144,601 research outputs found

    Implementing a map based simulator for the location API for J2ME

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    The Java Location API for J2METM integrates generic positioning and orientation data with persistent storage of landmark objects. It can be used to develop location based service applications for small mobile devices, and these applications can be tested using simulation environments. Currently the only simulation tools in the public domain are proprietary mobile device simulators that are driven by GPS data log files, but it is sometimes useful to be able to test location based services using interactive map-based tools. In addition, we may need to experiment with extensions and changes to the standard API to support additional services, requiring an open source environment. In this paper we describe the implementation of an open source map-based simulation tool compatible with other commonly used development and deployment tools

    Mobile applications for open display networks : common design considerations

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    Mobile devices can be a powerful tool for interaction with public displays, but mobile applications supporting this form of interaction are not yet part of our everyday reality. There are no widely accepted abstractions, standards, or practices that may enable systematic interaction between mobile devices and public displays. We envision public displays to move away from a world of closed display networks to scenarios where mobile applications could allow people to interact with the myriad of displays they might encounter during their everyday trips. In this research, we study the key processes involved in this collaborative interaction between public shared displays and mobile applications. Based on the lessons learned from our own development and deployment of 3 applications, and also on the analysis of the interactive features described in the literature, we have identified 8 key processes that may shape this form of interaction: Discovery, Association, Presence Management, Exploration, Interface Migration, Controller, Media Upload and Media Download. The contribution of this work is the identification of these high-level processes and an elicitation of the main design considerations for display networks.(undefined

    Augmented reality mobile app development for all

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    Lack of programming skills is a barrier to the engagement of teachers in the development and customisation of their own applications. Visual Environment for Designing Interactive Learning Scenarios (VEDILS), a visual tool for designing, customising and deploying learning technologies, provides teachers with a development environment with a low entry threshold. Current mobile devices are equipped with sensors and have sufficient processing power to use augmented reality technologies. Despite the heavy use of mobile devices in students’ lives, the use of augmented reality mobile applications as learning tools is not widespread among teachers. The current work presents a framework comprising the development tool and a method for designing and deploying learning activities. It focuses on the augmented reality components of the authoring tools, which allow users to create their own mobile augmented reality learning apps. It also present the results of the evaluation of the framework with 47 third-level educators, and two case studies of classroom implementations of mobile augmented reality apps developed by these educators. The results illustrate the suitability of the framework and authoring tool for supporting users without programming skills in developing their own apps

    Pocket Gamelan: swinging phones and ad hoc standards

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    In this paper, we discuss how mobile phones have been used as devices for active music making, how mobility affects sound and how communication between phones has been integrated into the fabric of a new genre of interactive performance by groups of musicians. We identify some of the issues that stood in the way of developing two new musical applications for mobile phones, discuss aspects of performance works developed so far using this technology and point the way to future development

    An Interactive Multimedia Advertising Systems For Networked Mobile Devices

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    Interdisciplinary research into novel application areas such as interactive advertising is benefited greatly by the wide availability of networked mobile devices. The majority of PDA and mobile phones available today support Internet browsing and multimedia content delivery while they permit advanced user feedback, offering rich communication capabilities for advertisers. In addition, new multimedia technologies such as Flash, Shockwave and other game technologies enable the development of new customised and portable advertising applications. This paper describes the design of an interactive system where advertisements are delivered on-demand, the user responds to the content ensuring message delivery while system design prevents unwanted communication to be circulated. Various relevant issues are discussed, including the underlying data-flow, user-interaction, system security, human factors and the development of content for use in multiple advertising scenarios

    Statistical Information of the Increased Demand for Watch the VOD with the Increased Sophistication in the Mobile Devices,Communications and Internet Penetration in Asia

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    As the rapid progress of the media streaming applications such as video streaming can be classified into two types of streaming, Live video streaming, Video on Demand (VoD). Live video streaming is a service which allows the clients to watch many TV channels over the internet and the clients able to use one operation to perform is to switch the channels. Video on Demand (VoD) is one of the most important applications for the internet of the future and has become an interactive multimedia service which allows the users to start watching the video of their choice at anytime and anywhere, especially after the rapid deployment of the wireless networks and mobile devices. In this paper provide statistical information about the Internet, communications and mobile devices etc. This has led to an increased demand for the development, communication and computational powers of many of the mobile wireless subscribers/mobile devices such as laptops, PDAs, smart phones and notebook. These techniques are utilized to obtain a video on demand service with higher resolution and quality. Another objective in this paper is to see Malaysia ranked as a fully developed country by the year 2020.Comment: 17 pages, 17 figures, 4 tables; The International Journal of Multimedia & Its Applications (IJMA) Vol.3, No.4, November 201

