169 research outputs found

    Data Organization For Data Broadcasting In Mobile Computing

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    Peningkatan penggunaan di dalam teknologi tanpa wayar, membenarkan data atau maklumat dicapai oleh pengguna pada bila-bila masa dan di mana sahaja. The advances in mobile devices and wireless communication techniques have enabled anywhere, anytime data access

    Bundling, Differentiation, Alliances and Mergers: Convergence Strategies in U.S. Communication Markets

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    Convergence is a multi-facetted phenomenon affecting the technological basis of information and communication industries, the boundaries of existing and new markets, and the organization of service providers. Convergence in substitutes will tend to increase the intensity of competition but convergence in complements may have the opposite effect. Given the economics of advanced communication industries, convergence necessitates strategies to overcome the risk of commodification at the level of networks, applications, and services. The paper examines bundling, differentiation, alliances, and merger strategies adopted by North American service providers in response to convergence. Service providers'opportunities and risks in the emerging environment differ considerably, with cable and telephone service providers presently in stronger positions than wireless service providers, broadcasters, and satellite service providers. New entrants such as Vonage, Skype, Google, and Yahoo have high disruptive potential but remain disadvantaged without their own access networks.convergence; bundling; differentiation; alliances; mergers

    Looking BK and Moving FD: Toward a Sociocultural Lens on Learning with Programmable Media

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    Part of the Volume on Digital Young, Innovation, and the Unexpected This chapter is a look back at ideas about programming as a form of digital media for learning in the mid-1990s to help realize more of the potential of these tools in the future. It presents a close examination of the work of children who became fluent in programming animations, games, and interactive stories using MicroWorlds Logo. A vignette from the creation of a movie remix by African American girls in a culturally relevant school is analyzed. Their work supports a constructionist perspective that children can learn both programming and other subject-matter ideas through creating personally meaningful projects with programmable media. Unexpected from this view is that the children brought practices from living culturally to define and produce their project and that these cultural practices were integral to their learning. Implications are outlined for educators, policy makers, and researchers to use views of culture in learning with programmable media to connect more children to the benefits of these media

    Mobile Essence : a mobile non-invasive platform for meeting notes capture

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, September 2009.Cataloged from PDF version of thesis.Includes bibliographical references (p. 64-70).MobileEssence provides a light-weight, ubiquitous meeting capture tool which affords the user the ability to capture all important information, including recording what was just said, who said it, and what is being said at the moment. Traditional methods and tools for meeting information recording have often focused on the meeting-room as the nexus for useful information exchange. Instead, MobileEssence uses the mobile phone as a ubiquitous interface allowing notes to be captured anytime, anywhere while not requiring the user to change their focus. MobileEssence allows users to only record the important information and annotate this in real-time, instead of only allowing post-processing. We show that MobileEssence produces more effective meetings and post-meeting collaborations: User studies showed that users are not distracted by MobileEssence during meetings when compared to pen and pencil, and that they are better able to recollect events which were discussed during meetings.by Anthony Morris Johnson.S.M

    Multi-Robot Systems: Challenges, Trends and Applications

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    This book is a printed edition of the Special Issue entitled “Multi-Robot Systems: Challenges, Trends, and Applications” that was published in Applied Sciences. This Special Issue collected seventeen high-quality papers that discuss the main challenges of multi-robot systems, present the trends to address these issues, and report various relevant applications. Some of the topics addressed by these papers are robot swarms, mission planning, robot teaming, machine learning, immersive technologies, search and rescue, and social robotics

    Building Embodied Conversational Agents:Observations on human nonverbal behaviour as a resource for the development of artificial characters

