2,012 research outputs found
Dynamic service composition for telecommunication services and its challenges
As communication networks have evolved towards IP (Internet Protocol) networks, telecommunication operators has expanded its reach to internet multimedia web content services while operating circuit-switch networks in parallel. With the adoption of SOA (Service Oriented Architecture) that enables service capability interfaces to be published and integrated with other service capabilities into new composite service, service composition allows telecommunication providers to accelerate more new services provisioning. From the perspective of telecommunication providers to deliver integrated composite service from different providers and different network protocols, this paper is aimed to present the current service composition based on middleware approaches; discuss the requirements of meeting the challenges; and compare the approaches
Aspects of Assembly and Cascaded Aspects of Assembly: Logical and Temporal Properties
Highly dynamic computing environments, like ubiquitous and pervasive
computing environments, require frequent adaptation of applications. This has
to be done in a timely fashion, and the adaptation process must be as fast as
possible and mastered. Moreover the adaptation process has to ensure a
consistent result when finished whereas adaptations to be implemented cannot be
anticipated at design time. In this paper we present our mechanism for
self-adaptation based on the aspect oriented programming paradigm called Aspect
of Assembly (AAs). Using AAs: (1) the adaptations process is fast and its
duration is mastered; (2) adaptations' entities are independent of each other
thanks to the weaver logical merging mechanism; and (3) the high variability of
the software infrastructure can be managed using a mono or multi-cycle weaving
approach.Comment: 14 pages, published in International Journal of Computer Science,
Volume 8, issue 4, Jul 2011, ISSN 1694-081
On the Personalization of Personal Networks - Service Provision Based on User Profiles
In this paper, we present a user profile definition scheme featuring context awareness. Though the scheme has been designed to meet the needs of web applications deployed over heterogeneous devices, emphasis is given in the deployment of the profile scheme over Personal Networks (PNs), as the personalization of the deployed applications and services in PN environments is of great importance. The proposed scheme is presented as part of an integrated framework for user profile management that takes into account (and is therefore compliant to) the existing standardization attempts. The overall architecture and description of the profile management framework, taking into account security issues inside Personal Networks, is presented. The paper concludes by showcasing how user profiles have been incorporated in a selected pilot service of the EU IST research project MAGNET Beyond
Context-awareness for ubiquitous media service delivery in next generation networks
Les rĂ©centes avancĂ©es technologiques permettent dĂ©sormais la fabrication de terminaux mobiles de plus en plus compacts et dotĂ©s de plusieurs interfaces rĂ©seaux. Le nouveau modĂšle de consommation de mĂ©dias se rĂ©sume par le concept "Anytime, Anywhere, Any Device" et impose donc de nouvelles exigences en termes de dĂ©ploiement de services ubiquitaires. Cependant la conception et le developpement de rĂ©seaux ubiquitaires et convergents de nouvelles gĂ©nĂ©rations soulĂšvent un certain nombre de dĂ©fis techniques. Les standards actuels ainsi que les solutions commerciales pourraient ĂȘtre affectĂ©s par le manque de considĂ©ration du contexte utilisateur. Le ressenti de l'utilisateur concernant certains services multimĂ©dia tels que la VoIP et l'IPTV dĂ©pend fortement des capacitĂ©s du terminal et des conditions du rĂ©seau d'accĂšs. Cela incite les rĂ©seaux de nouvelles gĂ©nĂ©rations Ă fournir des services ubiquitaires adaptĂ©s Ă l'environnement de l'utilisateur optimisant par la mĂȘme occasion ses resources. L'IP Multimedia Subsystem (IMS) est une architecture de nouvelle gĂ©nĂ©ration qui centralise l'accĂšs aux services et permet la convergence des rĂ©seaux fixe/mobile. NĂ©anmoins, l'Ă©volution de l'IMS est nĂ©cessaire sur les points suivants :- l'introduction de la sensibilitĂ© au contexte utilisateur et de la PQoS (Perceived QoS) : L'architecture IMS ne prend pas en compte l'environnement de l'utilisateur, ses prĂ©fĂ©rences et ne dispose pas d'un mĂ©chanisme de gestion de PQOS. Pour s'assurer de la qualitĂ© fournit Ă l'utilisateur final, des informations sur l'environnement de l'utilisateur ainsi que ses prĂ©fĂ©rences doivent transiter en cĆur de rĂ©seau afin d'y ĂȘtre analysĂ©s. Ce traitement aboutit au lancement du service qui sera adaptĂ© et optimisĂ© aux conditions observĂ©es. De plus pour le service d'IPTV, les caractĂ©ristiques spatio-temporelles de la vidĂ©o influent de maniĂšre importante sur la PQoS observĂ©e cĂŽtĂ© utilisateur. L'adaptation des services multimĂ©dias en fonction de l'Ă©volution du contexte utilisateur et de la nature de la vidĂ©o diffusĂ©e assure une qualitĂ© d'expĂ©rience Ă l'utilisateur et optimise par la mĂȘme occasion l'utilisation des ressources en cĆur de rĂ©seau.