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1.
Location is one of the most important elements of context in ubiquitous computing. In this paper we describe a location model, a spatial-aware communication model and an implementation of the models that exploit location for processing and communicating context. The location model presented describes a location tree, which contains human-readable semantic and geometric information about an organisation and a structure to describe the current location of an object or a context. The proposed system is dedicated to work not only on more powerful devices like handhelds, but also on small computer systems that are embedded into everyday artefact (making them a digital artefact). Model and design decisions were made on the basis of experiences from three prototype setups with several applications, which we built from 1998 to 2002. While running these prototypes we collected experiences from designers, implementers and users and formulated them as guidelines in this paper. All the prototype applications heavily use location information for providing their functionality. We found that location is not only of use as information for the application but also important for communicating context. In this paper we introduce the concept of spatial-aware communication where data is communicated based on the relative location of digital artefacts rather than on their identity. Correspondence to: Michael Biegl, Telecooperation Office (TecO), University of Karlsruhe, Vincenz-Prieβritz-Str. 1 D-76131 Karlsruhe, Germany. Email: michael@teco.edu  相似文献   

2.
The most fundamental changes of information exchange and communication in society today have been caused by the fast and thorough penetration of all facets of life through networked computers and mobile phones, which will both soon merge with our traditional TV. In this report, these developments will be discussed on four different levels: individuals, groups, organisations and networks. Furthermore contradictory developmental patterns are considered: global versus regional development, entrepreneurship on different scales, data availability versus data security, reality versus virtuality, education, and the ethics of multimedia and the Internet.  相似文献   

3.
In this paper we describe continuing work being carried out as part of the Bristol Wearable Computing Initiative. We are interested in the use of context sensors to improve the usefulness of wearable computers. A CyberJacket incorporating a Tourist Guide application has been built, and we have experimented with location and movement sensing devices to improve its performance. In particular, we have researched processing techniques for data from accelerometers which enable the wearable computer to determine the user’s activity. We have experimented with, and review, techniques already employed by others; and then propose new methods for analysing the data delivered by these devices. We try to minimise the number of devices needed, and use a single X-Y accelerometer device. Using our techniques we have adapted our CyberJacket and Tourist Guide to include a multimedia presentation which gives the user information using different media depending on the user’s activity as well as location.  相似文献   

4.
Design and analysis of a video-on-demand server   总被引:6,自引:0,他引:6  
The availability of high-speed networks, fast computers and improved storage technology is stimulating interest in the development of video on-demand services that provide facilities similar to a video cassette player (VCP). In this paper, we present a design of a video-on-demand (VOD) server, capable of supporting a large number of video requests with complete functionality of a remote control (as used in VCPs), for each request. In the proposed design, we have used an interleaved storage method with constrained allocation of video and audio blocks on the disk to provide continuous retrieval. Our storage scheme interleaves a movie with itself (while satisfying the constraints on video and audio block allocation. This approach minimizes the starting delay and the buffer requirement at the user end, while ensuring a jitter-free display for every request. In order to minimize the starting delay and to support more non-concurrent requests, we have proposed the use of multiple disks for the same movie. Since a disk needs to hold only one movie, an array of inexpensive disks can be used, which reduces the overall cost of the proposed system. A scheme supported by our disk storage method to provide all the functions of a remote control such as “fast-forwarding”, “rewinding” (with play “on” or “off”), “pause” and “play” has also been discussed. This scheme handles a user request independent of others and satisfies it without degrading the quality of service to other users. The server design presented in this paper achieves the multiple goals of high disk utilization, global buffer optimization, cost-effectiveness and high-quality service to the users.  相似文献   

5.
The performance of electronic commerce systems has a major impact on their acceptability to users. Different users also demand different levels of performance from the system, that is, they will have different Quality of Service (QoS) requirements. Electronic commerce systems are the integration of several different types of servers and each server must contribute to meeting the QoS demands of the users. In this paper we focus on the role, and the performance, of a database server within an electronic commerce system. We examine the characteristics of the workload placed on a database server by an electronic commerce system and suggest a range of QoS requirements for the database server based on this analysis of the workload. We argue that a database server must be able to dynamically reallocate its resources in order to meet the QoS requirements of different transactions as the workload changes. We describe Quartermaster, which is a system to support dynamic goal-oriented resource management in database management systems, and discuss how it can be used to help meet the QoS requirements of the electronic commerce database server. We provide an example of the use of Quartermaster that illustrates how the dynamic reallocation of memory resources can be used to meet the QoS requirements of a set of transactions similar to transactions found in an electronic commerce workload. We briefly describe the memory reallocation algorithms used by Quartermaster and present experiments to show the impact of the reallocations on the performance of the transactions. Published online: 22 August 2001  相似文献   

