863 resultados para User perceived video quality on mobile devices
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Linux -käyttöjärjestelmä on laajasti käytössä palvelin- ja työpöytätietokoneissa. Linux on lisäämässä suosiotaan kuitenkin myös sulautetuissa laitteissa, kuten PDA:issa, kännyköissä sekä erilaisissateollisuusjärjestelmissä. Näytön koko, suorituskyky ja käytettävyys asettavat omia erityisiä tarpeitaan laitteiden graafiselle käyttöliittymälle. Linux -käyttöjärjestelmälle on olemassa useita käyttöliittymäkirjastoja, joista GTK+ on yksi yleisimmin käytetyistä. Tämä diplomityö esittelee sulautetun Linux -käyttöjärjestelmän ja GTK+ käyttöliittymäkirjaston, selvittäen miten hyvin ne soveltuvat mobiileihin päätelaitteisiin. Yksi suurimmista esteistä työpöytäkäyttöön suunnattujen teknologioiden, kuten GTK+, muokkaamisessa mobiileihin päätelaitteisiin on suorituskyky. Osana tätä työtä kehitettiin GtkPerf -niminen työkalu, jolla GTK+:n suorituskykyä eri alustoilla pystytään helposti mittaamaan ja havaitsemaan mahdollisia pullonkauloja. Tämän työn johtopäätöksenä on, että pienillä muokkailuilla ja optimoinneilla GTK+ soveltuu myös mobiileihin päätelaitteisiin. Ensimmäinen kaupallisesti saatavilla oleva GTK+ -pohjainen päätelaite, Nokia 770 Internet Tablet, on tästä osoituksena.
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Os dispositivos móveis são pessoais, intransmissíveis e cada vez mais utilizados, tornando-se assim numa boa ferramenta para a realização de um conjunto de serviços na indústria hoteleira. Entre esses serviços que necessitam da identificação pessoal, encontram-se a possibilidade do cliente reservar um quarto ou utilizar o serviço de quartos. Atualmente é muito utilizado, nos locais de alojamento, um smart card que possibilite ao cliente ter acesso a alguns dos serviços disponíveis. O objetivo deste documento é apresentar uma alternativa ao sistema de cartões, utilizando para o efeito, dispositivos móveis. De modo a garantir a segurança e uma utilização semelhante ao sistema de cartões existentes foi utilizada a tecnologia NFC (Near Field Communication) que, ao permitir o modo de emulação de cartão, facilita a transação do sistema de smart card existente, para o da utilização de dispositivos móveis na realização das mesmas funções. Mais concretamente, será abordada a utilização de smartphones para o processo de abertura de portas. Para que exista uma melhor compreensão e para que haja um conhecimento das suas capacidades e limites foram estudados casos de uso da tecnologia NFC. Este documento apresenta ainda os processos de desenvolvimento de uma aplicação nativa para o sistema operativo Android, cujo objetivo é proporcionar ao cliente de um local de alojamento um novo modo de acesso ao quarto, utilizando a tecnologia NFC. Para além desta funcionalidade a aplicação permite ainda ao utilizador fazer reservas, fazer o check-in, fazer o check-out entre outras. Posteriormente serão apresentadas as conclusões e possíveis trabalhos futuros.
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Mobile and wearable computers present input/output prob-lems due to limited screen space and interaction techniques. When mobile, users typically focus their visual attention on navigating their environment - making visually demanding interface designs hard to operate. This paper presents two multimodal interaction techniques designed to overcome these problems and allow truly mobile, 'eyes-free' device use. The first is a 3D audio radial pie menu that uses head gestures for selecting items. An evaluation of a range of different audio designs showed that egocentric sounds re-duced task completion time, perceived annoyance, and al-lowed users to walk closer to their preferred walking speed. The second is a sonically enhanced 2D gesture recognition system for use on a belt-mounted PDA. An evaluation of the system with and without audio feedback showed users' ges-tures were more accurate when dynamically guided by au-dio-feedback. These novel interaction techniques demon-strate effective alternatives to visual-centric interface de-signs on mobile devices.
