las restricciones impuestas sobre los proveedores. Algunos trabajos recientes han intentado superar estas dos limitaciones proponiendo una integración ligera de herramientas. Sin embargo, estos trabajos no facilitan la instanciación y puesta en marcha de situaciones de aprendizaje colaborativo, lo que impide de forma significativa que se puedan emplear las propiedades colaborativas específicas que proporcionan los VLE para la gestión de usuarios y grupos. Esta tesis propone una arquitectura middleware de integración denominada GLUE! (Group Learning Uniform Environment - Entorno Uniforme de Aprendizaje en Grupo) que permite la integración ligera de múltiples herramientas externas existentes en múltiples VLE existentes, superando estas limitaciones. GLUE! fomenta esta integración imponiendo pocas restricciones sobre los proveedores de VLE y herramientas, así como demandando un esfuerzo asumible por parte de los desarrolladores. Además, GLUE! facilita la instanciación y puesta en marcha de situaciones de aprendizaje colaborativo desde los VLE, aprovechando las propiedades específicas de éstos para la gestión de usuarios y grupos. Por medio de GLUE!, los profesionales de la educación pueden utilizar herramientas externas como si fueran herramientas nativas de los VLE, y además sin tener que renunciar a los VLE a los que están acostumbrados. GLUE! ha sido evaluado con la ayuda de tres situaciones de aprendizaje colaborativo auténticas, las cuales fueron diseñadas para cubrir las necesidades pedagógicas de tres cursos de educación superior. Estas tres situaciones se utilizaron en cuatro experimentos diferentes con educadores y estudiantes reales. Los resultados de esta evaluación mostraron que GLUE! permite la instanciación y puesta en marcha de situaciones de aprendizaje colaborativo que requieran la integración de herramientas externas, reduce la carga asociada a la instanciación de actividades colaborativas complejas, y facilita a los estudiantes la realización de estas actividades en colaboración. Curiosamente, el esfuerzo de desarrollo necesario por el software de integración fue similar al de otras aproximaciones de integración genéricas que ofrecen un menor grado de funcionalidad.Departamento de Teoría de la Señal y Comunicaciones e Ingeniería Telemática2012-11-2
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