34,596 research outputs found

    Femtocell deployment; next generation in cellular systems

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    The final Bachelor’s Thesis that is shown below has such a final purpose of giving an overview of the inclusion of the so-called Femtocells (or Home Node B) in the current cellular systems. The main objective is to give a clear but simple idea about the concepts of Femtocells, as well as to explain the benefits and disadvantages of the mass uses of these services both for consumers and associated companies with this phenomenon. In this text it is also possible to find a brief review of wireless technologies throughout the history of telecommunications, as well as an introduction to the more current wireless technologies, with a special interest in the concept of cellular systems. In the last chapter a simple mathematical explanation of the key issue of interference between Femtocells and macrocellular networks is presented, with a brief argument about possible solutions

    Invest to Save: Report and Recommendations of the NSF-DELOS Working Group on Digital Archiving and Preservation

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    Digital archiving and preservation are important areas for research and development, but there is no agreed upon set of priorities or coherent plan for research in this area. Research projects in this area tend to be small and driven by particular institutional problems or concerns. As a consequence, proposed solutions from experimental projects and prototypes tend not to scale to millions of digital objects, nor do the results from disparate projects readily build on each other. It is also unclear whether it is worthwhile to seek general solutions or whether different strategies are needed for different types of digital objects and collections. The lack of coordination in both research and development means that there are some areas where researchers are reinventing the wheel while other areas are neglected. Digital archiving and preservation is an area that will benefit from an exercise in analysis, priority setting, and planning for future research. The WG aims to survey current research activities, identify gaps, and develop a white paper proposing future research directions in the area of digital preservation. Some of the potential areas for research include repository architectures and inter-operability among digital archives; automated tools for capture, ingest, and normalization of digital objects; and harmonization of preservation formats and metadata. There can also be opportunities for development of commercial products in the areas of mass storage systems, repositories and repository management systems, and data management software and tools.

    Digital Image Access & Retrieval

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    The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio

    A generic framework for the development of standardised learning objects within the discipline of construction management

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    E-learning has occurred in the academic world in different forms since the early 1990s. Its use varies from interactive multimedia tools and simulation environments to static resources within learning management systems. E-learning tools and environments are no longer criticised for their lack of use in higher education in general and within the construction domain in particular. The main criticism, however, is that of reinventing the wheel in order to create new learning environments that cater for different educational needs. Therefore, sharing educational content has become the focus of current research, taking e-learning into a whole new era of developments. This era is enabled by the emergence of new technologies (online and wireless) and the development of educational standards, such as SCORM (Sharable Content Object Reference Model) and LOM (Learning Object Metadata) for example. Accordingly, the broad definition of the construction domain and the interlocking nature of subjects taught within this domain, makes the concept of sharing content most appealing. This paper proposes a framework developed to describe the various steps required in order to enable the application of e-learning metadata standards and ontology for sharable learning objects to serve the construction discipline. The paper further describes the application of the proposed framework to a case study for developing an online environment for learning objects that are standardised, sharable, transparent and that cater for the needs of learners, educators and curricula developers in Construction Management. Based on the framework, a learning objects repository is developed incorporating educational and web standards. The repository manages objects as well as metadata using ontology and offers a set of services such as storing, retrieving and searching of learning objects using Semantic Web technologies. Thus, it increases the reusability, sharability and interoperability of learning objects