- une solution de mobilitĂ© efficace pour les services conversationnels tels que la VoIP : Les derniĂšres publications 3GPP fournissent deux solutions de mobilitĂ©: le LTE proposeMIP comme solution de mobilitĂ© alors que l'IMS dĂ©finit une mobilitĂ© basĂ©e sur le protocoleapplicatif SIP. Ces standards dĂ©finissent le systĂšme de signalisation mais ne s'avancent pas sur la gestion du flux mĂ©dia lors du changement d'interface rĂ©seau. La deuxiĂšme section introduit une Ă©tude comparative dĂ©taillĂ©e des solutions de mobilitĂ© dans les NGNs.Notre premiĂšre contribution est la spĂ©cification de l'architecture globale de notre plateforme IMS sensible au contexte utilisateur rĂ©alisĂ©e au sein du projet EuropĂ©en ADAMANTIUM. Nous dĂ©taillons tout d'abord le serveur MCMS intelligent placĂ© dans la couche application de l'IMS. Cet Ă©lĂ©ment rĂ©colte les informations de qualitĂ© de services Ă diffĂ©rents Ă©quipements rĂ©seaux et prend la dĂ©cision d'une action sur l'un de ces Ă©quipements. Ensuite nous dĂ©finissons un profil utilisateur permettant de dĂ©crire son environnement et de le diffuser en coeur de rĂ©seau. Une Ă©tude sur la prĂ©diction de satisfaction utilisateur en fonction des paramĂštres spatio-temporels de la vidĂ©o a Ă©tĂ© rĂ©alisĂ©e afin de connaĂźtre le dĂ©bit idĂ©al pour une PQoS dĂ©sirĂ©e.Notre deuxiĂšme contribution est l'introduction d'une solution de mobilitĂ© adaptĂ©e aux services conversationnels (VoIP) tenant compte du contexte utilisateur. Notre solution s'intĂšgre Ă l'architecture IMS existante de façon transparente et permet de rĂ©duire le temps de latence du handover. Notre solution duplique les paquets de VoIP sur les deux interfaces actives pendant le temps de la transition. ParallĂšlement, un nouvel algorithme de gestion de mĂ©moire tampon amĂ©liore la qualitĂ© d'expĂ©rience pour le service de VoIP.The latest advances in technology have already defied Moore s law. Thanks to research and industry, hand-held devices are composed of high processing embedded systems enabling the consumption of high quality services. Furthermore, recent trends in communication drive users to consume media Anytime, Anywhere on Any Device via multiple wired and wireless network interfaces. This creates new demands for ubiquitous and high quality service provision management. However, defining and developing the next generation of ubiquitous and converged networks raise a number of challenges. Currently, telecommunication standards do not consider context-awareness aspects for network management and service provisioning. The experience felt by the end-user consuming for instance Voice over IP (VoIP) or Internet Protocol TeleVision (IPTV) services varies depending mainly on user preferences, device context and network resources. It is commonly held that Next Generation Network (NGN) should deliver personalized and effective ubiquitous services to the end user s Mobile Node (MN) while optimizing the network resources at the network operator side. IP Multimedia Subsystem (IMS) is a standardized NGN framework that unifies service access and allows fixed/mobile network convergence. Nevertheless IMS technology still suffers from a number of confining factors that are addressed in this thesis; amongst them are two main issues :The lack of context-awareness and Perceived-QoS (PQoS):-The existing IMS infrastructure does not take into account the environment of the user ,his preferences , and does not provide any PQoS aware management mechanism within its service provisioning control system. In order to ensure that the service satisfies the consumer, this information need to be sent to the core network for analysis. In order to maximize the end-user satisfaction while optimizing network resources, the combination of a user-centric network management and adaptive services according to the user s environment and network conditions are considered. Moreover, video content dynamics are also considered as they significantly impact on the deduced perceptual quality of IPTV services. -The lack of efficient mobility mechanism for conversational services like VoIP :The latest releases of Third Generation Partnership Project (3GPP) provide two types of mobility solutions. Long-Term Evolution (LTE) uses Mobile IP (MIP) and IMS uses Session Initiation Protocol (SIP) mobility. These standards are focusing on signaling but none of them define how the media should be scheduled in multi-homed devices. The second section introduces a detailed study of existing mobility solutions in NGNs. Our first contribution is the specification of the global context-aware IMS architecture proposed within the European project ADAptative Management of mediA distributioN based on saTisfaction orIented User Modeling (ADAMANTIUM). We introduce the innovative Multimedia Content Management System (MCMS) located in the application layer of IMS. This server combines the collected monitoring information from different network equipments with the data of the user profile and takes adaptation actions if necessary. Then, we introduce the User Profile (UP) management within the User