490 research outputs found
An architecture and technology for Ambient Intelligence Node
The era of separate networks is over. The existing technology leaders are preparing a big change in recreation of environment around us. There are several faces for this change. Names like Ambient Intelligence, Ambient Network, IP Multimedia Subsystem and others were created all over the Globe. Regardless of which name is used the new network will combine three main functional principles---it will be: contextual aware, ubiquitous access and intelligent interfaces unified network.
Within this thesis two major aspects are defined. First, the definition of the Ambient Intelligence Environment concept is presented. Secondly the architecture vectors for the technology are named. A short overview of the existing technology is followed by details for the chosen technology---FPGA. The overall specifications are incorporated in the design and demonstration of a basic Ambient Intelligence Node created in the System on the Chip (SoC) FPGA technology
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Navigational patterns in interactive multimedia
The central purpose of this thesis is to investigate whether users have distinct preferences for specific navigational patterns in multimedia: that is preferences for moving through multimedia. Subsidiary questions are whether users have preferences for working strategies, (the mental approach to investigating software) whether these preferences are similar for specific groups and whether these preferences are affected by the software's system and navigational design. Four groups were investigated within two ranges: children to adults, and novices to experts. The literature review revealed four different perspectives of investigating navigation: user, designer, pedagogy and human computer interaction and although this research concentrates on the first two perspectives the other two are integral and of equal importance.Two empirical studies elicited the navigational information. The first studied pairs of children undertaking set tasks in multimedia, and demonstrated that although each pair had definite preferences, each group did not utilise the full pattern range discerned from the observations, literature review and multimedia package analysis. The second study was redesigned using individual adults to ascertain the full range of preferred patterns in use. The essential element from the investigations was the wide range of variation between individuals and within groups. There was a gradual progression in their range and speed using these patterns, related to their skills, abilities and experience, and each individual could be placed along a continuum. Topologies of the multimedia packages and diagrams of the fit of the navigation patterns were included. Finally an expert panel was convened to verify the pattern range and their comments supported the new classification.The research outcomes included navigational patterns and working strategies classifications, future techniques for designers, and user methods. These will create more successful and informed multimedia, and forward developments and improvements in the design of high quality user preference software
AXMEDIS 2008
The AXMEDIS International Conference series aims to explore all subjects and topics related to cross-media and digital-media content production, processing, management, standards, representation, sharing, protection and rights management, to address the latest developments and future trends of the technologies and their applications, impacts and exploitation. The AXMEDIS events offer venues for exchanging concepts, requirements, prototypes, research ideas, and findings which could contribute to academic research and also benefit business and industrial communities. In the Internet as well as in the digital era, cross-media production and distribution represent key developments and innovations that are fostered by emergent technologies to ensure better value for money while optimising productivity and market coverage
ClayUI: A Framework for Delivering Object Properties to Native Mobile Application Components
As technology advances in the field of mobile computing with smartphones and tablet computers becoming less expensive, people are adopting these devices into their daily lives. Due to this adoption, many developers are finding opportunities to develop apps that target this growing form factor. One of the issues that developers come across when developing for these multiple platforms is that there is a need to redesign common elements of their applications for each of their platforms. They are also challenged with the decision of breaking the prescribed design guidelines for each of the platforms they are developing for so that they are able to provide support for these applications in the future. In this thesis, we propose a solution to this problem by generalizing common user interface elements and configure them outside of the application. Our solution, called ClayUI, uses a client server model to house and publish user interface elements to a mobile application using an API that is written in the target platform’s native programming language. Our solution allows a developer to create a mobile application that adheres to the platform’s design guidelines with the flexibility of being able to port it to other platforms without having to do a full redesign of the application. Our solution also introduces features that assist the developer with the process of creating local and remote database storage for the configured elements
situ-f: a domain specific language and a first step towards the realization of situ framework
Situ proposes a human centered, dynamic reasoning framework for domain experts to evolve their software. It formally models the relationship between externally observed situation sequences and the rapid evolution of that software system, using real-time usage information from users and contextual capturing on the behavior of a software system relative to its runtime environment.
Situf is a continuing effort under Situ framework. In this effort, a domain specific, functional programming language named Situf is presented from its design, semantics and a feasibility test through theoretical validation. The targeted users of this language mainly include domain experts and engineers who are versed in the major concepts and paradigms regarding human-centric situations. As argued there, human-centric situations are vitally important to infer a user\u27s intention and therefore, to drive software service evolution. Situf is designed particularly to encourage domain experts and engineers to think and work with situations. An attribute grammar based approach is developed so that through Situf , relevant real-time contexts can be systematically aggregated around situations. A computational semantics
is offered to precisely describe the runtime behavior of a Situf program. While the Situf language serves as the critical centerpiece of this work, its functioning necessarily requires environmental support from Situ elements outside the language itself, such that altogether they give rise to a Situ oriented system. This environment, named Situf -based environment, is also introduced
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