661 resultados para Mobile.NET


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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.

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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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This paper shows an iOS application to guide visual disabled people in the campus of the University of Alicante by voice indications. The user interface is adapted to visual disabled people, using a bigger visual typography and a bigger area for the tactile buttons. Moreover, the application provides voice indications when users touch any of the elements in the interface, telling them where they are and how they can reach destination.

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Thermal decomposition of printed circuits boards (PCB) is studied, using thermogravimetric analysis to compare the thermal behavior of PCB of mobile phones before and after the removal of the metallic fraction by acid washing. Several dynamic and dynamic + isothermal runs have been carried out at different heating rates (5, 10 and 20 K min−1), from room temperature to more than 1100 K. Also runs in the presence and in the absence of oxygen were performed (combustion and pyrolysis runs). Moreover, TG–MS experiments were performed (both in inert and oxidizing atmosphere) in order to better understand the thermal decomposition of these wastes and identify some compounds emitted during the controlled heating of these materials. Different reaction models are proposed, one for pyrolysis and one for combustion of the two kinds of wastes studied, which proved to simulate appropriately the experimental results at all the heating rates simultaneously.

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Paper submitted to the 19th International Symposium on Analytical & Applied Pyrolysis, Linz, Austria, 21-25 May 2012.

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Paper submitted to the 31st International Symposium on Halogenated Persistent Organic Compounds (Dioxin 2011), Brussels, Belgium, 21-25 August 2011.

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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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In this project, we propose the implementation of a 3D object recognition system which will be optimized to operate under demanding time constraints. The system must be robust so that objects can be recognized properly in poor light conditions and cluttered scenes with significant levels of occlusion. An important requirement must be met: the system must exhibit a reasonable performance running on a low power consumption mobile GPU computing platform (NVIDIA Jetson TK1) so that it can be integrated in mobile robotics systems, ambient intelligence or ambient assisted living applications. The acquisition system is based on the use of color and depth (RGB-D) data streams provided by low-cost 3D sensors like Microsoft Kinect or PrimeSense Carmine. The range of algorithms and applications to be implemented and integrated will be quite broad, ranging from the acquisition, outlier removal or filtering of the input data and the segmentation or characterization of regions of interest in the scene to the very object recognition and pose estimation. Furthermore, in order to validate the proposed system, we will create a 3D object dataset. It will be composed by a set of 3D models, reconstructed from common household objects, as well as a handful of test scenes in which those objects appear. The scenes will be characterized by different levels of occlusion, diverse distances from the elements to the sensor and variations on the pose of the target objects. The creation of this dataset implies the additional development of 3D data acquisition and 3D object reconstruction applications. The resulting system has many possible applications, ranging from mobile robot navigation and semantic scene labeling to human-computer interaction (HCI) systems based on visual information.

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Los dispositivos móviles se han convertido en una herramienta irrenunciable en la vida de los seres humanos, principalmente como instrumento para estar en contacto con cualquier persona en cualquier lugar y en cualquier momento. La introducción de los smartphone y las tabletas en las aulas de Educación Secundaria favorece la motivación y la autonomía del alumnado, puesto que las aplicaciones digitales (Apps) son el mundo en el que nace y vive. Sin embargo, el concepto de Mobile Learning se puede aplicar tanto al aula de lengua y literatura para hispanohablantes como al aula de español para extranjeros, empleando el móvil no como sustituto del material en papel, sino como elemento que fomenta las habilidades comunicativas. Teniendo en cuenta la utilidad de las app para dispositivos móviles en las aulas de Español como Lengua Extranjera (ELE), en el presente trabajo se desarrolla una propuesta didáctica desde el área de lengua y literatura española para el alumnado italófono: estos estudiantes constituyen un grupo particular de aprendices de español ya que, como los dos idiomas se parecen, surgen dificultades inesperadas al descubrir las divergencias durante el estudio de la lengua.

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This document presents the work that was elaborated at the company Present Technologies as part of the academic discipline Internship/Industrial Project for the Master’s degree in Informatics and Systems, Software Development branch, at Instituto Superior de Engenharia de Coimbra. The area of the mobile web applications has grown exponentially over the last few years turning it into a very dynamic field where new development platforms and frameworks are constantly emerging. Thus, the internship consisted in the study of two new mobile operating systems, Tizen and Firefox OS, as well as two frameworks for packaging of mobile web applications – Adobe PhoneGap and Appcelerator Titanium. These platforms are in the direct interest of Present Technology since it pretends to use them in its future projects in general and in the Phune Gaming project in particular. Since Television is one of the Present Technologies’ business areas, during the course of the internship it was decided to perform additionally a study of two Smart TV platforms, namely Samsung Smart TV and Opera TV, which was considered as a valuable knowledge for the company. For each of the platforms was performed a study about its architecture, supported standards and the development tools that are provided, nevertheless the focus was on the applications and for this reason a practical case study was conducted. The case studies consisted in the creation of a prototype or packaging of an application, for the case of the packaging tools, in order to prove the feasibility of the applications for the Present Technologies’ needs. The outcome of the work performed during the internship is that it raised the awareness of Present Technology of the studied platforms, providing it with prototypes and written documentation for the platforms’ successful usage in future projects.

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Mode of access: Internet.

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HUD contract no. H-2110-R.

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At head of title: Alabama Centennial Commission.