6.
Abstract. Though there has been extensive work on multimedia databases in the last few years, there is no prevailing notion of a multimedia view, nor there are techniques to create, manage, and maintain such views. Visualizing the results of a dynamic multimedia query or materializing a dynamic multimedia view corresponds to assembling and delivering an interactive multimedia presentation in accordance with the visualization specifications. In this paper, we suggest that a non-interactive multimedia presentation is a set of virtual objects with associated spatial and temporal presentation constraints. A virtual object is either an object, or the result of a query. As queries may have different answers at different points in time, scheduling the presentation of such objects is nontrivial. We then develop a probabilistic model of interactive multimedia presentations, extending the non-interactive model described earlier. We also develop a probabilistic model of interactive visualization where the probabilities reflect the user profiles, or the likelihood of certain user interactions. Based on this probabilistic model, we develop three utility-theoretic based types of prefetching algorithms that anticipate how users will interact with the presentation. These prefetching algorithms allow efficient visualization of the query results in accordance with the underlying specification. We have built a prototype system that incorporates these algorithms. We report on the results of experiments conducted on top of this implementation. Received June 10, 1998 / Accepted November 10, 1999  相似文献   

7.
Metaphors are often used to provide the user with a mental model to ease the use of computers. An example of such a metaphor is the commonly used “Desktop Metaphor”. Metaphors also can be used to ease context-aware information access for the users of mobile information systems. In this paper we present a taxonomy that allows the categorisation of such metaphors. Furthermore, we give an overview of existing metaphors and their implementations. After introducing some new metaphors we conclude our considerations with a classification of new and existing metaphors using our taxonomy.  相似文献   

8.
Wearables are often described with a focus on providing the user with wearable information access and communication means. The contextual information retrieval aspect is, however, an essential feature of such systems, as in, for example, the Remembrance Agent [1] where manually entered search-terms are used for presenting relevant situational information, or as in different location-based systems [2]. In this position paper we outline a general framework of contextually aware wearable systems, and suggest how such mechanisms, collecting massive traces of the user context, may lead to several other interesting uses in what we will call context trace technology.  相似文献   

9.
Much work on video servers has concentrated on movies on demand, in which a relatively small number of titles are viewed and users are given basic VCR-style controls. This paper concentrates on analyzing video server performance for non-linear access applications. In particular, we study two non-linear video applications: video libraries, in which users select from a large collection of videos and may be interested in viewing only a small part of the title; and video walk-throughs, in which users can move through an image-mapped representation of a space. We present a characterization of the workloads of these applications. Our simulation studies show that video server architectures developed for movies on demand can be adapted to video library usage, though caching is less effective and the server can support a smaller user population for non-linear video applications. We also show that video walk-throughs require extremely large amounts of RAM buffering to provide adequate performance for even a small number of users.  相似文献   

10.
The authors report on findings on computer technology needs and concerns of 725 Canadian college and university students with a wide range of disabilities. The vast majority of this sample population uses computers and almost half need an adaptation to use computers effectively. The authors provide information about computer technologies used by students with different disabilities, describe adaptations/adaptive computer technologies that students find useful, report issues faced by users and non-users of computers in postsecondary education, and discuss reasons why students are not using needed adaptations/adaptive technology. Based on these findings, the authors provide recommendations for adaptive computer hardware and software developers and vendors. Published online: 21 March 2002  相似文献   

11.
In many decision-making scenarios, decision makers require rapid feedback to their queries, which typically involve aggregates. The traditional blocking execution model can no longer meet the demands of these users. One promising approach in the literature, called online aggregation, evaluates an aggregation query progressively as follows: as soon as certain data have been evaluated, approximate answers are produced with their respective running confidence intervals; as more data are examined, the answers and their corresponding running confidence intervals are refined. In this paper, we extend this approach to handle nested queries with aggregates (i.e., at least one inner query block is an aggregate query) by providing users with (approximate) answers progressively as the inner aggregation query blocks are evaluated. We address the new issues pose by nested queries. In particular, the answer space begins with a superset of the final answers and is refined as the aggregates from the inner query blocks are refined. For the intermediary answers to be meaningful, they have to be interpreted with the aggregates from the inner queries. We also propose a multi-threaded model in evaluating such queries: each query block is assigned to a thread, and the threads can be evaluated concurrently and independently. The time slice across the threads is nondeterministic in the sense that the user controls the relative rate at which these subqueries are being evaluated. For enumerative nested queries, we propose a priority-based evaluation strategy to present answers that are certainly in the final answer space first, before presenting those whose validity may be affected as the inner query aggregates are refined. We implemented a prototype system using Java and evaluated our system. Results for nested queries with a level and multiple levels of nesting are reported. Our results show the effectiveness of the proposed mechanisms in providing progressive feedback that reduces the initial waiting time of users significantly without sacrificing the quality of the answers. Received April 25, 2000 / Accepted June 27, 2000  相似文献   

