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Improvement of QoS in IMS network using network coding 利用网络编码改进IMS网络的QoS
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536918
H. Allouch, M. Belkasmi
Network coding provides a powerful and effective mechanism, instead of sending packets directly on the channel, the end node is allowed to combine and encode one or more packages before sending them. This process improves the speed of the performance, the rate of the transmission. In this paper, we present a survey of variants of network coding; we present the advantage of network coding in network convergence to IP Multimedia Subsystem (IMS), the classification of network codes, with their advantage. We show by analyzing the strategy of Network Coding, and the performance of the implementation of network coding in terms of messaging and media streaming in the generation IP Multimedia Subsystem network (IMS). We conclude that network coding can improve throughput, minimize transmission delay and minimize energy consumption in the networks of future generations IMS. Following the Network Coding can offer exciting possibilities for efficient transmission and helps raise the growing challenges of different types of applications on the Internet and media convergence based on IP IMS network.
网络编码提供了一种强大而有效的机制,它不是直接在信道上发送数据包,而是允许终端节点在发送一个或多个数据包之前对其进行组合和编码。这个过程提高了速度的性能,传输的速率。在本文中,我们介绍了网络编码的变体;介绍了网络编码在IP多媒体子系统(IMS)网络融合中的优势,介绍了网络编码的分类及其优势。本文通过分析网络编码策略,以及在下一代IP多媒体子系统网络(IMS)中从消息传递和媒体流的角度实现网络编码的性能。在未来的IMS网络中,网络编码可以提高吞吐量、降低传输延迟和降低能耗。遵循网络编码可以为高效传输提供令人兴奋的可能性,并有助于提高Internet上不同类型应用程序和基于IP IMS网络的媒体融合的日益增长的挑战。
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引用次数: 1
Theatre Engine: Integrating mobile devices with live theater 戏剧引擎:将移动设备与现场戏剧相结合
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536867
C. Owen, Alison Dobbins, Lisa Rebenitsch
Theatre Engine is a three-phase project exploring the integration of mobile devices such as smart phones and tablet computers as user interaction mechanisms for live theatrical performances. This paper describes the technical details for the first performance in the series: Transitions, including system design, user interface details, and lessons learned. The user activities are described in the context of manipulations and the effects of those manipulations. The concept of blurring the distinction between real and virtual is explored. The prototype integrates Android-based mobile devices, servers, projection screens, and modern theatrical lighting with live musicians and dancers, allowing the audience to become a part of the presentation.
剧场引擎是一个三个阶段的项目,探索将智能手机和平板电脑等移动设备作为现场戏剧表演的用户交互机制。本文描述了本系列第一个性能的技术细节:transition,包括系统设计、用户界面细节和经验教训。用户活动是在操作和这些操作的效果上下文中描述的。探讨了模糊真实和虚拟之间的区别的概念。该原型集成了基于android的移动设备、服务器、投影屏幕和带有现场音乐家和舞者的现代戏剧灯光,使观众成为演示的一部分。
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引用次数: 9
Designing Seamless Mobile Augmented Reality Location Based Game Interfaces 设计无缝移动增强现实基于位置的游戏界面
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536914
M. Lochrie, Klen Copic Pucihar, A. Gradinar, P. Coulton
The majority of mobile devices nowadays harness location and orientation-sensing capabilities, permitting for sensor based Mixed Reality (MR) gaming experiences such as Augmented Reality (AR) games. Nonetheless, only few entertainment implementations of sensor based AR systems emerged, predominantly due to low precision of sensory information causing crude and jerky augmentation, significantly impacting meaningful augmentation that inevitably affects gameplay experience. In this paper, we present a novel pervasive mobile AR Location Based Game (LBG) named Time-wARpXplorer (TARX) where a seamless design approach is used in order to address the quality of augmentation. TARX comprises of a mobile client and an online authoring tool, created to encourage visitors and locals to explore the city of Lancaster by travelling back in time and space to discover their immediate and distant surroundings. Within the game, time travel is linked to present day through the implementation of Foursquare's checkin platform to further raise awareness of historic sites. This paper focuses on the design considerations implemented through an iterative design process and prototyping of the mobile client, of which a novel interface emerged.
