879 resultados para Smart tv


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A Smart TV é um equipamento novo e em evolução que incorpora um computador e acesso à Internet em ecrãs de grande qualidade. Permite a implementação de serviços interactivos, acesso à Internet e televisão. À medida que a tecnologia melhora, muitos equipamentos estão a tornar-se tão capazes quanto os computadores normais quando se trata de navegação na web e até mesmo vídeo na Internet (Video-on-Demand e streaming de vídeo). O projecto de estágio “NONIUS.TV na Smart TV LG Pro:Centric” foi desenvolvido na empresa Nonius Software que está inserida no ramo das telecomunicações. Uma das suas áreas de actividade está relacionada com o desenvolvimento de plataformas de entretenimento para o mercado hoteleiro, combinando diversos serviços e funcionalidades a pensar no hóspede. Este projecto teve como finalidade implementar alguns dos serviços e funcionalidades já existentes em plataformas que usam uma Set-Top Box da Nonius Software, numa Smart TV, aproveitando também para inovar e criar novos serviços. Nesse conjunto está incluída a implementação de uma Caixa de Mensagens, Serviço de Quartos, Serviço de Desporto e Lazer, Serviços Informativos, um cliente RTSP, um despertador, um sistema de mudança de idioma e outras pequenas funcionalidades desenvolvidas ao longo de toda a aplicação. Esta dissertação apresenta um estudo sobre as tecnologias Smart TV existentes no mercado, assim como as vantagens e desvantagens da sua utilização para este projecto. Após uma análise de requisitos de forma a estruturar e desenhar os serviços e funcionalidades a serem criados para a aplicação, implementou-se um conjunto de serviços, usando a linguagem de programação ActionScript 2.0, que permitiram à empresa disponibilizar um novo produto baseado na televisão Pro:Centric da LG.

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Este trabajo pretende estudiar los aspectos referentes a la usabilidad de los smart TV realizando un análisis de sus funciones más comunes y concluyendo con propuestas para la mejora de la usabilidad de estos dispositivos.

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Tradicionalmente, la televisión ha sido siempre el mejor medio (y hasta no hace mucho, el único) para visionar contenidos. Varios elementos, como áreas de visionado cada vez mayores, distintas posibilidades de conectividad y su presencia en la principal estancia del hogar lo siguen manteniendo como el dispositivo ideal para visionar contenidos. Gracias al acceso a internet que incorporan los últimos modelos se abre un nuevo abanico de posibilidades, permitiendo el acceso (en teoría, depende de las capacidades de cada aparato) a todo el contenido disponible en la red. Esto, junto a la gran área de visionado que ofrecen, lo hacen el elemento ideal para ver contenidos de forma grupal (tanto elementos educacionales como de ocio, para la familia, amigos o cualquier grupo de personas). Aunque cada día los fabricantes convergen hacia un estándar común que permita que una misma aplicación se ejecute en una televisión de cualquier marca sin tener que ser adaptada, lo cierto a día de hoy es que no existe una compatibilidad 100% entre aparatos, por lo que se elige para el desarrollo la plataforma más extendida hasta el momento, Smart TV de Samsung. No obstante, con pequeñas modificaciones en la aplicación se podría hacer compatible con aparatos de otras marcas. En este trabajo fin de grado se ha desarrollado un sistema que simula una visita virtual a un museo, donde se puede acceder a los contenidos disponibles en las distintas salas en forma de vídeos, fotografías o audios a la vez que se ofrece la opción de ver una descripción en texto sobre el contenido. El contenido multimedia se almacena en un repositorio externo (servidor) que envía a la televisión dicha información bajo petición. La estructura del contenido es adaptable de forma que, con pequeños cambios, un programador puede modificar la aplicación para ajustarla a otros casos de uso.De manera más específica:  Un usuario con capacidades de administración en el servidor puede: o Añadir datos de nuevos museos o Organizar la estructura del museo en distintas salas. o Añadir contenido multimedia a cada sala.  Un usuario que instala la aplicación en su TV puede: o Navegar por los distintos museos y salas definidos en la aplicación. o Visualizar el contenido multimedia (vídeo, fotos, audio, texto) que ofrece cada sala.

