125,109 research outputs found

    Dedicated Carrier Deployment in Heterogeneous Networks with Inter-site Carrier Aggregation

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    Heterogeneous networks (HetNets) have been extensively discussed in 3GPP to further enhance the system throughput of traditional well-planned macrocell deployment. In this paper, we consider a HetNet scenario consisting of macro eNBs and low-power nodes implemented as remote radio heads (RRHs) or picos with dedicated carrier deployment. Collaborative inter-site carrier aggregation (CA) is proposed in scenarios with macro+RRH deployment to make an efficient use of the fragmented spectrum from multiple cells. While in scenarios with macro+pico deployment, UEs can only connect to either the macrocell or the picocell using simple cell range expansion (RE). Extensive system-level simulations have been conducted to investigate the performance gains that can be achieved with inter-site CA under different traffic models and user distributions. Results show that using inter-site CA between the macrocell and the small cell obviously offers higher throughput due to larger bandwidth accessibility for the terminals, especially in low load

    GlobalFestival: Evaluating Real World Interaction on a Spherical Display

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    Spherical displays present compelling opportunities for interaction in public spaces. However, there is little research into how touch interaction should control a spherical surface or how these displays are used in real world settings. This paper presents an in the wild deployment of an application for a spherical display called GlobalFestival that utilises two different touch interaction techniques. The first version of the application allows users to spin and tilt content on the display, while the second version only allows spinning the content. During the 4-day deployment, we collected overhead video data and on-display interaction logs. The analysis brings together quantitative and qualitative methods to understand how users approach and move around the display, how on screen interaction compares in the two versions of the application, and how the display supports social interaction given its novel form factor

    Smart City Development with Urban Transfer Learning

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    Nowadays, the smart city development levels of different cities are still unbalanced. For a large number of cities which just started development, the governments will face a critical cold-start problem: 'how to develop a new smart city service with limited data?'. To address this problem, transfer learning can be leveraged to accelerate the smart city development, which we term the urban transfer learning paradigm. This article investigates the common process of urban transfer learning, aiming to provide city planners and relevant practitioners with guidelines on how to apply this novel learning paradigm. Our guidelines include common transfer strategies to take, general steps to follow, and case studies in public safety, transportation management, etc. We also summarize a few research opportunities and expect this article can attract more researchers to study urban transfer learning

    Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report

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    Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org

    Green Virtualization for Multiple Collaborative Cellular Operators

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    This paper proposes and investigates a green virtualization framework for infrastructure sharing among multiple cellular operators whose networks are powered by a combination of conventional and renewable sources of energy. Under the proposed framework, the virtual network formed by unifying radio access infrastructures of all operators is optimized for minimum energy consumption by deactivating base stations (BSs) with low traffic loads. The users initially associated to those BSs are off-loaded to neighboring active ones. A fairness criterion for collaboration based on roaming prices is introduced to cover the additional energy costs incurred by host operators. The framework also ensures that any collaborating operator is not negatively affected by its participation in the proposed virtualization. A multi-objective linear programming problem is formulated to achieve energy and cost efficiency of the networks' operation by identifying the set of inter-operator roaming prices. For the case when collaboration among all operators is infeasible due to profitability, capacity, or power constraints, an iterative algorithm is proposed to determine the groups of operators that can viably collaborate. Results show significant energy savings using the proposed virtualization as compared to the standalone case. Moreover, collaborative operators exploiting locally generated renewable energy are rewarded more than traditional ones.Comment: Accepted for publication in IEEE Transactions on Cognitive Communications and Networkin

    Rethinking university assessment

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    Developments in globalisation and new technologies are making significant impacts in higher education. Universities in a global market are increasingly concerned to reorient their degree programmes to meet the vocational needs of the Knowledge Economy. A growing adoption of technology enhanced learning, through blended and networked learning, has the potential to transform higher education practice – but assessment methods have been slow to change. This paper argues the case for universities to align assessment methods to meet the needs of 21st Century knowledge workers. It identifies skills and dispositions associated with graduate occupations in the Knowledge Economy, informing a new conceptual model for assessment. Radical recommendations are made to faculty staff and university policymakers: instead of centring assessment on the personal, academic achievements of individuals at the end of a degree course, the focus should instead be on the quality of the collective, applied achievements of students operating in project teams

    Models of everywhere revisited: a technological perspective

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    The concept ‘models of everywhere’ was first introduced in the mid 2000s as a means of reasoning about the environmental science of a place, changing the nature of the underlying modelling process, from one in which general model structures are used to one in which modelling becomes a learning process about specific places, in particular capturing the idiosyncrasies of that place. At one level, this is a straightforward concept, but at another it is a rich multi-dimensional conceptual framework involving the following key dimensions: models of everywhere, models of everything and models at all times, being constantly re-evaluated against the most current evidence. This is a compelling approach with the potential to deal with epistemic uncertainties and nonlinearities. However, the approach has, as yet, not been fully utilised or explored. This paper examines the concept of models of everywhere in the light of recent advances in technology. The paper argues that, when first proposed, technology was a limiting factor but now, with advances in areas such as Internet of Things, cloud computing and data analytics, many of the barriers have been alleviated. Consequently, it is timely to look again at the concept of models of everywhere in practical conditions as part of a trans-disciplinary effort to tackle the remaining research questions. The paper concludes by identifying the key elements of a research agenda that should underpin such experimentation and deployment

    Enter the Circle: Blending Spherical Displays and Playful Embedded Interaction in Public Spaces

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    Public displays are used a variety of contexts, from utility driven information displays to playful entertainment displays. Spherical displays offer new opportunities for interaction in public spaces, allowing users to face each other during interaction and explore content from a variety of angles and perspectives. This paper presents a playful installation that places a spherical display at the centre of a playful environment embedded with interactive elements. The installation, called Enter the Circle, involves eight chair-sized boxes filled with interactive lights that can be controlled by touching the spherical display. The boxes are placed in a ring around the display, and passers-by must “enter the circle” to explore and play with the installation. We evaluated this installation in a pedestrianized walkway for three hours over an evening, collecting on-screen logs and video data. This paper presents a novel evaluation of a spherical display in a public space, discusses an experimental design concept that blends displays with embedded interaction, and analyses real world interaction with the installation
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