如今,大多数移动设备都利用位置和方向感应功能,允许基于传感器的混合现实(MR)游戏体验,如增强现实(AR)游戏。尽管如此,基于传感器的AR系统的娱乐实现却很少出现,主要是由于感官信息的低精度导致了粗糙和不稳定的增强,严重影响了有意义的增强,不可避免地影响了游戏体验。在本文中,我们提出了一种名为Time-wARpXplorer (TARX)的新颖的基于移动AR位置的游戏(LBG),其中使用了无缝设计方法来解决增强的质量问题。TARX包括一个移动客户端和一个在线创作工具,旨在鼓励游客和当地人通过穿越时空来探索兰开斯特市,发现他们眼前和遥远的环境。在游戏中,时间旅行通过Foursquare的签到平台与现实联系在一起,以进一步提高人们对历史遗迹的认识。本文重点介绍了通过迭代设计过程和移动客户端的原型设计实现的设计考虑,其中出现了一个新的界面。
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引用次数: 12
Mobile Mobility: The Road User Information Systems of the Future 移动出行:未来的道路用户信息系统
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536857
Stefan Schulte
Within the last years, the availability of mobile Internet connections has been increased significantly. Nevertheless, the impact of this ubiquitous Web access has not arrived at road user information systems with a few exceptions for navigation systems or traffic monitoring. Even those services that are available today are very limited, as they mainly use GPS or TMC information combined with Web-based maps. Making full use of the Internet availability can enable a whole range of new services and apps for road users, helping them to make their journey safer, more comfortable, and more environmental friendly. In this talk, we will identify current research gaps in road user information systems, namely the need to overcome heterogeneous and missing interoperability of relevant data sources, a missing end-to-end integration of data and functionality, and the demand for a homogeneous, unified user interface to road user information systems. Eventually, we will present some results from the ongoing EU FP7 project SIMPLICITY - The Road User Information System of the Future, which contributes to solve these issues.
在过去几年中,移动互联网连接的可用性显著增加。然而,除了导航系统和交通监控系统之外,这种无处不在的网络访问并没有对道路使用者信息系统产生影响。即使是目前可用的这些服务也非常有限,因为它们主要使用GPS或TMC信息与基于web的地图相结合。充分利用互联网的可用性可以为道路使用者提供一系列新的服务和应用程序,帮助他们使他们的旅程更安全、更舒适、更环保。在本次演讲中,我们将确定当前道路使用者信息系统的研究差距,即需要克服相关数据源的异构和缺少互操作性,缺少数据和功能的端到端集成,以及对道路使用者信息系统的同质,统一用户界面的需求。最后,我们将介绍正在进行的欧盟FP7项目simple - the Road User Information System of Future的一些成果,该项目有助于解决这些问题。
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引用次数: 0
Dynamic Database Creation for Speaker Recognition System 说话人识别系统动态数据库的创建
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536923
Bhushan D. Patil, Yogesh Manav, Pavan Sudheendra
The classical speaker identification algorithm gives acceptable results if the training is done offline using good quality database [5]. Though there has been a substantial amount of research in speaker recognition area, the majority of work has been focused on the offline training scenario. However in some scenarios where real time speaker recognition is required like in the case of Viewer preference based presentation/playback of media content, offline training is not possible as there is no prior information on the subjects/speakers present in the content. A run time training approach is required to generate a dynamic features database, which can be used to provide features like Viewer preference based seek or Zoom to specific subject/speaker during Media Playback. In this paper we propose a speaker recognition system using a dynamically created database. In this paper we consider Speaker recognition as a classification problem wherein speakers are classified based on speech features. The proposed speaker recognition system uses MFCC (Mel Frequency Cepstral Coefficients) as features and Polynomial/GMM (Gaussian Mixture Model) as classifiers. In our analysis, we demonstrate the pros and cons of the algorithms employing dynamic database creation. The test results show that ~96% accuracy for a content having 5 speakers can be achieved using the proposed system.
