548 research outputs found

    A user-centric approach to service creation and delivery over next generation networks

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    Next Generation Networks (NGN) provide Telecommunications operators with the possibility to share their resources and infrastructure, facilitate the interoperability with other networks, and simplify and unify the management, operation and maintenance of service offerings, thus enabling the fast and cost-effective creation of new personal, broadband ubiquitous services. Unfortunately, service creation over NGN is far from the success of service creation in the Web, especially when it comes to Web 2.0. This paper presents a novel approach to service creation and delivery, with a platform that opens to non-technically skilled users the possibility to create, manage and share their own convergent (NGN-based and Web-based) services. To this end, the business approach to user-generated services is analyzed and the technological bases supporting the proposal are explained

    Reanimating cultural heritage through digital technologies

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    Digital technologies are becoming extremely important for web-based cultural heritage applications. This thesis presents novel digital technology solutions to 'access and interact' with digital heritage objects and collections. These innovative solutions utilize service orientation (web services), workflows, and social networking and Web 2.0 mashup technologies to innovate the creation, interpretation and use of collections dispersed in a global museumscape, where community participation is achieved through social networking. These solutions are embedded in a novel concept called Digital Library Services for Playing with Shared Heritage (DISPLAYS). DISPLAYS is concerned with creating tools and services to implement a digital library system, which allows the heritage community and museum professionals alike to create, interpret and use digital heritage content in visualization and interaction environments using web technologies based on social networking. In particular, this thesis presents a specific implementation of DISPLAYS called the Reanimating Cultural Heritage system, which is modelled on the five main functionalities or services defined in the DISPLAYS architecture, content creation, archival, exposition, presentation and interaction, for handling digital heritage objects. The main focus of this thesis is the design of the Reanimating Cultural Heritage system's social networking functionality that provides an innovative solution for integrating community access and interaction with the Sierra Leone digital heritage repository composed of collections from the British Museum, Glasgow Museums and Brighton Museum and Art Gallery. The novel use of Web 2.0 mashups in this digital heritage repository also allows the seamless integration of these museum collections to be merged with user or community generated content, while preserving the quality of museum collections data. Finally, this thesis tests and evaluates the usability of the Reanimating Cultural Heritage social networking system, in particular the suitability of the digital technology solution deployed. Testing is performed with a user group composed of several users, and the results obtained are presented

    Emerging technologies for learning report (volume 3)

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    Liquid stream processing on the web: a JavaScript framework

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    The Web is rapidly becoming a mature platform to host distributed applications. Pervasive computing application running on the Web are now common in the era of the Web of Things, which has made it increasingly simple to integrate sensors and microcontrollers in our everyday life. Such devices are of great in- terest to Makers with basic Web development skills. With them, Makers are able to build small smart stream processing applications with sensors and actuators without spending a fortune and without knowing much about the technologies they use. Thanks to ongoing Web technology trends enabling real-time peer-to- peer communication between Web-enabled devices, Web browsers and server- side JavaScript runtimes, developers are able to implement pervasive Web ap- plications using a single programming language. These can take advantage of direct and continuous communication channels going beyond what was possible in the early stages of the Web to push data in real-time. Despite these recent advances, building stream processing applications on the Web of Things remains a challenging task. On the one hand, Web-enabled devices of different nature still have to communicate with different protocols. On the other hand, dealing with a dynamic, heterogeneous, and volatile environment like the Web requires developers to face issues like disconnections, unpredictable workload fluctuations, and device overload. To help developers deal with such issues, in this dissertation we present the Web Liquid Streams (WLS) framework, a novel streaming framework for JavaScript. Developers implement streaming operators written in JavaScript and may interactively and dynamically define a streaming topology. The framework takes care of deploying the user-defined operators on the available devices and connecting them using the appropriate data channel, removing the burden of dealing with different deployment environments from the developers. Changes in the semantic of the application and in its execution environment may be ap- plied at runtime without stopping the stream flow. Like a liquid adapts its shape to the one of its container, the Web Liquid Streams framework makes streaming topologies flow across multiple heterogeneous devices, enabling dynamic operator migration without disrupting the data flow. By constantly monitoring the execution of the topology with a hierarchical controller infrastructure, WLS takes care of parallelising the operator execution across multiple devices in case of bottlenecks and of recovering the execution of the streaming topology in case one or more devices disconnect, by restarting lost operators on other available devices

    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    Mashup Ecosystems: Integrating Web Resources on Desktop and Mobile Devices

