17 resultados para Multimedia content

em Universidad Politécnica de Madrid


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En los últimos años, debido al notable desarrollo de los terminales portátiles, que han pasado de ser “simples” teléfonos o reproductores a puros ordenadores, ha crecido el número de servicios que ofrecen cada vez mayor cantidad de contenido multimedia a través de internet. Además, la distinta evolución de estos terminales hace que nos encontremos en el mercado con una amplísima gama de productos de diferentes tamaños y capacidades de procesamiento, lo que hace necesario encontrar una fórmula que permita satisfacer la demanda de dichos servicios sea cual sea la naturaleza de nuestro dispositivo. Para poder ofrecer una solución adecuada se ha optado por la integración de un protocolo como RTP y un estándar de video como SVC. RTP (Real-time Transport Protocol), en contraposición a los protocolos de propósito general fue diseñado para aplicaciones de tiempo real por lo que es ideal para el streaming de contenido multimedia. Por su parte, SVC es un estándar de video escalable que permite transmitir en un mismo stream una capa base y múltiples capas de mejora, por lo que podremos adaptar la calidad y tamaño del contenido a la capacidad y tamaño de nuestro dispositivo. El objetivo de este proyecto consiste en integrar y modificar tanto el reproductor MPlayer como la librería RTP live555 de tal forma que sean capaces de soportar el formato SVC sobre el protocolo RTP y montar un sistema servidorcliente para comprobar su funcionamiento. Aunque este proceso esté orientado a llevarse a cabo en un dispositivo móvil, para este proyecto se ha optado por realizarlo en el escenario más sencillo posible, para lo cual, se emitirán secuencias a una máquina virtual alojada en el mismo ordenador que el servidor. ABSTRACT In recent years, due to the remarkable development of mobile devices, which have evolved from "simple" phones or players to computers, the amount of services that offer multimedia content over the internet have shot up. Furthermore, the different evolution of these terminals causes that we can find in the market a wide range of different sizes and processing capabilities, making necessary to find a formula that will satisfy the demand for such services regardless of the nature of our device. In order to provide a suitable solution we have chosen to integrate a protocol as RTP and a video standard as SVC. RTP (Real-time Transport Protocol), in opposition to general purpose protocols was designed for real-time applications making it ideal for media streaming. Meanwhile, SVC is a scalable video standard which can transmit a single stream in a base layer and multiple enhancement layers, so that we can adapt the quality and size of the content to the capacity and size of our device. The objective of this project is to integrate and modify both MPlayer and RTP library live555 so that they support the SVC format over RTP protocol and set up a client-server system to check its behavior. Although this process has been designed to be done on a mobile device, for this project we have chosen to do it in the simplest possible scenario so we will stream to a virtual machine hosted on the same computer where we have the server.

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This paper proposes a novel combination of artificial intelligence planning and other techniques for improving decision-making in the context of multi-step multimedia content adaptation. In particular, it describes a method that allows decision-making (selecting the adaptation to perform) in situations where third-party pluggable multimedia conversion modules are involved and the multimedia adaptation planner does not know their exact adaptation capabilities. In this approach, the multimedia adaptation planner module is only responsible for a part of the required decisions; the pluggable modules make additional decisions based on different criteria. We demonstrate that partial decision-making is not only attainable, but also introduces advantages with respect to a system in which these conversion modules are not capable of providing additional decisions. This means that transferring decisions from the multi-step multimedia adaptation planner to the pluggable conversion modules increases the flexibility of the adaptation. Moreover, by allowing conversion modules to be only partially described, the range of problems that these modules can address increases, while significantly decreasing both the description length of the adaptation capabilities and the planning decision time. Finally, we specify the conditions under which knowing the partial adaptation capabilities of a set of conversion modules will be enough to compute a proper adaptation plan.

