3,106 research outputs found

    Towards business model and technical platform for the service oriented context-aware mobile virtual communities

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    The focus of existing virtual communities is centered on a particular product or social interaction and the role of mobile devices is restricted to exchange a limited amount of contents. Herewith we envisage that the upcoming virtual communities will exploit the potential of social interaction and context information to offer personalized services to its members and mobile devices will play a significant role in this process. As a step towards this direction, in this paper we propose a business model for the mobile virtual communities in which the mobile device takes on the role of a content producer and content consumer. Though there are a number of research issues which need to be addressed to realize such virtual communities, in this paper we focus on the service requirements, architecture and open source software implementation of a technical platform for the content producer and consumer mobile devices

    Challenges to describe QoS requirements for web services quality prediction to support web services interoperability in electronic commerce

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    Quality of service (QoS) is significant and necessary for web service applications quality assurance. Furthermore, web services quality has contributed to the successful implementation of Electronic Commerce (EC) applications. However, QoS is still the big issue for web services research and remains one of the main research questions that need to be explored. We believe that QoS should not only be measured but should also be predicted during the development and implementation stages. However, there are challenges and constraints to determine and choose QoS requirements for high quality web services. Therefore, this paper highlights the challenges for the QoS requirements prediction as they are not easy to identify. Moreover, there are many different perspectives and purposes of web services, and various prediction techniques to describe QoS requirements. Additionally, the paper introduces a metamodel as a concept of what makes a good web service

    Perceived quality of multimedia educational content: A cognitive style approach

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    This is the post-print version of the Article. The oficial published version can be accessed from the link below - Copyright, 2006 SpringerCognitive styles influence the way how humans process information, with previous research demonstrating that they have significant effects on student learning in multimedia environments. On the other hand, the perceptual quality of the human multimedia experience is notoriously difficult to measure. In this paper, we report the results of an empirical study, which investigated the relationship between user cognitive styles and perceptual multimedia quality, in which users had the possibility to specify their desired Quality of Service settings — in terms of frame rates and color depth. Results show that whilst color choice is impacted by a participant's cognitive style, such Quality of Service parameters do not significantly affect perceived multimedia quality, and that users do not necessarily choose optimum presentation settings to enhance their perceived enjoyment and assimilation of multimedia informational content

    QoS-Aware Middleware for Web Services Composition

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    The paradigmatic shift from a Web of manual interactions to a Web of programmatic interactions driven by Web services is creating unprecedented opportunities for the formation of online Business-to-Business (B2B) collaborations. In particular, the creation of value-added services by composition of existing ones is gaining a significant momentum. Since many available Web services provide overlapping or identical functionality, albeit with different Quality of Service (QoS), a choice needs to be made to determine which services are to participate in a given composite service. This paper presents a middleware platform which addresses the issue of selecting Web services for the purpose of their composition in a way that maximizes user satisfaction expressed as utility functions over QoS attributes, while satisfying the constraints set by the user and by the structure of the composite service. Two selection approaches are described and compared: one based on local (task-level) selection of services and the other based on global allocation of tasks to services using integer programming

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Grid simulation services for the medical community

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    The first part of this paper presents a selection of medical simulation applications, including image reconstruction, near real-time registration for neuro-surgery, enhanced dose distribution calculation for radio-therapy, inhaled drug delivery prediction, plastic surgery planning and cardio-vascular system simulation. The latter two topics are discussed in some detail. In the second part, we show how such services can be made available to the clinical practitioner using Grid technology. We discuss the developments and experience made during the EU project GEMSS, which provides reliable, efficient, secure and lawful medical Grid services

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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