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This article presents a study on the concept of social TV and the user’s experience. We made a literature review in search of the several meanings and features given to the subject. We have analyzed the aspects that express changes in the field, beginning with the TV set connected to the internet, which allows users to new experiences of socialization, previously available only in other devices. This new scenario provides a new platform called “TV everywhere”, the ubiquitous television that is everywhere, regardless of location, time or space. We have researched the origin of social TV and the process that altered the old television model. Finally, we propose a new term to express such changes regarding social television: “Social TV”, representing the user’s experience through the convergence between television and the Internet, shared locally and remotely through any technological means.

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Digital Television offers a resolution of highdefinition images and the possibility of interaction with the user. There is an estimate that by 2018 all municipalities in Brazil have digital signal availability and thus there will be a wide spread of Ginga. Ginga is a technology developed for digital television, which runs between the operating system and yours applications. However, the extensive use of Smart TVs would invalidate this technology? This article to cast a look on the topic, arousing reflection that effect and seeking bring issues that link the advantages and disadvantages of the two technologies, considering the current situation of Digital TV in Brazil.

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O presente estudo disserta sobre o papel da indústria, com foco nos fabricantes de televisores e sua participação na implantação e desenvolvimento da TV Digital no Brasil, como os primeiros atores desse cenário a apontar o norte para a viabilização de um modelo de negócio para a Televisão Digital (TVD) e Televisão Digital Interativa (TVDI): a TV Conectada e a TV Inteligente. Faz um levantamento histórico do tema desde o Governo FHC, passando pelo Governo Lula até o atual Governo Dilma. O texto apresenta os desafios técnico, político e econômico dessa implementação. Pretende identificar os acertos e enganos dos atores envolvidos nesse cenário, montado para a implementação do sistema digital da TV brasileira. Ressalta os interesses, nem sempre harmônicos, de todos os envolvidos: do capital, com foco no lucro; do governo, com seus acordos políticos, muitas vezes contrapondo ao cumprimento de seu papel de representante dos interesses da maioria da população brasileira; e da dinâmica científico tecnológico-industrial, que necessita de campo fértil, propício e contínuo para se desenvolver.(AU)

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Älytelevisiomarkkinat ovat nykyisellään pirstaloituneet eri valmistajien kehittäessä omia älytelevisioalustoitaan, mikä tekee sovelluskehittämisestä erittäin työlästä, kun kehitystyö pitää tehdä jokaiselle alustalle erikseen. LG:n ja Philipsin perustama Smart TV Alliance pyrkii yksinkertaistamaan sovelluskehittäjien työtä, samalla houkutellen lisää kehittäjiä alalle. Työssä tutustutaan tuotealustoihin, avoimeen ja suljettuun innovaatioon, sekä alliansseihin. Lisäksi perehdytään älytelevisioihin sekä tietenkin itse Smart TV Allianceen. Lisäksi tarkastellaan nykyistä markkina-asetelmaa ja arvioidaan yksittäisten toimijoiden tilannetta ja mahdollisia toimenpiteitä. Työn painopiste on fyysisen laitevalmistajan ja käyttöjärjestelmän kehittäjän/ylläpitäjän näkökulmasta. Työn kannalta tärkeässä roolissa ovat ohjelmistopohjaiset tuotealustat. Eritoten työssä käsitellään älytelevisioiden ohjelmistoa tuotealustana, mutta hyvä vaihtoehtoinen ja eritoten monille käytännönläheisempi esimerkki on tietokoneen käyttöjärjestelmä, kuten Microsoft Windows tai useat Linux-pohjaiset käyttöjärjestelmät. Keskeisenä ominaisuutena näissä kaikissa on, että itse käyttöjärjestelmä toimii yhteisenä pohjana, jonka päälle voidaan rakentaa muuta toiminnallisuutta, kuten pelejä ja toimistosovelluksia.

