1,785 research outputs found

    A Novel Airborne Self-organising Architecture for 5G+ Networks

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    Network Flying Platforms (NFPs) such as unmanned aerial vehicles, unmanned balloons or drones flying at low/medium/high altitude can be employed to enhance network coverage and capacity by deploying a swarm of flying platforms that implement novel radio resource management techniques. In this paper, we propose a novel layered architecture where NFPs, of various types and flying at low/medium/high layers in a swarm of flying platforms, are considered as an integrated part of the future cellular networks to inject additional capacity and expand the coverage for exceptional scenarios (sports events, concerts, etc.) and hard-to-reach areas (rural or sparsely populated areas). Successful roll-out of the proposed architecture depends on several factors including, but are not limited to: network optimisation for NFP placement and association, safety operations of NFP for network/equipment security, and reliability for NFP transport and control/signaling mechanisms. In this work, we formulate the optimum placement of NFP at a Lower Layer (LL) by exploiting the airborne Self-organising Network (SON) features. Our initial simulations show the NFP-LL can serve more User Equipment (UE)s using this placement technique.Comment: 5 pages, 2 figures, conference paper in IEEE VTC-Fall 2017, in Proceedings IEEE Vehicular Technology Conference (VTC-Fall 2017), Toronto, Canada, Sep. 201

    From mashups to telco mashups: A survey

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    Given their increasing popularity and novel requirements and characteristics, telco mashups deserve an analysis that goes beyond what's available for mashups in general. Here, the authors cluster telco services into different types, analyze their features, derive a telco mashup reference architecture, and survey how well existing mashup tools can respond to these mashups' novel needs. © 2012 IEEE

    CSCW Systems on PvC Environments

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    CSCW is a well-suited discipline for appropriate communicating ideas inside a group and even in an inter-group cooperation. Though basic technology for communication annoy people with too many computer-related tasks to deliver at-the-time elaborated notes in the meanwhile of a group activity. An emerging trend that promises to bring a solution on this matter is that of ubiquitous, or pervasive computing. PvC is about computation becoming part of the environment with the ambition to accomplish accessing information anytime no matter the distance of user's location. This is not only related to largely distributed systems and applications, but about highly dynamic and mobile sets – clusters of participants, interacting with each other and storing data on mobile devices, as well as in remote facilities. PvC systems certainly come to facilitate CSCW making every kind of such systems to look as the simplest groupware option and providing a new and particular kind of such systems, what might be called as PvCE-SCW. This paper reports on current efforts on this type of systems describing their requirements and challenges with the intent to provide a summary of successful accomplishments on this matter.Eje: Ingeniería de SoftwareRed de Universidades con Carreras en Informática (RedUNCI

    Integration of E-Learning 2.0 with Web 2.0

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    A review of studies that have examined the integration of Web 2.0 tools into E-Learning 2.0 within built environment educational programs is undertaken. An analysis of studies undertaken reveals five core themes can be derived: (1) students using Web 2.0 demonstrate the capability for effective learning; (2) Skills learned via Web 2.0 can be transferred to the work and untrained tasks; (3) limited research has compared learning in conventional E-Learning and Web 2.0 environments; (4) E-Learning 2.0 enables social learning process to take place, and (5) the shift from eLearning 1.0 (Web 1.0 based) to E-Learning 2.0 (Web 2.0 based) requires not only a technological shift, but also a fundamental shift in the way knowledge is socially constructed and shared. Future issues and challenges are identified in order to ameliorate the integration of the E-Learning 2.0 experience with Web 2.0 tools

    CSCW Systems on PvC Environments

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    CSCW is a well-suited discipline for appropriate communicating ideas inside a group and even in an inter-group cooperation. Though basic technology for communication annoy people with too many computer-related tasks to deliver at-the-time elaborated notes in the meanwhile of a group activity. An emerging trend that promises to bring a solution on this matter is that of ubiquitous, or pervasive computing. PvC is about computation becoming part of the environment with the ambition to accomplish accessing information anytime no matter the distance of user's location. This is not only related to largely distributed systems and applications, but about highly dynamic and mobile sets – clusters of participants, interacting with each other and storing data on mobile devices, as well as in remote facilities. PvC systems certainly come to facilitate CSCW making every kind of such systems to look as the simplest groupware option and providing a new and particular kind of such systems, what might be called as PvCE-SCW. This paper reports on current efforts on this type of systems describing their requirements and challenges with the intent to provide a summary of successful accomplishments on this matter.Eje: Ingeniería de SoftwareRed de Universidades con Carreras en Informática (RedUNCI

    A Game Engine based Networked Infrastructure to Create and Share 3D Abstract Art

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    Online communities have been proactive in producing collaborative creative content such as music, games and other social interactions. Online collaboration has enabled contributors to peer produce and share masses of creative content. Examples range from information sharing such as Wikipedia to open source software and other specific art projects. Software vendors have recently introduced low cost 2D and 3D content authoring tools allowing user communities to generate and share creative content. Emerging networking programming interfaces available inside modern game engines allow contributors to implement multiplayer or multiuser interaction relatively easily. This paper presents a 3D art creation framework to be used over networked infrastructure in a multiuser environment. Contributors will be able to create 3D sculptures at runtime, share with other users in a common networked working environment and critique each other’s work. Experimental work also involved evaluating procedurally generated meshes versus instantiation of primitive mesh objects. Saving and loading mesh information in an optimum way is also explored

    Factors shaping the evolution of electronic documentation systems

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    The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments
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