1,146 research outputs found

    Blockchain based application for circular economy

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    Over the last few years, web services have evolved enormously, from archaic text-only websites where only the web master can upload and update content, to the most modern applications such as social networks with video calls and real-time video streaming where all users interact and create new content. All these advances in the way services are built and how we interact with them have been made possible by major technological improvements and contributions, such as the increasing speed of access networks, the evolution from desktop to laptop computers, the emergence of pocket devices such as smartphones and the development of even more powerful wireless access networks, such as the evolution of mobile telephony standards. Despite all this evolution, technology has not stagnated and continues to evolve to provide us new ways to build services and interact with virtual worlds. In recent years, new technologies have appeared, and these technologies have produced a paradigm shift in the relationship we will have with web-based services, and some companies are even talking about the beginning of a fully immersive metaverse. In this thesis we will analyze some of these technologies, such as blockchain networks, their possible social implications and we will develop an application based on this technology following a circular economy framework.Objectius de Desenvolupament Sostenible::9 - Indústria, Innovació i InfraestructuraObjectius de Desenvolupament Sostenible::10 - Reducció de les Desigualtat

    Migrating software to mobile technology: a model driven engineering approach

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    Nowadays, organizations are facing the problematic of having to modernize or replace their legacy software. This software has involved the investment of money, time and other resources through the ages and there is a high risk in replacing it. The purpose of reengineering is to adapt software in a disciplined way in order to improve its quality in aspects such as operability, functionality or performance. The focus of reengineering is on improving an existing system with a higher return on investment than would be achieved by developing a new system. In the context of reengineering, the term legacy was associated with software that survived several generations of developers, administrators and users. The entry into the market of new technologies or paradigms is increasingly occurring and, motivates the growing demand for the adaptation of systems developed more recently. Mobile Computing is crucial to harvesting the potential of these new paradigms. Smartphones are the most used computing platform worldwide. They come with a variety of sensors (GPS, accelerometer, digital compass, microphone and camera) enabling a wide range of applications in Pervasive Computing, Cloud Computing and Internet of Things (IoT)

    Migrating C/C++ Software to Mobile Platforms in the ADM Context

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    Software technology is constantly evolving and therefore the development of applications requires adapting software components and applications in order to be aligned to new paradigms such as Pervasive Computing, Cloud Computing and Internet of Things. In particular, many desktop software components need to be migrated to mobile technologies. This migration faces many challenges due to the proliferation of different mobile platforms. Developers usually make applications tailored for each type of device expending time and effort. As a result, new programming languages are emerging to integrate the native behaviors of the different platforms targeted in development projects. In this direction, the Haxe language allows writing mobile applications that target all major mobile platforms. Novel technical frameworks for information integration and tool interoperability such as Architecture-Driven Modernization (ADM) proposed by the Object Management Group (OMG) can help to manage a huge diversity of mobile technologies. The Architecture-Driven Modernization Task Force (ADMTF) was formed to create specifications and promote industry consensus on the modernization of existing applications. In this work, we propose a migration process from C/C++ software to different mobile platforms that integrates ADM standards with Haxe. We exemplify the different steps of the process with a simple case study, the migration of “the Set of Mandelbrot” C++ application. The proposal was validated in Eclipse Modeling Framework considering that some of its tools and run-time environments are aligned with ADM standards

    New Challenges on Crossplatform Digital Contents

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    When we speak about devices and platforms, generally we think about those of general use which are currently available (mainly smartphones and tablets). Surely, we would forget all those which are on the way (watches, glasses, cars) and those which are coming. The Internet of Things will transform the technological world in which we are into an amalgamation of devices and interfaces. This paper analyses the challenge for the coming years of getting all these new devices to communicate between them, regardless of their technology and the platforms they use, and it is based on the works done under the Visio Project, funded by the Spanish Ministry of Industry, Energy and Tourism. Finally, a truly universal platform to avoid market fragmentation and provide access to information and services is proposed

    Analysis Of Multi-Platform Mobile Application Development

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    The variety of mobile devices and their operating platforms has rapidly increased. With this increase come separate standards, programming languages, and distribution markets. Typically developers want to deliver their products to a variety of users encompassing various platforms; however choosing to develop using a native program for a platform can delay the development and release on another platform. Multi-platform development applications were created in order to deploy applications to various platforms in a more timely and cost efficient manner by using a single code base. The purpose of this study was to investigate the multi-platform development applications MoSync, Appcelerator, and PhoneGap, create a test application using each multi-platform development application to run on the Android emulator and iOS simulator to determine performance, and also determine which multi-platform application was best suited for allowing a developer to create a mobile application that could be utilized on a variety of platforms

