9 resultados para Scenario Programming, Markup Language, End User Programming

em Digital Peer Publishing


Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper proposes an extension to the televisionwatching paradigm that permits an end-user to enrich broadcast content. Examples of this enriched content are: virtual edits that allow the order of presentation within the content to be changed or that allow the content to be subsetted; conditional text, graphic or video objects that can be placed to appear within content and triggered by viewer interaction; additional navigation links that can be added to structure how other users view the base content object. The enriched content can be viewed directly within the context of the TV viewing experience. It may also be shared with other users within a distributed peer group. Our architecture is based on a model that allows the original content to remain unaltered, and which respects DRM restrictions on content reuse. The fundamental approach we use is to define an intermediate content enhancement layer that is based on the W3C’s SMIL language. Using a pen-based enhancement interface, end-users can manipulate content that is saved in a home PDR setting. This paper describes our architecture and it provides several examples of how our system handles content enhancement. We also describe a reference implementation for creating and viewing enhancements.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

One of the main roles of the Neural Open Markup Language, NeuroML, is to facilitate cooperation in building, simulating, testing and publishing models of channels, neurons and networks of neurons. MorphML, which was developed as a common format for exchange of neural morphology data, is distributed as part of NeuroML but can be used as a stand-alone application. In this collection of tutorials and workshop summary, we provide an overview of these XML schemas and provide examples of their use in down-stream applications. We also summarize plans for the further development of XML specifications for modeling channels, channel distributions, and network connectivity.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Aufbau einer föderativen Dienstlandschaft in der Ruhr-Region auf Basis von SAML mit dem Ziel eine organisationsübergreifende Nutzung von webbasierten IT-Diensten zu ermöglichen

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Interactive TV technology has been addressed in many previous works, but there is sparse research on the topic of interactive content broadcasting and how to support the production process. In this article, the interactive broadcasting process is broadly defined to include studio technology and digital TV applications at consumer set-top boxes. In particular, augmented reality studio technology employs smart-projectors as light sources and blends real scenes with interactive computer graphics that are controlled at end-user terminals. Moreover, TV producer-friendly multimedia authoring tools empower the development of novel TV formats. Finally, the support for user-contributed content raises the potential to revolutionize the hierarchical TV production process, by introducing the viewer as part of content delivery chain.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Television and movie images have been altered ever since it was technically possible. Nowadays embedding advertisements, or incorporating text and graphics in TV scenes, are common practice, but they can not be considered as integrated part of the scene. The introduction of new services for interactive augmented television is discussed in this paper. We analyse the main aspects related with the whole chain of augmented reality production. Interactivity is one of the most important added values of the digital television: This paper aims to break the model where all TV viewers receive the same final image. Thus, we introduce and discuss the new concept of interactive augmented television, i. e. real time composition of video and computer graphics - e.g. a real scene and freely selectable images or spatial rendered objects - edited and customized by the end user within the context of the user's set top box and TV receiver.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Rapid Manufacturing (RM) wurde als Schlagwort in der letzten Zeit insbesondere aus dem Bereich des Selective Laser Sintering (SLS) bekannt. In dieser inzwischen über 15-jährigen Technologieentwicklung wurden in den vergangenen Jahren bedeutende Fortschritte erzielt, die die Bauteileigenschaften nahe an die Anforderungen für End-Teile heran brachten. So ist das RM denn auch weniger aus der Sicht grösserer Losgrösse zu verstehen. Viel mehr bedeutet Rapid Manufacturing, dass die Bauteile nach einer generativen Fertigung direkt im Endprodukt resp. der Endanwendung zum Einsatz kommt. Das Selective Laser Melting, mit welchem aus metallischen Pulvermaterialien direkt Metallteile in Standardmaterialien hergestellt werden können, ist aufgrund der guten Materialeigenschaften für RM prädestiniert. In den ersten Anwendungsfeldern des SLM–Verfahrens standen die Herstellung von Werkzeugeinsätzen mit konturnaher Kühlung (Conformal Cooling) im Vordergrund, wobei diese Werkzeuge unter dem Begriff RM verstanden werden müssen, da die Werkzeuge direkt für die Endanwendung - den Spritzgussprozess - verwendet werden. Aktuelle Trends gehen jedoch in Richtung der Fertigung von Funktionsteilen z.B. für den Maschinenbau. Obwohl sich in der Fertigung komplexer Funktionsteile noch Probleme, z.B. mit in Bezug auf die generative Baurichtung überhängender Bauteilstrukturen ergeben, zeigen sich trotzdem erhebliche Vorteile eines RM mittels SLM. Neben klaren Vorteilen durch das mögliche Customizing von Bauteilen können bei kleineren Bauteilgrössen auch erhebliche Kostenvorteile erzielt werden. Allerdings zeigen die Grenzen der aktuellen Möglichkeiten, in welchen Bereichen das SLM-Verfahren weiterer Entwicklung bedarf. Themen wie Produktivität, die Problematik der nach wie vor notwendigen Supportstrukturen wie auch Qualitätssicherung müssen in den nächsten Jahren angegangen werden, wenn dieses Verfahren den Schritt hin zu einem etablierten Produktionsverfahren und damit zu breiterer Akzeptanz und Anwendung finden soll

