80,043 research outputs found

    Device-based decision-making for adaptation of three-dimensional content

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    The goal of this research was the creation of an adaptation mechanism for the delivery of three-dimensional content. The adaptation of content, for various network and terminal capabilities - as well as for different user preferences, is a key feature that needs to be investigated. Current state-of-the art research of the adaptation shows promising results for specific tasks and limited types of content, but is still not well-suited for massive heterogeneous environments. In this research, we present a method for transmitting adapted three-dimensional content to multiple target devices. This paper presents some theoretical and practical methods for adapting three-dimensional content, which includes shapes and animation. We also discuss practical details of the integration of our methods into MPEG-21 and MPEG-4 architecture

    A Framework for Quality-Driven Delivery in Distributed Multimedia Systems

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    In this paper, we propose a framework for Quality-Driven Delivery (QDD) in distributed multimedia environments. Quality-driven delivery refers to the capacity of a system to deliver documents, or more generally objects, while considering the users expectations in terms of non-functional requirements. For this QDD framework, we propose a model-driven approach where we focus on QoS information modeling and transformation. QoS information models and meta-models are used during different QoS activities for mapping requirements to system constraints, for exchanging QoS information, for checking compatibility between QoS information and more generally for making QoS decisions. We also investigate which model transformation operators have to be implemented in order to support some QoS activities such as QoS mapping

    Context-driven progressive enhancement of mobile web applications: a multicriteria decision-making approach

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    Personal computing has become all about mobile and embedded devices. As a result, the adoption rate of smartphones is rapidly increasing and this trend has set a need for mobile applications to be available at anytime, anywhere and on any device. Despite the obvious advantages of such immersive mobile applications, software developers are increasingly facing the challenges related to device fragmentation. Current application development solutions are insufficiently prepared for handling the enormous variety of software platforms and hardware characteristics covering the mobile eco-system. As a result, maintaining a viable balance between development costs and market coverage has turned out to be a challenging issue when developing mobile applications. This article proposes a context-aware software platform for the development and delivery of self-adaptive mobile applications over the Web. An adaptive application composition approach is introduced, capable of autonomously bypassing context-related fragmentation issues. This goal is achieved by incorporating and validating the concept of fine-grained progressive application enhancements based on a multicriteria decision-making strategy

    Aerospace Medicine and Biology: A continuing bibliography with indexes, supplement 165, March 1977

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    This bibliography lists 198 reports, articles, and other documents introduced into the NASA scientific and technical information system in February 1977

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    CBR and MBR techniques: review for an application in the emergencies domain

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    The purpose of this document is to provide an in-depth analysis of current reasoning engine practice and the integration strategies of Case Based Reasoning and Model Based Reasoning that will be used in the design and development of the RIMSAT system. RIMSAT (Remote Intelligent Management Support and Training) is a European Commission funded project designed to: a.. Provide an innovative, 'intelligent', knowledge based solution aimed at improving the quality of critical decisions b.. Enhance the competencies and responsiveness of individuals and organisations involved in highly complex, safety critical incidents - irrespective of their location. In other words, RIMSAT aims to design and implement a decision support system that using Case Base Reasoning as well as Model Base Reasoning technology is applied in the management of emergency situations. This document is part of a deliverable for RIMSAT project, and although it has been done in close contact with the requirements of the project, it provides an overview wide enough for providing a state of the art in integration strategies between CBR and MBR technologies.Postprint (published version

    Touchalytics: On the Applicability of Touchscreen Input as a Behavioral Biometric for Continuous Authentication

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    We investigate whether a classifier can continuously authenticate users based on the way they interact with the touchscreen of a smart phone. We propose a set of 30 behavioral touch features that can be extracted from raw touchscreen logs and demonstrate that different users populate distinct subspaces of this feature space. In a systematic experiment designed to test how this behavioral pattern exhibits consistency over time, we collected touch data from users interacting with a smart phone using basic navigation maneuvers, i.e., up-down and left-right scrolling. We propose a classification framework that learns the touch behavior of a user during an enrollment phase and is able to accept or reject the current user by monitoring interaction with the touch screen. The classifier achieves a median equal error rate of 0% for intra-session authentication, 2%-3% for inter-session authentication and below 4% when the authentication test was carried out one week after the enrollment phase. While our experimental findings disqualify this method as a standalone authentication mechanism for long-term authentication, it could be implemented as a means to extend screen-lock time or as a part of a multi-modal biometric authentication system.Comment: to appear at IEEE Transactions on Information Forensics & Security; Download data from http://www.mariofrank.net/touchalytics
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