12.
Multimedia data, especially continuous media including video and audio objects, represent a rich and natural stimulus for humans, but require large amount of storage capacity and real-time processing. In this paper, we describe how to organize video data efficiently on multiple disks in order to support arbitrary-rate playback requested by different users independently. Our approach is to segment and decluster video objects and to place the segments in multiple disks using a restricted round-robin scheme, called prime round-robin (PRR). Its placement scheme provides uniform load balance of disks for arbitrary retrieval rate as well as normal playback, since it eliminates hot spots. Moreover, it does not require any additional disk bandwidth to support VCR-like operations such as fast-forward and rewind. We have studied the various effects of placement and retrieval schemes in a storage server by simulation. The results show that PRR offers even disk accesses, and the failure in reading segment by deadline occurs only at the beginning of new operations. In addition, the number of users admitted is not decreased, regardless of arbitrary-rate playback requests.  相似文献   

13.
Abstract. Providing a customized result set based upon a user preference is the ultimate objective of many content-based image retrieval systems. There are two main challenges in meeting this objective: First, there is a gap between the physical characteristics of digital images and the semantic meaning of the images. Secondly, different people may have different perceptions on the same set of images. To address both these challenges, we propose a model, named Yoda, that conceptualizes content-based querying as the task of soft classifying images into classes. These classes can overlap, and their members are different for different users. The “soft” classification is hence performed for each and every image feature, including both physical and semantic features. Subsequently, each image will be ranked based on the weighted aggregation of its classification memberships. The weights are user-dependent, and hence different users would obtain different result sets for the same query. Yoda employs a fuzzy-logic based aggregation function for ranking images. We show that, in addition to some performance benefits, fuzzy aggregation is less sensitive to noise and can support disjunctive queries as compared to weighted-average aggregation used by other content-based image retrieval systems. Finally, since Yoda heavily relies on user-dependent weights (i.e., user profiles) for the aggregation task, we utilize the users' relevance feedback to improve the profiles using genetic algorithms (GA). Our learning mechanism requires fewer user interactions, and results in a faster convergence to the user's preferences as compared to other learning techniques. Correspondence to: Y.-S. Chen (E-mail: yishinc@usc.edu) This research has been funded in part by NSF grants EEC-9529152 (IMSC ERC) and IIS-0082826, NIH-NLM R01-LM07061, DARPA and USAF under agreement nr. F30602-99-1-0524, and unrestricted cash gifts from NCR, Microsoft, and Okawa Foundation.  相似文献   

14.
As computers are increasingly woven into the fabric of everyday life, interaction design may have to change – from creating only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds us and therefore is a part of our activities for long periods of time. We present slow technology: a design agenda for technology aimed at reflection and moments of mental rest rather than efficiency in performance. The aim of this paper is to develop a design philosophy for slow technology, to discuss general design principles and to revisit some basic issues in interaction design from a more philosophical point of view. We discuss examples of soniture and informative art as instances of slow technology and as examples of how the design principles can be applied in practice.  相似文献   

15.
Summary. In a distributed system, high-level actions can be modeled by nonatomic events. This paper proposes causality relations between distributed nonatomic events and provides efficient testing conditions for the relations. The relations provide a fine-grained granularity to specify causality relations between distributed nonatomic events. The set of relations between nonatomic events is complete in first-order predicate logic, using only the causality relation between atomic events. For a pair of distributed nonatomic events X and Y, the evaluation of any of the causality relations requires integer comparisons, where and , respectively, are the number of nodes on which the two nonatomic events X and Y occur. In this paper, we show that this polynomial complexity of evaluation can by simplified to a linear complexity using properties of partial orders. Specifically, we show that most relations can be evaluated in integer comparisons, some in integer comparisons, and the others in integer comparisons. During the derivation of the efficient testing conditions, we also define special system execution prefixes associated with distributed nonatomic events and examine their knowledge-theoretic significance. Received: July 1997 / Accepted: May 1998  相似文献   

