922 resultados para Internet Technologies
Resumo:
The implementation of Internet technologies has led to e-Manufacturing technologies becoming more widely used and to the development of tools for compiling, transforming and synchronising manufacturing data through the Web. In this context, a potential area for development is the extension of virtual manufacturing to performance measurement (PM) processes, a critical area for decision making and implementing improvement actions in manufacturing. This paper proposes a PM information framework to integrate decision support systems in e-Manufacturing. Specifically, the proposed framework offers a homogeneous PM information exchange model that can be applied through decision support in e-Manufacturing environment. Its application improves the necessary interoperability in decision-making data processing tasks. It comprises three sub-systems: a data model, a PM information platform and PM-Web services architecture. A practical example of data exchange for measurement processes in the area of equipment maintenance is shown to demonstrate the utility of the model.
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La rápida evolución experimentada en los últimos años por las tecnologías de Internet ha estimulado la proliferación de recursos software en varias disciplinas científicas, especialmente en bioinformática. En la mayoría de los casos, la tendencia actual es publicar dichos recursos como servicios accesibles libremente a través de Internet, utilizando tecnologías y patrones de diseño definidos para la implementación de Arquitecturas Orientadas a Servicios (SOA). La combinación simultánea de múltiples servicios dentro de un mismo flujo de trabajo abre la posibilidad de crear aplicaciones potencialmente más útiles y complejas. La integración de dichos servicios plantea grandes desafíos, tanto desde un punto de vista teórico como práctico, como por ejemplo, la localización y acceso a los recursos disponibles o la coordinación entre ellos. En esta tesis doctoral se aborda el problema de la identificación, localización, clasificación y acceso a los recursos informáticos disponibles en Internet. Con este fin, se ha definido un modelo genérico para la construcción de índices de recursos software con información extraída automáticamente de artículos de la literatura científica especializada en un área. Este modelo consta de seis fases que abarcan desde la selección de las fuentes de datos hasta el acceso a los índices creados, pasando por la identificación, extracción, clasificación y “curación” de la información relativa a los recursos. Para verificar la viabilidad, idoneidad y eficiencia del modelo propuesto, éste ha sido evaluado en dos dominios científicos diferentes—la BioInformática y la Informática Médica—dando lugar a dos índices de recursos denominados BioInformatics Resource Inventory (BIRI) y electronic-Medical Informatics Repository of Resources(e-MIR2) respectivamente. Los resultados obtenidos de estas aplicaciones son presentados a lo largo de la presente tesis doctoral y han dado lugar a varias publicaciones científicas en diferentes revistas JCR y congresos internacionales. El impacto potencial y la utilidad de esta tesis doctoral podrían resultar muy importantes teniendo en cuenta que, gracias a la generalidad del modelo propuesto, éste podría ser aplicado en cualquier disciplina científica. Algunas de las líneas de investigación futuras más relevantes derivadas de este trabajo son esbozadas al final en el último capítulo de este libro. ABSTRACT The rapid evolution experimented in the last years by the Internet technologies has stimulated the proliferation of heterogeneous software resources in most scientific disciplines, especially in the bioinformatics area. In most cases, current trends aim to publish those resources as services freely available over the Internet, using technologies and design patterns defined for the implementation of Service-Oriented Architectures (SOA). Simultaneous combination of various services into the same workflow opens the opportunity of creating more complex and useful applications. Integration of services raises great challenges, both from a theoretical to a practical point of view such as, for instance, the location and access to the available resources or the orchestration among them. This PhD thesis deals with the problem of identification, location, classification and access to informatics resources available over the Internet. On this regard, a general model has been defined for building indexes of software resources, with information extracted automatically from scientific articles from the literature specialized in the area. Such model consists of six phases ranging from the selection of data sources to the access to the indexes created, covering the identification, extraction, classification and curation of the information related to the software resources. To verify the viability, feasibility and efficiency of the proposed model, it has been evaluated in two different scientific domains—Bioinformatics and Medical Informatics—producing two resources indexes named BioInformatics Resources Inventory (BIRI) and electronic-Medical Informatics Repository of Resources (e-MIR2) respectively. The results and evaluation of those systems are presented along this PhD thesis, and they have produced different scientific publications in several JCR journals and international conferences. The potential impact and utility of this PhD thesis could be of great relevance considering that, thanks to the generality of the proposed model, it could be successfully extended to any scientific discipline. Some of the most relevant future research lines derived from this work are outlined at the end of this book.
