82 resultados para GONZALEZ BALCARCE, ANTONIO


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Mobile games are a prime example of a successful mobile application and demonstrate the increasing range of platforms for the media and entertainment industries. Against this convergent background, this paper introduces the basic features of the mobile gaming market and its industrial ecosystem together with its main actors and activities. The focus of the paper lies in the challenges ahead for the evolution of mobile applications into a potentially dominant game platform and the possible disruptions along this road. The deep personal relationships between users and their mobile devices are considered to further explore the link between mobile games, players’ strategies and pending techno-economic developments. The paper concludes with a brief discussion of some policy options to assist with the development of this domain.

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This article aims to review the technological and socio-economic conditions which will influence the development of the mobile search market.

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The award of the digital dividend can consolidate auctions as the preferred mechanism for spectrum allocation. Knowing in advance an estimate of what the results of an auction with these characteristics could be would be unquestionably useful for those in charge of designing the process, even if at the end another method such as a beauty contest is chosen. This article provides a simulation of a digital dividend auction in a major-type European country. In one of the scenarios, the spectrum is not pre-allocated to any service in particular (service neutrality) while in the remaining four, blocks of spectrum are pre-allocated to DTT, mobile multimedia and mobile broadband communications. The results of the simulations reveal that the service neutrality scenario maximizes revenues for the seller and that, in general, DTT operators would seem to have fewer opportunities as the spectrum packaging is less protective for them.

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Les jeux sur mobile sont un exemple majeur à la fois d'une application réussie sur les mobiles et du nombre croissant de plates-formes pour les médias et les industries de loisirs. Explorant cette convergence, l'article analyse les caractéristiques principales du marché des jeux sur mobile et de son écosystème industriel, ses activités et acteurs principaux. L'article se concentre sur le rôle des différentes plates-formes de logiciels et sur les défis et opportunités futures pour les développeurs de jeux sur mobile dans un nouveau scénario dominé par les plates-formes de mobile.

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Immersion and interaction have been identified as key factors influencing the quality of experience in stereoscopic video systems. The work presented here aims to create a new paradigm for 3D Multimedia consumption exploiting these factors in order to increase user involvement. We use a 5-sided CAVETM environment to support 3D panoramic video reproduction, real-time insertion of synthetic objects into the three-dimensional scene and real-time user interaction with the inserted elements. In this paper we describe our system requirements, functionalities, conceptual design and preliminary implementation results emphasizing the most relevant challenges accomplished. The focus is on three main issues: the generation of stereoscopic video panoramas; the synchronous reproduction of immersive 3D video across multiple screens; and, the real-time insertion algorithm implemented for the integration of synthetic objects into the stereoscopic video. These results have been successfully integrated into the graphic engine managing the operation of the CAVETM infrastructure.

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Which is the economic value of personal information? -How the exchange of information is benefiting society and the economy -How companies create value from personal information (by providing new services or servicing better an existing need). -The mechanisms by which personal information exchange creates economic value - How the level of privacy protection influences value creation in different markets

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Increasing availability (andaffordability) of mobile broadband - In 2015 half of the subscriber base will be in 3G/4G, and 80% in 2020 (27% in 2011) - 7.6 billion mobile users by 2020 (5.4 billion in 2011). Mobile subscribers per 100 inhabitants:99%. Increasing availability (and affordability) of smartphones - In 2020 81% of phones sold globally will be smartphones (2.5 billion) from 26% in 2011 (400 million) - 595 million tablets in 2020 (70 million in 2011)

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International Conference on Dynamics of the Media and Content Industry. European Forum for Science and Industry.

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Increasing availability (andaffordability) of mobile broadband - In 2015 half of the subscriber base will be in 3G/4G, and 80% in 2020 (27% in 2011) - 7.6 billion mobile users by 2020 (5.4 billion in 2011). Mobile subscribers per 100 inhabitants:99%. Increasing availability (and affordability) of smartphones - In 2020 81% of phones sold globally will be smartphones (2.5 billion) from 26% in 2011 (400 million) - 595 million tablets in 2020 (70 million in 2011)

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Reducing energy consumption is one of the main goals of sustainability planning in most countries. For instance in Europe, the EC established the objectives in the Communication “20 20 by 2020 Europe's climate change opportunity”.

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Immersion and interaction have been identified as key factors influencing the quality of experience in stereoscopic video systems. An experimental prototype designed to explore the influence of these factors in 3D video applications is described here1. The focus is on the real-time insertion algorithm of new 3D models into the original video streams. Using this algorithm, our prototype is aimed to explore a new interaction paradigm ? similar to the augmented reality approach ? with 3D video applications.

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Institute for Prospective Technological Studies Mission: - to provide customer-driven support to the EU policymaking process - by developing science based responses to policy challenges - having both socio-economic and scientific /technological dimension.

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Reducing energy consumption is one of the main challenges in most countries. For example, European Member States agreed to reduce greenhouse gas (GHG) emissions by 20% in 2020 compared to 1990 levels (EC 2008). Considering each sector separately, ICTs account nowadays for 2% of total carbon emissions. This percentage will increase as the demand of communication services and applications steps up. At the same time, the expected evolution of ICT-based developments - smart buildings, smart grids and smart transportation systems among others - could result in the creation of energy-saving opportunities leading to global emission reductions (Labouze et al. 2008), although the amount of these savings is under debate (Falch 2010). The main development required in telecommunication networks ?one of the three major blocks of energy consumption in ICTs together with data centers and consumer equipment (Sutherland 2009) ? is the evolution of existing infrastructures into ultra-broadband networks, the so-called Next Generation Networks (NGN). Fourth generation (4G) mobile communications are the technology of choice to complete -or supplement- the ubiquitous deployment of NGN. The risk and opportunities involved in NGN roll-out are currently in the forefront of the economic and policy debate. However, the issue of which is the role of energy consumption in 4G networks seems absent, despite the fact that the economic impact of energy consumption arises as a key element in the cost analysis of this type of networks. Precisely, the aim of this research is to provide deeper insight on the energy consumption involved in the usage of a 4G network, its relationship with network main design features, and the general economic impact this would have in the capital and operational expenditures related with network deployment and usage.

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Reducing energy consumption is one of the main goals of sustainability planning in most countries. For instance in Europe, the EC established the objectives in the Communication “20 20 by 2020 Europe's climate change opportunity”. • Next Generation Networks (NGN)  One of the most relevant upcoming ICT development • The role of energy consumption seems mostly absent from the main analysis and the debate on NGN deployment.

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Technological progress has profoundly changed the way personal data are collected, accessed and used. Those data make possible unprecedented customization of advertising which, in turn, is the business model adopted by many of the most successful Internet companies. Yet measuring the value being generated is still a complex task. This paper presents a review of the literature on this subject. It has been found that the economic analysis of personal information has been conducted up to now from a qualitative perspective mainly linked to privacy issues. A better understanding of a quantitative approach to this topic is urgently needed.