705 resultados para Mobile Terminals
Resumo:
As wireless communications evolve towards heterogeneousnetworks, mobile terminals have been enabled tohandover seamlessly from one network to another. At the sametime, the continuous increase in the terminal power consumptionhas resulted in an ever-decreasing battery lifetime. To that end,the network selection is expected to play a key role on howto minimize the energy consumption, and thus to extend theterminal lifetime. Hitherto, terminals select the network thatprovides the highest received power. However, it has been provedthat this solution does not provide the highest energy efficiency.Thus, this paper proposes an energy efficient vertical handoveralgorithm that selects the most energy efficient network thatminimizes the uplink power consumption. The performance of theproposed algorithm is evaluated through extensive simulationsand it is shown to achieve high energy efficiency gains comparedto the conventional approach.
Resumo:
The importance of after-sales service or service in general can be seen and experienced by customers every day with industrial as well as other non-industrial services or products. This dissertation, drawing on theory and experience, focuses on practical engineering implications, specifically the management of customer issues in the after-sales phase in the mobile phone arena. The main objective of this doctoral dissertation is to investigate customer after-sales issue management, specifically regarding mobile phones. The case studies focus on issue resolution time and the issue of corrective actions. This dissertation consists of a main body and four peer-reviewed journal articles and one manuscript currently under review by a peer-reviewed journal. The main body of this dissertation examines the elements of customer satisfaction, loyalty, and retention with respect to corrective actions to address customer issues and issue resolution time through literature and empirical studies. The five independent works are case studies supporting the thesis research questions. This study examines four questions: 1) What are the factors affecting corrective actions for customers? 2) How can customer issue resolution time be controlled? 3) What are the factors affecting processes in the service chain? and 4) How can communication be measured in a service chain? In this work, both quantitative and qualitative analysis methods are used. The main body of the thesis reviews the literature regarding the elements that bridge the five case studies. The case studies of the articles and surveys lean more toward the methodology of critical positivism and then apply the interpretive approach in interpreting the results. The case study articles employ various statistical methods to analyze and to interpret the empirical and survey data. The statistical methods were used to create a model that is useful for significantly optimizing issue resolution time. Moreover, it was found that samples for verifying issues provided by the customer neither improve the perceived quality of corrective actions nor the perceived quality of issue resolution time. The term “service” in this work is limited to the technical services that are provided by product manufacturers and after-sales authorized service vendors. On the basis of this research work, it has been observed that corrective actions and issue resolution time are associated with customer satisfaction and hence, according to induction theory, to customer loyalty and retention. This thesis utilizes knowledge of marketing and customer relationships to contribute to the existing body of knowledge concerning information and communication technology for after-sales service recovery of mobile terminals. The established models in the thesis contribute to the existing knowledge of the after-sales process of dealing with customer issues in the field of mobile phones. The findings suggest that process managers could focus more on communication and training provided to the staff as new technology evolves rapidly. The study also suggest the managers formulate strategies for how customers can be kept informed on a regular basis of the status of issues that have been escalated for corrective action. The findings also lay the foundation for the comprehensive objective to control the entire product development process, starting with conceptualization. This implies that robust design should be applied to the new products so that problems affecting customer service quality are not repeated. The objective will be achieved when the entire service chain from product development to the final user can be modeled and this model can be used to support the organization at all levels.
