39 resultados para mobile computing, tecnologie web, Tizen

em Universidad Politécnica de Madrid


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Distributed parallel execution systems speed up applications by splitting tasks into processes whose execution is assigned to different receiving nodes in a high-bandwidth network. On the distributing side, a fundamental problem is grouping and scheduling such tasks such that each one involves sufñcient computational cost when compared to the task creation and communication costs and other such practical overheads. On the receiving side, an important issue is to have some assurance of the correctness and characteristics of the code received and also of the kind of load the particular task is going to pose, which can be specified by means of certificates. In this paper we present in a tutorial way a number of general solutions to these problems, and illustrate them through their implementation in the Ciao multi-paradigm language and program development environment. This system includes facilities for parallel and distributed execution, an assertion language for specifying complex programs properties (including safety and resource-related properties), and compile-time and run-time tools for performing automated parallelization and resource control, as well as certification of programs with resource consumption assurances and efñcient checking of such certificates.

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Los dispositivos móviles modernos disponen cada vez de más funcionalidad debido al rápido avance de las tecnologías de las comunicaciones y computaciones móviles. Sin embargo, la capacidad de la batería no ha experimentado un aumento equivalente. Por ello, la experiencia de usuario en los sistemas móviles modernos se ve muy afectada por la vida de la batería, que es un factor inestable de difícil de control. Para abordar este problema, investigaciones anteriores han propuesto un esquema de gestion del consumo (PM) centrada en la energía y que proporciona una garantía sobre la vida operativa de la batería mediante la gestión de la energía como un recurso de primera clase en el sistema. Como el planificador juega un papel fundamental en la administración del consumo de energía y en la garantía del rendimiento de las aplicaciones, esta tesis explora la optimización de la experiencia de usuario para sistemas móviles con energía limitada desde la perspectiva de un planificador que tiene en cuenta el consumo de energía en un contexto en el que ésta es un recurso de primera clase. En esta tesis se analiza en primer lugar los factores que contribuyen de forma general a la experiencia de usuario en un sistema móvil. Después se determinan los requisitos esenciales que afectan a la experiencia de usuario en la planificación centrada en el consumo de energía, que son el reparto proporcional de la potencia, el cumplimiento de las restricciones temporales, y cuando sea necesario, el compromiso entre la cuota de potencia y las restricciones temporales. Para cumplir con los requisitos, el algoritmo clásico de fair queueing y su modelo de referencia se extienden desde los dominios de las comunicaciones y ancho de banda de CPU hacia el dominio de la energía, y en base a ésto, se propone el algoritmo energy-based fair queueing (EFQ) para proporcionar una planificación basada en la energía. El algoritmo EFQ está diseñado para compartir la potencia consumida entre las tareas mediante su planificación en función de la energía consumida y de la cuota reservada. La cuota de consumo de cada tarea con restricciones temporales está protegida frente a diversos cambios que puedan ocurrir en el sistema. Además, para dar mejor soporte a las tareas en tiempo real y multimedia, se propone un mecanismo para combinar con el algoritmo EFQ para dar preferencia en la planificación durante breves intervalos de tiempo a las tareas más urgentes con restricciones temporales.Las propiedades del algoritmo EFQ se evaluan a través del modelado de alto nivel y la simulación. Los resultados de las simulaciones indican que los requisitos esenciales de la planificación centrada en la energía pueden lograrse. El algoritmo EFQ se implementa más tarde en el kernel de Linux. Para evaluar las propiedades del planificador EFQ basado en Linux, se desarrolló un banco de pruebas experimental basado en una sitema empotrado, un programa de banco de pruebas multihilo, y un conjunto de pruebas de código abierto. A través de experimentos específicamente diseñados, esta tesis verifica primero las propiedades de EFQ en la gestión de la cuota de consumo de potencia y la planificación en tiempo real y, a continuación, explora los beneficios potenciales de emplear la planificación EFQ en la optimización de la experiencia de usuario para