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The increasing dependency of everyday life on mobile devices also increases the number and complexity of computing tasks to be supported by these devices. However, the inherent requirement of mobility restricts them from being resources rich both in terms of energy (battery capacity) and other computing resources such as processing capacity, memory and other resources. This thesis looks into cyber foraging technique of offloading computing tasks. Various experiments on android mobile devices are carried out to evaluate offloading benefits in terms of sustainability advantage, prolonging battery life and augmenting the performance of mobile devices. This thesis considers two scenarios of cyber foraging namely opportunistic offloading and competitive offloading. These results show that the offloading scenarios are important for both green computing and resource augmentation of mobile devices. A significant advantage in battery life gain and performance enhancement is obtained. Moreover, cyber foraging is proved to be efficient in minimizing energy consumption per computing tasks. The work is based on scavenger cyber foraging system. In addition, the work can be used as a basis for studying cyber foraging and other similar approaches such as mobile cloud/edge computing for internet of things devices and improving the user experiences of applications by minimizing latencies through the use of potential nearby surrogates.
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The two largest causes for battery consumption on mobile devices are related with the display and network operations. Since most application need to share data and communicate with remote servers, communications should be as lightweight and efficient as possible. In network communication, serialization plays a central role as the process of converting an object into a stream of bytes. One of the most popular data-interchange format is JSON (JavaScript Object Notation). This paper presents a survey on JSON parsers in mobile scenarios. The aim of the survey is to find the most efficient JSON parser in mobile communications characterised by high transfer rate of small amounts of data. In the performance benchmark we compare the time required to read and write data with several popular JSON parser implementations such as Gson, Jackson, org.json and others. The results of this survey are important for others that need to select an efficient parser for mobile communication.
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The idea of Grid Computing originated in the nineties and found its concrete applications in contexts like the SETI@home project where a lot of computers (offered by volunteers) cooperated, performing distributed computations, inside the Grid environment analyzing radio signals trying to find extraterrestrial life. The Grid was composed of traditional personal computers but, with the emergence of the first mobile devices like Personal Digital Assistants (PDAs), researchers started theorizing the inclusion of mobile devices into Grid Computing; although impressive theoretical work was done, the idea was discarded due to the limitations (mainly technological) of mobile devices available at the time. Decades have passed, and now mobile devices are extremely more performant and numerous than before, leaving a great amount of resources available on mobile devices, such as smartphones and tablets, untapped. Here we propose a solution for performing distributed computations over a Grid Computing environment that utilizes both desktop and mobile devices, exploiting the resources from day-to-day mobile users that alternatively would end up unused. The work starts with an introduction on what Grid Computing is, the evolution of mobile devices, the idea of integrating such devices into the Grid and how to convince device owners to participate in the Grid. Then, the tone becomes more technical, starting with an explanation on how Grid Computing actually works, followed by the technical challenges of integrating mobile devices into the Grid. Next, the model, which constitutes the solution offered by this study, is explained, followed by a chapter regarding the realization of a prototype that proves the feasibility of distributed computations over a Grid composed by both mobile and desktop devices. To conclude future developments and ideas to improve this project are presented.
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There is a wide range of telecommunications services that transmit voice, video and data through complex transmission networks and in some cases, the service has not an acceptable quality level for the end user. In this sense the study of methods for assessing video quality and voice have a very important role. This paper presents a classification scheme, based on different criteria, of the methods and metrics that are being studied in recent years. This paper presents how the video quality is affected by degradation in the transmission channel in two kinds of services: Digital TV (ISDB-TB) due the fading in the air interface and video streaming service on an IP network due packet loss. For Digital TV tests was set up a scenario where the digital TV transmitter is connected to an RF channel emulator, where are inserted different fading models and at the end, the videos are saved in a mobile device. The tests of streaming video were performed in an isolated scenario of IP network, which are scheduled several network conditions, resulting in different qualities of video reception. The video quality assessment is performed using objective assessment methods: PSNR, SSIM and VQM. The results show how the losses in the transmission channel affects the quality of end-user experience on both services studied.