Resumo:
With the recent progress and rapid increase in mobile terminals, the design of antennas for small mobile terminals is acquiring great importance. In view of this situation, several design concepts are already been addressed by the scientists and engineers. Compactness and efficiency are the major criteria for mobile terminal antennas. The challenging task of the microwave scientists and engineers is to device compact printed radiating systems having broadband behavior, together with good efficiency. Printed antenna technology has received popularity among antenna scientists after the introduction of microstrip antenna in 1970s. The successors in this kind such as printed monopoles and planar inverted F are also equally important. Scientists and Engineers are trying to explore this technology as a viable coast effective solution for forthcoming microwave revolution. The transmission line perspectives of antennas are very interesting. The concept behind any electromagnetic radiator is simple. Any electromagnetic system with a discontinuity is radiating electromagnetic energy. The size, shape and the orientation of the discontinuities controls the radiation characteristics of the system such as radiation pattern, gain, polarization etc. It can be either resonant or non resonant structure. Microstrip antennas are suitable for wireless applications due to their low cost, high gain and ease of fabrication. But the major disadvantage of micro strip antennas is their inherent narrow bandwidth. A lot of techniques are introduced by the researchers all over the world to enhance the bandwidth of micro strip patch antennas. The thesis addresses an attempt to enhance the bandwidth of micro strip patch antennas by incorporating impedance matching strip as a part of the micro strip patch antenna. The first part of the thesis deals with the broadband operation of the tilted square slot and polygonal slot loaded square micro strip patch antennas. The resonant mechanisms are clearly mentioned using the simulation and experimental studies. The bandwidth of the polygonal slotted broadband patch antenna is again enhanced by implementing an Lstrip feed mechanism. In the second major part of the thesis, a novel gain enhancement technique for single band and broadband square micro strip patch antennas is achieved by implementing offset stacked configurations.
Resumo:
With the recent progress and rapid increase in the field of communication, the designs of antennas for small mobile terminals with enhanced radiation characteristics are acquiring great importance. Compactness, efficiency, high data rate capacity etc. are the major criteria for the new generation antennas. The challenging task of the microwave scientists and engineers is to design a compact printed radiating structure having broadband behavior along with good efficiency and enhanced gain. Printed antenna technology has received popularity among antenna scientists after the introduction of planar transmission lines in mid-seventies. When we view the antenna through a transmission line concept, the mechanism behind any electromagnetic radiator is quite simple and interesting. Any electromagnetic system with a discontinuity is radiating electromagnetic energy. The size, shape and orientation of the discontinuities control the radiation characteristics of the system such as radiation pattern, gain, polarization etc. It can be either resonant or non-resonant. This thesis deals with antennas that are developed from a class of transmission lines known as coplanar strip-CPS, a planar analogy of parallel pair transmission line. The specialty of CPS is its symmetric structure compared to other transmission lines, which makes the antenna structures developed from CPS quite simple for design and fabrication. The structural modifications on either metallic strip of CPS results in different antennas. The first part of the thesis discusses a single band and dual band design derived from open ended slot lines which are very much suitable for 2.4 and 5.2 GHz WLAN applications. The second section of the study is vectored into the development of enhanced gain dipoles. A single band dipole and a wide band enhanced gain dipole suitable for 5.2/5.8 GHZ band and imaging applications are developed and discussed. Last part of the thesis discusses the development of directional UWBs. Three different types of ultra-compact UWBs are developed and almost all the frequency domain and time domain analysis of the structures are discussed.
