109 research outputs found

    Adding state to declarative languages to enable web applications

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    On the web, media tend to be encoded in declarative formats, which facilitate accessibility, reuse, and transformation. Web applications, on the other hand, are created with more procedural technology and do not enjoy these benefits. In this thesis we examine how this can be fixed. We examine a small part of the problem space, adaptive time based applications, and investigate how we can extend existing declarative languages to fa

    Fine-grained access control framework for Igor, a unified access solution to the Internet of Things

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    With the growing popularity of the Internet of Things (IoT), devices in households and offices are becoming information sharing "smart" devices controlled via network connections. The growth of collection, handling and distribution of data generated by IoT devices presents ethical and privacy issues. Users have no control over what information is kept or revealed, the interpretation of data collected, data ownership and who can access specific information generated by their IoT devices. This paper describes an approach to data ethical/privacy issues related to IoT using a fine-grained access-control framework on Igor, a centralized home and office automation solution. We designed a capability-based access control framework on top of Igor that allows agents, either human or machine, to access and change only the data to which they are authorised. The applicability of this to the European General Data Protection Regulation (GDPR) should be obvious. The implementation, expert evaluation and performance measurement results demonstrate that this is a promising solution for securing access to data generated by IoT devices

    Video on the Web: Experiences from SMIL and from the Ambulant Annotator

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    Since the arrival of YouTube on the desktop, video has entered its second lifetime on the Web. The main difference between this incarnation of video and its predecessors is at the source: where first generation video was about repurposing content, the YouTube generation is all about usergenerated content and few-to-few (rather than one-to-many) sharing. The fact that video is not new to the Web is a great advantage. It means that much of the work from the past can be reused and updated to meet current needs. This paper provides an overview of how video (and audio) have been processed on the Web using SMIL. It also provides a discussion of some extensions to SMIL functionality that show how video is processed as a first-class object in a video interaction framework within the Ambulant Annotator

    Workflow support for live object-based broadcasting

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    This paper examines the document aspects of object-based broadcasting. Object-based broadcasting augments traditional video and audio broadcast content with additional (temporally-constrained) media objects. The content of these objects - as well as their temporal validity - are determined by the broadcast source, but the actual rendering and placement of these objects can be customized to the needs/constraints of the content viewer(s). The use of object-based broadcasting enables a more tailored end-user experience than the one-size-fits-all of traditional broadcasts: the viewer may be able to selectively turn off overlay graphics (such as statistics) during a sports game, or selectively render them on a secondary device. Object-based broadcasting also holds the potential for supporting presentation adaptivity for accessibility or for device heterogeneity.From a technology perspective, object-based broadcasting resembles a traditional IP media stream, accompanied by a structured multimedia document that contains timed rendering instructions. Unfortunately, the use of object-based broadcasting is severely limited because of the problems it poses for the traditional television production workflow (and in particular, for use in live television production). The traditional workflow places graphics, effects and replays as immutable components in the main audio/video feed originating from, for example, a production truck outside a sports stadium. This single feed is then delivered near-live to the homes of all viewers. In order to effectively support dynamic object-based broadcasting, the production workflow will need to retain a familiar creative interface to the production staff, but also allow the insertion and delivery of a differentiated set of objects for selective use at the receiving end.In this paper we present a model and implementation of a dynamic system for supporting object-based broadcasting in the context of a motor sport application. We define a new multimedia document format that supports dynamic modifications during playback; this allows editing decisions by the producer to be activated by agents at the receiving end of the content. We describe a prototype system to allow playback of these broadcasts and a production system that allows live object-based control within the production workflow. We conclude with an evaluation of a trial using near-live deployment of the environment, using content from our partners, in a sport environment.</p
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