sistemas móviles con energía limitada. Los resultados experimentales sobre la gestión de la cuota de energía muestran que EFQ es más eficaz que el planificador de Linux-CFS en la gestión de energía, logrando un reparto proporcional de la energía del sistema independientemente de en qué dispositivo se consume la energía. Los resultados experimentales en la planificación en tiempo real demuestran que EFQ puede lograr de forma eficaz, flexible y robusta el cumplimiento de las restricciones temporales aunque se dé el caso de aumento del el número de tareas o del error en la estimación de energía. Por último, un análisis comparativo de los resultados experimentales sobre la optimización de la experiencia del usuario demuestra que, primero, EFQ es más eficaz y flexible que los algoritmos tradicionales de planificación del procesador, como el que se encuentra por defecto en el planificador de Linux y, segundo, que proporciona la posibilidad de optimizar y preservar la experiencia de usuario para los sistemas móviles con energía limitada. Abstract Modern mobiledevices have been becoming increasingly powerful in functionality and entertainment as the next-generation mobile computing and communication technologies are rapidly advanced. However, the battery capacity has not experienced anequivalent increase. The user experience of modern mobile systems is therefore greatly affected by the battery lifetime,which is an unstable factor that is hard to control. To address this problem, previous works proposed energy-centric power management (PM) schemes to provide strong guarantee on the battery lifetime by globally managing energy as the first-class resource in the system. As the processor scheduler plays a pivotal role in power management and application performance guarantee, this thesis explores the user experience optimization of energy-limited mobile systemsfrom the perspective of energy-centric processor scheduling in an energy-centric context. This thesis first analyzes the general contributing factors of the mobile system user experience.Then itdetermines the essential requirements on the energy-centric processor scheduling for user experience optimization, which are proportional power sharing, time-constraint compliance, and when necessary, a tradeoff between the power share and the time-constraint compliance. To meet the requirements, the classical fair queuing algorithm and its reference model are extended from the network and CPU bandwidth sharing domain to the energy sharing domain, and based on that, the energy-based fair queuing (EFQ) algorithm is proposed for performing energy-centric processor scheduling. The EFQ algorithm is designed to provide proportional power shares to tasks by scheduling the tasks based on their energy consumption and weights. The power share of each time-sensitive task is protected upon the change of the scheduling environment to guarantee a stable performance, and any instantaneous power share that is overly allocated to one time-sensitive task can be fairly re-allocated to the other tasks. In addition, to better support real-time and multimedia scheduling, certain real-time friendly mechanism is combined into the EFQ algorithm to give time-limited scheduling preference to the time-sensitive tasks. Through high-level modelling and simulation, the properties of the EFQ algorithm are evaluated. The simulation results indicate that the essential requirements of energy-centric processor scheduling can be achieved. The EFQ algorithm is later implemented in the Linux kernel. To assess the properties of the Linux-based EFQ scheduler, an experimental test-bench based on an embedded platform, a multithreading test-bench program, and an open-source benchmark suite is developed. Through specifically-designed experiments, this thesis first verifies the properties of EFQ in power share management and real-time scheduling, and then, explores the potential benefits of employing EFQ scheduling in the user experience optimization for energy-limited mobile systems. Experimental results on power share management show that EFQ is more effective than the Linux-CFS scheduler in managing power shares and it can achieve a proportional sharing of the system power regardless of on which device the energy is spent. Experimental results on real-time scheduling demonstrate that EFQ can achieve effective, flexible and robust time-constraint compliance upon the increase of energy estimation error and task number. Finally, a comparative analysis of the experimental results on user experience optimization demonstrates that EFQ is more effective and flexible than traditional processor scheduling algorithms, such as those of the default Linux scheduler, in optimizing and preserving the user experience of energy-limited mobile systems.