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The application of any e-Solution promises significant returns. In particular, using internet technologies both within enterprises and across the supply (value) chain provides real opportunity, not only for operational improvement but also for innovative strategic positioning. However, significant questions obscure potential investment; how any value will actually be created and, importantly, how this value will be shared across the value chain is not clear. This paper will describe a programme of research that is developing an enterprise simulator that will provide a more fundamental understanding of the impact of e-Solutions across operational supply chains, in terms of both standard operational and financial measures of performance. An efficient supply chain reduces total costs of operations by sharing accurate real-time information and coordinating inter-organizational business processes. This form of electronic link between organizations is known as business-to-business (B2B) e-Business. The financial measures go beyond simple cost calculations to real bottom-line performance by modelling the financial transactions that business processes generate. The paper will show how this enterprise simulator allows for a complete supply chain to be modelled in this way across four key applications: control system design, virtual enterprises, pan-supply-chain performance metrics and supporting e-Supply-chain design methodology.
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With the appearance of INTERNET technologies the developers of algorithm animation systems have shifted to build on-line system with the advantages of platform-independence and open accessibility over earlier ones. As a result, there is ongoing research in the re-design and re-evaluation of AAS in order to transform them in task-oriented environments for design of algorithms in on-line mode. The experimental study reported in the present paper contributes in this research.
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Ticket distribution channels for live music events have been revolutionised through the increased take-up of internet technologies, and the music supply-chain has evolved into a multi-channel value network. The assumption that this creates increased consumer autonomy and improved service quality is explored here through a case-study of the ticket pre-sale for the US leg of the Depeche Mode 2005–06 World Tour, which utilises an innovative virtual channel strategy, promoted as a service to loyal fans. A multi-method analysis, adopting Kozinets' (2002) Kozinets, R. V. 2002. The field behind the screen: using netnography for marketing research in online communities. Journal of Marketing Research, 39: 61–72. [CrossRef], [Web of Science ®] netnography methodology, is employed to map responses of the band's serious fan base on an internet message board (IMB) throughout the tour pre-sale. The analysis focuses on concerns of pricing, ethics, scope of the offer, use of technology, service quality and perceived brand performance fit of channel partners. Findings indicate that fans behaviour is unpredictable in response to channel partners' performance, and that such offers need careful management to avoid alienation of loyal consumers.
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Abstract Mandevillian intelligence is a specific form of collective intelligence in which individual cognitive vices (i.e., shortcomings, limitations, constraints and biases) are seen to play a positive functional role in yielding collective forms of cognitive success. In this talk, I will introduce the concept of mandevillian intelligence and review a number of strands of empirical research that help to shed light on the phenomenon. I will also attempt to highlight the value of the concept of mandevillian intelligence from a philosophical, scientific and engineering perspective. Inasmuch as we accept the notion of mandevillian intelligence, then it seems that the cognitive and epistemic value of a specific social or technological intervention will vary according to whether our attention is focused at the individual or collective level of analysis. This has a number of important implications for how we think about the cognitive impacts of a number of Web-based technologies (e.g., personalized search mechanisms). It also forces us to take seriously the idea that the exploitation (or even the accentuation!) of individual cognitive shortcomings could, in some situations, provide a productive route to collective forms of cognitive and epistemic success. Speaker Biography Dr Paul Smart Paul Smart is a senior research fellow in the Web and Internet Science research group at the University of Southampton in the UK. He is a Fellow of the British Computer Society, a professional member of the Association of Computing Machinery, and a member of the Cognitive Science Society. Paul’s research interests span a number of disciplines, including philosophy, cognitive science, social science, and computer science. His primary area of research interest relates to the social and cognitive implications of Web and Internet technologies. Paul received his bachelors degree in Psychology from the University of Nottingham. He also holds a PhD in Experimental Psychology from the University of Sussex.
