18,969 research outputs found
Telling the market story through organic information interaction design and broadcast media : submitted to the College of Creative Arts as requirement for the degree of Master of Design, Massey University, Wellington, New Zealand, 2007
Interaction Design, which is essentially story-creating and telling, is at once both and ancient art and a new technology. Media have always effected the telling of stories and the creation of experiences. (Shedroff, N., 1994, p. 2)
Advances with visual representations within broadcast design have been applied to areas such as weather simulations, sporting events, and historical reconstruction's. However, financial market information presentation is fairly uniform in television news broadcasting, showing little progression in pace with other news information categories.
While stock market news segments make limited use of supporting graphics, addi
tional information that may assist the viewer is filtered out, effecting viewers interest, understanding and decision making process often associated with market related stories.
Research to date has been limited to single visualisations. There has been little research into the use of multiple information views that are composed to support news presentations.
People use many different information sources on a daily basis. News sources are used to stay informed about events, to some sources, viewer evaluation of information is a part of that process. News information and other data commodity sources are now more accessible, allowing designers to look at ways of transforming them into new or improved information services.
This research explores the display of stock market information by looking at appropriate media delivery methods combined with Organic Information Interaction Design to enhance information relationships. Organic Design and Information Interaction Design 1 principles are combined. This denotes a 'living' relationship between elements, incorporating hierarchy principles with enhanced information delivery and user experiences. Four themes are tied together through the use of a conceptual prototype. [FROM INTRO
Enabling collaboration in virtual reality navigators
In this paper we characterize a feature superset for Collaborative
Virtual Reality Environments (CVRE), and derive a component
framework to transform stand-alone VR navigators into full-fledged
multithreaded collaborative environments. The contributions of our
approach rely on a cost-effective and extensible technique for
loading software components into separate POSIX threads for
rendering, user interaction and network communications, and adding a
top layer for managing session collaboration. The framework recasts
a VR navigator under a distributed peer-to-peer topology for scene
and object sharing, using callback hooks for broadcasting remote
events and multicamera perspective sharing with avatar interaction.
We validate the framework by applying it to our own ALICE VR
Navigator. Experimental results show that our approach has good
performance in the collaborative inspection of complex models.Postprint (published version
Architectural support for ubiquitous access to multimedia content
Tese de doutoramento. Engenharia Electrotécnica e de Computadores (Telecomunicações). Faculdade de Engenharia. Universidade do Porto. 200
Joint Pushing and Caching with a Finite Receiver Buffer: Optimal Policies and Throughput Analysis
Pushing and caching hold the promise of significantly increasing the
throughput of content-centric wireless networks. However, the throughput gain
of these techniques is limited by the buffer size of the receiver. To overcome
this, this paper presents a Joint Pushing and Caching (JPC) method that jointly
determines the contents to be pushed to, and to be removed from, the receiver
buffer in each timeslot. An offline and two online JPC policies are proposed
respectively based on noncausal, statistical, and causal content Request Delay
Information (RDI), which predicts a user's request time for certain content. It
is shown that the effective throughput of JPC is increased with the receiver
buffer size and the pushing channel capacity. Furthermore, the causal feedback
of user requests is found to greatly enhance the performance of online JPC
without inducing much signalling overhead in practice.Comment: 6 pages, 4 figure
Recommended from our members
Multimedia delivery in the future internet
The term “Networked Media” implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizens’ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications “on the move”, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
SCALABLE MULTI-HOP DATA DISSEMINATION IN VEHICULAR AD HOC NETWORKS
Vehicular Ad hoc Networks (VANETs) aim at improving road safety and travel comfort, by providing self-organizing environments to disseminate traffic data, without requiring fixed infrastructure or centralized administration. Since traffic data is of public interest and usually benefit a group of users rather than a specific individual, it is more appropriate to rely on broadcasting for data dissemination in VANETs. However, broadcasting under dense networks suffers from high percentage of data redundancy that wastes the limited radio channel bandwidth. Moreover, packet collisions may lead to the broadcast storm problem when large number of vehicles in the same vicinity rebroadcast nearly simultaneously. The broadcast storm problem is still challenging in the context of VANET, due to the rapid changes in the network topology, which are difficult to predict and manage. Existing solutions either do not scale well under high density scenarios, or require extra communication overhead to estimate traffic density, so as to manage data dissemination accordingly. In this dissertation, we specifically aim at providing an efficient solution for the broadcast storm problem in VANETs, in order to support different types of applications. A novel approach is developed to provide scalable broadcast without extra communication overhead, by relying on traffic regime estimation using speed data. We theoretically validate the utilization of speed instead of the density to estimate traffic flow. The results of simulating our approach under different density scenarios show its efficiency in providing scalable multi-hop data dissemination for VANETs
CHORUS Deliverable 3.3: Vision Document - Intermediate version
The goal of the CHORUS vision document is to create a high level vision on audio-visual search engines in order to give guidance to the future R&D work in this area (in line with the mandate of CHORUS as a Coordination Action).
This current intermediate draft of the CHORUS vision document (D3.3) is based on the previous CHORUS vision documents D3.1 to D3.2 and on the results of the six CHORUS Think-Tank meetings held in March, September and November 2007 as well as in April, July and October 2008, and on the feedback from other CHORUS events.
The outcome of the six Think-Thank meetings will not just be to the benefit of the participants which are stakeholders and experts from academia and industry – CHORUS, as a coordination action of the EC, will feed back the findings (see Summary) to the projects under its purview and, via its website, to the whole community working in the domain of AV content search.
A few subjections of this deliverable are to be completed after the eights (and presumably last) Think-Tank meeting in spring 2009
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