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Background: Cognitive skills training for minimally invasive surgery has traditionally relied upon diverse tools, such as seminars or lectures. Web technologies for e-learning have been adopted to provide ubiquitous training and serve as structured repositories for the vast amount of laparoscopic video sources available. However, these technologies fail to offer such features as formative and summative evaluation, guided learning, or collaborative interaction between users. Methodology: The "TELMA" environment is presented as a new technology-enhanced learning platform that increases the user's experience using a four-pillared architecture: (1) an authoring tool for the creation of didactic contents; (2) a learning content and knowledge management system that incorporates a modular and scalable system to capture, catalogue, search, and retrieve multimedia content; (3) an evaluation module that provides learning feedback to users; and (4) a professional network for collaborative learning between users. Face validation of the environment and the authoring tool are presented. Results: Face validation of TELMA reveals the positive perception of surgeons regarding the implementation of TELMA and their willingness to use it as a cognitive skills training tool. Preliminary validation data also reflect the importance of providing an easy-to-use, functional authoring tool to create didactic content. Conclusion: The TELMA environment is currently installed and used at the Jesús Usón Minimally Invasive Surgery Centre and several other Spanish hospitals. Face validation results ascertain the acceptance and usefulness of this new minimally invasive surgery training environment.

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The spreading of new systems of broadcasting and distribution of multimedia content has had as a consequence a larger need for aggregation of data and metadata to traditionally based contents of video and audio supply. Broadcasting chains of this type of channels have become overwhelmed by the quantity of resources, infrastructures and development needed for these channels to provide information. In order to avoid this kind of shortcomings, several recommendations and standards have been created to exchange metadata between production and distribution of taped programs. The problem lies in live programs, producers sometimes offer data to channels but most often, channels are not able to face required developments. The key to this problem is cost reduction. In this work, a study is conducted on added services which producers may provide to the media about content; a system is found by which additional communication expenses are not made and a model of information transfer is offered which allows low cost developments to supply new media platforms.

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The multimedia development that has taken place within the university classrooms in recent years has caused a revolution at psychological level within the collectivity of students and teachers inside and outside the classrooms. The slide show applications have become a key supporting element for university professors, who, in many cases, rely blindly in the use of them for teaching. Additionally, ill-conceived slides, poorly structured and with a vast amount of multimedia content, can be the basis of a faulty communication between teacher and student, which is overwhelmed by the appearance and presentation, neglecting their content. The same applies to web pages. This paper focuses on the study and analysis of the impact caused in the process of teaching and learning by the slide show presentations and web pages, and its positive and negative influence on the student’s learning process, paying particular attention to the consequences on the level of attention within the classroom, and on the study outside the classroom. The study is performed by means of a qualitative analysis of student surveys conducted during the last 8 school Civil Engineering School at the Polytechnic University of Madrid. It presents some of the weaknesses of multimedia material, including the difficulties for students to study them, because of the many distractions they face and the need for incentives web pages offer, or the insignificant content and shallowness of the studies due to wrongly formulated presentations.

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This paper describes the potential impact of social media and new technologies in secondary education. The case of study has been designed for the drama and theatre subject. A wide set of tools like social networks, blogs, internet, multimedia content, local press and other promotional tools are promoted to increase students’ motivation. The experiment was developed at the highschool IES Al-Satt located in Algete in the Comunidad de Madrid. The students included in the theatre group present a low academic level, 80% of them had previously repeated at least one grade, half of them come from programs for students with learning difficulties and were at risk of social exclusion. This action is supported by higher and secondary education professors and teachers who look forward to implanting networked media technologies as new tools to improve the academic results and the degree of involvement of students. The results of the experiment have been excellent, based on satisfactory opinions obtained from a survey answered by students at the end of the course, and also revealed by the analytics taken from different social networks. This project is a pioneer in the introduction and usage of new technologies in secondary high-schools in Spain.

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Today P2P faces two important challenges: design of mechanisms to encourage users’ collaboration in multimedia live streaming services; design of reliable algorithms with QoS provision, to encourage multimedia providers employ the P2P topology in commercial streaming services. We believe that these two challenges are tightly-related and there is much to be done with respect. This paper proposes a novel monetary incentive for P2P multimedia streaming. The incentive model classifies the users in groups according to the perceived video quality. We apply the model to a streaming system’s billing model in order to evaluate its feasibility and visualize its quantitative effect on the users’ motivation and the provider’s profit. We conclude that monetary incentive can boost up users’ cooperation, loyalty and enhance the overall system integrity and performance. Moreover the model defines the constraints for the provider’s cost and profit when the system is leveraged on the cloud. Considering those constraints, a multimedia content provider can adapt the billing model of his streaming service and achieve desirable discount-profit trade-off. This will moreover contribute to better promotion of the service, across the users on the Internet.