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Mobile learning, in the past defined as learning with mobile devices, now refers to any type of learning-on-the-go or learning that takes advantage of mobile technologies. This new definition shifted its focus from the mobility of technology to the mobility of the learner (O'Malley and Stanton 2002; Sharples, Arnedillo-Sanchez et al. 2009). Placing emphasis on the mobile learner’s perspective requires studying “how the mobility of learners augmented by personal and public technology can contribute to the process of gaining new knowledge, skills, and experience” (Sharples, Arnedillo-Sanchez et al. 2009). The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. Around the world, mobile learning is predicted to be the future of online learning, and is slowly entering the mainstream education. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. A research field that allows putting the development of such technologies onto a solid basis is user experience design, which addresses how to improve usability and therefore user acceptance of a system. Although there is no consensus definition of user experience, simply stated it focuses on how a person feels about using a product, system or service. It is generally agreed that user experience adds subjective attributes and social aspects to a space that has previously concerned itself mainly with ease-of-use. In addition, it can include users’ perceptions of usability and system efficiency. Recent advances in mobile and ubiquitous computing technologies further underline the importance of human-computer interaction and user experience (feelings, motivations, and values) with a system. Today, there are plenty of reports on the limitations of mobile technologies for learning (e.g., small screen size, slow connection), but there is a lack of research on user experience with mobile technologies. This dissertation will fill in this gap by a new approach in building a user experience-based mobile learning environment. The optimized user experience we suggest integrates three priorities, namely a) content, by improving the quality of delivered learning materials, b) the teaching and learning process, by enabling live and synchronous learning, and c) the learners themselves, by enabling a timely detection of their emotional state during mobile learning. In detail, the contributions of this thesis are as follows: • A video codec optimized for screencast videos which achieves an unprecedented compression rate while maintaining a very high video quality, and a novel UI layout for video lectures, which together enable truly mobile access to live lectures. • A new approach in HTTP-based multimedia delivery that exploits the characteristics of live lectures in a mobile context and enables a significantly improved user experience for mobile live lectures. • A non-invasive affective learning model based on multi-modal emotion detection with very high recognition rates, which enables real-time emotion detection and subsequent adaption of the learning environment on mobile devices. The technology resulting from the research presented in this thesis is in daily use at the School of Continuing Education of Shanghai Jiaotong University (SOCE), a blended-learning institution with 35.000 students.
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While mobile technologies can provide great personalized services for mobile users, they also threaten their privacy. Such personalization-privacy paradox are particularly salient for context aware technology based mobile applications where user's behaviors, movement and habits can be associated with a consumer's personal identity. In this thesis, I studied the privacy issues in the mobile context, particularly focus on an adaptive privacy management system design for context-aware mobile devices, and explore the role of personalization and control over user's personal data. This allowed me to make multiple contributions, both theoretical and practical. In the theoretical world, I propose and prototype an adaptive Single-Sign On solution that use user's context information to protect user's private information for smartphone. To validate this solution, I first proved that user's context is a unique user identifier and context awareness technology can increase user's perceived ease of use of the system and service provider's authentication security. I then followed a design science research paradigm and implemented this solution into a mobile application called "Privacy Manager". I evaluated the utility by several focus group interviews, and overall the proposed solution fulfilled the expected function and users expressed their intentions to use this application. To better understand the personalization-privacy paradox, I built on the theoretical foundations of privacy calculus and technology acceptance model to conceptualize the theory of users' mobile privacy management. I also examined the role of personalization and control ability on my model and how these two elements interact with privacy calculus and mobile technology model. In the practical realm, this thesis contributes to the understanding of the tradeoff between the benefit of personalized services and user's privacy concerns it may cause. By pointing out new opportunities to rethink how user's context information can protect private data, it also suggests new elements for privacy related business models.
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Mobiililaitteet ovat kehittyneet merkittävästi viimeisen vuosikymmenen aikana. Ne eivät enää ole pelkästään puhelimia tai kämmentietokoneita, vaan multimediatietokoneita, jotka pystyvät tuottamaan korkealaatuisia elämyksiä käyttäjälleen.Sisällön laadun paraneminen johtaa väistämättä myös siirrettävän tietomäärän kasvamiseen. Siksi uusia, nopeampia tiedonsiirtomenetelmiä on otettava käyttöön. Ultra Wideband (UWB) on uusi radioaaltotekniikka, jokamahdollistaa korkeat tiedonsiirtonopeudet lyhyillä etäisyyksillä. Tekniikka operoi erittäin leveällä 3.1 - 10.6 gigahertsin taajuuskaistalla.UWB on suunnattu nopeaan, langattomaan tiedonsiirtoon personal area networkin (PAN) laitteiden välillä. Tämän diplomityön tarkoituksena on arvioida UWBn soveltuvuutta mobiililaitteisiin. Arviointi tehdään teoreettiselta pohjalta, sillä UWBtä ei vielä ole implementoitu kaupallisiin laitteisiin. Ensin esitellään UWBn tekniikka ja ominaisuudet, jonka jälkeen sen soveltuvuutta arvioidaan esimerkkikäyttötapausten valossa. Esimerkkikäyttötapauksiksi on valittu kolme tyypillistä mutta erilaista toimintoa, jotka mahdollisimman hyvin kuvaavat mobiililaitteiden käyttöä.