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The Web of Data currently comprises ? 62 billion triples from more than 2,000 different datasets covering many fields of knowledge3. This volume of structured Linked Data can be seen as a particular case of Big Data, referred to as Big Semantic Data [4]. Obviously, powerful computational configurations are tradi- tionally required to deal with the scalability problems arising to Big Semantic Data. It is not surprising that this ?data revolution? has competed in parallel with the growth of mobile computing. Smartphones and tablets are massively used at the expense of traditional computers but, to date, mobile devices have more limited computation resources. Therefore, one question that we may ask ourselves would be: can (potentially large) semantic datasets be consumed natively on mobile devices? Currently, only a few mobile apps (e.g., [1, 9, 2, 8]) make use of semantic data that they store in the mobile devices, while many others access existing SPARQL endpoints or Linked Data directly. Two main reasons can be considered for this fact. On the one hand, in spite of some initial approaches [6, 3], there are no well-established triplestores for mobile devices. This is an important limitation because any po- tential app must assume both RDF storage and SPARQL resolution. On the other hand, the particular features of these devices (little storage space, less computational power or more limited bandwidths) limit the adoption of seman- tic data for different uses and purposes. This paper introduces our HDTourist mobile application prototype. It con- sumes urban data from DBpedia4 to help tourists visiting a foreign city. Although it is a simple app, its functionality allows illustrating how semantic data can be stored and queried with limited resources. Our prototype is implemented for An- droid, but its foundations, explained in Section 2, can be deployed in any other platform. The app is described in Section 3, and Section 4 concludes about our current achievements and devises the future work.

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Unattended Wireless Sensor Networks (UWSNs) operate in autonomous or disconnected mode: sensed data is collected periodically by an itinerant sink. Between successive sink visits, sensor-collected data is subject to some unique vulnerabilities. In particular, while the network is unattended, a mobile adversary (capable of subverting up to a fraction of sensors at a time) can migrate between compromised sets of sensors and inject fraudulent data. In this paper, we provide two collaborative authentication techniques that allow an UWSN to maintain integrity and authenticity of sensor data-in the presence of a mobile adversary-until the next sink visit. Proposed schemes use simple, standard, and inexpensive symmetric cryptographic primitives, coupled with key evolution and few message exchanges. We study their security and effectiveness, both analytically and via simulations. We also assess their robustness and show how to achieve the desired trade-off between performance and security.

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En términos generales, m-salud puede definirse como el conjunto de sistemas de información, sensores médicos y tecnologías de comunicaciones móviles para el cuidado de la salud. La creciente disponibilidad, miniaturización, comportamiento, velocidades de transmisión de datos cada vez mayores y la esperada convergencia de tecnologías de red y comunicaciones inalámbricas en torno a los sistemas de salud móviles están acelerando el despliegue de estos sistemas y la provisión de servicios de m-salud, como por ejemplo, la teleasistencia móvil. El concepto emergente de m-salud conlleva retos importantes (estudios técnicos, análisis, modelado de la provisión de servicios, etc.) que hay que afrontar para impulsar la evolución de los sistemas y servicios de e-salud ofrecidos desde tecnologías de telecomunicación que utilizan acceso por cable y redes fijas, hacia configuraciones móviles e inalámbricas de última generación. En este trabajo se analizará primeramente el significado e implicaciones de m-salud y la situación en la que se encuentra; los retos a los que hay que enfrentarse para su implantación y provisión así como su tendencia. De los múltiples y diferentes servicios que se pueden proveer se ha identificado el servicio de Localización de Personas LoPe, lanzado por Cruz Roja en febrero de 2007, para teleasistencia móvil y que permite conocer en todo momento la ubicación de la persona que porta su dispositivo asociado. Orientado a personas con discapacidad, en situación de riesgo o dependencia por deterioro cognitivo, tiene como objetivo ayudarlas a recuperar su autonomía personal. La provisión de este servicio se modelará mediante dinámica de sistemas, ya que esta teoría se considera idónea para modelar sistemas complejos que evolucionan con el tiempo. El resultado final es un modelo que implementado a través de la herramienta Studio 8® de la compañía noruega Powersim Software AS nos ha permitido analizar y evaluar su comportamiento a lo largo del tiempo, además de permitirnos extraer conclusiones sobre el mismo y plantear futuras mejoras sobre el servicio. ABSTRACT. In general terms, m-health can be defined as “mobile computing, medical sensor, and communications technologies for health care.” The increased availability, miniaturization, performance, enhanced data rates, and the expected convergence of future wireless communication and network technologies around mobile health systems are accelerating the deployment of m-health systems and services, for instance, mobile telecare. The emerging concept of m-health involves significant challenges (technical studies, analysis, modeling of service provision, etc.) that must be tackled to drive the development of e-health services and systems offered by telecommunication technologies that use wired and fixed networks towards wireless and mobile new generation networks. Firstly, in this master’s thesis, the meaning and implications of m-health and its current situation are analyzed. This analysis also includes the challenges that must be tackled for the implementation and provision of m-health technologies and services and the m-health trends. Among the many different m-health services already delivered, the Localización de Personas LoPe service has been identified to work with it. This service, launched by Spanish Red Cross in February 2007, enables to locate people who carry the associated device. It’s aimed at people with disabilities, at risk or dependency due to cognitive impairment and helps them to recover their personal autonomy. The provision of this service will be modeled with system dynamics considering that this theory suits very well the modeling of complex systems which evolve over time. The final result is a system dynamics model of the service implemented with Studio 8® tool developed by Powersim Software AS, a Norwegian company. This model has allowed us to analyze and evaluate its behaviour over time, as well as to draw conclusions and to consider some future improvements in the service.

