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1.
This article explores the temporal phenomena associated with networked and locative media. Whilst many of the practical opportunities of locative media are biased toward space and place, the author introduces the importance of time. The article explores the loss of time from space that was compounded during the age of Enlightenment, and how many locative media platforms rely heavily upon the traditional articulation of space without time. However, as a form of recovery, the author suggests that since maps have become handheld and are able to locate us ‘upon’ them in ‘real-time’, time has once again began to feature as a characteristic of experience.

The author compares our temporal consciousness with the development of representation of space to describe how time and space were once intimately linked, became separated through the Enlightenment project and modernity, but are recently showing signs of a renewed connection in locative media.  相似文献   

2.
针对普适环境下移动IP协议的局限性,将集智能性、移动性,安全性等诸多特性于一身的移动代理引入普适计算,详细地阐述了实现过程并进行性能分析与仿真实验.结果表明,普适移动设备在引入移动代理后,能够快速平滑地实现切换,从而大大减少了切换延迟和传输过程中的状态信息量,降低了移动设备在切换期间的丢包率,有效地改善了网络的性能.  相似文献   

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This article covers the conception and development of Empedia, a new locative software environment for mobile phones specifically designed for expanded archives, documentary and heritage/historical interpretation, using situated and collaborative learning, at resonant and related sites. It will examine our developmental methods employed through a number of workshops for pilot projects, employed specifically to test the reception of rich media assets and augmented reality features in a simple open source user interface and authoring environment for iPhone and browser consumption. The research projects at the Institute of Creative Technologies (IOCT) examined here include: a D. H. Lawrence Heritage Blue Line trail in Eastwood, Nottinghamshire (2009); Riverains, a dramatised history trail in Shoreditch, London (2010); and the use of collaborative documentary in Codes of Disobedience and Dysfunctionality in Athens (2011).  相似文献   

5.
An infrastructure approach to support context-aware pervasive computing is advantageous for rapid prototyping of context-aware distributed applications and beneficial for unifying modelling of context and reasoning in uncertain conditions. This paper presents the ECORA framework for context-aware computing, which is designed with a focus on reasoning about context under uncertainty and addressing issues of heterogeneity, scalability, communication and usability. The framework follows an agent-oriented hybrid approach, combining centralized reasoning services with context-aware, reasoning capable mobile software agents. The use of a centralized reasoning engine provides powerful reasoning capabilities and deploying context-aware mobile agents enables agility and robustness of components in the pervasive system. The design and implementation of the framework at different levels, as well as three case studies, are presented.  相似文献   

6.
基于概率和可信度方法的普适计算信任模型   总被引:1,自引:0,他引:1  
孙凌  辛艳  罗长远 《计算机应用》2010,30(9):2379-2382
根据普适计算环境下信任的特点以及现有信任模型存在的不足,提出一种基于概率和可信度方法的信任模型。模型综合考虑影响信任的主观和客观因素,通过主观信任、直接信任和推荐信任得到总体信任。计算推荐信任时引入基于可信度的匹配度算法对多个推荐实体进行取舍,在计算前就把不符合推荐条件的实体排除,再结合对推荐链路的更新,能够更有效地避免恶意推荐的影响,计算出来的信任值可靠度更高。  相似文献   

7.
智能手机:普适感知与应用   总被引:4,自引:0,他引:4  
智能手机正在迅速成为个人计算和通讯的核心设备.得益于硬件技术的进步和移动互联网的普及,基于智能手机的感知手段日益丰富,可感知信息的维度不断增加,在健康、医疗、生活、交通、教育和娱乐等领域的应用层出不穷.该文从智能手机感知的硬件基础、智能手机可感知的信息和智能手机感知的应用3个层面对当前的研究进展进行阐述与分析,并对未来的研究趋势进行了展望.  相似文献   

8.
基于流媒体的移动视频直播系统的设计与实现   总被引:2,自引:0,他引:2  
视频直播是最能体现媒体信息实时传播的媒体形态,介绍了一个利用3G/4G手机进行视频拍摄和传输的移动直播系统。分析了当今移动直播系统的发展趋势,介绍了如何设计并实现一个基于流媒体技术的移动视频直播系统。实际测试结果表明,用户可以随时随地地利用3G/4G的iPhone手机进行直播,观众可以在远程PC端利用VLC播放器进行观看,提高直播系统的便捷性。  相似文献   

9.
Over the past five years or so, pervasive computing has emerged as a new computing paradigm with a great deal of appeal. Enterprises are increasingly showing interest in deploying pervasive information technology (IT) infrastructures to realise the perceived benefits offered by this new computing paradigm. However, a return on the investment and considerations of the currently deployed infrastructure is a constraint for businesses to invest in a pervasive IT infrastructure. Realising that the economics of an investment in a new infrastructure can affect the embracing of pervasive IT, we suggest an approach that shows how the existing technology solutions available in the market and deployed in an enterprise can be used to develop a pervasive IT infrastructure, thereby protecting investments and maximising returns. We present an evolution model to systematically and incrementally achieve a pervasive IT environment, and present guidelines for evaluating which services to develop first based on evolving the existing infrastructure point of view. This work provides practical implications for enterprises as well as pointers for research.
Deependra MoitraEmail: Phone: +91-80-8520261Fax: +91-80-8520740
  相似文献   

