957 resultados para swd: Ubiquitous Computing


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Pervasive computing is a continually, and rapidly, growing field, although still remains in relative infancy. The possible applications for the technology are numerous, and stand to fundamentally change the way users interact with technology. However, alongside these are equally numerous potential undesirable effects and risks. The lack of empirical naturalistic data in the real world makes studying the true impacts of this technology difficult. This paper describes how two independent research projects shared such valuable empirical data on the relationship between pervasive technologies and users. Each project had different aims and adopted different methods, but successfully used the same data and arrived at the same conclusions. This paper demonstrates the benefit of sharing research data in multidisciplinary pervasive computing research where real world implementations are not widely available.

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The literature reports research efforts allowing the editing of interactive TV multimedia documents by end-users. In this article we propose complementary contributions relative to end-user generated interactive video, video tagging, and collaboration. In earlier work we proposed the watch-and-comment (WaC) paradigm as the seamless capture of an individual`s comments so that corresponding annotated interactive videos be automatically generated. As a proof of concept, we implemented a prototype application, the WACTOOL, that supports the capture of digital ink and voice comments over individual frames and segments of the video, producing a declarative document that specifies both: different media stream structure and synchronization. In this article, we extend the WaC paradigm in two ways. First, user-video interactions are associated with edit commands and digital ink operations. Second, focusing on collaboration and distribution issues, we employ annotations as simple containers for context information by using them as tags in order to organize, store and distribute information in a P2P-based multimedia capture platform. We highlight the design principles of the watch-and-comment paradigm, and demonstrate related results including the current version of the WACTOOL and its architecture. We also illustrate how an interactive video produced by the WACTOOL can be rendered in an interactive video environment, the Ginga-NCL player, and include results from a preliminary evaluation.

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Deployment of applications and scientific workflows that require resources from multiple distributed platforms are fuelling the federation of autonomous clouds to create cyber infrastructure environments. As the scope of federated cloud computing enlarges to ubiquitous and pervasive computing, there will be a need to assess and maintain the trustworthiness of the cloud computing entities. In this paper, we present a fully distributed framework that enable interested parties determine the trustworthiness of federated cloud computing entities.

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Case studies of the organizational implementation of traditional business computing have often emphasized the importance of context in research design and data analysis. The emergence of computing phenomena that pervade different contexts within and even beyond the organizational boundary suggests the need to disaggregate the notion of context to allow for finer levels of contextual analysis. Indeed we demonstrate that a failure to consider interdependent levels of context in organizational case studies of computing technologies that even approach ubiquity runs the risk of partial and even incorrect conclusions being drawn. We illustrate this argument by means of two explanatory case studies of intranet and mobile technology implementation in organizations. Based on the extant literature on context in case study design and examples drawn from the cases, we propose a range of interconnected and interrelated contexts to consider in the research design of explanatory cases of ubiquitous technology implementation in organizations.

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Establishing trust for resource sharing and collaboration has become an important issue in distributed computing environment. In this paper, we investigate the problem of establishing trust in hybrid cloud computing environments. As the scope of federated cloud computing enlarges to ubiquitous and pervasive computing, there will be a need to assess and maintain the trustworthiness of the cloud computing entities. We present a fully distributed framework that enable trust-based cloud customer and cloud service provider interactions. The framework aids a service consumer in assigning an appropriate weight to the feedback of different raters regarding a prospective service provider. Based on the framework, we developed a mechanism for controlling falsified feedback ratings from iteratively exerting trust level contamination due to falsified feedback ratings. The experimental analysis shows that the proposed framework successfully dilutes the effects of falsified feedback ratings, thereby facilitating accurate and fair assessment of the service reputations.

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A variety of current and future wired and wireless networking technologies can be transformed into a seamless communication environments through application of context-based vertical handovers. Such seamless communication environments are needed for future pervasive/ubiquitous systems. Pervasive systems are context aware and need to adapt to context changes, including network disconnections and changes in network Quality of Service (QoS). Vertical handover is one of many possible adaptation methods. It allows users to roam freely between heterogeneous networks while maintaining the continuity of their applications. This paper proposes a vertical handover mechanism suitable for multimedia applications in pervasive systems. The paper focuses on the handover decision making process which uses context information regarding user devices, user location, network environment and requested QoS. (C) 2004 Elsevier B.V. All rights reserved.

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Computers have invaded our offices, our homes, cars and coffee-pots; they have become ubiquitous. However, the advance of computing technologies is associated with an increasing lack of “visibility” of the underlying software and hardware technologies. While we use and accept the computer, we neither know its history nor functionality. In this paper, we argue that this is not a healthy situation. Also, recruitment onto UK Computing degree courses is steadily falling; these courses are appearing less attractive to school-leavers. This may be associated with the increasing ubiquity. In this paper we reflect on an MSc. module of instruction, Concepts and Philosophy of Computing, and a BSc. module Computer Games Development developed at the University of Worcester which address these issues. We propose that the elements of these modules form a necessary part of the education of all citizens, and we suggest how this may be realized. We also suggest how to re-enthuse our youth about computing as a discipline and halt the drop in recruitment.

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Computers have invaded our offices, our homes, cars and coffee-pots; they have become ubiquitous. However, the advance of computing technologies is associated with an increasing lack of “visibility” of the underlying software and hardware technologies. While we use and accept the computer, we neither know its history nor functionality. In this paper, we argue that this is not a healthy situation. Also, recruitment onto UK Computing degree courses is steadily falling; these courses are appearing less attractive to school-leavers. This may be associated with the increasing ubiquity. In this paper we reflect on an MSc. module of instruction, Concepts and Philosophy of Computing, and a BSc. module Computer Games Development developed at the University of Worcester which address these issues. We propose that the elements of these modules form a necessary part of the education of all citizens, and we suggest how this may be realized. We also suggest how to re-enthuse our youth about computing as a discipline and halt the drop in recruitment.

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Since the development of the computer, user orientated innovations such as graphical operating systems, mice, and mobile devices have made computing ubiquitous in modern society. The cloud is the next step in this process. Through the cloud, computing has undergone co modification and has been made available as a utility. However, in comparison to other commodities such as water and electricity, clouds (in particular IaaS and PaaS) have not reached the same penetration into the global market. We propose that through further abstraction, future clouds will be ubiquitous and transparent, made accessible to ordinary users and integrated into all aspects of society. This paper presents a concept and path to this ubiquitous and transparent cloud, accessible by the masses.