Resumo:
The wide use of e-technologies represents a great opportunity for underserved segments of the population, especially with the aim of reintegrating excluded individuals back into society through education. This is particularly true for people with different types of disabilities who may have difficulties while attending traditional on-site learning programs that are typically based on printed learning resources. The creation and provision of accessible e-learning contents may therefore become a key factor in enabling people with different access needs to enjoy quality learning experiences and services. Another e-learning challenge is represented by m-learning (which stands for mobile learning), which is emerging as a consequence of mobile terminals diffusion and provides the opportunity to browse didactical materials everywhere, outside places that are traditionally devoted to education. Both such situations share the need to access materials in limited conditions and collide with the growing use of rich media in didactical contents, which are designed to be enjoyed without any restriction. Nowadays, Web-based teaching makes great use of multimedia technologies, ranging from Flash animations to prerecorded video-lectures. Rich media in e-learning can offer significant potential in enhancing the learning environment, through helping to increase access to education, enhance the learning experience and support multiple learning styles. Moreover, they can often be used to improve the structure of Web-based courses. These highly variegated and structured contents may significantly improve the quality and the effectiveness of educational activities for learners. For example, rich media contents allow us to describe complex concepts and process flows. Audio and video elements may be utilized to add a “human touch” to distance-learning courses. Finally, real lectures may be recorded and distributed to integrate or enrich on line materials. A confirmation of the advantages of these approaches can be seen in the exponential growth of video-lecture availability on the net, due to the ease of recording and delivering activities which take place in a traditional classroom. Furthermore, the wide use of assistive technologies for learners with disabilities injects new life into e-learning systems. E-learning allows distance and flexible educational activities, thus helping disabled learners to access resources which would otherwise present significant barriers for them. For instance, students with visual impairments have difficulties in reading traditional visual materials, deaf learners have trouble in following traditional (spoken) lectures, people with motion disabilities have problems in attending on-site programs. As already mentioned, the use of wireless technologies and pervasive computing may really enhance the educational learner experience by offering mobile e-learning services that can be accessed by handheld devices. This new paradigm of educational content distribution maximizes the benefits for learners since it enables users to overcome constraints imposed by the surrounding environment. While certainly helpful for users without disabilities, we believe that the use of newmobile technologies may also become a fundamental tool for impaired learners, since it frees them from sitting in front of a PC. In this way, educational activities can be enjoyed by all the users, without hindrance, thus increasing the social inclusion of non-typical learners. While the provision of fully accessible and portable video-lectures may be extremely useful for students, it is widely recognized that structuring and managing rich media contents for mobile learning services are complex and expensive tasks. Indeed, major difficulties originate from the basic need to provide a textual equivalent for each media resource composing a rich media Learning Object (LO). Moreover, tests need to be carried out to establish whether a given LO is fully accessible to all kinds of learners. Unfortunately, both these tasks are truly time-consuming processes, depending on the type of contents the teacher is writing and on the authoring tool he/she is using. Due to these difficulties, online LOs are often distributed as partially accessible or totally inaccessible content. Bearing this in mind, this thesis aims to discuss the key issues of a system we have developed to deliver accessible, customized or nomadic learning experiences to learners with different access needs and skills. To reduce the risk of excluding users with particular access capabilities, our system exploits Learning Objects (LOs) which are dynamically adapted and transcoded based on the specific needs of non-typical users and on the barriers that they can encounter in the environment. The basic idea is to dynamically adapt contents, by selecting them from a set of media resources packaged in SCORM-compliant LOs and stored in a self-adapting format. The system schedules and orchestrates a set of transcoding processes based on specific learner needs, so as to produce a customized LO that can be fully enjoyed by any (impaired or mobile) student.
Resumo:
[EN]Freshman students always present lower success rates than other levels of students. Digital systems is a course usually taught at first year studentsand its success rate is not very high. In this work we introduce three digital tools to improve freshman learning designed for easy use and one of them is a tool for mobile terminals that can be used as a game. The first tool is ParTec and is used to implement and test the partition technique. This technique is used to eliminate redundant states in finite state machines. This is a repetitive task that students do not like to perform. The second tool is called KarnUMa and is used for simplifying logic functions through Karnaugh Maps. Simplifying logical functions is a core task for this course and although students usually perform this task better than other tasks, it can still be improved. The third tool is a version of KarnUMa, designed for mobile devices. All the tools are available online for download and have been a helpful tool for students.