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Este Proyecto de Fin de Carrera presenta un prototipo de aplicación móvil híbrida multi-plataforma para Android y iOS. Las aplicaciones móviles híbridas son una combinación de aplicaciones web móviles y aplicaciones móviles nativas. Se desarrollan parcialmente con tecnologías web y pueden acceder a la capa nativa y sensores del teléfono. Para el usuario se presentan como aplicaciones nativas, ya que se pueden descargar de las tiendas de aplicaciones y son instaladas en el dispositivo. El prototipo consiste en la migración del módulo de noticias financieras de las aplicaciones actuales para móviles de una compañía bancaria reimplementándolo como aplicación híbrida utilizando uno de los entornos de desarrollo disponibles en el mercado para este propósito. El desarrollo de aplicaciones híbridas puede ahorrar tiempo y dinero cuando se pretende alcanzar más de una plataforma móvil. El objetivo es la evaluación de las ventajas e inconvenientes que ofrece el desarrollo de aplicaciones híbridas en términos de reducción de costes, tiempo de desarrollo y resultado final de la aplicación. El proyecto consta de varias fases. Durante la primera fase se realiza un estudio sobre las aplicaciones híbridas que podemos encontrar hoy en día en el mercado utilizando los ejemplos de linkedIn, Facebook y Financial times. Se hace hincapié en las tecnologías utilizadas, uso de la red móvil y problemas encontrados. Posteriormente se realiza una comparación de distintos entornos de desarrollo multi-plataforma para aplicaciones híbridas en términos de la estrategia utilizada, plataformas soportadas, lenguajes de programación, acceso a capacidades nativas de los dispositivos y licencias de uso. Esta primera fase da como resultado la elección del entorno de desarrollo más adecuado a las exigencias del proyecto, que es PhoneGap, y continua con un análisis más detallado de dicho entorno en cuanto a su arquitectura, características y componentes. La siguiente fase comienza con un estudio de las aplicaciones actuales de la compañía para extraer el código fuente necesario y adaptarlo a la arquitectura que tendrá la aplicación. Para la realización del prototipo se hace uso de la característica que ofrece PhoneGap para acceder a la capa nativa del dispositivo, esto es, el uso de plugins. Se diseña y desarrolla un plugin que permite acceder a la capa nativa para cada plataforma. Una vez desarrollado el prototipo para la plataforma Android, se migra y adapta para la plataforma iOS. Por último se hace una evaluación de los prototipos en cuanto a su facilidad y tiempo de desarrollo, rendimiento, funcionalidad y apariencia de la interfaz de usuario. ABSTRACT. This bachelor's thesis presents a prototype of a hybrid cross-platform mobile application for Android and iOS. Hybrid mobile applications are a combination of mobile web and mobile native applications. They are built partially with web technologies and they can also access native features and sensors of the device. For a user, they look like native applications as they are downloaded from the application stores and installed on the device. This prototype consists of the migration of the financial news module of current mobile applications from a financial bank reimplementing them as a hybrid application using one of the frameworks available in the market for that purpose. Development of applications on a hybrid way can help reducing costs and effort when targeting more than one platform. The target of the project is the evaluation of the advantages and disadvantages that hybrid development can offer in terms of reducing costs and efforts and the final result of the application. The project starts with an analysis of successfully released hybrid applications using the examples of linkedIn, Facebook and Financial Times, emphasizing the different used technologies, the transmitted network data and the encountered problems during the development. This analysis is followed by a comparison of most popular hybrid crossplatform development frameworks in terms of the different approaches, supported platforms, programming languages, access to native features and license. This first stage has the outcome of finding the development framework that best fits to the requirements of the project, that is PhoneGap, and continues with a deeper analysis of its architecture, features and components. Next stage analyzes current company's applications to extract the needed source code and adapt it to the architecture of the prototype. For the realization of the application, the feature that PhoneGap offers to access the native layer of the device is used. This feature is called plugin. A custom plugin is designed and developed to access the native layer of each targeted platform. Once the prototype is finished for Android, it is migrated and adapted to the iOS platform. As a final conclusion the prototypes are evaluated in terms of ease and time of development, performance, functionality and look and feel.