经典的说话人识别算法如果使用高质量的数据库进行离线训练,则可以获得可接受的结果[5]。虽然在说话人识别领域已经有了大量的研究,但大部分工作都集中在离线训练场景上。然而,在一些需要实时说话者识别的场景中,比如在基于观众偏好的媒体内容呈现/播放的情况下,离线培训是不可能的,因为没有关于内容中出现的主题/说话者的先验信息。需要运行时训练方法来生成动态特征数据库,该数据库可用于在媒体播放期间提供基于查看器偏好的seek或缩放到特定主题/说话者等功能。本文提出了一种基于动态数据库的说话人识别系统。本文将说话人识别作为一个分类问题,根据说话人的语音特征对说话人进行分类。提出的说话人识别系统以Mel频率倒谱系数(MFCC)作为特征,以多项式/高斯混合模型(Polynomial/GMM)作为分类器。在我们的分析中,我们演示了采用动态数据库创建的算法的优缺点。测试结果表明,对于有5个说话人的内容,使用该系统可以达到约96%的准确率。
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引用次数: 2
Cooperative Enhancement of Position Accuracy of Unmanned Aerial Vehicles 无人机定位精度的协同提高
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536886
H. Hlavacs
Nowadays, unmanned aerial vehicles (UAVs) have become very popular for civil as well as military purposes, ranging from small quadcopters up to plane sized drones. UAVs are usually controlled manually or autonomously, both ways often heavily relying on the use of a global positioning system such as GPS. However, especially the wide spread GPS suffers form large positioning errors of 10-30 m on average. In this paper it is shown how UAVs can improve the accuracy of their position estimates by cooperating with each other. By using ranging hardware, UAVs can create a local positioning frame of reference, and use this to reduce the average positioning error of the global positions. This is done by finding an optimal 3D-rotation between the local and global coordinates. By using simulation, we demonstrate the feasibility of our approach, as well as the influence of parameters like vehicle speed and area size on the average positioning error.
如今,无人驾驶飞行器(uav)已经成为民用和军事用途非常流行,从小型四轴飞行器到飞机大小的无人机。无人机通常是手动或自主控制的,这两种方式通常都严重依赖于全球定位系统(GPS)的使用。但是,特别是广泛分布的GPS存在较大的定位误差,平均误差在10 ~ 30 m之间。本文介绍了无人机如何通过相互协作来提高其位置估计的精度。利用测距硬件,无人机可以建立局部定位参考系,并利用该参考系减小全局位置的平均定位误差。这是通过在局部和全局坐标之间找到最佳的3d旋转来完成的。通过仿真验证了该方法的可行性,以及车速、面积等参数对平均定位误差的影响。
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引用次数: 3
Dynamic Subcarrier-based Resource Allocation Algorithm in Wireless Networks 无线网络中基于子载波的动态资源分配算法
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536935
V. Seba, B. Modlic, G. Šišul
This paper proposes a resource allocation algorithm for wireless systems. The algorithm is developed for orthogonal frequency division multiple access (OFDMA) system with frequency hopping and adaptive subcarrier-based assignment. The best subcarriers are assigned to each user by applying multiuser diversity. The proposed two-phase algorithm trades off between system throughput and fairness among users. Data transfer for three users has been simulated in the model. The proposed method shows significant improvement over water filling (WF) and proportional fairness (PF) methods.
提出了一种无线系统的资源分配算法。该算法是针对具有跳频和自适应子载波分配的正交频分多址(OFDMA)系统开发的。采用多用户分集的方法为每个用户分配最佳子载波。提出的两阶段算法在系统吞吐量和用户之间的公平性之间进行权衡。该模型对三个用户的数据传输进行了仿真。该方法与水填充(WF)和比例公平(PF)方法相比有显著的改进。
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引用次数: 0
Image Recognition and Augmented Reality in Cultural Heritage Using OpenCV 基于OpenCV的文物图像识别与增强现实
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536878
Alba Amato, S. Venticinque, B. D. Martino
Cultural heritage often fails to represent a successful attraction because it is not able to capture the interest of tourists. Sometimes the presentation of an archaeological site cannot be improved because of legal or environmental constraints. Sometimes it is really difficult to recognize the relevant details or to understand its significance. A new way of exploiting archaeological sites in a more informative and intuitive way is needed. It is necessary to provide people with information and contents, for understanding the world around them, and with the possibility to interact with those places or objects in real time. Image recognition and analysis is a promising technology that can be applied in this field. In this paper we use in indoor, but also in outdoor scenarios, image recognition for the content discovery service. In particular search by sample facilities are speed-up and improved using a position based filtering. Moreover it is used to extract semantic from subjects in order to personalize the discovery and recommendation according to the user's profile.