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This document presents the work that was elaborated at the company Present Technologies as part of the academic discipline Internship/Industrial Project for the Master’s degree in Informatics and Systems, Software Development branch, at Instituto Superior de Engenharia de Coimbra. The area of the mobile web applications has grown exponentially over the last few years turning it into a very dynamic field where new development platforms and frameworks are constantly emerging. Thus, the internship consisted in the study of two new mobile operating systems, Tizen and Firefox OS, as well as two frameworks for packaging of mobile web applications – Adobe PhoneGap and Appcelerator Titanium. These platforms are in the direct interest of Present Technology since it pretends to use them in its future projects in general and in the Phune Gaming project in particular. Since Television is one of the Present Technologies’ business areas, during the course of the internship it was decided to perform additionally a study of two Smart TV platforms, namely Samsung Smart TV and Opera TV, which was considered as a valuable knowledge for the company. For each of the platforms was performed a study about its architecture, supported standards and the development tools that are provided, nevertheless the focus was on the applications and for this reason a practical case study was conducted. The case studies consisted in the creation of a prototype or packaging of an application, for the case of the packaging tools, in order to prove the feasibility of the applications for the Present Technologies’ needs. The outcome of the work performed during the internship is that it raised the awareness of Present Technology of the studied platforms, providing it with prototypes and written documentation for the platforms’ successful usage in future projects.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics

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In this work project I propose an innovative service – Electricity Feedback with Smart Meters through TV – to be considered as an additional test in the residential electricity use feedback trials currently being conducted in EDP’s InovCity project. My proposal is based on relevant past and current research studies, both Portuguese and international, which explain and support the proposed operationalization and characteristics of this new service. Furthermore, a careful analysis about the segmentation framing, the best market entry strategy and the consequences of adopting a joint venture with cable TV operators, is also provided. Finally, I present a SWOT analysis and highlight critical issues affecting the effectiveness of feedback which require further research.

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Technological developments in microprocessors and ICT landscape have made a shift to a new era where computing power is embedded in numerous small distributed objects and devices in our everyday lives. These small computing devices are ne-tuned to perform a particular task and are increasingly reaching our society at every level. For example, home appliances such as programmable washing machines, microwave ovens etc., employ several sensors to improve performance and convenience. Similarly, cars have on-board computers that use information from many di erent sensors to control things such as fuel injectors, spark plug etc., to perform their tasks e ciently. These individual devices make life easy by helping in taking decisions and removing the burden from their users. All these objects and devices obtain some piece of information about the physical environment. Each of these devices is an island with no proper connectivity and information sharing between each other. Sharing of information between these heterogeneous devices could enable a whole new universe of innovative and intelligent applications. The information sharing between the devices is a diffcult task due to the heterogeneity and interoperability of devices. Smart Space vision is to overcome these issues of heterogeneity and interoperability so that the devices can understand each other and utilize services of each other by information sharing. This enables innovative local mashup applications based on shared data between heterogeneous devices. Smart homes are one such example of Smart Spaces which facilitate to bring the health care system to the patient, by intelligent interconnection of resources and their collective behavior, as opposed to bringing the patient into the health system. In addition, the use of mobile handheld devices has risen at a tremendous rate during the last few years and they have become an essential part of everyday life. Mobile phones o er a wide range of different services to their users including text and multimedia messages, Internet, audio, video, email applications and most recently TV services. The interactive TV provides a variety of applications for the viewers. The combination of interactive TV and the Smart Spaces could give innovative applications that are personalized, context-aware, ubiquitous and intelligent by enabling heterogeneous systems to collaborate each other by sharing information between them. There are many challenges in designing the frameworks and application development tools for rapid and easy development of these applications. The research work presented in this thesis addresses these issues. The original publications presented in the second part of this thesis propose architectures and methodologies for interactive and context-aware applications, and tools for the development of these applications. We demonstrated the suitability of our ontology-driven application development tools and rule basedapproach for the development of dynamic, context-aware ubiquitous iTV applications.

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Wireless networks rapidly became a fundamental pillar of everyday activities. Whether at work or elsewhere, people often benefits from always-on connections. This trend is likely to increase, and hence actual technologies struggle to cope with the increase in traffic demand. To this end, Cognitive Wireless Networks have been studied. These networks aim at a better utilization of the spectrum, by understanding the environment in which they operate, and adapt accordingly. In particular recently national regulators opened up consultations on the opportunistic use of the TV bands, which became partially free due to the digital TV switch over. In this work, we focus on the indoor use of of TVWS. Interesting use cases like smart metering and WiFI like connectivity arise, and are studied and compared against state of the art technology. New measurements for TVWS networks will be presented and evaluated, and fundamental characteristics of the signal derived. Then, building on that, a new model of spectrum sharing, which takes into account also the height from the terrain, is presented and evaluated in a real scenario. The principal limits and performance of TVWS operated networks will be studied for two main use cases, namely Machine to Machine communication and for wireless sensor networks, particularly for the smart grid scenario. The outcome is that TVWS are certainly interesting to be studied and deployed, in particular when used as an additional offload for other wireless technologies. Seeing TVWS as the only wireless technology on a device is harder to be seen: the uncertainity in channel availability is the major drawback of opportunistic networks, since depending on the primary network channel allocation might lead in having no channels available for communication. TVWS can be effectively exploited as offloading solutions, and most of the contributions presented in this work proceed in this direction.

