840 research outputs found

    Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless

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    A converged broadcast and telecommunication service platform is presented that is able to create, deliver, and manage interactive, multimedia content and services for consumption on three different terminal types. The motivations of service providers for designing converged interactive multimedia services, which are crafted for their individual requirements, are investigated. The overall design of the system is presented with particular emphasis placed on the operational features of each of the sub-systems, the flows of media and metadata through the sub-systems and the formats and protocols required for inter-communication between them. The key features of tools required for creating converged interactive multimedia content for a range of different end-user terminal types are examined. Finally possible enhancements to this system are discussed. This study is of particular interest to those organizations currently conducting trials and commercial launches of DVB-H services because it provides them with an insight of the various additional functions required in the service provisioning platforms to provide fully interactive services to a range of different mobile terminal types

    The Design of a System Architecture for Mobile Multimedia Computers

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    This chapter discusses the system architecture of a portable computer, called Mobile Digital Companion, which provides support for handling multimedia applications energy efficiently. Because battery life is limited and battery weight is an important factor for the size and the weight of the Mobile Digital Companion, energy management plays a crucial role in the architecture. As the Companion must remain usable in a variety of environments, it has to be flexible and adaptable to various operating conditions. The Mobile Digital Companion has an unconventional architecture that saves energy by using system decomposition at different levels of the architecture and exploits locality of reference with dedicated, optimised modules. The approach is based on dedicated functionality and the extensive use of energy reduction techniques at all levels of system design. The system has an architecture with a general-purpose processor accompanied by a set of heterogeneous autonomous programmable modules, each providing an energy efficient implementation of dedicated tasks. A reconfigurable internal communication network switch exploits locality of reference and eliminates wasteful data copies

    Information and communication technologies for public use and interactive-multimedia city kiosks

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2004Includes bibliographical references (leaves: 103)Text in English; Abstract: Turkish and Englishix, 106 leavesThis thesis provides framework for consideration of the potential of information andcommunication technologies for public events and performances for the developing usage of new products, particularly information public kiosks. In the theoretical framework, the concepts and terms of information and communication technology are generally introduced along with the identification of number of major factors such as elements, diversity, necessity and evolution. Moreover, the importance of ICT technologies in urban settings and human behavior in response to this type of technology are investigated through the history of ICT. The concept of the usage of information and communication technology by actual people is particularly emphasized. Not only the utilization of information and communication technology in public space is described but also effective usage of ICT in the public space and information access provided by public products are identified.Figures of ICT systems and related products, their roots in design differences and new tools and products that are common examples of ICT, particularly the use of the information city kiosk, are presented and discussed. Design principles of the public information kiosk, which play a prominent role in the public use of ICT, are established. The analysis of design factors and human-product relations based on user profile, material choices, form, function and location are discussed. Finally, the thesis includes a conclusion that argues that the information city kiosks and their increased public use will designate the new images of the cities

    Adaptation of scalable multimedia documents

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    Several scalable media codecs have been standardized in recent years to cope with heterogeneous usage conditions and to aim at always providing audio, video and image content in the best possible quality. Today, interactive multimedia presentations are becoming accessible on handheld terminals and face the same adaptation challenges as the media elements they present: quite diversified screen, memory and processing power capabilities. In this paper, we address the adaptation of multimedia documents by applying the concept of scalability to their presentation. The Scalable MSTI document model introduced in this paper has been designed with two main requirements in mind. First, the adaptation process must be simple to execute because it may be performed on limited terminals in broadcast scenarios. Second, the adaptation process must be simple to describe so that authored adaptation directives can be transported along with the document with a limited bandwidth overhead. The Scalable MSTI model achieves both objectives by specifying Spatial, Temporal and Interactive scalability axes on which incremental authoring can be performed to create progressive presentation layers. Our experiments are conducted on scalable multimedia documents designed for Digital Radio services on DMB channels using MPEG-4 BIFS and also for web services using XHTML, SVG, SMIL and Flash. A scalable image gallery is described throughout this article and illustrates the features offered by our document model in a rich multimedia example

    Learning on The Fingertips: The Opportunities and Challenges of Educational Apps

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    Today, using spare time to learn is the key demands of mobile education field. With the characteristics of portability, educational Apps highly fit for this kind of demands, and contribute to the learning style on the fingertip, it becoming the new growth direction and growing point of mobile education. The understanding of the present situation and Prospect of educational Apps is the basis for further research on educational Apps. Based on introduction of educational Apps, this paper discussed the opportunities and challenges of educational Apps faced: mobile terminal and wireless network, the use habit of the user, mobile learning and online education market create good conditions for the development of educational Apps, at the same time, the imbalance of development, poor quality and unclear business model is the restriction factors of the development of educational Apps. This paper points out that enhance the quality, balanced development, enrich and develop market strategy is the key to make a breakthrough in the predicament, realize rapid development of educational Apps. Key words: Educational Apps, Mobile education, Mobile education Applicatio

    Ubiquitous computing: a learning system solution in the era of industry 4.0

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    Ubiquitous computing, which was initially advocated by Mark Weiser has become one of the keywords to express a vision of the near future of computing systems. The "ubiquitous world" is a ubiquitous computing environment with integrated networks; computer integrated manufacturing system (CIMS) and invisible computers which equipped sensor microchips and radio frequency identification systems. Anyone can access the ubiquitous computing systems anytime and anywhere broader, without individual awareness or skills. Ubiquitous computing is becoming crucial elements to organize the activities of groups of people by use of groupware under workforce mobility. The computer-supported cooperative work is transforming from telework to ubiquitous work with new information and communication technologies that support people working cooperatively. Ubiquitous learning is a demand for the knowledge workforce for more multi-skilled professionals. It is a new and emerging education and training system that integrating e-learning of cyberspace and mobile learning of physical space with a global repository that has the potential to be accessed by anyone at any place and anytime under ubiquitous integrated computing environment. In this paper, we discuss the study of emerging trends through the implementation of work and learning that influenced ubiquitous computing technology prospects. Furthermore, the perspective of ubiquitous work and learning system, gaining quality, and hence credibility with emerging information and communication technologies in education and training systems in the area of the education system are discussed. The experimental results showed that CIMS could improve the students learned more efficiently and achieved better learning performance

    Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic Interfaces

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    This paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics
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