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    The Web is increasingly used as an application platform, and recent development of it has introduced software ecosystems where different actors collaborate. This collaboration is international from day one, and it evolves and grows rapidly. In web ecosystems applications are provided as services, and interdependencies between ecosystem parts can vary from very strong and obvious to loose and recondite. Mashups -- web application hybrids that combine resources from different services into an integrated system that has increased value from user perspective -- are exploiting services of the Web and creating ecosystems where end-users, mashup authors, and service providers collaborate. The term "resources" is used here in a broad sense, and it can refer to user's local data, infinite content of the Web, and even executable code. This dissertation presents mashups as a new breed of web applications that are intended for parsing the web content into an easily accessed form on both regular desktop computers as well as on mobile devices. Constantly evolving web technologies and new web services open up unforeseen possibilities for mashup development. However, developing mashups with current methods and tools for existing deployment environments is challenging. First, the Web as an application platform faces numerous shortcomings, second, web application development practices in general are still immature, and third, development of mashups has additional requirements that need to be addressed. In addition, mobility sets even more challenges for mashup authoring. This dissertation describes and addresses numerous issues regarding mashup ecosystems and client-side mashup development. To achieve this, we have implemented technical research artifacts including mashup ecosystems and different kinds of mashup compositions. The artifacts are developed with numerous runtime environments and tools and targeted at different end-user platforms. This has allowed us to evaluate methods, tools, and practises used during the implementation. As result, this dissertation identifies the fundamental challenges of mashup ecosystems and describes how service providers and mashup ecosystem authors can address these challenges in practice. In addition, example implementation of a specialized multimedia mashup ecosystem for mobile devices is described. To address mashup development issues, this dissertation introduces practical guidelines and a reference architecture that can be applied when mashups are created with traditional web development tools. Moreover, environments that can be used on mobile devices to create mashups that have access to both web and local resources are introduced. Finally, a novel approach to web software development -- creating software as a mashup -- is introduced, and a realization of such concept is described

    Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification

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    167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness

    Service Composition for IP Smart Object using Realtime Web Protocols: Concept and Research Challenges

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    The Internet of Things (IoT) refers to a world-wide network of interconnected physical things using standardized communication protocols. Recent development of Internet Protocol (IP) stacks for resource-constrained devices unveils a possibility for the future IoT based on the stable and scalable IP technology much like today's Internet of computers. One important question remains: how can data and events (denoted as services) introduced by a variety of IP networked things be exchanged and aggregated e ciently in various application domains. Because the true value of IoT lies in the interaction of several services from physical things, answers to this question are essential to support a rapid creation of new IoT smart and ubiquitous applications. The problem is known as service composition. This article explains the practicability of the future full-IP IoT with realtime Web protocols to formally state the problem of service composition for IP smart objects, provides literature review, and discusses its research challenges

    A human factors perspective on volunteered geographic information

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    This thesis takes a multidisciplinary approach to understanding the unique abilities of Volunteered Geographic Information (VGI) to enhance the utility of online mashups in ways not achievable with Professional Geographic Information (PGI). The key issues currently limiting the use of successful of VGI are the concern for quality, accuracy and value of the information, as well as the polarisation and bias of views within the user community. This thesis reviews different theoretical approaches in Human Factors, Geography, Information Science and Computer Science to help understand the notion of user judgements relative to VGI within an online environment (Chapter 2). Research methods relevant to a human factors investigation are also discussed (Chapter 3). (Chapter 5) The scoping study established the fundamental insights into the terminology and nature of VGI and PGI, a range of users were engaged through a series of qualitative interviews. This led the development of a framework on VGI (Chapter 4), and comparative description of users in relation to one another through a value framework (Chapter 5). Study Two produced qualitative multi-methods investigation into how users perceive VGI and PGI in use (Chapter 6), demonstrating similarities and the unique ability for VGI to provide utility to consumers. Chapter Seven and Study Three brought insight into the specific abilities for VGI to enhance the user judgement of online information within an information relevance context (Chapter 7 and 8). In understanding the outcomes of these studies, this thesis discusses how users perceive VGI as different from PGI in terms of its benefit to consumers from a user centred design perspective (Chapter 9). In particular, the degree to which user concerns are valid, the limitation of VGI in application and its potential strengths in enriching the user experiences of consumers engaged within an information search. In conclusion, specific contributions and avenues for further work are highlighted (Chapter 10)
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