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El autor de este proyecto es miembro reciente de la asociación SoloBoulder, dedicada a la modalidad de escalada boulder, noticias y actualidad, contenido multimedia, promoción de un equipo de escaladores y defensa de valores medioambientales en la montaña. El principal canal de distribución de contenidos es una página web existente previa a este proyecto. La asociación ha detectado una escasez y mala calidad de recursos en internet en cuanto a guías de zonas donde poder practicar el boulder. Tal circunstancia impulsa la iniciativa de este proyecto fin de carrera. El objetivo general es el desarrollo de una nueva aplicación que proporcione a los usuarios a nivel mundial una guía interactiva de boulder y otros puntos de interés, una red social que permita la creación cooperativa y orgánica de contenido, y servicios web para el consumo de la información desde otras plataformas u organizaciones. El nuevo software desarrollado es independiente de la página web de SoloBoulder previa. No obstante, ambas partes se integran bajo el mismo domino web y aspecto. La nueva aplicación ofrece a escaladores y turistas un servicio informativo e interactivo de calidad, con el que se espera aumentar el número de visitas en todo el sitio web y poder ampliar la difusión de valores medioambientales, diversificar las zonas de boulder y regular las masificadas, favorecer el deporte y brindar al escalador una oportunidad de autopromoción personal. Una gran motivación para el autor también es el proceso de investigación y formación en tecnologías, patrones arquitecturales de diseño y metodologías de trabajo adaptadas a las tendencias actuales en la ingeniería de software, con especial curiosidad hacia el mundo web. A este respecto podemos destacar: metodología de trabajo en proyectos, análisis de proyectos, arquitecturas de software, diseño de software, bases de datos, programación y buenas prácticas, seguridad, interfaz gráfica web, diseño gráfico, Web Performance Optimization, Search Engine Optimization, etc. En resumen, este proyecto constituye un aprendizaje y puesta en práctica de diversos conocimientos adquiridos durante la ejecución del mismo, así como afianzamiento de materias estudiadas en la carrera. Además, el producto desarrollado ofrece un servicio de calidad a los usuarios y favorece el deporte y la autopromoción del escalador. ABSTRACT. The author of this Project is recent member of the association SoloBoulder, dedicated to a rock climbing discipline called bouldering, news, multimedia content, promotion of a team of climbers and defense of environmental values in the mountain. The main content distribution channel is a web page existing previous to this project. The association has detected scarcity and bad quality of resources on the internet about guides of bouldering areas. This circumstance motivates the initiative of this project. The general objective is the development of a new application which provides a worldwide, interactive bouldering guide, including other points of interest, a social network which allows the cooperative and organic creation of content, and web services for consumption of information from other platforms or organizations. The new software developed is independent of the previous SoloBoulder web page. However, both parts are integrated under the same domain and appearance. The new application offers to climbers and tourists a quality informative and interactive service, with which we hope to increase the number of visits in the whole web site and be able to expand the dissemination of environmental values, diversify boulder areas and regulate the overcrowded ones, encourage sport and offer to the climber an opportunity of self-promotion. A strong motivation for the author is also the process of investigation and education in technologies, architectural design patterns and working methodologies adapted to the actual trends in software engineering, with special curiosity about the web world. In this regard we could highlight: project working methodologies, project analysis, software architectures, software design, data bases, programming and good practices, security, graphic web interface, graphic design, Web Performance Optimization, Search Engine Optimization, etc. To sum up, this project constitutes learning and practice of diverse knowledge acquired during its execution, as well as consolidation of subjects studied in the degree. In addition, the product developed offers a quality service to the users and favors the sport and the selfpromotion of the climber.

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This work describes the design and application of multimedia contents for web technologies-based training in minimally invasive surgery (MIS). The chosen strategy allows knowing the deficiencies of the current training methods so new multimedia contents can cover them. This study is concluded with the definition of three different types of multimedia contents accordingly to the development degree and didactic objectives that they present: Didactic resources are basic contents such as videos or documents that can be enhanced with contributions of users. On the other hand, case reports and didactic units have a defined structure. Didactic resources and case reports provide an informal training while didactic units are included in a more regulated training.