Equipment (UE) describing the end-user s context and facilitating the diffusion of the end-user environment towards the IMS core network. In order to optimize the network usage, a PQoS prediction mechanism gives the optimal video bit-rate according to the video content dynamics. Our second contribution in this thesis is an efficient mobility solution for VoIP service within IMS using and taking advantage of user context. Our solution uses packet duplication on both active interfaces during handover process. In order to leverage this mechanism, a new jitter buffer algorithm is proposed at MN side to improve the user s quality of experience. Furthermore, our mobility solution integrates easily to the existing IMS platform.BORDEAUX1-Bib.electronique (335229901) / SudocSudocFranceF
Context-Aware and Adaptable eLearning Systems
The full text file attached to this record contains a copy of the thesis without the authors publications attached. The list of publications that are attached to the complete thesis can be found on pages 6-7 in the thesis.This thesis proposed solutions to some shortcomings to current eLearning architectures. The proposed DeLC architecture supports context-aware and adaptable provision of eLearning services and electronic content. The architecture is fully distributed and integrates service-oriented development with agent technology. Central to this architecture is that a node is our unit of computation (known as eLearning node) which can have purely service-oriented architecture, agent-oriented architecture or mixed architecture. Three eLeaerning Nodes have been implemented in order to demonstrate the vitality of the DeLC concept. The Mobile eLearning Node uses a three-level communication network, called InfoStations network, supporting mobile service provision. The services, displayed on this node, are to be aware of its context, gather required learning material and adapted to the learner request. This is supported trough a multi-layered hybrid (service- and agent-oriented) architecture whose kernel is implemented as middleware. For testing of the middleware a simulation environment has been developed. In addition, the DeLC development approach is proposed. The second eLearning node has been implemented as Education Portal. The architecture of this node is poorly service-oriented and it adopts a client-server architecture. In the education portal, there are incorporated education services and system services, called engines. The electronic content is kept in Digital Libraries. Furthermore, in order to facilitate content creators in DeLC, the environment Selbo2 was developed. The environment allows for creating new content, editing available content, as well as generating educational units out of preexisting standardized elements. In the last two years, the portal is used in actual education at the Faculty of Mathematics and Informatics, University of Plovdiv. The third eLearning node, known as Agent Village, exhibits a purely agent-oriented architecture. The purpose of this node is to provide intelligent assistance to the services deployed on the Education Pportal. Currently, two kinds of assistants are implemented in the node - eTesting Assistants and Refactoring eLearning Environment (ReLE). A more complex architecture, known as Education Cluster, is presented in this thesis as well. The Education Cluster incorporates two eLearning nodes, namely the Education Portal and the Agent Village. eLearning services and intelligent agents interact in the cluster
Context-Aware Service Creation On The Semantic Web
With the increase of the computational power of mobile devices, their new capabilities and the addition of new context sensors, it is possible to obtain more information from mobile users and to offer new ways and tools to facilitate the content creation process. All this information can be exploited by the service creators to provide mobile services with higher degree of personalization that translate into better experiences. Currently on the web, many data sources containing UGC provide access to them through classical web mechanisms (built on a small set of standards), that is, custom web APIs that promote the fragmentation of the Web. To address this issue, Tim Berners-Lee proposed the Linked Data principles to provide guidelines for the use of standard web technologies, thus allowing the publication of structured on the Web that can be accessed using standard database mechanisms. The increase of Linked Data published on the web, increases opportunities for mobile services take advantage of it as a huge source of data, information and knowledge, either user-generated or not. This dissertation proposes a framework for creating mobile services that exploit the context information, generated content of its users and the data, information and knowledge present on the Web of Data. In addition we present, the cases of different mobile services created to take advantage of these elements and in which the proposed framework have been implemented (at least partially). Each of these services belong to different domains and each of them highlight the advantages provided to their end user