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This paper proposes an extension to the televisionwatching paradigm that permits an end-user to enrich broadcast content. Examples of this enriched content are: virtual edits that allow the order of presentation within the content to be changed or that allow the content to be subsetted; conditional text, graphic or video objects that can be placed to appear within content and triggered by viewer interaction; additional navigation links that can be added to structure how other users view the base content object. The enriched content can be viewed directly within the context of the TV viewing experience. It may also be shared with other users within a distributed peer group. Our architecture is based on a model that allows the original content to remain unaltered, and which respects DRM restrictions on content reuse. The fundamental approach we use is to define an intermediate content enhancement layer that is based on the W3C’s SMIL language. Using a pen-based enhancement interface, end-users can manipulate content that is saved in a home PDR setting. This paper describes our architecture and it provides several examples of how our system handles content enhancement. We also describe a reference implementation for creating and viewing enhancements.

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The advent of smart TVs has reshaped the TV-consumer interaction by combining TVs with mobile-like applications and access to the Internet. However, consumers are still unable to seamlessly interact with the contents being streamed. An example of such limitation is TV shopping, in which a consumer makes a purchase of a product or item displayed in the current TV show. Currently, consumers can only stop the current show and attempt to find a similar item in the Web or an actual store. It would be more convenient if the consumer could interact with the TV to purchase interesting items. ^ Towards the realization of TV shopping, this dissertation proposes a scalable multimedia content processing framework. Two main challenges in TV shopping are addressed: the efficient detection of products in the content stream, and the retrieval of similar products given a consumer-selected product. The proposed framework consists of three components. The first component performs computational and temporal aware multimedia abstraction to select a reduced number of frames that summarize the important information in the video stream. By both reducing the number of frames and taking into account the computational cost of the subsequent detection phase, this component component allows the efficient detection of products in the stream. The second component realizes the detection phase. It executes scalable product detection using multi-cue optimization. Additional information cues are formulated into an optimization problem that allows the detection of complex products, i.e., those that do not have a rigid form and can appear in various poses. After the second component identifies products in the video stream, the consumer can select an interesting one for which similar ones must be located in a product database. To this end, the third component of the framework consists of an efficient, multi-dimensional, tree-based indexing method for multimedia databases. The proposed index mechanism serves as the backbone of the search. Moreover, it is able to efficiently bridge the semantic gap and perception subjectivity issues during the retrieval process to provide more relevant results.^

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Televisions (TVs) and VR Head-Mounted Displays (VR HMDs) are used in shared and social spaces in the home. This thesis posits that these displays do not sufficiently reflect the collocated, social contexts in which they reside, nor do they sufficiently support shared experiences at-a-distance. This thesis explores how the role of TVs and VR HMDs can go beyond presenting a single entertainment experience, instead supporting social and shared use in both collocated and at-a-distance contexts. For collocated TV, this thesis demonstrates that the TV can be augmented to facilitate multi-user interaction, support shared and independent activities and multi-user use through multi-view display technology, and provide awareness of the multi-screen activity of those in the room, allowing the TV to reflect the social context in which it resides. For at-a-distance TV, existing smart TVs are shown to be capable of supporting synchronous at-a-distance activity, broadening the scope of media consumption beyond the four walls of the home. For VR HMDs, collocated proximate persons can be seamlessly brought into mixed reality VR experiences based on engagement, improving VR HMD usability. Applied to at-a-distance interactions, these shared mixed reality VR experiences can enable more immersive social experiences that approximate viewing together as if in person, compared to at-a-distance TV. Through an examination of TVs and VR HMDs, this thesis demonstrates that consumer display technology can better support users to interact, and share experiences and activities, with those they are close to.