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La señalización digital o digital signage es una tecnología de comunicaciones digital que se está usando en los últimos años para reemplazar a la antigua publicidad impresa. Esta tecnología mejora la presentación y promoción de los productos anunciados, así como facilita el intercambio de información gracias a su colocación en lugares públicos o al aire libre. Las aplicaciones con las que cuenta este nuevo método de publicidad son muy variadas, ya que pueden variar desde ambientes privados en empresas, hasta lugares públicos como centros comerciales. Aunque la primera y principal utilidad de la señalización digital es la publicidad para que el usuario sienta una necesidad de adquirir productos, también la posibilidad de ofrecer más información sobre determinados artículos a través de las nuevas tecnologías es muy importante en este campo. La aplicación realizada en este proyecto es el desarrollo de un programa en Adobe Flash a través de lenguaje de programación XML. A través de una pantalla táctil, el usuario de un museo puede interactivamente acceder a un menú en el que aparecen los diferentes estilos de arte en un determinado tiempo de la historia. A través de una línea de tiempo se puede acceder a información sobre cada objeto que esté expuesto en la exhibición. Además se pueden observar imágenes de los detalles más importantes del objeto que no pueden ser vistos a simple vista, ya que no está permitido manipularlos. El empleo de la pantalla interactiva sirve para el usuario de la exhibición como una herramienta extra para recabar información sobre lo que está viendo, a través de una tecnología nueva y fácil de usar para todo el mundo, ya que solo se necesita usar las propias manos. La facilidad de manejo en aplicaciones como estas es muy importante, ya que el usuario final puede no tener conocimientos tecnológicos por lo que la información debe darse claramente. Como conclusión, se puede decir que digital signage es un mercado que está en expansión y que las empresas deben invertir en el desarrollo de contenidos, ya que las tecnologías avanzan aunque el digital signage no lo haga, y este sector podría ser muy útil en un futuro no muy lejano, ya que la información que es capaz de transmitir al espectador en todos los lugares es mucho más válida y útil que la proporcionada por un simple póster impreso en una valla publicitaria. Abstract The Digital signage is a digital communications technology being used in recent years to replace the old advertising printed. This technology improves the presentation and promotion of the advertised products, and makes easy the exchange of information with its placement in public places or outdoors. The applications that account this new method of advertising are several; they can range from private rooms in companies, to public places like malls. Although the first major utility of Digital signage is the advertising that makes the user feel and need of purchasing products. In addition, the chance of providing more information about certain items through new technologies is very important in this field. The application made in this project is the development of a program in Adobe Flash via XML programming language. Through a touch-screen, a museum user can interactively access a menu in which different styles of art in a particular time in history appears. Through a timeline you can access to information about each object that is exposed on display. Also you can see pictures of the most important details of the object that can not be seen with the naked eye, since it is not allowed to manipulate it. The use of the interactive screen serves to the user exhibition as an extra tool to gather information about what is seeing through a new technology and easy to use for everyone, since only need to use one’s own hands. The ease of handling in applications such as this is very important as the end user may not have expertise technology so the information should be clearly. As conclusion, one can say digital signage is an expansion market and companies must invest in content development, as although digital technologies advance digital signage does not, and this sector could be very useful in a near future, because information that is able of transmitting the everywhere viewer is much more valid and useful than that provided by a simple printed poster on a billboard.