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La forma de consumir contenidos en Internet ha cambiado durante los últimos años. Inicialmente se empleaban webs estáticas y con contenidos pobres visualmente. Con la evolución de las redes de comunicación, esta tendencia ha variado. A día de hoy, deseamos páginas agradables, accesibles y que nos presenten temas variados. Todo esto ha cambiado la forma de crear páginas web y en todos los casos se persigue el objetivo de atraer a los usuarios. El gran auge de los smartphones y las aplicaciones móviles que invaden el mercado actual han revolucionado el mundo del estudio de los idiomas permitiendo compatibilizar los recursos punteros con el aprendizaje tradicional. La popularidad de los dispositivos móviles y de las aplicaciones ha sido el principal motivo de la realización de este proyecto. En él se realizará un análisis de las diferentes tecnologías existentes y se elegirá la mejor opción que se ajuste a nuestras necesidades para poder desarrollar un sistema que implemente el enfoque llamado Mobile Assisted Language Learning (MALL) que supone una aproximación innovadora al aprendizaje de idiomas con la ayuda de un dispositivo móvil. En este documento se va a ofrecer una panorámica general acerca del desarrollo de aplicaciones para dispositivos móviles en el entorno del e-learning. Se estudiarán características técnicas de diferentes plataformas seleccionando la mejor opción para la implementación de un sistema que proporcione los contenidos básicos para el aprendizaje de un idioma, en este caso del inglés, de forma intuitiva y divertida. Dicho sistema permitirá al usuario mejorar su nivel de inglés mediante una interfaz web de forma dinámica y cercana empleando los recursos que ofrecen los dispositivos móviles y haciendo uso del diseño adaptativo. Este proyecto está pensado para los usuarios que dispongan de poco tiempo libre para realizar un curso de forma presencial o, mejor aún, para reforzar o repasar contenidos ya aprendidos por otros medios más tradicionales o no. La aplicación ofrece la posibilidad de que se haga uso del sistema de forma fácil y sencilla desde cualquier dispositivo móvil del que se disponga como es un smartphone, tablet o un ordenador personal, compitiendo con otros usuarios o contra uno mismo y mejorando así el nivel de partida a través de las actividades propuestas. Durante el proyecto se han comparado diversas soluciones, la mayoría de código abierto y de libre distribución que permiten desplegar servicios de almacenamiento accesibles mediante Internet. Se concluirá con un caso práctico analizando los requisitos técnicos y llevando a cabo las fases de análisis, diseño, creación de la base de datos, implementación y pruebas dentro del ciclo de vida del software. Finalmente, se migrará la aplicación con toda la información a un servidor en la nube. ABSTRACT. The way of consuming content on the Internet has changed over the past years. Initially, static websites were used with poor visual contents. Nevertheless, with the evolution of communication networks this trend has changed. Nowadays, we expect pleasant, accessible and varied topic pages and such expectations have changed the way to create web pages generally aiming at appealing and therefore, attracting users. The great boom of smartphones and mobile applications in the current market, have revolutionized the world of language learning as they make it possible to combine computing with traditional learning resources. The popularity of mobile devices and applications has been the main reason for the development of this project. Here, the different existing technologies will be examined and we will try to select the best option that adapts to our needs in order to develop a system that implements Mobile Assisted Language Learning (MALL) that in broad terms implies an approach to language learning with the help of a mobile device. This report provides an overview of the development of applications for mobile devices in the e-learning environment. We will study the technical characteristics of different platforms and we will select the best option for the implementation of a system that provide the basic content for learning a language, in this case English, by means of an intuitive and fun method. This system will allow the user to improve their level of English with a web interface in a dynamic and close way employing the resources offered by mobile devices using the adaptive design. This project is intended for users who do not have enough free time to make a classroom course or to review contents from more traditional courses as it offers the possibility to make use of the system quickly and easily from any mobile device available such as a smartphone, a tablet or a personal computer, competing with other users or against oneself and thus improving their departing level through different activities. During the project, different solutions have been compared. Most of them, open source and free distribution that allow to deploy storage services accessible via the Internet. It will conclude with a case study analyzing the technical requirements and conducting phases of analysis, design and creation of a database, implementation and testing in the software lifecycle. Finally, the application will be migrated with all the information to a server in the cloud.