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With the rapid development of Internet technologies, video and audio processing are among the most important parts due to the constant requirements of high quality media contents. Along with the improvement of network environment and the hardware equipment, this demand is becoming more and more imperious, people prefer high quality videos and audios as well as the net streaming media resources. FFmpeg is a set of open source program about the A/V decoding. Many commercial players use FFmpeg as their displaying cores. This paper designed a simple and easy-to-use video player based on FFmpeg. The first part is about the basic theories and related knowledge of video displaying, including some concepts like data formats, streaming media data, video coding and decoding. In a word, the realization of the video player depend on the a set of video decoding process. The general idea about the process is to get the video packets from the Internet, to read the related protocols and de-encapsulate the protocols, to de-encapsulate the packaging data and to get encoded formats data, to decode them to pixel data that can be displayed directly through graphics cards. During the coding and decoding process, there could be different degrees of data losing, which is called lossy compression, but it usually does not influence the quality of user experiences. The second part is about the principle of the FFmpeg decoding process, that is one of the key point of the paper. In this project, FFmpeg is used for the main decoding task, by call some main functions and structures from FFmpeg class libraries, packaging video formats could be transfer to pixel data, after getting the pixel data, SDL is used for the displaying process. The third part is about the SDL displaying flow. Similarly, it would invoke some important displaying functions from SDL class libraries to realize the function, though SDL is able to do not only displaying task, but also many other game playing process. After that, a independent video displayer is completed, it is provided with all the key function of a player. The fourth part make a simple users interface for the player based on the MFC program, it enable the player could be used by most people. At last, in consideration of the mobile Internet’s blossom, people nowadays can hardly ever drop their mobile phones, there is a brief introduction about how to transplant the video player to Android platform which is one of the most used mobile systems.
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Our contemporary public sphere has seen the 'emergence of new political rituals, which are concerned with the stains of the past, with self disclosure, and with ways of remembering once taboo and traumatic events' (Misztal, 2005). A recent case of this phenomenon occurred in Australia in 2009 with the apology to the 'Forgotten Australians': a group who suffered abuse and neglect after being removed from their parents – either in Australia or in the UK - and placed in Church and State run institutions in Australia between 1930 and 1970. This campaign for recognition by a profoundly marginalized group coincides with the decade in which the opportunities of Web 2.0 were seen to be diffusing throughout different social groups, and were considered a tool for social inclusion. This paper examines the case of the Forgotten Australians as an opportunity to investigate the role of the internet in cultural trauma and public apology. As such, it adds to recent scholarship on the role of digital web based technologies in commemoration and memorials (Arthur, 2009; Haskins, 2007; Cohen and Willis, 2004), and on digital storytelling in the context of trauma (Klaebe, 2011) by locating their role in a broader and emerging domain of social responsibility and political action (Alexander, 2004).
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Se recopilan páginas web susceptibles de ser utilizadas para la enseñanza y aprendizaje de la lengua francesa. La página web está estructurada en diecinueve apartados (vocabulario, diccionarios, civilización y cultura francesa, lectura y litertura, etc.), dentro de cada uno de ellos se ordenan las páginas alfabéticamente por tema, para un acceso más cómodo y rápido. El material seleccionado presenta varias características: es un material ya utilizado en clase, no incluye valoraciones de las páginas, se incluyen direcciones propias del aprendizaje y enseñanza del idioma y sitios con caracter educativo y otras páginas que pueden servir en la clase de francés pero que no han sido concebidas para ser utilizadas en la enseñanza, de esta forma se ofrece un material real y actual tal como los franceses y francófonos lo encuentran, por último muchos de los materiales son multilingües, esto permite comparar la lengua materna con otras lenguas extranjeras.