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This doctoral thesis focuses on the modeling of multimedia systems to create personalized recommendation services based on the analysis of users’ audiovisual consumption. Research is focused on the characterization of both users’ audiovisual consumption and content, specifically images and video. This double characterization converges into a hybrid recommendation algorithm, adapted to different application scenarios covering different specificities and constraints. Hybrid recommendation systems use both content and user information as input data, applying the knowledge from the analysis of these data as the initial step to feed the algorithms in order to generate personalized recommendations. Regarding the user information, this doctoral thesis focuses on the analysis of audiovisual consumption to infer implicitly acquired preferences. The inference process is based on a new probabilistic model proposed in the text. This model takes into account qualitative and quantitative consumption factors on the one hand, and external factors such as zapping factor or company factor on the other. As for content information, this research focuses on the modeling of descriptors and aesthetic characteristics, which influence the user and are thus useful for the recommendation system. Similarly, the automatic extraction of these descriptors from the audiovisual piece without excessive computational cost has been considered a priority, in order to ensure applicability to different real scenarios. Finally, a new content-based recommendation algorithm has been created from the previously acquired information, i.e. user preferences and content descriptors. This algorithm has been hybridized with a collaborative filtering algorithm obtained from the current state of the art, so as to compare the efficiency of this hybrid recommender with the individual techniques of recommendation (different hybridization techniques of the state of the art have been studied for suitability). The content-based recommendation focuses on the influence of the aesthetic characteristics on the users. The heterogeneity of the possible users of these kinds of systems calls for the use of different criteria and attributes to create effective recommendations. Therefore, the proposed algorithm is adaptable to different perceptions producing a dynamic representation of preferences to obtain personalized recommendations for each user of the system. The hypotheses of this doctoral thesis have been validated by conducting a set of tests with real users, or by querying a database containing user preferences - available to the scientific community. This thesis is structured based on the different research and validation methodologies of the techniques involved. In the three central chapters the state of the art is studied and the developed algorithms and models are validated via self-designed tests. It should be noted that some of these tests are incremental and confirm the validation of previously discussed techniques. Resumen Esta tesis doctoral se centra en el modelado de sistemas multimedia para la creación de servicios personalizados de recomendación a partir del análisis de la actividad de consumo audiovisual de los usuarios. La investigación se focaliza en la caracterización tanto del consumo audiovisual del usuario como de la naturaleza de los contenidos, concretamente imágenes y vídeos. Esta doble caracterización de usuarios y contenidos confluye en un algoritmo de recomendación híbrido que se adapta a distintos escenarios de aplicación, cada uno de ellos con distintas peculiaridades y restricciones. Todo sistema de recomendación híbrido toma como datos de partida tanto información del usuario como del contenido, y utiliza este conocimiento como entrada para algoritmos que permiten generar recomendaciones personalizadas. Por la parte de la información del usuario, la tesis se centra en el análisis del consumo audiovisual para inferir preferencias que, por lo tanto, se adquieren de manera implícita. Para ello, se ha propuesto un nuevo modelo probabilístico que tiene en cuenta factores de consumo tanto cuantitativos como cualitativos, así como otros factores de contorno, como el factor de zapping o el factor de compañía, que condicionan la incertidumbre de la inferencia. En cuanto a la información del contenido, la investigación se ha centrado en la definición de descriptores de carácter estético y morfológico que resultan influyentes en el usuario y que, por lo tanto, son útiles para la recomendación. Del mismo modo, se ha considerado una prioridad que estos descriptores se puedan extraer automáticamente de un contenido sin exigir grandes requisitos computacionales y, de tal forma que se garantice la posibilidad de aplicación a escenarios reales de diverso tipo. Por último, explotando la información de preferencias del usuario y de descripción de los contenidos ya obtenida, se ha creado un nuevo algoritmo de recomendación basado en contenido. Este algoritmo se cruza con un algoritmo de filtrado colaborativo de referencia en el estado del arte, de tal manera que se compara la eficiencia de este recomendador híbrido (donde se ha investigado la idoneidad de las diferentes técnicas de hibridación del estado del arte) con cada una de las técnicas individuales de recomendación. El algoritmo de recomendación basado en contenido que se ha creado se centra en las posibilidades de la influencia de factores estéticos en los usuarios, teniendo en cuenta que la heterogeneidad del conjunto de usuarios provoca que los criterios y atributos que condicionan las preferencias de cada individuo sean diferentes. Por lo tanto, el algoritmo se adapta a las diferentes percepciones y articula una metodología dinámica de representación de las preferencias que permite obtener recomendaciones personalizadas, únicas para cada usuario del sistema. Todas las hipótesis de la tesis han sido debidamente validadas mediante la realización de pruebas con usuarios reales o con bases de datos de preferencias de usuarios que están a disposición de la comunidad científica. La diferente metodología de investigación y validación de cada una de las técnicas abordadas condiciona la estructura de la tesis, de tal manera que los tres capítulos centrales se estructuran sobre su propio estudio del estado del arte y los algoritmos y modelos desarrollados se validan mediante pruebas autónomas, sin impedir que, en algún caso, las pruebas sean incrementales y ratifiquen la validación de técnicas expuestas anteriormente.