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The development and evaluation of new algorithms and protocols for Wireless Multimedia Sensor Networks (WMSNs) are usually supported by means of a discrete event network simulator, where OMNeT++ is one of the most important ones. However, experiments involving multimedia transmission, video flows with different characteristics, genres, group of pictures lengths, and coding techniques must be evaluated based also on Quality of Experience (QoE) metrics to reflect the user's perception. Such experiments require the evaluation of video-related information, i.e., frame type, received/lost, delay, jitter, decoding errors, as well as inter and intra-frame dependency of received/distorted videos. However, existing OMNeT++ frameworks for WMSNs do not support video transmissions with QoE-awareness, neither a large set of mobility traces to enable evaluations under different multimedia/mobile situations. In this paper, we propose a Mobile MultiMedia Wireless Sensor Network OMNeT++ framework (M3WSN) to support transmission, control and evaluation of real video sequences in mobile WMSNs.
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Wireless mobile sensor networks are enlarging the Internet of Things (IoT) portfolio with a huge number of multimedia services for smart cities. Safety and environmental monitoring multimedia applications will be part of the Smart IoT systems, which aim to reduce emergency response time, while also predicting hazardous events. In these mobile and dynamic (possible disaster) scenarios, opportunistic routing allows routing decisions in a completely distributed manner, by using a hop- by-hop route decision based on protocol-specific characteristics, and a predefined end-to-end path is not a reliable solution. This enables the transmission of video flows of a monitored area/object with Quality of Experience (QoE) support to users, headquarters or IoT platforms. However, existing approaches rely on a single metric to make the candidate selection rule, including link quality or geographic information, which causes a high packet loss rate, and reduces the video perception from the human standpoint. This article proposes a cross-layer Link quality and Geographical-aware Opportunistic routing protocol (LinGO), which is designed for video dissemination in mobile multimedia IoT environments. LinGO improves routing decisions using multiple metrics, including link quality, geographic loca- tion, and energy. The simulation results show the benefits of LinGO compared with well-known routing solutions for video transmission with QoE support in mobile scenarios.
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Web surveys are becoming increasingly popular in survey research including stated preference surveys. Compared with face-to-face, telephone and mail surveys, web surveys may contain a different and new source of measurement error and bias: the type of device that respondents use to answer the survey questions. This is the first study that tests whether the use of mobile devices, tablets or smartphones, affects survey characteristics and stated preferences in a web-based choice experiment. The web survey on expanding renewable energy production in Germany was carried out with 3182 respondents, of which 12% used a mobile device. Propensity score matching is used to account for selection bias in the use of mobile devices for survey completion. We find that mobile device users spent more time than desktop/laptop users to answer the survey. Yet, desktop/laptop users and mobile device users do not differ in acquiescence tendency as an indicator of extreme response patterns. For mobile device users only, we find a negative correlation between screen size and interview length and a positive correlation between screen size and acquiescence tendency. In the choice experiment data, we do not find significant differences in the tendency to choose the status quo option and scale between both subsamples. However, some of the estimates of implicit prices differ, albeit not in a unidirectional fashion. Model results for mobile device users indicate a U-shaped relationship between error variance and screen size. Together, the results suggest that using mobile devices is not detrimental to survey quality.
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This paper focuses on hand biometrics applied to images acquired from a mobile device. The system offers the possibility of identifying individuals based on features extracted from hand pictures obtained with a low-quality camera embedded on a mobile device. Furthermore, the acquisitions have been carried out regardless illumination control, orientation, distance to camera, and similar aspects. In addition, the whole system has been tested with an owned database. Finally, the results obtained (6.0% ± 0.2) and the algorithm structure are both promising in relation to a posterior mobile implementation
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The concern over the quality of delivering video streaming services in mobile wireless networks is addressed in this work. A framework that enhances the Quality of Experience (QoE) of end users through a quality driven resource allocation scheme is proposed. To play a key role, an objective no-reference quality metric, Pause Intensity (PI), is adopted to derive a resource allocation algorithm for video streaming. The framework is examined in the context of 3GPP Long Term Evolution (LTE) systems. The requirements and structure of the proposed PI-based framework are discussed, and results are compared with existing scheduling methods on fairness, efficiency and correlation (between the required and allocated data rates). Furthermore, it is shown that the proposed framework can produce a trade-off between the three parameters through the QoE-aware resource allocation process.