832 research outputs found
Lessons learned from the design of a mobile multimedia system in the Moby Dick project
Recent advances in wireless networking technology and the exponential development of semiconductor technology have engendered a new paradigm of computing, called personal mobile computing or ubiquitous computing. This offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The research performed in the MOBY DICK project is about designing such a mobile multimedia system. This paper discusses the approach made in the MOBY DICK project to solve some of these problems, discusses its contributions, and accesses what was learned from the project
The Design of a System Architecture for Mobile Multimedia Computers
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
Quality assessment technique for ubiquitous software and middleware
The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future
PINSPOT: An oPen platform for INtelligent context-baSed Indoor POsiTioning
This work proposes PINSPOT; an open-access platform for collecting and sharing of context, algorithms and results in the cutting-edge area of indoor positioning. It is envisioned that this framework will become reference point for knowledge exchange which will bring the research community even closer and potentially enhance collaboration towards more effective and efficient creation of indoor positioning-related knowledge and innovation. Specifically, this platform facilitates the collection of sensor data useful for indoor positioning experimentation, the development of novel, self-learning, indoor positioning algorithms, as well as the enhancement and testing of existing ones and the dissemination and sharing of the proposed algorithms along with their configuration, the data used, and with their results
Connecting the World of Embedded Mobiles: The RIOT Approach to Ubiquitous Networking for the Internet of Things
The Internet of Things (IoT) is rapidly evolving based on low-power compliant
protocol standards that extend the Internet into the embedded world. Pioneering
implementations have proven it is feasible to inter-network very constrained
devices, but had to rely on peculiar cross-layered designs and offer a
minimalistic set of features. In the long run, however, professional use and
massive deployment of IoT devices require full-featured, cleanly composed, and
flexible network stacks.
This paper introduces the networking architecture that turns RIOT into a
powerful IoT system, to enable low-power wireless scenarios. RIOT networking
offers (i) a modular architecture with generic interfaces for plugging in
drivers, protocols, or entire stacks, (ii) support for multiple heterogeneous
interfaces and stacks that can concurrently operate, and (iii) GNRC, its
cleanly layered, recursively composed default network stack. We contribute an
in-depth analysis of the communication performance and resource efficiency of
RIOT, both on a micro-benchmarking level as well as by comparing IoT
communication across different platforms. Our findings show that, though it is
based on significantly different design trade-offs, the networking subsystem of
RIOT achieves a performance equivalent to that of Contiki and TinyOS, the two
operating systems which pioneered IoT software platforms
Noted: Musical affordances for collective exploratory music-making
Noted is a product system that allows for exploration of musical ideas and collaboration through an integrated tangible user interface (TUI). It combines a mobile app and physical controller accessories that attach to the phone. This interaction of digital app functionality and tangible controls highlights the role of musical haptics as the primary channel of interaction between a musician and an instrument. This design concept is structured around four main themes: Exploratory Workflows, Musical Haptics, Musical Affordances and Collective Action
Towards Flexible Process Support on Mobile Devices
Ubiquitous computing is considered as enabler for linking everyday life with information and communication technology. However, developing pervasive and mobile applications that provide personalized user assistance still constitutes a challenge. Mobile application scenarios are diverse and encompass domains like healthcare, logistics, and sales. For their support two fundamental technologies with increasing maturity are emerging: development frameworks for mobile devices and light-weight process engines. Their integrated use, however, is in a rather premature state. Generally, the use of a process engine for supporting mobile collaboration raises many challenging issues. This paper picks up some of these challenges and shows how we have coped with them in the MARPLE project. MARPLE targets at a tight integration of process management technology with mobile computing frameworks in order to enable mobile process support in advanced application scenarios. We give insights into the MARPLE architecture and its components.In particular, we introduce the MARPLE process engine, which enables light-weight as well as flexible process support on mobile devices. This will be key for mobile user assistance in advanced application scenarios
- …