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The paper discusses new business models of transmission of television programs in the context of definitions of broadcasting and retransmission. Typically the whole process of supplying content to the end user has two stages: a media service provider supplies a signal assigned to a given TV channel to the cable operators and satellite DTH platform operators (dedicated transmission), and cable operators and satellite DTH platform operators transmit this signal to end users. In each stage the signals are encoded and are not available for the general public without the intervention of cable/platform operators. The services relating to the supply and transmission of the content are operated by different business entities: each earns money separately and each uses the content protected by copyright. We should determine how to define the actions of the entity supplying the signal with the TV program directly to the cable/digital platform operator and the actions of the entity providing the end user with the signal. The author criticizes the approach presented in the Chellomedia and Norma rulings, arguing that they lead to a significant level of legal uncertainty, and poses the basic questions concerning the notion of “public” in copyright.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The competitive industrial context compels companies to speed-up every new product design. In order to keep designing products that meet the needs of the end user, a human centered concurrent product design methodology has been proposed. Its setting up is complicated by the difficulties of collaboration between experts involved inthe design process. In order to ease this collaboration, we propose the use of virtual reality as an intermediate design representation in the form of light and specialized immersive convergence support applications. In this paper, we present the As Soon As Possible (ASAP) methodology making possible the development of these tools while ensuring their usefulness and usability. The relevance oft his approach is validated by an industrial use case through the design of an ergonomic-style convergence support tool.

Relevância:

50.00% 50.00%

Publicador:

Resumo:

Master production schedule (MPS) plays an important role in an integrated production planning system. It converts the strategic planning defined in a production plan into the tactical operation execution. The MPS is also known as a tool for top management to control over manufacture resources and becomes input of the downstream planning levels such as material requirement planning (MRP) and capacity requirement planning (CRP). Hence, inappropriate decision on the MPS development may lead to infeasible execution, which ultimately causes poor delivery performance. One must ensure that the proposed MPS is valid and realistic for implementation before it is released to real manufacturing system. In practice, where production environment is stochastic in nature, the development of MPS is no longer simple task. The varying processing time, random event such as machine failure is just some of the underlying causes of uncertainty that may be hardly addressed at planning stage so that in the end the valid and realistic MPS is tough to be realized. The MPS creation problem becomes even more sophisticated as decision makers try to consider multi-objectives; minimizing inventory, maximizing customer satisfaction, and maximizing resource utilization. This study attempts to propose a methodology for MPS creation which is able to deal with those obstacles. This approach takes into account uncertainty and makes trade off among conflicting multi-objectives at the same time. It incorporates fuzzy multi-objective linear programming (FMOLP) and discrete event simulation (DES) for MPS development.