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ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that âreuseâ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of âreuseâ, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
Context aware advertising
IP Television (IPTV) has created a new arena for digital advertising that has not been explored to its full potential yet. IPTV allows users to retrieve on demand content and recommended content; however, very limited research has been applied in the domain of advertising in IPTV systems. The diversity of the field led to a lot of mature efforts in the fields of content recommendation and mobile advertising. The introduction of IPTV and smart devices led to the ability to gather more context information that was not subject of study before. This research attempts at studying the different contextual parameters, how to enrich the advertising context to tailor better ads for users, devising a recommendation engine that utilizes the new context, building a prototype to prove the viability of the system and evaluating it on different quality of service and quality of experience measures. To tackle this problem, a review of the state of the art in the field of context-aware advertising as well as the related field of context-aware multimedia have been studied. The intent was to come up with the most relevant contextual parameters that can possibly yield a higher percentage precision for recommending advertisements to users. Subsequently, a prototype application was also developed to validate the feasibility and viability of the approach. The prototype gathers contextual information related to the number of viewers, their age, genders, viewing angles as well as their emotions. The gathered context is then dispatched to a web service which generates advertisement recommendations and sends them back to the user. A scheduler was also implemented to identify the most suitable time to push advertisements to users based on their attention span. To achieve our contributions, a corpus of 421 ads was gathered and processed for streaming. The advertisements were displayed in reality during the holy month of Ramadan, 2016. A data gathering application was developed where sample users were presented with 10 random ads and asked to rate and evaluate the advertisements according to a predetermined criteria. The gathered data was used for training the recommendation engine and computing the latent context-item preferences. This also served to identify the performance of a system that randomly sends advertisements to users. The resulting performance is used as a benchmark to compare our results against. When it comes to the recommendation engine itself, several implementation options were considered that pertain to the methodology to create a vector representation of an advertisement as well as the metric to use to measure the similarity between two advertisement vectors. The goal is to find a representation of advertisements that circumvents the cold start problem and the best similarity measure to use with the different vectorization techniques. A set of experiments have been designed and executed to identify the right vectorization methodology and similarity measure to apply in this problem domain. To evaluate the overall performance of the system, several experiments were designed and executed that cover different quality aspects of the system such as quality of service, quality of experience and quality of context. All three aspects have been measured and our results show that our recommendation engine exhibits a significant improvement over other mechanisms of pushing ads to users that are employed in currently existing systems. The other mechanisms placed in comparison are the random ad generation and targeted ad generation. Targeted ads mechanism relies on demographic information of the viewer with disregard to his/her historical consumption. Our system showed a precision percentage of 69.70% which means that roughly 7 out of 10 recommended ads are actually liked and viewed to the end by the viewer. The practice of randomly generating ads yields a result of 41.11% precision which means that only 4 out of 10 recommended ads are actually liked by viewers. The targeted ads system resulted in 51.39% precision. Our results show that a significant improvement can be introduced when employing context within a recommendation engine. When introducing emotion context, our results show a significant improvement in case the userĂąâŹâąs emotion is happiness; however, it showed a degradation of performance when the userĂąâŹâąs emotion is sadness. When considering all emotions, the overall results did not show a significant improvement. It is worth noting though that ads recommended based on detected emotions using our systems proved to always be relevant to the user\u27s current mood
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Multimedia delivery in the future internet
The term âNetworked Mediaâ 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 citizensâ 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 âon the moveâ, 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
- âŠ