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The future Internet is expected to be composed of a mesh of interoperable web services accessible from all over the web. This approach has not yet caught on since global user?service interaction is still an open issue. This paper states one vision with regard to next-generation front-end Web 2.0 technology that will enable integrated access to services, contents and things in the future Internet. In this paper, we illustrate how front-ends that wrap traditional services and resources can be tailored to the needs of end users, converting end users into prosumers (creators and consumers of service-based applications). To do this, we propose an architecture that end users without programming skills can use to create front-ends, consult catalogues of resources tailored to their needs, easily integrate and coordinate front-ends and create composite applications to orchestrate services in their back-end. The paper includes a case study illustrating that current user-centred web development tools are at a very early stage of evolution. We provide statistical data on how the proposed architecture improves these tools. This paper is based on research conducted by the Service Front End (SFE) Open Alliance initiative.
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The worldwide "hyper-connection" of any object around us is the challenge that promises to cover the paradigm of the Internet of Things. If the Internet has colonized the daily life of more than 2000 million1 people around the globe, the Internet of Things faces of connecting more than 100000 million2 "things" by 2020. The underlying Internet of Things’ technologies are the cornerstone that promises to solve interrelated global problems such as exponential population growth, energy management in cities, and environmental sustainability in the average and long term. On the one hand, this Project has the goal of knowledge acquisition about prototyping technologies available in the market for the Internet of Things. On the other hand, the Project focuses on the development of a system for devices management within a Wireless Sensor and Actuator Network to offer some services accessible from the Internet. To accomplish the objectives, the Project will begin with a detailed analysis of various “open source” hardware platforms to encourage creative development of applications, and automatically extract information from the environment around them for transmission to external systems. In addition, web platforms that enable mass storage with the philosophy of the Internet of Things will be studied. The project will culminate in the proposal and specification of a service-oriented software architecture for embedded systems that allows communication between devices on the network, and the data transmission to external systems. Furthermore, it abstracts the complexities of hardware to application developers. RESUMEN. La “hiper-conexión” a nivel mundial de cualquier objeto que nos rodea es el desafío al que promete dar cobertura el paradigma de la Internet de las Cosas. Si la Internet ha colonizado el día a día de más de 2000 millones1 de personas en todo el planeta, la Internet de las Cosas plantea el reto de conectar a más de 100000 millones2 de “cosas” para el año 2020. Las tecnologías subyacentes de la Internet de las Cosas son la piedra angular que prometen dar solución a problemas globales interrelacionados como el crecimiento exponencial de la población, la gestión de la energía en las ciudades o la sostenibilidad del medioambiente a largo plazo. Este Proyecto Fin de Carrera tiene como principales objetivos por un lado, la adquisición de conocimientos acerca de las tecnologías para prototipos disponibles en el mercado para la Internet de las Cosas, y por otro lado el desarrollo de un sistema para la gestión de dispositivos de una red inalámbrica de sensores que ofrezcan unos servicios accesibles desde la Internet. Con el fin de abordar los objetivos marcados, el proyecto comenzará con un análisis detallado de varias plataformas hardware de tipo “open source” que estimulen el desarrollo creativo de aplicaciones y que permitan extraer de forma automática información del medio que les rodea para transmitirlo a sistemas externos para su posterior procesamiento. Por otro lado, se estudiarán plataformas web identificadas con la filosofía de la Internet de las Cosas que permitan el almacenamiento masivo de datos que diferentes plataformas hardware transfieren a través de la Internet. El Proyecto culminará con la propuesta y la especificación una arquitectura software orientada a servicios para sistemas empotrados que permita la comunicación entre los dispositivos de la red y la transmisión de datos a sistemas externos, así como facilitar el desarrollo de aplicaciones a los programadores mediante la abstracción de la complejidad del hardware.
