8,637 research outputs found

    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

    Mobile technologies: prospects for their use in learning in informal science settings

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    Recent developments in mobile technologies have offered the potential to support learners studying a variety of subjects. In this paper we explore the possibilities related to science learners and in particular focus on science learners in informal settings and reflect on a number of recent projects in order to consider the prospects for such work. The debate on informal learning acknowledges the complexity of the area and the difficulty of defining informal learning. One view is to consider the settings in which learning takes place as a continuum from formal settings, e.g. university, to social structures, e.g. friendship groups (Sefton-Green, 2004). The literature on science learning with mobile devices at this very 'informal' end of the spectrum is currently sparse and so in the paper we reflect on some projects and possibilities across the continuum. Our main focus is how mobile devices can support informal learning in science and research possibilities. Some of the recent research on mobile learning has used an activity theoretical perspective, including one of the case studies we discuss and in the final part of the paper we highlight the influence of activity theory in helping us to consider the complexity of the learning settings

    Mobile, collaborative augmented reality using cloudlets

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    The evolution in mobile applications to support advanced interactivity and demanding multimedia features is still ongoing. Novel application concepts (e.g. mobile Augmented Reality (AR)) are however hindered by the inherently limited resources available on mobile platforms (not withstanding the dramatic performance increases of mobile hardware). Offloading resource intensive application components to the cloud, also known as "cyber foraging", has proven to be a valuable solution in a variety of scenarios. However, also for collaborative scenarios, in which data together with its processing are shared between multiple users, this offloading concept is highly promising. In this paper, we investigate the challenges posed by offloading collaborative mobile applications. We present a middleware platform capable of autonomously deploying software components to minimize average CPU load, while guaranteeing smooth collaboration. As a use case, we present and evaluate a collaborative AR application, offering interaction between users, the physical environment as well as with the virtual objects superimposed on this physical environment

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    Information access tasks and evaluation for personal lifelogs

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    Emerging personal lifelog (PL) collections contain permanent digital records of information associated with individuals’ daily lives. This can include materials such as emails received and sent, web content and other documents with which they have interacted, photographs, videos and music experienced passively or created, logs of phone calls and text messages, and also personal and contextual data such as location (e.g. via GPS sensors), persons and objects present (e.g. via Bluetooth) and physiological state (e.g. via biometric sensors). PLs can be collected by individuals over very extended periods, potentially running to many years. Such archives have many potential applications including helping individuals recover partial forgotten information, sharing experiences with friends or family, telling the story of one’s life, clinical applications for the memory impaired, and fundamental psychological investigations of memory. The Centre for Digital Video Processing (CDVP) at Dublin City University is currently engaged in the collection and exploration of applications of large PLs. We are collecting rich archives of daily life including textual and visual materials, and contextual context data. An important part of this work is to consider how the effectiveness of our ideas can be measured in terms of metrics and experimental design. While these studies have considerable similarity with traditional evaluation activities in areas such as information retrieval and summarization, the characteristics of PLs mean that new challenges and questions emerge. We are currently exploring the issues through a series of pilot studies and questionnaires. Our initial results indicate that there are many research questions to be explored and that the relationships between personal memory, context and content for these tasks is complex and fascinating

    Converged digital TV services: the role of middleware and future directions of interactive television

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    The subject of the future of the interactive Television medium has become a topic of great interest to the academic and industrial communities particularly since in the recent years there has been a dramatic increase in the pace of innovation of convergence of digital TV systems and services. The purpose of this paper is to provide a brief overview of what we know as digital TV converged services, to present and categorise the digital Television middleware technologies that contributed to it, and to present possible future trends and directions. A new Television era of converged wireless and mobile content delivery, user-authored content, multimodal interaction, intelligent personalisation, smart space awareness, and 3D content sensations is foreseen, creating ambient and immersive experiences
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