183,938 research outputs found

    Existing and Potential In-Flight Entertainment Transmission Systems - Strengths and Weaknesses

    Get PDF
    In-flight entertainment is likely to greatly expand its content over the next few years, mirroring changes that are occurring in terrestrial digital entertainment and communication systems. Most in-flight entertainment systems have been based on either in-plane, aircraft-to-ground, or aircraft-to-satellite technologies. The expansion of content expected in the near future will require advanced transmission systems that will be both technically and commercially able to deliver broadband services. This paper explores the strengths and weaknesses of existing transmissions technologies and suggests aircraft-to-aircraft transmission technology may offer advantages that other systems do not

    Investigating the future of self-service technology

    Get PDF
    In this paper we describe an ongoing research project between NCR Dundee and Abertay University to investigate the future of self-service technology for entertainment. The aim was to assess how future technologies may be utilized in building a new system or improving current approaches to content distribution. We designed a web-based survey to determine the likelihood with which users would interact with future services. The findings suggested a strong preference for internet based technologies and the implications for further usage technologies are discussed

    Simtech 08 poster submission: digital upheavals: ethnographic studies on digital-DIY activity

    Get PDF
    This poster describes current work-in-progress on a digital-DIY research project, exploring how people experiencing life-change configure and re-configure their domestic entertainment, information and communication technologies. The project draws upon a number of theoretical concepts from human-computer interaction, the social construction of technology, material culture and design studies to understand the digital-DIY phenomenon and is methodologically rooted in the ethnographic tradition. This poster describes early pilot-study work utilizing Blythe et al’s (2002) ‘Technology Biographies’ method applied to (amongst other pilot studies) the author’s own autoethnographic study of moving home and concludes with a summary of themes and concepts emerging from this early data. The poster presents proposals for future empirical studies of people experiencing life-change

    Combining brain-computer interfaces and assistive technologies: state-of-the-art and challenges

    Get PDF
    In recent years, new research has brought the field of EEG-based Brain-Computer Interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely,“Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user-machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human-computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices

    Interactive technologies for preschool game-based instruction: Experiences and future challenges

    Full text link
    This is the author’s version of a work that was accepted for publication in Entertainment Computing. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Entertainment Computing, vol. 17 (2016). DOI 10.1016/j.entcom.2016.07.001.[EN] According to current kindergarten curricula, game play is an important basis for children development and it is the main driving force when designing educational activities during early childhood. This paper presents a review of the current state of the art of game technologies that support pre-kindergarten and kindergarten children development. Moreover, the most emergent technologies for developing educational games for preschool children are identified and a set of future challenges are discussed. The main goal of this work is to review the state of the art in interactive technologies which will help educators, game designers and Human-Computer Interaction (HCI) experts in the area of game-based kindergarten instruction. 2016 Elsevier B.V. All rights reserved.This work received financial support from Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with the project TIN2014-60077-R (SUPEREMOS). This work is also supported by a predoctoral fellowship within the FPU program from the Spanish Ministry of Education, Culture and Sports to V. Nacher (FPU14/00136) and from GVA (ACIF/2014/214) to F. Garcia-Sanjuan.Nácher-Soler, VE.; García Sanjuan, F.; Jaén Martínez, FJ. (2016). Interactive technologies for preschool game-based instruction: Experiences and future challenges. Entertainment Computing. 17:19-29. https://doi.org/10.1016/j.entcom.2016.07.001S19291

    Music in electronic markets: an empirical study

    Get PDF
    Music plays an important, and sometimes overlooked part in the transformation of communication and distribution channels. With a global market volume exceeding US$40 billion, music is not only one of the primary entertainment goods in its own right. Since music is easily personalized and transmitted, it also permeates many other services across cultural borders, anticipating social and economic trends. This article presents one of the first detailed empirical studies on the impact of internet technologies on a specific industry. Drawing on more than 100 interviews conducted between 1996 and 2000 with multinational and independent music companies in 10 markets, strategies of the major players, current business models, future scenarios and regulatory responses to the online distribution of music files are identified and evaluated. The data suggest that changes in the music industry will indeed be far-reaching, but disintermediation is not the likely outcome

    Transformation of Landscape into Moving Art Using AI for Future Car

    Get PDF
    [ADADA+CUMULUS 2020 (International Conference for Asia Digital Art and Design 2020)] Fully Virtual Conference, 2020/12/14-16.When autonomous driving comes to reality in near future, a space in a car would become a special space where people can enjoy various kinds of entertainment. This paper proposes one such entertainment in which the outside landscape is to be changed into moving art. Firstly, the outside landscape is captured by a camera set near to a driver’s head. Then each frame of the captured landscape video is transformed into an artistic image by utilizing the image transformation capability of Cycle GAN, one of the recent AI technologies. And the converted video is projected on the windshield. Landscape seen from side windows can be changed into artistic moving images in the same way. In this way, passengers as well as a driver of a future car can enjoy artistic moving images that are converted from outside landscape into art video with any art style

    Cybersecurity Vulnerability Analysis and Countermeasures of Commercial Aircraft Avionic Systems

    Get PDF
    Nowadays, most commercial aircraft use systems with innovative technologies and unprecedented infrastructure of avionics applications which include cyber technologies. Airplane passengers are now using aviation cyber technologies when purchasing tickets, checking in at the airline counter, passing through airport security, and connecting to Wi-Fi and the embedded inflight entertainment system. Cyber technologies and connectivity expose aviation to a dangerous and costly world of cyber threats that pose a major challenge of an attack which makes the risks difficult to understand or to define. In addition, the opportunities for attacks continually grow as new services and systems are developed. This thesis looks at understanding these cybersecurity threats and countermeasures of avionics network systems, and their associated defense safety mechanisms and risk analysis will help to pave a secure path toward the increase of protection of our future aviation

    Business Case and Technology Analysis for 5G Low Latency Applications

    Get PDF
    A large number of new consumer and industrial applications are likely to change the classic operator's business models and provide a wide range of new markets to enter. This article analyses the most relevant 5G use cases that require ultra-low latency, from both technical and business perspectives. Low latency services pose challenging requirements to the network, and to fulfill them operators need to invest in costly changes in their network. In this sense, it is not clear whether such investments are going to be amortized with these new business models. In light of this, specific applications and requirements are described and the potential market benefits for operators are analysed. Conclusions show that operators have clear opportunities to add value and position themselves strongly with the increasing number of services to be provided by 5G.Comment: 18 pages, 5 figure
    • …
    corecore