992 resultados para interactive multimedia


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Mobile users connected to wireless networks expect performance comparable to those on wired networks for interactive multimedia applications. Satisfying Quality of Service (QoS) requirements for such applications in wireless networks is a challenging problem due to limitations of low bandwidth, high error rate and frequent disconnections of wireless channels. In addition, wireless networks suffer from varying bandwidth. In this paper we investigate object prefetching during times of connectedness and bandwidth availability to enhance user perceived connectedness. This paper presents an access model that is suitable for multimedia access in wireless networks. Access modelling for the purpose of predicting future accesses in the context of speculative prefetching has received much attention in the literature. The model recognizes that a web page, instead of just a single file, is typically a compound of several files. When it comes to making prefetch decisions, most previous studies in speculative prefetching resort to simple heuristics, such as prefetching an item with access probabilities larger than a manually tuned threshold. This paper takes a different approach. Specifically, it models the performance of the prefetcher, taking into account access predictions and resource parameters, and develops a prefetch policy based on a theoretical analysis of the model. Since the analysis considers cache as one of the resource parameters, the resulting policy integrates prefetch and cache replacement decisions. The paper investigates the effect of prefetching on network load. In order to make effective use of available resources and maximize access improvement, it is beneficial to prefetch all items with access probabilities exceeding certain threshold.

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Generalized hyper competitiveness in the world markets has determined the need to offer better products to potential and actual clients in order to mark an advantagefrom other competitors. To ensure the production of an adequate product, enterprises need to work on the efficiency and efficacy of their business processes (BPs) by means of the construction of Interactive Information Systems (IISs, including Interactive Multimedia Documents) so that they are processed more fluidly and correctly.The construction of the correct IIS is a major task that can only be successful if the needs from every intervenient are taken into account. Their requirements must bedefined with precision, extensively analyzed and consequently the system must be accurately designed in order to minimize implementation problems so that the IIS isproduced on schedule and with the fewer mistakes as possible. The main contribution of this thesis is the proposal of Goals, a software (engineering) construction process which aims at defining the tasks to be carried out in order to develop software. This process defines the stakeholders, the artifacts, and the techniques that should be applied to achieve correctness of the IIS. Complementarily, this process suggests two methodologies to be applied in the initial phases of the lifecycle of the Software Engineering process: Process Use Cases for the phase of requirements, and; MultiGoals for the phases of analysis and design. Process Use Cases is a UML-based (Unified Modeling Language), goal-driven and use case oriented methodology for the definition of functional requirements. It uses an information oriented strategy in order to identify BPs while constructing the enterprise’s information structure, and finalizes with the identification of use cases within the design of these BPs. This approach provides a useful tool for both activities of Business Process Management and Software Engineering. MultiGoals is a UML-based, use case-driven and architectural centric methodology for the analysis and design of IISs with support for Multimedia. It proposes the analysis of user tasks as the basis of the design of the: (i) user interface; (ii) the system behaviour that is modeled by means of patterns which can combine Multimedia and standard information, and; (iii) the database and media contents. This thesis makes the theoretic presentation of these approaches accompanied with examples from a real project which provide the necessary support for the understanding of the used techniques.

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Pós-graduação em Artes - IA

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Technological resources and the media are contributing to socioeconomic development, including the education sector. Application of Digital Learning Objects support learning, serving as a tool for distance learning arrangements and classroom. The quality of design in instructional materials is one factor that implies the motivation of students and support their learning, within this context, the creation of educational interactive multimedia applications should excel the content and good usability, while facilitating user interaction. The aim of this paper was to establish parameters for the creation and management of Digital Learning Objects.

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In this paper we discuss the problem of how to discriminate moments of interest on videos or live broadcast shows. The primary contribution is a system which allows users to personalize their programs with previously created media stickers-pieces of content that may be temporarily attached to the original video. We present the system's architecture and implementation, which offer users operators to transparently annotate videos while watching them. We offered a soccer fan the opportunity to add stickers to the video while watching a live match: the user reported both enjoying and being comfortable using the stickers during the match-relevant results even though the experience was not fully representative.

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[EN]This work is part of a methodological renovation project from Ingeniería de Fabricación Innovative Education Group, from University of Las Palmas de Gran Canaria. It has developed learning materials for courses in Manufacturing Engineering that can be used in several degrees. The first learning material, it was decided to take a plastic injection mould as a teaching resource. Abundant information generated has been used to develop an interactive electronic publication. This learning material has been chosen by the Publishing and Scientific Diffusion Service from this University, as a new line of work in publications of educational innovation. The group is developing more training materials on other manufacturing processes as well as cross-contents dimensional tolerances in the ISO GPS system. All this work has generated a lot of educational resources for both laboratory practices and interactive multimedia documents.