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Current “Internet of Things” concepts point to a future where connected objects gather meaningful information about their environment and share it with other objects and people. In particular, objects embedding Human Machine Interaction (HMI), such as mobile devices and, increasingly, connected vehicles, home appliances, urban interactive infrastructures, etc., may not only be conceived as sources of sensor information, but, through interaction with their users, they can also produce highly valuable context-aware human-generated observations. We believe that the great promise offered by combining and sharing all of the different sources of information available can be realized through the integration of HMI and Semantic Sensor Web technologies. This paper presents a technological framework that harmonizes two of the most influential HMI and Sensor Web initiatives: the W3C’s Multimodal Architecture and Interfaces (MMI) and the Open Geospatial Consortium (OGC) Sensor Web Enablement (SWE) with its semantic extension, respectively. Although the proposed framework is general enough to be applied in a variety of connected objects integrating HMI, a particular development is presented for a connected car scenario where drivers’ observations about the traffic or their environment are shared across the Semantic Sensor Web. For implementation and evaluation purposes an on-board OSGi (Open Services Gateway Initiative) architecture was built, integrating several available HMI, Sensor Web and Semantic Web technologies. A technical performance test and a conceptual validation of the scenario with potential users are reported, with results suggesting the approach is sound

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Proof-Carrying Code (PCC) is a general approach to mobile code safety in which programs are augmented with a certificate (or proof). The intended benefit is that the program consumer can locally validate the certificate w.r.t. the "untrustcd" program by means of a certificate checker a process which should be much simpler, efficient, and automatic than generating the original proof. The practical uptake of PCC greatly depends on the existence of a variety of enabling technologies which allow both proving programs correct and replacing a costly verification process by an efficient checking proceduri on th( consumer side. In this work we propose Abstraction- Carrying Code (ACC), a novel approach which uses abstract interpretation as enabling technology. We argue that the large body of applications of abstract interpretation to program verification is amenable to the overall PCC scheme. In particular, we rely on an expressive class of safely policies which can be defined over different abstract domains. We use an abstraction (or abstract model) of the program computed by standard static analyzers as a certificate. The validity of the abstraction on ihe consumer side is checked in a single pass by a very efficient and specialized abstract-interpreter. We believe that ACC brings the expressiveness, flexibility and automation which is inherent in abstract interpretation techniques to the area of mobile code safety.