Resumo:
While sound and video may capture viewers' attention, interaction can captivate them. This has not been available prior to the advent of Digital Television. In fact, what lies at the heart of the Digital Television revolution is this new type of interactive content, offered in the form of interactive Television (iTV) services. On top of that, the new world of converged networks has created a demand for a new type of converged services on a range of mobile terminals (Tablet PCs, PDAs and mobile phones). This paper aims at presenting a new approach to service creation that allows for the semi-automatic translation of simulations and rapid prototypes created in the accessible desktop multimedia authoring package Macromedia Director into services ready for broadcast. This is achieved by a series of tools that de-skill and speed-up the process of creating digital TV user interfaces (UI) and applications for mobile terminals. The benefits of rapid prototyping are essential for the production of these new types of services, and are therefore discussed in the first section of this paper. In the following sections, an overview of the operation of content, service, creation and management sub-systems is presented, which illustrates why these tools compose an important and integral part of a system responsible of creating, delivering and managing converged broadcast and telecommunications services. The next section examines a number of metadata languages candidates for describing the iTV services user interface and the schema language adopted in this project. A detailed description of the operation of the two tools is provided to offer an insight of how they can be used to de-skill and speed-up the process of creating digital TV user interfaces and applications for mobile terminals. Finally, representative broadcast oriented and telecommunication oriented converged service components are also introduced, demonstrating how these tools have been used to generate different types of services.
Resumo:
Este Proyecto Fin de Carrera (PFC) tiene como objetivo el análisis, diseño e implementación de un videojuego móvil multijugador, con un enfoque educativo, para la sensibilización sobre el Índice de Desarrollo Humano (IDH). El sistema resultante se ha desarrollado para la Plataforma Android, utilizando el Framework AndEngine, que utiliza aceleración hardware de la GPU para garantizar un buen rendimiento en terminales de gama baja, de modo que pueda utilizarse en un amplio número de terminales móviles disponibles en el mercado. La aplicación se presenta como un juego de cartas con los diferentes países y sus datos humanitarios, los jugadores deben conocer el peso de los índices de desarrollo (esperanza de vida, renta, educación) de los países en comparación con los países de los otros jugadores. El sistema de juego premia a los jugadores con mayores conocimientos sobre los datos humanos de los diferentes países del mundo, de ese modo los mejores jugadores serán los que tengan más conocimientos de estos datos. El juego permite jugar partidas en solitario utilizando jugadores manejados por la CPU, o multijugador mediante WIFI o 3G. La actualización de la información y de los datos de las partidas se realiza a través de la comunicación con un servidor web ya implementado de forma complementaria a la realización de este proyecto. El sistema ha sido integrado y validado satisfactoriamente con diferentes terminales móviles y usuarios de diferente perfil de edad y uso. El videojuego se puede descargar de la página web creada en un proyecto complementario a éste (pendiente de publicación web), y ya se encuentra también disponible en Google Play. https://play.google.com/store/apps/details?id=xnetcom.pro.cartas&hl=es_419 ABSTRACT. This Project End of Career (PFC) takes as an aim the analysis, design and implementation of a multiplayer mobile videogame, with an educational approach, for the awareness on the Human Development Index (HDI). The resultant system has been developed for the Platform Android, using the AndEngine Framework, which uses hardware acceleration of the GPU to ensure a good performance on low-end terminals, so that it can be used in a wide range of mobile handsets available in the market. The application is presented as a card game with the different countries and his humanitarian information, the players must know the weight of the indexes of development (life expectancy, revenue, education) of the countries in comparison with the countries of other players. The game system rewards players with more knowledge on human information of different countries, thus the best players will be those with more knowledge of these information. The game allows to play items in solitarily using players handled by the CPU, or multiplayer by means of WIFI or 3G. The update of the information and data of the online games is done through communication with a web server implemented as a complement to the realization of this project. The system has been built and successfully validated with different mobile terminals and users of different age and usage profile. The game can be downloaded from the website created in a complementary project to this (web publication pending), and is now also available on Google Play https://play.google.com/store/apps/details?id=xnetcom.pro.cartas&hl=es_419
