3,693 research outputs found
Semi-automated creation of converged iTV services: From macromedia director simulations to services ready for broadcast
While sound and video may capture viewersā attention, interaction can captivate them. This has not been available prior to the advent of Digital Television. In fact, what lies at the heart of the Digital Television revolution
is this new type of interactive content, offered
in the form of interactive Television (iTV) services. On top of that, the new world of converged networks has created a demand for a new type of converged services on a range of mobile terminals (Tablet PCs, PDAs and mobile phones). This paper aims at presenting a new approach to service creation that allows for the semi-automatic translation of simulations and rapid prototypes created in the accessible desktop
multimedia authoring package Macromedia Director
into services ready for broadcast. This is achieved by a series of tools that de-skill and speed-up the process of creating digital TV user interfaces (UI) and applications for mobile terminals.
The benefits of rapid prototyping are essential for the production of these new types of services, and are therefore discussed in the first section of this paper.
In the following sections, an overview of the
operation of content, service, creation and management sub-systems is presented, which illustrates why these tools compose an important and integral part of a system responsible of creating, delivering and managing converged broadcast and telecommunications services.
The next section examines a number of metadata
languages candidates for describing the iTV services user interface and the schema language adopted in this project. A detailed description of the operation of the two tools is provided to offer an insight of how they can be used to de-skill and speed-up the process of creating digital TV user interfaces and applications for mobile terminals. Finally, representative broadcast oriented and telecommunication oriented converged service components are also introduced, demonstrating how these tools have been used to generate different types of services
Survey of End-to-End Mobile Network Measurement Testbeds, Tools, and Services
Mobile (cellular) networks enable innovation, but can also stifle it and lead
to user frustration when network performance falls below expectations. As
mobile networks become the predominant method of Internet access, developer,
research, network operator, and regulatory communities have taken an increased
interest in measuring end-to-end mobile network performance to, among other
goals, minimize negative impact on application responsiveness. In this survey
we examine current approaches to end-to-end mobile network performance
measurement, diagnosis, and application prototyping. We compare available tools
and their shortcomings with respect to the needs of researchers, developers,
regulators, and the public. We intend for this survey to provide a
comprehensive view of currently active efforts and some auspicious directions
for future work in mobile network measurement and mobile application
performance evaluation.Comment: Submitted to IEEE Communications Surveys and Tutorials. arXiv does
not format the URL references correctly. For a correctly formatted version of
this paper go to
http://www.cs.montana.edu/mwittie/publications/Goel14Survey.pd
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Prototyping a Context-Aware Framework for Pervasive Entertainment Applications
Personal digital Mutawwif: A multi-modal mobile Hajj assistance using the location based services
Many efforts have been initiated and many techniques and approaches have been developed to facilitate the difficulties faced by pilgrims. However, those studies focus on acquiring initial perspective and background knowledge about Hajj before going to Makkah.In conjunction to that, this study utilizes A-GPS in mobile phone to assist the pilgrims during Hajj.The main aim of this paper is to discuss about the development of a multi-modal mobile application called the Personal Digital Mutawwif (PDM), using location based services to assist pilgrims while performing all the rituals of Hajj.Android platform has been chosen due to the dramatic increased in the Android mobile phone users worldwide. PDM displays the Arabic text, the translation in Malay and also the Arabic audio files of the dua and zikr, which
has been gathered, compiled, and verified before the development using Java 2 Platform, Micro Edition (J2ME). The application has been proven to be useful in helping the pilgrims to easily and conveniently recite the dua and zikr towards achieving Hajj Mabrur
Technologies to develop technology: the impact of new technologies on the organisation of the innovation process.
Companies are under increasing pressure to develop new product more effectively and efficiently. In order to meet this challenge, the organisation of the new product development process has received ample attention both in the academic literature and in the practitioner literature. As a consequence, a myriad of methods to design new products has been developed. These methods aim at facilitating concurrent product design and engineering. However, it is only recently, through the advent of families of new design technologies, that concurrency really becomes possible. In this paper, research on the impact of new design technologies on the product development process is reported and discussed. It is demonstrated that these technologies can have a significant impact on the organisation of innovation processes.Processes;
PBE-CC: Congestion Control via Endpoint-Centric, Physical-Layer Bandwidth Measurements
Wireless networks are becoming ever more sophisticated and overcrowded,
imposing the most delay, jitter, and throughput damage to end-to-end network
flows in today's internet. We therefore argue for fine-grained mobile
endpoint-based wireless measurements to inform a precise congestion control
algorithm through a well-defined API to the mobile's wireless physical layer.
Our proposed congestion control algorithm is based on Physical-Layer Bandwidth
measurements taken at the Endpoint (PBE-CC), and captures the latest 5G New
Radio innovations that increase wireless capacity, yet create abrupt rises and
falls in available wireless capacity that the PBE-CC sender can react to
precisely and very rapidly. We implement a proof-of-concept prototype of the
PBE measurement module on software-defined radios and the PBE sender and
receiver in C. An extensive performance evaluation compares PBE-CC head to head
against the leading cellular-aware and wireless-oblivious congestion control
protocols proposed in the research community and in deployment, in mobile and
static mobile scenarios, and over busy and quiet networks. Results show 6.3%
higher average throughput than BBR, while simultaneously reducing 95th
percentile delay by 1.8x
Mobile Game: A Multiplayer Mobile Game via Bluetooth Technology for Nokia Series 60
The Final Year Project developed is 'Mobile Game: A Multiplayer Mobile Game via
Bluetooth Technology for Nokia Series 60'. The existing mobile games are mostly a
stand-alone application, which means the game can only be played by a player. Even
with the availability of multiplayer mobile games in the market, the maximum number
ofplayers of those games is two. The objective of this project is to study and develop a
multiplayer (specifically three players) mobile game with Bluetooth technology as the
connection means. The first part of this project would be the research and study
pertaining to the development of multiplayer mobile game for three players using
Bluetooth technology. The second part of the research pertains to the downside of
Bluetooth technology and recommendations to improve the situation. The methodology
used is the combination of waterfall and prototyping model. A mobile game application
is produced as the end-product of this project. Meanwhile, the findings discover the
details on the end-product development and also some discussion design issues and
challenges as well as limitationof Bluetoothtechnology
Wearable Communications in 5G: Challenges and Enabling Technologies
As wearable devices become more ingrained in our daily lives, traditional
communication networks primarily designed for human being-oriented applications
are facing tremendous challenges. The upcoming 5G wireless system aims to
support unprecedented high capacity, low latency, and massive connectivity. In
this article, we evaluate key challenges in wearable communications. A
cloud/edge communication architecture that integrates the cloud radio access
network, software defined network, device to device communications, and
cloud/edge technologies is presented. Computation offloading enabled by this
multi-layer communications architecture can offload computation-excessive and
latency-stringent applications to nearby devices through device to device
communications or to nearby edge nodes through cellular or other wireless
technologies. Critical issues faced by wearable communications such as short
battery life, limited computing capability, and stringent latency can be
greatly alleviated by this cloud/edge architecture. Together with the presented
architecture, current transmission and networking technologies, including
non-orthogonal multiple access, mobile edge computing, and energy harvesting,
can greatly enhance the performance of wearable communication in terms of
spectral efficiency, energy efficiency, latency, and connectivity.Comment: This work has been accepted by IEEE Vehicular Technology Magazin
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