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    "Wow this is so cool!" This is what I most probably yelled, back in the 90s, when my first computer program on our MSX computer turned out to do exactly what I wanted it to do. The program contained the following instruction: COLOR 10(1.1) After hitting enter, it would change the screen color from light blue to dark yellow. A few years after that experience, Microsoft Windows was introduced. Windows came with an intuitive graphical user interface that was designed to allow all people, so also those who would not consider themselves to be experienced computer addicts, to interact with the computer. This was a major step forward in human-computer interaction, as from that point forward no complex programming skills were required anymore to perform such actions as adapting the screen color. Changing the background was just a matter of pointing the mouse to the desired color on a color palette. "Wow this is so cool!". This is what I shouted, again, 20 years later. This time my new smartphone successfully skipped to the next song on Spotify because I literally told my smartphone, with my voice, to do so. Being able to operate your smartphone with natural language through voice-control can be extremely handy, for instance when listening to music while showering. Again, the option to handle a computer with voice instructions turned out to be a significant optimization in human-computer interaction. From now on, computers could be instructed without the use of a screen, mouse or keyboard, and instead could operate successfully simply by telling the machine what to do. In other words, I have personally witnessed how, within only a few decades, the way people interact with computers has changed drastically, starting as a rather technical and abstract enterprise to becoming something that was both natural and intuitive, and did not require any advanced computer background. Accordingly, while computers used to be machines that could only be operated by technically-oriented individuals, they had gradually changed into devices that are part of many people’s household, just as much as a television, a vacuum cleaner or a microwave oven. The introduction of voice control is a significant feature of the newer generation of interfaces in the sense that these have become more "antropomorphic" and try to mimic the way people interact in daily life, where indeed the voice is a universally used device that humans exploit in their exchanges with others. The question then arises whether it would be possible to go even one step further, where people, like in science-fiction movies, interact with avatars or humanoid robots, whereby users can have a proper conversation with a computer-simulated human that is indistinguishable from a real human. An interaction with a human-like representation of a computer that behaves, talks and reacts like a real person would imply that the computer is able to not only produce and understand messages transmitted auditorily through the voice, but also could rely on the perception and generation of different forms of body language, such as facial expressions, gestures or body posture. At the time of writing, developments of this next step in human-computer interaction are in full swing, but the type of such interactions is still rather constrained when compared to the way humans have their exchanges with other humans. It is interesting to reflect on how such future humanmachine interactions may look like. When we consider other products that have been created in history, it sometimes is striking to see that some of these have been inspired by things that can be observed in our environment, yet at the same do not have to be exact copies of those phenomena. For instance, an airplane has wings just as birds, yet the wings of an airplane do not make those typical movements a bird would produce to fly. Moreover, an airplane has wheels, whereas a bird has legs. At the same time, an airplane has made it possible for a humans to cover long distances in a fast and smooth manner in a way that was unthinkable before it was invented. The example of the airplane shows how new technologies can have "unnatural" properties, but can nonetheless be very beneficial and impactful for human beings. This dissertation centers on this practical question of how virtual humans can be programmed to act more human-like. The four studies presented in this dissertation all have the equivalent underlying question of how parts of human behavior can be captured, such that computers can use it to become more human-like. Each study differs in method, perspective and specific questions, but they are all aimed to gain insights and directions that would help further push the computer developments of human-like behavior and investigate (the simulation of) human conversational behavior. The rest of this introductory chapter gives a general overview of virtual humans (also known as embodied conversational agents), their potential uses and the engineering challenges, followed by an overview of the four studies

    Building Embodied Conversational Agents:Observations on human nonverbal behaviour as a resource for the development of artificial characters

    Get PDF
    "Wow this is so cool!" This is what I most probably yelled, back in the 90s, when my first computer program on our MSX computer turned out to do exactly what I wanted it to do. The program contained the following instruction: COLOR 10(1.1) After hitting enter, it would change the screen color from light blue to dark yellow. A few years after that experience, Microsoft Windows was introduced. Windows came with an intuitive graphical user interface that was designed to allow all people, so also those who would not consider themselves to be experienced computer addicts, to interact with the computer. This was a major step forward in human-computer interaction, as from that point forward no complex programming skills were required anymore to perform such actions as adapting the screen color. Changing the background was just a matter of pointing the mouse to the desired color on a color palette. "Wow this is so cool!". This is what I shouted, again, 20 years later. This time my new smartphone successfully skipped to the next song on Spotify because I literally told my smartphone, with my voice, to do so. Being able to operate your smartphone with natural language through voice-control can be extremely handy, for instance when listening to music while showering. Again, the option to handle a computer with voice instructions turned out to be a significant optimization in human-computer interaction. From now on, computers could be instructed without the use of a screen, mouse or keyboard, and instead could operate successfully simply by telling the machine what to do. In other words, I have personally witnessed how, within only a few decades, the way people interact with computers has changed drastically, starting as a rather technical and abstract enterprise to becoming something that was both natural and intuitive, and did not require any advanced computer background. Accordingly, while computers used to be machines that could only be operated by technically-oriented individuals, they had gradually changed into devices that are part of many people’s household, just as much as a television, a vacuum cleaner or a microwave oven. The introduction of voice control is a significant feature of the newer generation of interfaces in the sense that these have become more "antropomorphic" and try to mimic the way people interact in daily life, where indeed the voice is a universally used device that humans exploit in their exchanges with others. The question then arises whether it would be possible to go even one step further, where people, like in science-fiction movies, interact with avatars or humanoid robots, whereby users can have a proper conversation with a computer-simulated human that is indistinguishable from a real human. An interaction with a human-like representation of a computer that behaves, talks and reacts like a real person would imply that the computer is able to not only produce and understand messages transmitted auditorily through the voice, but also could rely on the perception and generation of different forms of body language, such as facial expressions, gestures or body posture. At the time of writing, developments of this next step in human-computer interaction are in full swing, but the type of such interactions is still rather constrained when compared to the way humans have their exchanges with other humans. It is interesting to reflect on how such future humanmachine interactions may look like. When we consider other products that have been created in history, it sometimes is striking to see that some of these have been inspired by things that can be observed in our environment, yet at the same do not have to be exact copies of those phenomena. For instance, an airplane has wings just as birds, yet the wings of an airplane do not make those typical movements a bird would produce to fly. Moreover, an airplane has wheels, whereas a bird has legs. At the same time, an airplane has made it possible for a humans to cover long distances in a fast and smooth manner in a way that was unthinkable before it was invented. The example of the airplane shows how new technologies can have "unnatural" properties, but can nonetheless be very beneficial and impactful for human beings. This dissertation centers on this practical question of how virtual humans can be programmed to act more human-like. The four studies presented in this dissertation all have the equivalent underlying question of how parts of human behavior can be captured, such that computers can use it to become more human-like. Each study differs in method, perspective and specific questions, but they are all aimed to gain insights and directions that would help further push the computer developments of human-like behavior and investigate (the simulation of) human conversational behavior. The rest of this introductory chapter gives a general overview of virtual humans (also known as embodied conversational agents), their potential uses and the engineering challenges, followed by an overview of the four studies