Resumo:
Los sistemas de pago con móvil son una alternativa de pago a los medios de pago electrónicos tradicionales que están siendo cada vez más utilizados en nuestra sociedad. Son varios los factores que han llevado a la utilización de esta forma alternativa de pago. Los terminales móviles se han convertido en una herramienta casi vital para la sociedad, lo cual ha contribuido a una gran aceptación y desarrollo de los terminales móviles que cada vez cuentan con más funcionalidades. Gracias a esto, las comunicaciones móviles también están en constante evolución y ello ha influido notablemente para que se puedan desarrollar nuevos servicios e implementar nuevas funcionalidades en los terminales móviles. Por otro lado, la tendencia de los usuarios a usar cada día más los sistemas de pago electrónicos, intentando en la medida de lo posible prescindir del dinero en efectivo, también es un factor que ha permitido impulsar el desarrollo de este tipo de sistema de pagos emergentes. En el otro lado se encuentra el mundo empresarial, donde por un lado están las empresas de telecomunicaciones que no quieren dejar escapar esta oportunidad de negocio y están invirtiendo dinero para desarrollar nuevas infraestructuras que permitan el pago con móvil, y por otro lado se encuentran las entidades financieras que son necesarias para poder llevar a cabo los pagos a través del móvil, y por tanto tienen que formar parte de la solución llegando a los acuerdos necesarios con los proveedores de servicios. En este trabajo se realiza un análisis de las diferentes plataformas de pago por móvil existentes en la actualidad, prestando especial atención a los aspectos que tienen que ver con la seguridad y la disponibilidad y acceso de la información bancaria del usuario. Asimismo también se analiza la arquitectura de cada plataforma como su funcionamiento, aclarando la interacción y el papel que juegan las diferentes partes implicadas. Para ello hay un capítulo dedicado a la seguridad donde se presentan conceptos y protocolos que son aplicados en las soluciones de pagos electrónicos, y una descripción de los sistemas de pago electrónicos más usados actualmente, los cuales presentan muchas similitudes con los sistemas de pago con móvil. Por último se recogen diferentes experiencias llevadas a cabo en nuestro país de pagos con móvil, destacando la experiencia de los usuarios así como el método empleado. ABSTRACT. Mobile payment systems are payment methods alternative to traditional electronic payment ones that are being increasingly used in our society. Several factors have led to the use of this alternative form of payment. Mobile terminals have become almost a vital tool for society, which has contributed to a wide acceptance and development of mobile terminals that are getting more features all the time. As a result, mobile communications are also evolving and they have had such a great influence that they have developed new services and implemented new features in mobile terminals. What is more, the growing tendency among users to use electronic payment systems, trying to make their payments whithout cash as often as possible, is also a factor that has allowed the boost the development of such emerging payment systems. The other partner of these systems is the business world, where on one hand, the telecommunication companies that do not want to miss this business opportunity are investing funds to develop new infrastructures which enable the mobile payment, and on the other hand, the financial institutions that are necessary to carry out payments via mobile, and therefore need to be part of the solution reaching the necessary agreements with service providers, want their own saying and their own share of the potential profits. This report is an analysis of the different mobile payment platforms existing today, with particular attention to the aspects that have to do with security and the availability and acces of user’s bank information. Likewise, it also analyzes the architecture of each platform and its operation and interaction procedures, clarifying the role of the different parties involved. Previously there is a chapter that presents security concepts and protocols that are applied in electronic payment solutions, and a description of the electronic trade systems most widely used currently, which have many similarities with mobile payment systems. Finally, it shows different experiments carried out in our country of mobile payments, highlighting the experience of users as well as the method used.