    MEC vs MCC: performance analysis of interactive and real-time applications

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    A evolução das redes de telecomunicações tem promovido o desenvolvimento de novas aplicações para dispositivos móveis. Algumas destas aplicações exigem requisitos computacionais e energéticos que vão para além das capacidades dos dispositivos móveis. Neste contexto, pode ser utilizada a arquitetura Mobile Cloud Computing (MCC), que permite executar as aplicações em datacenters na cloud e aliviar o processamento nos dispositivos móveis. No entanto, algumas aplicações mais exigentes, e.g. interativas e de tempo real, são mais sensíveis ao atraso no processamento e comunicação da informação. Para estas aplicações, a arquitetura Mobile Edge Computing (MEC) pode ser utilizada como uma tecnologia intermédia que disponibiliza recursos computacionais e de armazenamento a partir da periferia da rede. Este artigo apresenta um estudo que avalia o desempenho das arquiteturas MCC e MEC na execução de duas aplicações tomadas como representativas do espectro das aplicações interativas, de tempo real e de processamento intensivo: o Fluid e o FaceSwap. São apresentados resultados que permitem quantificar o desempenho destas arquiteturas em diferentes circunstâncias.Telecommunication networks evolution is driving the development of new applications for mobile devices. Some of these applications are resource-intensive and push computational and energy demands of mobile devices beyond the mobile hardware capabilities. In this context, Mobile Cloud Computing (MCC) architecture emerges as a solution for offloading mobile devices that allows to execute these applications in cloud datacenters thus reducing the processing demand in mobile devices. However, more demanding applications, e.g. interactive and real-time applications, are sensitive to processing and communications delay. For these applications, Mobile Edge Computing (MEC) can be used as an intermediary technology, providing computing and storage resources in the network edge. This paper presents a study carried out to evaluate the performance of MEC and MCC architectures when executing two applications, Fluid and FaceSwap, representative of real time and computing intensive applications. A set of scenarios were designed to quantify the performance of these architectures in different settings.info:eu-repo/semantics/publishedVersio

    Analyse and Design of Green It in Society Performance

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    The converging trends of society's desire/need for more sustainable technologies, exponentially growing power concentration within more computing devices, have predictably hard-pressed power and energy management into the forefront of computing design for purely economic reasons. The development of computer information and communication technology has continually affected the creation of new applications based on emergent technologies. The dark side of Moore's Law is our society's insatiable need to constantly upgrade our computing devices. As per Moore’s law used demonstrates the potential benefits of reusing mobile phones by analyzing their design for accumulate energy. The key challenge is the propose of software that can adapt to excessive heterogeneity of devices. We also portray different types of heterogeneities among unusual generations of mobile phones and iPad including processing ability, storage source and various facial appearances. We propose insights to aid establishing a sustainable model of designing mobile applications for PC and Laptop reuse. Our approach to Extending Amdahl’s law to categorize optimal power-performance configurations necessitate considering the interactive effects of power, performance and parallel overhead. The first wave of these efforts is commonly identified as "green computing" where the accent has been first and foremost make light of power usage for datacenters and technical equipments. Keywords:Green IT, Moore’s Law, Amdah’s La

    A study of smart device-based mobile imaging and implementation for engineering applications

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    Title from PDF of title page, viewed on June 12, 2013Thesis advisor: ZhiQiang ChenVitaIncludes bibliographic references (pages 76-82)Thesis (M.S.)--School of Computing and Engineering. University of Missouri--Kansas City, 2013Mobile imaging has become a very active research topic in recent years thanks to the rapid development of computing and sensing capabilities of mobile devices. This area features multi-disciplinary studies of mobile hardware, imaging sensors, imaging and vision algorithms, wireless network and human-machine interface problems. Due to the limitation of computing capacity that early mobile devices have, researchers proposed client-server module, which push the data to more powerful computing platforms through wireless network, and let the cloud or standalone servers carry out all the computing and processing work. This thesis reviewed the development of mobile hardware and software platform, and the related research done on mobile imaging for the past 20 years. There are several researches on mobile imaging, but few people aim at building a framework which helps engineers solving problems by using mobile imaging. With higher-resolution imaging and high-performance computing power built into smart mobile devices, more and more imaging processing tasks can be achieved on the device rather than the client-server module. Based on this fact, a framework of collaborative mobile imaging is introduced for civil infrastructure condition assessment to help engineers solving technical challenges. Another contribution in this thesis is applying mobile imaging application into home automation. E-SAVE is a research project focusing on extensive use of automation in conserving and using energy wisely in home automation. Mobile users can view critical information such as energy data of the appliances with the help of mobile imaging. OpenCV is an image processing and computer vision library. The applications in this thesis use functions in OpenCV including camera calibration, template matching, image stitching and Canny edge detection. The application aims to help field engineers is interactive crack detection. The other one uses template matching to recognize appliances in the home automation system.Introduction -- Background and related work -- Basic imaging processing methods for mobile applications -- Collaborative and interactive mobile imaging -- Mobile imaging for smart energy -- Conclusion and recommendation
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