902 resultados para Interactive Digital TV


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The telecommunications industry has experienced recent changes, due to increasing quest for access to digital services for data, video and multimedia, especially using the mobile phone networks. Recently in Brazil, mobile operators are upgrading their networks to third generations systems (3G) providing to users broadband services such as video conferencing, Internet, digital TV and more. These new networks that provides mobility and high data rates has allowed the development of new market concepts. Currently the market is focused on the expansion of WiMAX technology, which is gaining increasingly the market for mobile voice and data. In Brazil, the commercial interest for this technology appears to the first award of licenses in the 3.5 GHz band. In February 2003 ANATEL held the 003/2002/SPV-ANATEL bidding, where it offered blocks of frequencies in the range of 3.5 GHz. The enterprises who purchased blocks of frequency were: Embratel, Brazil Telecom (Vant), Grupo Sinos, Neovia and WKVE, each one with operations spread in some regions of Brazil. For this and other wireless communications systems are implemented effectively, many efforts have been invested in attempts to developing simulation methods for coverage prediction that is close to reality as much as possible so that they may become believers and indispensable tools to design wireless communications systems. In this work wasm developed a genetic algorithm (GA's) that is able to optimize the models for predicting propagation loss at applicable frequency range of 3.5 GHz, thus enabling an estimate of the signal closer to reality to avoid significant errors in planning and implementation a system of wireless communication

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Model-oriented strategies have been used to facilitate products customization in the software products lines (SPL) context and to generate the source code of these derived products through variability management. Most of these strategies use an UML (Unified Modeling Language)-based model specification. Despite its wide application, the UML-based model specification has some limitations such as the fact that it is essentially graphic, presents deficiencies regarding the precise description of the system architecture semantic representation, and generates a large model, thus hampering the visualization and comprehension of the system elements. In contrast, architecture description languages (ADLs) provide graphic and textual support for the structural representation of architectural elements, their constraints and interactions. This thesis introduces ArchSPL-MDD, a model-driven strategy in which models are specified and configured by using the LightPL-ACME ADL. Such strategy is associated to a generic process with systematic activities that enable to automatically generate customized source code from the product model. ArchSPLMDD strategy integrates aspect-oriented software development (AOSD), modeldriven development (MDD) and SPL, thus enabling the explicit modeling as well as the modularization of variabilities and crosscutting concerns. The process is instantiated by the ArchSPL-MDD tool, which supports the specification of domain models (the focus of the development) in LightPL-ACME. The ArchSPL-MDD uses the Ginga Digital TV middleware as case study. In order to evaluate the efficiency, applicability, expressiveness, and complexity of the ArchSPL-MDD strategy, a controlled experiment was carried out in order to evaluate and compare the ArchSPL-MDD tool with the GingaForAll tool, which instantiates the process that is part of the GingaForAll UML-based strategy. Both tools were used for configuring the products of Ginga SPL and generating the product source code

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The process for choosing the best components to build systems has become increasingly complex. It becomes more critical if it was need to consider many combinations of components in the context of an architectural configuration. These circumstances occur, mainly, when we have to deal with systems involving critical requirements, such as the timing constraints in distributed multimedia systems, the network bandwidth in mobile applications or even the reliability in real-time systems. This work proposes a process of dynamic selection of architectural configurations based on non-functional requirements criteria of the system, which can be used during a dynamic adaptation. This proposal uses the MAUT theory (Multi-Attribute Utility Theory) for decision making from a finite set of possibilities, which involve multiple criteria to be analyzed. Additionally, it was proposed a metamodel which can be used to describe the application s requirements in terms of the non-functional requirements criteria and their expected values, to express them in order to make the selection of the desired configuration. As a proof of concept, it was implemented a module that performs the dynamic choice of configurations, the MoSAC. This module was implemented using a component-based development approach (CBD), performing a selection of architectural configurations based on the proposed selection process involving multiple criteria. This work also presents a case study where an application was developed in the context of Digital TV to evaluate the time spent on the module to return a valid configuration to be used in a middleware with autoadaptative features, the middleware AdaptTV

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In this work we present the architecture and implementation of MyPersonal-EPG, a personal EPG with support to recommendations, built on top of the Ginga middleware, that fulfill the following requirements: (i) to allow users to build their own personal programming grids, based on programming guides from several broadcasters; (ii) to offer a mechanism to tune the desired channels on the moment the selected programs are about to begin; (iii) to allow users to select the desired programs categories; (iv) to offer programs recommendations, in both synchronous and asynchronous way, based on the categories previously selected by users; (v) to allow users to modify the current configuration options; (vi) to allow the creation of several users accounts, so that each user can store its own information. The application‟s usability test is also presented and its results are discussed and analyzed

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Many challenges have been imposed on the middleware to support applications for digital TV because of the heterogeneity and resource constraints of execution platforms. In this scenario, the middleware must be highly configurable so that it can be customized to meet the requirements of applications and underlying platforms. This work aims to present the GingaForAll, a software product line developed for the Ginga - the middleware of the Brazilian Digital TV (SBTVD). GingaForAll adds the concepts of software product line, aspect orientation and model-driven development to allow: (i) the specification of the common characteristics and variables of the middleware, (ii) the modularization of crosscutting concerns - both mandatory and concepts variables - through aspects, (iii) the expression of concepts as a set of models that increase the level of abstraction and enables management of various software artifacts in terms of configurable models. This work presents the architecture of the software product line that implements such a tool and architecture that supports automatic customization of middleware. The work also presents a tool that implements the process of generating products GingaForAll

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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This article aims to describe the proposed development of an emulator application for digital TV that operates on a local computer network, to have it as a testing environment for students and researchers. The emulator application is presented as a useful tool to reduce validation costs of applications developed for digital TV.

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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The TV news, like other productions for television, are in the process of adaptation of its discursive structures and its production as a consequence of the structures of the digital systems. Focusing not only the formatting, but mainly on the routines, its possible to notice the emergence of a new dynamic of production and consumption of information. Interactivity is the resource that has mobilized the most effort in the adaptation of television companies, anticipating the trend towards a more strengthening receiver role in communication relationship, which should be intensified by the convergence of medias with the deployment of Brazilian digital TV. While this is not realized, producers encourage a forged approach of receivers, since the proposal is not fully enforceable, either because of limitations in the routine production or in the technological devices. Then, the enunciative strategy of interactivity seeks to renew the social bond between the TV news and its audience.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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his article is the result of an empirical research on the technology and market development resulting from the deployment of Digital TV in Brazil. Two aspects were selected to discuss the proposed question: the economic and political motivations that led to the digitization of broadcast TV in Brazil and the preliminary analysis of the effects on popularization of cyberculture in the Brazilian audiovisual scenario, changes can be observed in the production, dissemination and enjoyment of audiovisual content. For the development of the analysis the following theoretical and analytical tools were used: Theory Empirical Approach (Wolf, 1987), the Cultural Studies (Zallo, 1988; 1992), the digitalization media process (Lemos), the transition from television to cyberculture studies (Manovich, 2005) and (Fechine, 2013).

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Digital TV offers of 200 channels and 500 video-on-demand films, podcasting, mobile television, a new web blog being created every two seconds - these are some of the factual elements depicting contemporary audiovisual media in the digital environment. The present article looks into some of these technological advances and sketches their implications for the markets of media content, in particular as newly emerging patterns of consumer and business behaviour are concerned. Ultimately, it puts forward the question of whether the existing audiovisual media regulatory models, which are still predominantly analogue-based, have been rendered obsolete by the transformed (and continually transforming) digital environment.