6 resultados para portable mobile devices,

em Universidad de Alicante


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We propose an original method to geoposition an audio/video stream with multiple emitters that are at the same time receivers of the mixed signal. The achieved method is suitable for those comes where a list of positions within a designated area is encoded with a degree of precision adjusted to the visualization capabilities; and is also easily extensible to support new requirements. This method extends a previously proposed protocol, without incurring in any performance penalty.

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In this paper, we propose an original method to geoposition an audio/video stream with multiple emitters that are at the same time receivers of the mixed signal. The obtained method is suitable when a list of positions within a known area is encoded with precision tailored to the visualization capabilities of the target device. Nevertheless, it is easily adaptable to new precision requirements, as well as parameterized data precision. This method extends a previously proposed protocol, without incurring in any performance penalty.

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The development of applications as well as the services for mobile systems faces a varied range of devices with very heterogeneous capabilities whose response times are difficult to predict. The research described in this work aims to respond to this issue by developing a computational model that formalizes the problem and that defines adjusting computing methods. The described proposal combines imprecise computing strategies with cloud computing paradigms in order to provide flexible implementation frameworks for embedded or mobile devices. As a result, the imprecise computation scheduling method on the workload of the embedded system is the solution to move computing to the cloud according to the priority and response time of the tasks to be executed and hereby be able to meet productivity and quality of desired services. A technique to estimate network delays and to schedule more accurately tasks is illustrated in this paper. An application example in which this technique is experimented in running contexts with heterogeneous work loading for checking the validity of the proposed model is described.

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One of the most relevant subjects for the intellectual formation of elementary school students is Mathematics where its importance goes back to ancient civilizations and which its importance is underestimated nowadays. This phenomenon occurs in Mexico, where 63.1% of the total population of elementary school students between the third and sixth grade have insufficient/elemental level of mathematics knowledge. This has resulted in the need to use a new mechanism to complement student’s classroom learning. With the rapid growth of wireless and mobile technologies, the mobile learning has been gradually considered as a novel and effective form of learning due to it inherits all the advantages of e-learning as well as breaks the limitations of learning time and space occurring in the traditional classroom teaching. This project proposes the use of a Mathematics Game e-Library integrated by a set of games for mobile devices and a distribution/management tool. The games are developed for running on mobile devices and for cover the six competencies related with the mathematics learning approach established in Mexico. The distribution/management tool allows students to reach contents according to their needs; this is achieved through a core engine that infers, from an initial profile, the games that cover the user’s knowledge gaps.

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El artículo presenta una investigación en la que se analizan, desde una perspectiva lexicométrica y factorial, los aspectos lingüísticos y paralingüísticos más relevantes de la escritura digital síncrona del adolescente español, en uno de los programas de mensajería instantánea más utilizados en la actualidad (WhatsApp©). La escritura en soportes digitales móviles (smartphones y tabletas) es una de las actividades más realizadas en nuestra sociedad y constituye un componente esencial de la competencia comunicativa en la Sociedad de la Información. La comunicación digital forma parte de nuestras vidas y el análisis del uso comunicativo digital y ubicuo con dispositivos y programas tiene amplias repercusiones sociales, lingüísticas y pedagógicas. La investigación se ha contextualizado en una muestra de 417 conversaciones de WhatsApp de estudiantes de enseñanza secundaria, de entre 13 y 16 años, en cuatro provincias españolas. La metodología de investigación ha sido de corte cuantitativa para abordar el análisis lexicométrico del corpus lingüístico-digital con referencia a los elementos lingüísticos y paralingüísticos más relevantes; para, posteriormente, realizar el análisis de las correlaciones entre diferentes variables independientes que expliquen patrones lingüísticos y de uso en la escritura digital. Los resultados muestran que la escritura digital en este tipo de programas tiene una serie de características específicas ortotipográficas y audiovisuales condicionadas por variables de uso, el tamaño de la pantalla del dispositivo, la horas de conversación y la relación establecida entre los interlocutores.

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Virtual Worlds Generator is a grammatical model that is proposed to define virtual worlds. It integrates the diversity of sensors and interaction devices, multimodality and a virtual simulation system. Its grammar allows the definition and abstraction in symbols strings of the scenes of the virtual world, independently of the hardware that is used to represent the world or to interact with it. A case study is presented to explain how to use the proposed model to formalize a robot navigation system with multimodal perception and a hybrid control scheme of the robot.