    A client-server architecture for distributed and scalable multimedia content analysis: an Android app for assisting phone users in shooting aesthetically valuable pictures

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    Nowadays developing modern scientific image and video analysis algorithms faces the issue of distributing them among the open community with multiple versions for very different platforms. This requires software development skills usually unknown by the researchers outside of the computer science world. Client/server communications have acquired a leading role by abstracting the business logic of applications from thin clients running on small devices like smartphones which end users can carry with them. The present work describes the design, modeling, development and testing of a client/server architecture that has the ability to perform computations on image and video characteristics on independent Matlab® instances and offer production efficient SQL persistence to store the results. All of this, immersed in a user authenticated environment. This project has been specifically focused on a currently ongoing study by researchers from Universidad Carlos III and Universidad Politécnica de Madrid. Their main goal is to estimate the aesthetic value of images and videos by the computation of audiovisual content. However, the architecture has been designed and built with the objective of being applicable to any kind of biomedical, audiovisual or any other engineering image or video analysis study.Hoy en día, desarrollar nuevos algoritmos científicos que analicen videos o imágenes lleva consigo el problema de la distribución abierta a la comunidad con las múltiples versiones de las distintas plataformas utilizadas. Para que ello sea posible, se requieren habilidades de desarrollo de software que normalmente son desconocidas por parte de los investigadores no inmersos en campo de la informática. Las plataformas cliente/servidor han adquirido un rol primordial al abstraer la funcionalidad principal de las aplicaciones de los clientes livianos como los teléfonos inteligentes que pueden llevarse en el bolsillo. Este trabajo describe el diseño, modelado, desarrollo y prueba de una arquitectura cliente/servidor que tiene la habilidad de realizar cálculos de características de imágenes y videos en instancias independientes de Matlab® y ofrecer persistencia de datos SQL al nivel de un entorno de producción donde guardar los resultados obtenidos, todo ello sumergido en un ambiente donde los usuarios están completamente autentificados. Este proyecto ha estado particularmente enfocado a una investigación actualmente en desarrollo por investigadores de la Universidad Carlos III y la Universidad Politécnica de Madrid. Esta investigación tiene como objetivo el estudio del valor estético de imágenes y videos a través del cálculo de descriptores objetivos. De todas maneras, la arquitectura se ha diseñado y construido con el objetivo de posibilitar la aplicación a cualquier otro estudio dentro de la ingeniería biomédica, audiovisual u otra ingeniería donde se requiera el análisis de video o imagen.Ingeniería Biomédic

    Virtual laboratories for education in science, technology, and engineering: A review

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    Within education, concepts such as distance learning, and open universities, are now becoming more widely used for teaching and learning. However, due to the nature of the subject domain, the teaching of Science, Technology, and Engineering are still relatively behind when using new technological approaches (particularly for online distance learning). The reason for this discrepancy lies in the fact that these fields often require laboratory exercises to provide effective skill acquisition and hands-on experience. Often it is difficult to make these laboratories accessible for online access. Either the real lab needs to be enabled for remote access or it needs to be replicated as a fully software-based virtual lab. We argue for the latter concept since it offers some advantages over remotely controlled real labs, which will be elaborated further in this paper. We are now seeing new emerging technologies that can overcome some of the potential difficulties in this area. These include: computer graphics, augmented reality, computational dynamics, and virtual worlds. This paper summarizes the state of the art in virtual laboratories and virtual worlds in the fields of science, technology, and engineering. The main research activity in these fields is discussed but special emphasis is put on the field of robotics due to the maturity of this area within the virtual-education community. This is not a coincidence; starting from its widely multidisciplinary character, robotics is a perfect example where all the other fields of engineering and physics can contribute. Thus, the use of virtual labs for other scientific and non-robotic engineering uses can be seen to share many of the same learning processes. This can include supporting the introduction of new concepts as part of learning about science and technology, and introducing more general engineering knowledge, through to supporting more constructive (and collaborative) education and training activities in a more complex engineering topic such as robotics. The objective of this paper is to outline this problem space in more detail and to create a valuable source of information that can help to define the starting position for future research
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