Resumo:
Debido al gran auge en las comunicaciones móviles, los terminales cada vez son más finos a la par que más grandes, pues cada vez los usuarios quieren tener terminales delgados pero con pantallas mayores. Por ello, el objetivo principal del proyecto es aprender y analizar las antenas usadas en los teléfonos móviles, concretamente las antenas impresas. En los últimos años con el aumento de los servicios ofrecidos por los terminales móviles se han ido añadiendo distintas bandas de frecuencia en las que trabajan estos terminales. Por ello, ha sido necesario diseñar antenas que no funcionen únicamente en una banda de frecuencia, sino antenas multibanda, es decir, antenas capaces de funcionar en las distintas bandas de frecuencias. Para realizar las simulaciones y pruebas de este proyecto se utilizó el software FEKO, tanto el CAD FEKO como el POST FEKO. El CAD FEKO se empleó para el diseño de la antena, mientras que el POST FEKO sirvió para analizar las simulaciones. Por último, hay que añadir que FEKO aunque está basado en el Método de los Momentos (MoM) es una herramienta que puede utilizar varios métodos numéricos. Además del MoM puede utilizar otras técnicas (por separado o hibridizadas) como son el Métodos de Elementos Finitos (FEM), Óptica Física (PO), Lanzamiento de rayos con Óptica Geométrica (RL-GO), Teoría Uniforme de la Difracción (UTD), Método de las Diferencias Finitas en el Dominio del Tiempo (FDTD), ... ABSTRACT. Because of the boom in mobile communications, terminals are thinner and so large, because users want to thin terminals but with large screens. Therefore, the main objective of the project is to learn and analyse the antennas used in mobile phones, specifically printed antennas. In recent years with the rise of the services offered by mobile terminals have been adding different frequency bands in which these terminals work. For that reason, it has been necessary to design antennas that not work only in a frequency band, but multiband antennas, i.e., antennas capable of operating in different frequency bands. For performing simulations and testing in this project will be used software FEKO, as the CAD FEKO and POST FEKO. The CAD FEKO is used for the design of the antenna, whereas the POST FEKO is used for simulation analysis. Finally, it has to add that FEKO is based on the Method of Moments (MoM) but also it can use several numerical methods. Besides the MoM, FEKO can use other techniques (separated or hybridized) such as the Finite Element Method (FEM), Physical Optics (PO), Ray-launching Geometrical Optics (RL-GO), Uniform Theory of Diffraction (UTD), Finite Difference Time Domain (FDTD) …
Resumo:
Third Generation cellular communication systems are expected to support mixed cell architecture in which picocells, microcells and macrocells are used to achieve full coverage and increase the spectral capacity. Supporting higher numbers of mobile terminals and the use of smaller cells will result in an increase in the number of handovers, and consequently an increase in the time delays required to perform these handovers. Higher time delays will generate call interruptions and forced terminations, particularly for time sensitive applications like real-time multimedia and data services. Currently in the Global System for Mobile communications (GSM), the handover procedure is initiated and performed by the fixed part of the Public Land Mobile Network (PLMN). The mobile terminal is only capable of detecting candidate base stations suitable for the handover; it is the role of the network to interrogate a candidate base station for a free channel. Handover signalling is exchanged via the fixed network and the time delay required to perform the handover is greatly affected by the levels of teletraffic handled by the network. In this thesis, a new handover strategy is developed to reduce the total time delay for handovers in a microcellular system. The handover signalling is diverted from the fixed network to the air interface to prevent extra delays due to teletraffic congestion, and to allow the mobile terminal to exchange signalling directly with the candidate base station. The new strategy utilises Packet Reservation Multiple Access (PRMA) technique as a mechanism to transfer the control of the handover procedure from the fixed network to the mobile terminal. Simulation results are presented to show a dramatic reduction in the handover delay as compared to those obtained using fixed channel allocation and dynamic channel allocation schemes.
Resumo:
A novel low-cost photonic PON-to-RoF bridge is presented, allowing simultaneous wireline and wireless multi-Gbps data transmission with minor impact on deployed PON networks. Simulation results show that the proposed scheme does not require narrow-linewidth lasers when envelope detector mobile terminals are used, since the transmission performance is not limited by the phase noise but by the RIN and the frequency difference between the two beating lasers. © 2013 IEEE.