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We perform a review of Web Mining techniques and we describe a Bootstrap Statistics methodology applied to pattern model classifier optimization and verification for Supervised Learning for Tour-Guide Robot knowledge repository management. It is virtually impossible to test thoroughly Web Page Classifiers and many other Internet Applications with pure empirical data, due to the need for human intervention to generate training sets and test sets. We propose using the computer-based Bootstrap paradigm to design a test environment where they are checked with better reliability.

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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. The result is an instance of the model grammar that implements the robotic system and is independent of the sensing devices used for perception and interaction. As a conclusion the Virtual Worlds Generator adds value in the simulation of virtual worlds since the definition can be done formally and independently of the peculiarities of the supporting devices.

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A jövő közigazgatásában az ügyfélbarát ügyfélszolgálat több olyan elektronikus csatornán is jelen lesz, amelyek csoportját jelenleg az on-line internetkapcsolat, a mobiltelefon és az interaktív digitális televízió, a jövőben az on-line interaktív multimédia képviseli. Az európai elektronikus közigazgatási fejlődési trend arra mutat, hogy a jövőben internet, mobilinternet és/vagy intelligens kábel tv technológiát alkalmazva, egy virtuálisan élő ügyintézővel beszélgetve juthat az ügyfél információhoz, foglalhat időpontot és indíthat érdemi ügyintézést. ________ In the course of future’s customer friendly public administration there will be some info-communication channels which are represented today by the on-line Internet accessibility, mobile telephones, and interactive digital television and the forthcoming interactive multimedia. The European trend of the development of public administration relies on Internet mobile Internet and/or intelligent cable television technology employing virtual adminsitrators as real time partner sin obtaining office information, booking appointments or launching adminsitration workflow.

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El presente artículo narra las experiencias del desarrollo de Suri, un programa informático que permite enviar información MIDI a otros programas por medio del teclado del computador y combina las características lingüísticas de un editor de texto con elementos tecnológicos y musicales -- Del mismo modo, relata la forma en la que se conectó el desarrollo de este programa con la búsqueda de nuevas herramientas para la composición musical y describe sus diversas funciones y generalidades técnicas

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This paper presents the implementation of a high quality real-time 3D video system intended for 3D videoconferencing -- Basically, the system is able to extract depth information from a pair of images coming from a short-baseline camera setup -- The system is based on the use of a variant of the adaptive support-weight algorithm to be applied on GPU-based architectures -- The reason to do it is to get real-time results without compromising accuracy and also to reduce costs by using commodity hardware -- The complete system runs over the GStreamer multimedia software platform to make it even more flexible -- Moreover, an autoestereoscopic display has been used as the end-up terminal for 3D content visualization

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Uneasy by the consumerism of the society of our days, this thesis embodies a reflection and a research about the influence of the new media over a behavior standardization, which results in the creation of the artistic project “Conshumano”. Looking up for a description and a critical integration of various converging concepts of this social paradigm, which lead to a growing tendency of the consumption: Capitalism, Industrialization, New Technologies, Cultural Industry, Mass Media or Globalization. Focusing the research on the concepts presented, developed a theoretical framework that relates different authors and artistic examples. Embracing art as an active agent of social life, concepts such as Video-Art or Interactive Art gain evident shape, as they establish essentially the basis for the interactive multimedia instalation accomplished by this project. The possibility of young artists resort to new ways to produce their works is an emerging factor today, and in this project the new technologies were used creatively as an artistic medium, with a view to developing an artistic, active and interventionist citizenship. Finally, lying properly contextualized in this paper, was presented the exhibition of interactive multimedia installation “Conshumano: os novos media na sociedade de consumo”, at National Museum Grão Vasco, in Viseu. Art is seen as a creative and alternative critique of the consumerism and as a way to interact socially, which aims to create a self-analysis for the society about the act of purchasing.

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In the 21st Century, new technologies, in particular interactive multimedia and the internet, challenge many aspects of our teaching practice and assumptions. What counts as knowledge, what counts as literacy, the ways we teach, and even the relationships we form are coloured and reshaped by changing cultural and social practices, such as global commerce and ICTs. These issues, and the relationships between them, need to be considered anew. Two current frames of reference for thinking about these changes and their implications for subject English are the notion of an "information revolution" (Castells 1996) and the changing nature of literacy, with its shift towards multiliteracies, or thinking of literacy as design (New London Group, 2000). Both frames have significant implications for how we conceptualise English curriculum (for example, literacy, texts and assessment), for how we re-imagine English teaching, and for the ways in which we ask students to work with and within digital culture and new media.