16.
On fast microscopic browsing of MPEG-compressed video   总被引:1,自引:0,他引:1  
MPEG has been established as a compression standard for efficient storage and transmission of digital video. However, users are limited to VCR-like (and tedious) functionalities when viewing MPEG video. The usefulness of MPEG video is presently limited by the lack of tools available for fast browsing, manipulation and processing of MPEG video. In this paper, we first address the problem of rapid access to individual shots and frames in MPEG video. We build upon the compressed-video-processing framework proposed in [1, 8], and propose new and fast algorithms based on an adaptive mixture of approximation techniques for extracting spatially reduced image sequence of uniform quality from MPEG video across different frame types and also under different motion activities in the scenes. The algorithms execute faster than real time on a Pentium personal computer. We demonstrate how the reduced images facilitate fast and convenient shot- and frame-level video browsing and access, shot-level editing and annotation, without the need for frequent decompression of MPEG video. We further propose methods for reducing the auxiliary data size associated with the reduced images through exploitation of spatial and temporal redundancy. We also address how the reduced images lead to computationally efficient algorithms for video analysis based on intra- and inter-shot processing for video database and browsing applications. The algorithms, tools for browsing and techniques for video processing presented in this paper have been used by many in IBM Research on more than 30 h of MPEG-1 video for video browsing and analysis.  相似文献   

17.
Inter-object references are one of the key concepts of object-relational and object-oriented database systems. In this work, we investigate alternative techniques to implement inter-object references and make the best use of them in query processing, i.e., in evaluating functional joins. We will give a comprehensive overview and performance evaluation of all known techniques for simple (single-valued) as well as multi-valued functional joins. Furthermore, we will describe special order-preserving\/ functional-join techniques that are particularly attractive for decision support queries that require ordered results. While most of the presentation of this paper is focused on object-relational and object-oriented database systems, some of the results can also be applied to plain relational databases because index nested-loop joins\/ along key/foreign-key relationships, as they are frequently found in relational databases, are just one particular way to execute a functional join. Received February 28, 1999 / Accepted September 27, 1999  相似文献   

18.
Field operators need access to and interaction with more information than is available today during field operations. Wearable computers can provide relevant information with hands-free interaction techniques to support work tasks in the field. Potential implications of introducing wearable computers are collaboration, information overload, situation awareness and social relationships. Interaction techniques between humans are natural and well known and include voice, gestures, eye movements and biopotentials. Voice is a promising interaction technique for wearable computers, assuming improvements for rough and noisy environments. Wearable computers may change the roles and responsibilities while providing extended support for communication and collaboration. Field operators will be better prepared to prevent failures and secure quality. Control room operators will perform more administrative and management tasks. Correspondence and offprint requests to: C. Skourup, ABB AS, Corporate Research Center, Bergerveien 12, PO Box 90, N-1375 Billingstad, Norway. Email: charlotte.skourup@no.abb.com  相似文献   

19.
In a multimedia server, multiple media streams are generally serviced in a cyclic fashion. Due to non-uniform playback rates and asynchronous arrivals of queries, there tends to be spare disk bandwidth in each service cycle. In this paper, we study the issue of dynamically using spare disk bandwidth and buffer to maximize the system throughput of a multimedia server. We introduce the concept of minimizing buffer consumption as the criterion to select an appropriate media stream to utilize the spare system resources. Buffer consumption measures not only the amount of buffer but also the amount of time such buffer space is occupied (i.e., the space-time product). Different alternatives to utilizing spare disk bandwidth are examined, including different rate-adjustable retrievals of an already activated stream and prefetching the next waiting stream. For rate-adjustable retrievals, we study buffer consumption-based and remaining-time-based criteria for selecting an active stream to increase retrievals. Simulations are conducted to evaluate and compare different cases. The results show that (1) minimizing buffer consumption is the right criterion for maximizing the system throughput with spare disk bandwidth; (2) in general, prefetching a waiting stream incurs more buffer consumption, and thus is less effective than rate-adjustable retrieval of active streams in maximizing the system throughput; and (3) the advantage of rate-adjustable retrieval over prefetching is especially significant when service cycle time is small.  相似文献   

20.
This paper investigates how many users of commercial interactive systems are not properly agents within the interactive narrative, largely due to the dynamics of branding in cyberspace. Parallels are drawn between the dynamic personalization of e-CRM engines and context aware computing systems. Several seminal games are discussed as examples of systems in which very different relationships exist between users and the system. Arguments are made for designing e-commerce interactive systems that install into games, inside the game narrative. Correspondence to: Ms N. Cummins, Preject Brand Communications Consultancy, Unit P, Carlton Works Studios, Asylum Road, London SE15 2SB, UK. Email: nizami@preject.com  相似文献   

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