Resumo:
With the recent progress and rapid increase in mobile terminals, the design of antennas for small mobile terminals is acquiring great importance. In view of this situation, several design concepts are already been addressed by the scientists and engineers. Compactness and efficiency are the major criteria for mobile terminal antennas. The challenging task of the microwave scientists and engineers is to device compact printed radiating systems having broadband behavior, together with good efficiency. Printed antenna technology has received popularity among antenna scientists after the introduction of microstrip antenna in 1970s. The successors in this kind such as printed monopoles and planar inverted F are also equally important. Scientists and Engineers are trying to explore this technology as a viable coast effective solution for forthcoming microwave revolution. The transmission line perspectives of antennas are very interesting. The concept behind any electromagnetic radiator is simple. Any electromagnetic system with a discontinuity is radiating electromagnetic energy. The size, shape and the orientation of the discontinuities controls the radiation characteristics of the system such as radiation pattern, gain, polarization etc. It can be either resonant or non resonant structure.
Resumo:
The use of digital communication systems is increasing very rapidly. This is due to lower system implementation cost compared to analogue transmission and at the same time, the ease with which several types of data sources (data, digitised speech and video, etc.) can be mixed. The emergence of packet broadcast techniques as an efficient type of multiplexing, especially with the use of contention random multiple access protocols, has led to a wide-spread application of these distributed access protocols in local area networks (LANs) and a further extension of them to radio and mobile radio communication applications. In this research, a proposal for a modified version of the distributed access contention protocol which uses the packet broadcast switching technique has been achieved. The carrier sense multiple access with collision avoidance (CSMA/CA) is found to be the most appropriate protocol which has the ability to satisfy equally the operational requirements for local area networks as well as for radio and mobile radio applications. The suggested version of the protocol is designed in a way in which all desirable features of its precedents is maintained. However, all the shortcomings are eliminated and additional features have been added to strengthen its ability to work with radio and mobile radio channels. Operational performance evaluation of the protocol has been carried out for the two types of non-persistent and slotted non-persistent, through mathematical and simulation modelling of the protocol. The results obtained from the two modelling procedures validate the accuracy of both methods, which compares favourably with its precedent protocol CSMA/CD (with collision detection). A further extension of the protocol operation has been suggested to operate with multichannel systems. Two multichannel systems based on the CSMA/CA protocol for medium access are therefore proposed. These are; the dynamic multichannel system, which is based on two types of channel selection, the random choice (RC) and the idle choice (IC), and the sequential multichannel system. The latter has been proposed in order to supress the effect of the hidden terminal, which always represents a major problem with the usage of the contention random multiple access protocols with radio and mobile radio channels. Verification of their operation performance evaluation has been carried out using mathematical modelling for the dynamic system. However, simulation modelling has been chosen for the sequential system. Both systems are found to improve system operation and fault tolerance when compared to single channel operation.
Resumo:
En plena era de la informació, les noves tecnologies s’han posat també al servei del’ensenyament. Per tal de proveir a l’estudiant dels mètodes més útils i eficients per donar suport al seu aprenentatge, han sorgit eines cada cop més acurades amb la intenció de proveird’una manera robusta tot allò que fins fa poc només es podia fer a les aules. Així va néixer el concepte d’e-learning.QuesTInSitu és una eina concebuda dins d’aquesta àrea que permet crear preguntesgeolocalitzades sobre mapes de GoogleMaps i organitzar-les com a rutes (qüestionaris), sobre el mapa que es desitgi del món. Aquest projecte ofereix la possibilitat de poder realitzar físicament l’activitat creada per QuesTInSitu mitjançant terminals mòbils amb connexió 3G i GPS. Per això, s’ha dissenyat un portal web adaptat, QuesTInSitu mobile, que permet realitzar les gimcanes geolocalitzades dissenyades prèviament. Malgrat aquest projecte està contingut enl’àrea del e-learning, ofereix un llarg ventall de possibilitats d’ús; publicitat o turisme en són alguns exemples.