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One of the advantages of social networks is the possibility to socialize and personalize the content created or shared by the users. In mobile social networks, where the devices have limited capabilities in terms of screen size and computing power, Multimedia Recommender Systems help to present the most relevant content to the users, depending on their tastes, relationships and profile. Previous recommender systems are not able to cope with the uncertainty of automated tagging and are knowledge domain dependant. In addition, the instantiation of a recommender in this domain should cope with problems arising from the collaborative filtering inherent nature (cold start, banana problem, large number of users to run, etc.). The solution presented in this paper addresses the abovementioned problems by proposing a hybrid image recommender system, which combines collaborative filtering (social techniques) with content-based techniques, leaving the user the liberty to give these processes a personal weight. It takes into account aesthetics and the formal characteristics of the images to overcome the problems of current techniques, improving the performance of existing systems to create a mobile social networks recommender with a high degree of adaptation to any kind of user.

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En este proyecto se realiza un estudio sobre herramientas que facilitan la creación y distribución de aplicaciones en distintas plataformas móviles, con el fin de poder seleccionar la herramienta más apropiada en función del proyecto a desarrollar. Previo al estudio de las herramientas para el desarrollo en plataformas múltiples se realiza un estudio de las herramientas y metodologías que facilitan los propietarios de los entornos IOS y Android. Este estudio previo permitirá al lector conocer en más detalle las particularidades de cada uno de estos dos entornos, así como las pautas y buenas prácticas a seguir en el desarrollo de aplicaciones para dispositivos móviles. Una vez finalizado el estudio, el lector sabrá escoger una herramienta de desarrollo adaptada a cada proyecto en función de su objeto, los recursos disponibles y las habilidades de los miembros del equipo de desarrollo. Adicionalmente al estudio, y como ejemplo de aplicación, en el proyecto se realiza un caso práctico de selección de herramienta y aplicación de la herramienta seleccionada a un proyecto de desarrollo concreto. El caso práctico consiste en la creación de un entorno que permite generar aplicaciones para la visualización de apuntes. Las aplicaciones permitirán ver contenidos de tipo multimedia como ficheros de texto, sonidos, imágenes, vídeos y enlaces a contenidos externos. Además estas aplicaciones se generarán sin que el autor de las mismas tenga que modificar alguna de las líneas del código. Para ello, se han definido una serie de ficheros de configuración en los que el autor de la aplicación deberá indicar los contenidos a mostrar y su ubicación. Se han seleccionado recursos de tipo “código abierto” para el desarrollo del caso práctico, con el fin de evitar los costes asociados a las posibles licencias. El equipo de desarrollo del caso práctico estará formado únicamente por el autor de este proyecto de fin de grado, lo que hace del caso de estudio un desarrollo sencillo, de manera que su futuro mantenimiento y escalabilidad no deberían verse afectados por la necesidad de contar con equipos de desarrolladores con conocimientos específicos o complejos. ABSTRACT. This document contains a study of tools that ease the creation and the distribution of the applications through different mobile platforms. The objective o this document is to allow the selection of the most appropriate tool, depending on the development objectives. Previous to this study about the tools for developing on multiple platforms, a study of IOS and Android tools and their methodologies is included on this document. This previous analysis will allow the reader to know in more detail the peculiarities of each of these environments, together with theirs requirements and the best practices of the applications development for mobile devices. By the end of this document the reader would be able to choose the adequate development tool for a project depending of its objective, its available resources and the developers team’s capabilities. Beside this study and as example of case study this final project includes a practical case of tool selection and its application to a specific development. The case study consists in the creation of an environment that allows generating applications to visualise notes. These applications will allow seeing contents of multimedia type such as: text files, sounds, images, videos, and links to external content. Furthermore these applications will be generated without their author having to modify any line of code, because a group of configuration files will be defined for such purpose. The author of the application only has to update this configuration with the content to show by the application and its location. The selected resources for the case study were of the type “open source” in order to avoid the cost associated to the potential licenses. The developers’ team for this case study has only one member, the author of this final project document and practical case developer. As a result the case study is a very simple development in a way that the future potential maintenance and scalability should not depend on the necessity of a highly qualified developers’ teams with a very specific knowledge on mobile platforms development.

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Content protection is a key component for the success of a multimedia services platform, as proven by the plethora of solutions currently on the market. In this paper we analyze a new network scenario where permanent bidirectional connectivity and video-aware encryption technologies allow a trustful operation of ubiquitous end devices. We propose new scalable models for a content protection architecture that may achieve dramatic improvement in robustness, reliability, and scalability. Selective ciphering and countermeasures are included in those models, together with several examples of their application.