    Microblogging as a Facilitator of Online Community in Graduate Education

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    Part-time and distance-learning students can experience a sense of isolation from their peers and the university. Concern about this isolation and resulting student attrition has increased in the midst of explosive growth in online course enrollments. One possible solution: building a stronger sense of community within the online graduate classroom using microblogging technology such as Twitter. Unfortunately, scholars across disciplines define community in different ways with some rejecting the concept altogether in favor of other theoretical constructs. And, few scholars have examined the notion of online classroom community from an English Studies perspective exploring the rhetorical exigencies that underpin this concept. Scholars often write about online community in aspirational terms and fail to demonstrate its existence empirically (Kling and Courtright, 2003). Through the application of two existing pedagogical theories (Rovai\u27s (2002) concept of classroom community and the well-established Community of Inquiry framework) this dissertation empirically documents the existence of online classroom community in two cases studies of graduate distance-learning summer sessions. This mixed-methods research study then demonstrates that microblogging technology is capable of both supporting and facilitating the growth of that sense of online classroom community. Because it stands at the convergence of a student\u27s academic and personal interests, social media software such as Twitter—whether used as a front- or backchannel to the course—is uniquely positioned to serve both as a virtual third place and as a venue for exercising Brooke\u27s (1999) writing underlife activities and extending Mueller\u27s (2009) notions of where and how these activities can be played out in a digital context. Finally, this dissertation also offers a five-part alternative definition of online classroom community that strongly links the digital space itself with the affective/emotional concerns addressed in some other theoretical constructions of community

    Effects of Multipath and Oversampling on Navigation Using Orthogonal Frequency Division Multiplexed Signals of Opportunity

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    The Global Positioning System (GPS) has become the primary system for navigation and precise positioning. GPS has limitations, though, and is not suitable in environments where a line-of-site (LOS) path to multiple satellites is not available. Reliable alternatives need to be developed to provide GPS-like positioning when GPS is unavailable. One such alternative is to use signals of opportunity (SoOP). This concept refers to navigation using signals which inherently exist in the environment and were developed for non-navigation applications. This research focuses on exploiting the Orthogonal Frequency Division Multiplexed (OFDM) signal for the purpose of navigation. An algorithm was developed to simulate a transmitter, receiver, channel noise, and multipath propagation. A transmitter and reference receiver, both at known locations, and a mobile receiver at an unknown location were used to conduct simulations with a transmitted OFDM signal in a Rayleigh-distributed multipath environment. The OFDM signal structure was exploited by using its cyclic prefix in a correlation process to find the first symbol boundary in each received signal. Each receiver calculates statistical features about each symbol in the received signal. These two sets of data are then correlated in order find the difference in symbol arrival times. The simulations were run for varying levels of oversampling in an effort to gain more accurate results by decreasing the sample period. Results show that oversampling the signal only slightly reduces errors in the symbol boundary correlation process, while multipath has a significant impact on correlation performance. It was also found that increasing the window size significantly improved feature correlator performance and yielded promising results even in the presence of high multipath environments
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