45 research outputs found

    Accessible user interface support for multi-device ubiquitous applications: architectural modifiability considerations

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    The market for personal computing devices is rapidly expanding from PC, to mobile, home entertainment systems, and even the automotive industry. When developing software targeting such ubiquitous devices, the balance between development costs and market coverage has turned out to be a challenging issue. With the rise of Web technology and the Internet of things, ubiquitous applications have become a reality. Nonetheless, the diversity of presentation and interaction modalities still drastically limit the number of targetable devices and the accessibility toward end users. This paper presents webinos, a multi-device application middleware platform founded on the Future Internet infrastructure. Hereto, the platform's architectural modifiability considerations are described and evaluated as a generic enabler for supporting applications, which are executed in ubiquitous computing environments

    Context-driven progressive enhancement of mobile web applications: a multicriteria decision-making approach

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    Personal computing has become all about mobile and embedded devices. As a result, the adoption rate of smartphones is rapidly increasing and this trend has set a need for mobile applications to be available at anytime, anywhere and on any device. Despite the obvious advantages of such immersive mobile applications, software developers are increasingly facing the challenges related to device fragmentation. Current application development solutions are insufficiently prepared for handling the enormous variety of software platforms and hardware characteristics covering the mobile eco-system. As a result, maintaining a viable balance between development costs and market coverage has turned out to be a challenging issue when developing mobile applications. This article proposes a context-aware software platform for the development and delivery of self-adaptive mobile applications over the Web. An adaptive application composition approach is introduced, capable of autonomously bypassing context-related fragmentation issues. This goal is achieved by incorporating and validating the concept of fine-grained progressive application enhancements based on a multicriteria decision-making strategy

    Multi-device application middleware: leveraging the ubiquity of the Web with webinos

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    The broad range of connected devices has turned the Internet into a ubiquitous concept. In addition to desktop and laptop PCs, the Internet currently connects mobile devices, home entertainment systems, and even in-car units. From this ubiquitous evolution towards sensor-rich devices, the opportunity arises for various new types of innovative software application. However, alongside rises the issue of managing the increasing diversity of device characteristics and capabilities. As device fragmentation grows, application developers are facing the need to cover a wider variety of target devices and usage scenarios. In result, maintaining a viable balance between development costs and market coverage has turned out to be an important challenge when developing applications for a ubiquitous ecosystem. In this article, we present the webinos platform, a distributed Web runtime platform that leverages the Web for supporting self-adaptive cross-device applications. In order to enable the development of such immersive ubiquitous applications, we introduce and evaluate the concept of a context-aware federated overlay architecture

    Performance analysis of Unity3D engine in the context of applications run in web browsers

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    The aim of the work is the performance analysis of the Unity3D engine in the contex of applications running with a web browser and WebGL technology.. The paper presents literature review was carried out in the scope of creating multimedia applications run in web browsers, graphics engines and WebGL technology . Additionally, technical issues related with converting Unity3D application to WebGL technology are discussed. The research are performed based on computer simulations with five scenes created with Unity3D environment, which include the main capabilities of this engine. Finally, it was presented the results of these studies and the conclusions

    From Apps to Liquid Multi-Device Software

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    AbstractThe recent history of software development has witnessed a battle between web-based software and native apps. At this point, native apps seem to be winning especially in mobile computing. In fact, the trend towards mobile apps seems to be strengthening with the increased popularity of “branded” apps. Such apps are rapidly replacing the use of traditional system applications in mobile devices. We argue that the transition to branded apps by no means predicts the demise of the Web as a software platform. However, there is still work ahead in turning the Web into a platform that can compete with dominant native platforms. At the same time, the focus in the industry is moving from PC and smartphone markets towards new device categories. In our view the industry needs to shift its focus from devices and device-specific apps to liquid software, i.e., multi-device experiences that allow people to use all of their devices seamlessly

    Geoseq: a tool for dissecting deep-sequencing datasets

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    Gurtowski J, Cancio A, Shah H, et al. Geoseq: a tool for dissecting deep-sequencing datasets. BMC Bioinformatics. 2010;11(1): 506.Background Datasets generated on deep-sequencing platforms have been deposited in various public repositories such as the Gene Expression Omnibus (GEO), Sequence Read Archive (SRA) hosted by the NCBI, or the DNA Data Bank of Japan (ddbj). Despite being rich data sources, they have not been used much due to the difficulty in locating and analyzing datasets of interest. Results Geoseq http://geoseq.mssm.edu provides a new method of analyzing short reads from deep sequencing experiments. Instead of mapping the reads to reference genomes or sequences, Geoseq maps a reference sequence against the sequencing data. It is web-based, and holds pre-computed data from public libraries. The analysis reduces the input sequence to tiles and measures the coverage of each tile in a sequence library through the use of suffix arrays. The user can upload custom target sequences or use gene/miRNA names for the search and get back results as plots and spreadsheet files. Geoseq organizes the public sequencing data using a controlled vocabulary, allowing identification of relevant libraries by organism, tissue and type of experiment. Conclusions Analysis of small sets of sequences against deep-sequencing datasets, as well as identification of public datasets of interest, is simplified by Geoseq. We applied Geoseq to, a) identify differential isoform expression in mRNA-seq datasets, b) identify miRNAs (microRNAs) in libraries, and identify mature and star sequences in miRNAS and c) to identify potentially mis-annotated miRNAs. The ease of using Geoseq for these analyses suggests its utility and uniqueness as an analysis tool

    Development of an Internet-Based Chronic Disease Self-Management System

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    Patient self-management programs and information systems that support them can improve the quality of healthcare. Flaws in user experience reduce the willingness of patients to adopt such systems. To explore how emerging technology such as rich Internet applications can be used to address the usability issues of personal health information systems, we developed a health self-management application that is based on an open-source framework. In this work we present the architecture of the system, discuss the issues we faced and lessons we learned while developing it. This work can help researchers and practitioners in evaluating approaches towards developing new generation of personal health solutions. Furthermore, this work serves as a basis for implementing a feature-rich system that can improve chronic disease self-management
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