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Since the implementation of the Programa Conectar Igualdad (PCI) (Connecting Equality Program) in 2010 in Argentina, numerous Social Science specialists started to research how massive ICT introduction in schools would radically affect teaching and learning processes, knowledge building and youth behaviour. Nevertheless, there is still not much empirical evidence showing the ways in which these technologies are appropriated. This situation discloses the need of placing research questions locally situated with regard to those potential changes. What existing access methods does PCI encounter? And how does its implementation participate in the design of personal and family heterogeneous trajectories of ICTs appropriation? How do the students themselves perceive the infl uence of PCI on their own technologic abilities and competence? How do knowledge and aptitudes associated to new digital media articulate with the knowledge manners promoted by the school format and institutionalism? How does the massive introduction of netbooks affect the interaction among different school actors (students-teachers)? What happens in other sociability and socialization spaces, such as the house and cybercafé?
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In recent years the Australian government has dedicated considerable project funds to establish public Internet access points in rural and regional communities. Drawing on data from a major Australian study of the social and economic impact of new technologies on rural areas, this paper explores some of the difficulties rural communities have faced in setting up public access points and sustaining them beyond their project funding. Of particular concern is the way that economic sustainability has been positioned as a measure of the success of such ventures. Government funding has been allocated on the basis of these rural public access points becoming economically self-sustaining. This is problematic on a number of counts. It is therefore argued that these public access points should be reconceptualised as essential community infrastructure like schools and libraries, rather than potential economic enterprises. Author Keywords: Author Keywords: Internet; Public access; Sustainability; Digital divide; Rural Australia
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Web 1.0 referred to the early, read-only internet; Web 2.0 refers to the ‘read-write web’ in which users actively contribute to as well as consume online content; Web 3.0 is now being used to refer to the convergence of mobile and Web 2.0 technologies and applications. One of the most important developments in mobile 3.0 is geography: with many mobile phones now equipped with GPS, mobiles promise to “bring the internet down to earth” through geographically-aware, or locative media. The internet was earlier heralded as “the death of geography” with predictions that with anyone able to access information from anywhere, geography would no longer matter. But mobiles are disproving this. GPS allows the location of the user to be pinpointed, and the mobile internet allows the user to access locally-relevant information, or to upload content which is geotagged to the specific location. It also allows locally-specific content to be sent to the user when the user enters a specific space. Location-based services are one of the fastest-growing segments of the mobile internet market: the 2008 AIMIA report indicates that user access of local maps increased by 347% over the previous 12 months, and restaurant guides/reviews increased by 174%. The central tenet of cultural geography is that places are culturally-constructed, comprised of the physical space itself, culturally-inflected perceptions of that space, and people’s experiences of the space (LeFebvre 1991). This paper takes a cultural geographical approach to locative media, anatomising the various spaces which have emerged through locative media, or “the geoweb” (Lake 2004). The geoweb is such a new concept that to date, critical discourse has treated it as a somewhat homogenous spatial formation. In order to counter this, and in order to demonstrate the dynamic complexity of the emerging spaces of the geoweb, the paper provides a topography of different types of locative media space: including the personal/aesthetic in which individual users geotag specific physical sites with their own content and meanings; the commercial, like the billboards which speak to individuals as they pass in Minority Report; and the social, in which one’s location is defined by the proximity of friends rather than by geography.
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A successful urban management system for a Ubiquitous Eco City requires an integrated approach. This integration includes bringing together economic, socio-cultural and urban development with a well orchestrated, transparent and open decision making mechanism and necessary infrastructure and technologies. Rapidly developing information and telecommunication technologies and their platforms in the late 20th Century improves urban management and enhances the quality of life and place. Telecommunication technologies provide an important base for monitoring and managing activities over wired, wireless or fibre-optic networks. Particularly technology convergence creates new ways in which the information and telecommunication technologies are used. The 21st Century is an era where information has converged, in which people are able to access a variety of services, including internet and location based services, through multi-functional devices such as mobile phones and provides opportunities in the management of Ubiquitous Eco Cities. This paper discusses the recent developments in telecommunication networks and trends in convergence technologies and their implications on the management of Ubiquitous Eco Cities and how this technological shift is likely to be beneficial in improving the quality of life and place. The paper also introduces recent approaches on urban management systems, such as intelligent urban management systems, that are suitable for Ubiquitous Eco Cities.