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La educación y los entornos educativos están en constante evolución. Tanto alumnos como educadores cambian de hábitos, de maneras de aprender, de gustos, de dispositivos que manejan y de aplicaciones que usan regularmente entre otras cosas. Todos estos cambios vienen acompañados y fomentados en gran medida por la evolución paralela que experimenta la tecnología, tanto software en los programas utilizados, como hardware en los dispositivos y capacidades de éstos. La educación debe también adaptarse a estos cambios, tanto personales como tecnológicos y sacar el mayor provecho de ellos. El uso de Sistemas de Gestión del Aprendizaje está muy extendido en todos los centros educativos. Estos sistemas poseen un gran número de características y funcionalidades que permiten desde la aplicación de un modelo didáctico totalmente tradicional en el que el profesor imparte un contenido y los alumnos lo reciben a uno totalmente innovador en el que ocurren procesos totalmente diferentes. Por otro lado, el potencial que ofrecen los recursos multimedia no ha sido completamente aprovechado en la educación y supone una gran oportunidad. Esta tesis doctoral propone un conjunto de métodos y herramientas para la creación y el uso de recursos multimedia en la educación. Para ello el desarrollo de esta tesis parte de la definición de un modelo didáctico social, colaborativo y centrado en el alumno que servirá de hilo conductor y que integrará los diferentes y métodos y herramientas estudiados y desarrollados. En un primer paso se identifican varias herramientas y métodos para el aula, tales son la grabación de clases, donde se crea y posteriormente se mejora un carrito portátil de grabación que da muy buen resultado, las herramientas de grabación de screencast y la videoconferencia. Estas herramientas además se integran en una plataforma colaborativa dando lugar a una arquitectura completa y escalable que permite la realización de dichas actividades y la interconexión sencilla con el Sistema de Gestión del Aprendizaje. A continuación y ya en un entorno totalmente online se desarrolla una nueva plataforma de e-learning llamada Virtual Science Hub (ViSH) que consta de cuatro funcionalidades principales, red social, videoconferencia, repositorio educativo y herramienta de autor. En esta plataforma se aplicaron técnicas de recomendación proactiva tanto de recursos educativos como de otros usuarios similares. Por último se validó el modelo educativo completo usando algunas de las herramientas identificadas y desarrolladas en dos escenarios diferentes con gran éxito. Finalmente, esta tesis discute las conclusiones obtenidas a lo largo de la extensa investigación llevada a cabo y que ha propiciado la consecución de una buena base teórica y práctica para la creación de herramientas y métodos para la generación y el uso de recursos multimedia en la educación. ABSTRACT Education and learning environments are constantly evolving. Students and educators change the things their habits, their ways of learning, the things they like or the devices and applications that they use regularly among other things. All these changes are accompanied and fostered by the parallel evolution that technology experiences, both in the software programs used as in the hardware and capabilities of these devices. Education must also adapt to these changes, both personal and technological and get the most out of them. Learning Management Systems are widely used in all educational centers. These systems have a large number of features and functionalities. They allow from the implementation of a traditional teaching model in which the teacher gives content and students receive it to one absolutely innovative teaching model where totally different processes occur. Furthermore, the potential of multimedia resources has not been fully exploited in education and can be a great opportunity. This thesis proposes a set of methods and tools for the creation and use of multimedia in education. The development of this thesis starts with the definition of a social, collaborative and learner-centered model, that serves as a common thread and that integrates different tools and methods studied and developed. In a first step, several tools and methods for the classroom are identified, such as recording, where a portable kit is created and then improved giving very good results, screencast recording and videoconferencing. These tools also are integrated into a collaborative platform resulting in a complete, scalable architecture that enables the execution of such activities and a simple interconnection with the Learning Management System. In an fully online environment a new e-learning platform called Virtual Science Hub (ViSH) is created. It consists of four main features that combine and complement each other, social network, videoconferencing, educational repository and authoring tool. In this platform proactive recommendation of both educational resources and similar users is applied. In a last step the entire educational model using some of the tools identified and developed is successfully validated in two different scenarios. Finally, this thesis discusses the findings obtained during the extensive research carried out and has led to the achievement of a good theoretical and practical basis for the development of tools and methods for the generation and use of multimedia in education.