    Standards and Costs for Quality Management of E-Learning Services

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    The proportions of the technological development in the field of communications and information represent an irrefutable premise for significant changes in all the spheres of human life. Corroborated with the advance of the Internet recorded in the last decade, these changes form the perfect recipe for the emergence (ever since the '90s), functioning and development of flexible forms of labour at distance, using the technology of information and communication. Among the first domains where the impact of technology is very strong may be named education, marketing, advertising and commerce; the forms of manifestation are materialized in e-learning, cyber-marketing, online advertising and electronic commerce. But the simple use of technology does not automatically assure the success of the new forms of activity. These transformations of the traditional into digital, of the classic into virtual must be accompanied by the adequate support with respect to the quality of services, standards, platforms and the hardware and software technologies. If we are referring to the educational domain, we have to analyze the e-learning phenomenon or tele-education in its spectacular evolution in such a recent history. Quality represents a landmark of major importance in all the fields of modern society based on knowledge. From the perspective of tele-education, quality assurance must be focalized on three main directions: the quality of the actual educational process (class/course support, platform, technology, etc.); the quality of the instructor (professional training, qualification, specialization, pedagogic ability, teaching method, etc.); the quality of the person undergoing the course/class (training, knowledge thesaurus, involvement, accumulation wish, etc.). Also, like in any activity, quality standard reporting means an economic approach by quality costs. Theat means that the good product or quality services in e-learning are very strongly linked with educational multimedia production and good costs.quality, standards, e-learning, technology, cost

    Digital exclusion as a hindrance to the emergence of the information society: the case of Poland

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    There is no doubt, that digital transformation (knowledge-based transformation) has emerged as the crucial megatrend in modern civilization. Artificial intelligence (AI), machines and autonomous vehicles, the Internet of Things (IoT), financial technology (Fin/Tech), smart investing and the analysis and processing of big data are the most recent manifestations of this trend, but not the only ones. All of these phenomena have led to the emergence and continuing development of the so-called ‘Information Society’ (IS), which refers to a new type of social organization that is clearly distinct from the earlier forms of society. In this new society, information and knowledge play an essential role in facilitating the Knowledge-Based Economy (KBE), where information is collected, transmitted and processed in a faster and more effective manner, and can subsequently be used to foster accelerated economic growth. Unfortunately, the problem of digital exclusion still occurs, also in Poland. The author in the conclusion comes to opinion that people who are digitally excluded find it much more difficult to overcome psychological rather than technical barriers to having access to the Internet and learning basic computer skills. This situation calls for urgent improvement. In the modern information society, a lack of basic knowledge about computers translates into partial or total digital illiteracy and makes it difficult to perform a range of everyday tasks. It is therefore essential in Poland to prevent digital exclusion. People who do not use the Internet are socially and professionally limited, or virtually handicapped, which results in quantifiable economic losses. This translates to lower creativity and innovativeness and reduced revenue of state budget, and impedes the competitiveness of the economy and the development of a post-modern, post-industrial social model. The main research goal is to show the causes of the phenomenon of digital exclusion in Poland and ways to counteract it. In the course of the research, the most frequently used method was causal and effect analysis as well as institutional and legal analysis. Elements of the decision-making, historical, comparative and statistical methods were also used

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Critical Heritage Studies and the Futures of Europe

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    Cultural and natural heritage are central to ‘Europe’ and ‘the European project’. They were bound up in the emergence of nation-states in the eighteenth and nineteenth centuries, where they were used to justify differences over which border conflicts were fought. Later, the idea of a ‘common European heritage’ provided a rationale for the development of the European Union. Now, the emergence of ‘new’ populist nationalisms shows how the imagined past continues to play a role in cultural and social governance, while a series of interlinked social and ecological crises are changing the ways that heritage operates. New discourses and ontologies are emerging to reconfigure heritage for the circumstances of the present and the uncertainties of the future. Taking the current role of heritage in Europe as its starting point, Critical Heritage Studies and the Futures of Europe presents a number of case studies that explore key themes in this transformation. Contributors draw on a range of disciplinary perspectives to consider, variously, the role of heritage and museums in the migration and climate ‘emergencies’; approaches to urban heritage conservation and practices of curating cities; digital and digitised heritage; the use of heritage as a therapeutic resource; and critical approaches to heritage and its management. Taken together, the chapters explore the multiple ontologies through which cultural and natural heritage have actively intervened in redrawing the futures of Europe and the world
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