文化遗产往往不能代表一个成功的吸引力,因为它不能吸引游客的兴趣。有时,由于法律或环境的限制,考古遗址的展示不能得到改善。有时确实很难识别相关细节或理解其意义。需要一种新的方法,以一种更丰富和直观的方式来开发考古遗址。有必要为人们提供信息和内容,以了解他们周围的世界,并提供与这些地方或对象实时交互的可能性。图像识别与分析是一项具有广阔应用前景的技术。在本文中我们使用在室内,也可以在室外的场景下,图像识别为内容发现服务。特别地,使用基于位置的滤波可以加速和改进样本设备的搜索。此外,它还用于从主题中提取语义,以便根据用户的个人资料进行个性化发现和推荐。
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引用次数: 7
A Generic Context-Based Architecture for Energy-Efficient Localization on Mobile Devices 一种基于上下文的移动设备节能定位通用架构
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536872
W. Narzt
Applying localization techniques on modern smartphones substantially decreases operating times of batteries. In particular, continuous utilization of GPS is mainly in charge for draining. The excessive exploitation of battery power for determining the current location is avoidable, though, if we consider contextual frame conditions, e.g., when the user carrying the device is not moving. Based on this thought principle, the interplay of various contextual parameters affecting localization, enables the construction of an architecture reducing energy consumption for location determination on mobile devices. This paper explains the paradigm and draws the architecture for a generic context-based energy saving strategy for mobile location-based services. Embedded in a social-web application named Spotnick, the strategy has been implemented for both Android and iOS platforms in order to confirm its generic title. Several conducted tests prove its positive impact in terms of energy consumption and reflect on accuracy issues and limitations.
在现代智能手机上应用定位技术,大大缩短了电池的使用时间。尤其是GPS的持续利用,主要负责排水。但是,如果我们考虑到上下文框架条件,例如,当用户携带设备不移动时,则可以避免过度使用电池电量来确定当前位置。基于这一思想原则,影响定位的各种上下文参数的相互作用使构建一个架构能够减少移动设备上定位的能耗。本文解释了该范式,并绘制了基于移动位置服务的通用基于上下文的节能策略的体系结构。这一策略已被植入名为Spotnick的社交网络应用中,并同时在Android和iOS平台上实施,以确认其通用名称。几项已进行的测试证明了其在能源消耗方面的积极影响,并反映了准确性问题和局限性。
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引用次数: 0
Requirements for an Open Ecosystem for Embedded Tamper Resistant Hardware on Mobile Devices 移动设备上嵌入式防篡改硬件的开放生态系统需求
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536947
M. Hölzl, R. Mayrhofer, Michael Roland
Insufficient security and privacy on mobile devices have made it difficult to utilize sensitive systems like mobile banking, mobile credit cards, mobile ticketing or mobile passports. Solving these challenges in security and privacy, could result in better mobility and a higher level of confidence for the end-user services in such systems. Our approach for a higher security and privacy level on mobile devices introduces an open ecosystem for tamper resistant hardware. Big advantages of these modules are the protection against unauthorized access and the on-device cryptographic operations they can perform. In this paper, we analyse the requirements and performance restrictions of these hardware modules and present an interface concept for a tight integration of their security features.
移动设备的安全性和隐私性不足,使得移动银行、移动信用卡、移动票务或移动护照等敏感系统难以使用。解决这些安全和隐私方面的挑战,可以为此类系统中的最终用户服务带来更好的移动性和更高的信心。我们在移动设备上实现更高安全和隐私级别的方法为防篡改硬件引入了一个开放的生态系统。这些模块的最大优点是防止未经授权的访问,以及它们可以执行的设备上加密操作。在本文中,我们分析了这些硬件模块的需求和性能限制,并提出了一个接口概念,以紧密集成它们的安全特性。
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引用次数: 14
期刊
Advances in Mobile Multimedia
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