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The Semantic Web is an extension of the traditional Web in which meaning of information is well defined, thus allowing a better interaction between people and computers. To accomplish its goals, mechanisms are required to make explicit the semantics of Web resources, to be automatically processed by software agents (this semantics being described by means of online ontologies). Nevertheless, issues arise caused by the semantic heterogeneity that naturally happens on the Web, namely redundancy and ambiguity. For tackling these issues, we present an approach to discover and represent, in a non-redundant way, the intended meaning of words in Web applications, while taking into account the (often unstructured) context in which they appear. To that end, we have developed novel ontology matching, clustering, and disambiguation techniques. Our work is intended to help bridge the gap between syntax and semantics for the Semantic Web construction

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Augmented reality (AR) is been increasingly used in mobile devices. Most of the available applications are set to work outdoors, mainly due to the availability of a reliable positioning system. Nevertheless, indoor (smart) spaces offer a lot of opportunities of creating new service concepts. In particular, in this paper we explore the applicability of mobile AR to hospitality environments (hotels and similar establishments). From the state-of-the-art of technologies and applications, a portfolio of services has been identified and a prototype using off-the-shelf technologies has been designed. Our objective is to identify the next technological challenges to overcome in order to have suitable underlying infrastructures and innovative services which enhance the traveller?s experience.

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It has taken more than a decade of intense technical and market developments for mobile Internet to take off as a mass phenomenon. And it has arrived with great intensity: an avalanche of mobile content and applications is now overrunning us. Similar to its wired counterpart, wireless Web users will continuously demand access to data and content in an efficient and user-friendly manner.

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Interaction with smart objects can be accomplished with different technologies, such as tangible interfaces or touch computing, among others. Some of them require the object to be especially designed to be 'smart', and some other are limited in the variety and complexity of the possible actions. This paper describes a user-smart object interaction model and prototype based on the well known event-condition-action (ECA) reasoning, which can work, to a degree, independently of the intelligence embedded into the smart object. It has been designed for mobile devices to act as mediators between users and smart objects and provides an intuitive means for personalization of object's behavior. When the user is close to an object, this one publishes its 'event & action' capabilities to the user's device. The user may accept the object's module offering, which will enable him to configure and control that object, but also its actions with respect to other elements of the environment or the virtual world. The modular ECA interaction model facilitates the integration of different types of objects in a smart space, giving the user full control of their capabilities and facilitating creative mash-uping to build customized functionalities that combine physical and virtual actions

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This article evaluates an authentication technique for mobiles based on gestures. Users create a remindful identifying gesture to be considered as their in-air signature. This work analyzes a database of 120 gestures of different vulnerability, obtaining an Equal Error Rate (EER) of 9.19% when robustness of gestures is not verified. Most of the errors in this EER come from very simple and easily forgeable gestures that should be discarded at enrollment phase. Therefore, an in-air signature robustness verification system using Linear Discriminant Analysis is proposed to infer automatically whether the gesture is secure or not. Different configurations have been tested obtaining a lowest EER of 4.01% when 45.02% of gestures were discarded, and an optimal compromise of EER of 4.82% when 19.19% of gestures were automatically rejected.

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New trends in biometrics are oriented to mobile devices in order to increase the overall security in daily actions like bank account access, e-commerce or even document protection within the mobile. However, applying biometrics to mobile devices imply challenging aspects in biometric data acquisition, feature extraction or private data storage. Concretely, this paper attempts to deal with the problem of hand segmentation given a picture of the hand in an unknown background, requiring an accurate result in terms of hand isolation. For the sake of user acceptability, no restrictions are done on background, and therefore, hand images can be taken without any constraint, resulting segmentation in an exigent task. Multiscale aggregation strategies are proposed in order to solve this problem due to their accurate results in unconstrained and complicated scenarios, together with their properties in time performance. This method is evaluated with a public synthetic database with 480000 images considering different backgrounds and illumination environments. The results obtained in terms of accuracy and time performance highlight their capability of being a suitable solution for the problem of hand segmentation in contact-less environments, outperforming competitive methods in literature like Lossy Data Compression image segmentation (LDC).