10.
Emerging pervasive information and computational environments require a content‐based middleware infrastructure that is scalable, self‐managing, and asynchronous. In this paper, we propose associative rendezvous (AR) as a paradigm for content‐based decoupled interactions for pervasive grid applications. We also present Meteor, a content‐based middleware infrastructure to support AR interactions. The design, implementation, and experimental evaluation of Meteor are presented. Evaluations include experiments using deployments on a local area network, the wireless ORBIT testbed at Rutgers University, and the PlanetLab wide‐area testbed, as well as simulations. Evaluation results demonstrate the scalability, effectiveness, and performance of Meteor to support pervasive grid applications. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

11.
This paper examines the atmospheres of invisible technologies in the built environment. Starting with the, often cited, notion of technologies of disappearance, this paper suggest that, in the absence of physically tangible infrastructure, we understand and frame technologies through myths and historic forms of interpretation. Using the specific example of Wi-Fi networks the paper draws parallels between the operation and interpretation of modern wireless infrastructure and the spiritualism of the nineteenth century. Furthermore, it shows how through creative exploration, using a visualisation device and a photographic method developed by the authors, perceptions of these invisible infrastructures and the spaces they occupy can be played with. The work acts as an extension and critique of the way wireless infrastructure is currently described and perceived and through playful exploration may lead to new types of technology and spatial design.  相似文献   

12.
Although most users currently receive web services from web browser interfaces, pervasive computing is emerging and offering new ways of accessing Internet applications from any device, any time and anywhere. It is not only a technological change, but a philosophical and psychological one. Our research project investigated the theoretical concepts of pervasive computing as well as their practical applications, by using cellular phones as the pervasive device to access a web application prototype, the voice-enabled web system (VWS), through the voice user interface technology. The acceptance rate of consumers on new pervasive interfaces was studied using factors (including perceived usefulness, perceived ease of use, attitude, subjective norms, perceived behavioural control and fun) adapted from technology acceptance theories. Although our empirical findings were in general consistent with the findings from several prior studies on various information technologies, there were still some discrepancies. Our overall research results, including the implications derived from the user study, may be useful for the purpose of designing and developing successful business applications based on VWS.  相似文献   

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流媒体技术及其在课件点播系统中的应用   总被引:4,自引:0,他引:4  
文章介绍了流媒体的概念和特点,阐述了流媒体系统的基本知识,讨论了利用Windows Media技术实现课件点播系统的方法。  相似文献   

15.
This paper is centred on research in the development of a mobile media and art project. Datascape is a geographic storytelling and visualisation platform that supports the telling of locative narratives by artists, researchers, educators and community groups. In this paper, the guiding principles of the project are discussed in relation to the theme of the conference, ‘After Media’.1 This is an edited version of the paper that was presented at the Digital Arts and Culture conference 2009, the theme of which was ‘After Media.’ The suggestion is that we think of this term not as a time beyond the demise of some particular media, but instead consider the term after-media as an approach where the goals of a new medium are made explicit in relation to its historical foundations and practices. The goals and trajectories of the Datascape project are discussed within the scope of mobile and locative media.  相似文献   

16.
本文主要介绍流媒体技术在教育上的应用。  相似文献   

17.
This paper examines the ways in which the information technology (IT) sector has contributed to the growth of the Haitian economy. It pinpoints four areas in which the impact is most visible: (1) the employment that the growth of the IT industry generates in both the informal and formal sectors of the economy; (2) the sizable amount of taxes that it disburses to the coffers of the state; (3) the crucial communication services that it provides to the business community (e.g. banking); and (4) the remittances flows that it facilitates.  相似文献   

18.
随着无线网络技术的日趋成熟,其建网的可扩展性、灵活性,作为医院的有限局域网的补充和延展无限网能为医院的各项医疗活动提供准确、快捷、方便的服务,已逐应用于医院管理系统的诸多方面,通过无线网络的应用可以随时进行患者生命体征数据、医护数据的查询与录入,使医院的医护水平和服务能力大幅度提高。  相似文献   

19.
为了在移动机器人SLAM过程中得到更精确的定位和二维地图构建,对一种利用超声波传感器信息进行栅格地图创建的方法提出了改进;该方法利用Bayes法则对信息进行融合,利用粒子滤波和航位推算相结合的方法对机器人进行精确定位和创建地图,然后利用移动的栅格法进行地图的全局更新,提出了一种地图的校验方法;通过实验,在粒子数为200的情况下分别得到了算法改进前和改进后的地图构建结果,通过比较,证明了使用该算法进行移动机器人定位和地图构建更加精确。  相似文献   

20.
Robotics researchers have studied robots that can follow trails laid by other robots. We, on the other hand, study robots that leave trails in the terrain to cover closed terrain repeatedly. How to design such ant robots has so far been studied only theoretically for gross robot simplifications. In this article, we describe for the first time how to build physical ant robots that cover terrain and test their design both in realistic simulation environments and on a Pebbles III robot. We show that the coverage behavior of our ant robots can be modeled with a modified version of node counting, a real-time search method. We then report on first experiments that we performed to understand their efficiency and robustness in situations where some ant robots fail, they are moved without realizing this, the trails are of uneven quality, and some trails are destroyed. Finally, we report the results of a large-scale simulation experiment where ten ant robots covered a factory floor of 25 by 25 meters repeatedly over 85 hours without getting stuck.  相似文献   

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