Pub Date : 2015-06-01DOI: 10.9781/IJIMAI.2015.3311
E. T. Franco, José Daniel García Sánchez, Oscar Sanjuán Martínez, Luis Joyanes Aguilar, R. G. Crespo
The most usual solution to improve the performance of a Web server is based on building a distributed architecture, where the Web server is offered from a set of nodes. The most widely distributed architecture is based on Web clusters including a Web switch. The Web switch is responsible for deciding which site's node must attend which request. When deciding where elements are stored the classical solution was to fully replicate all contents in every server node. However, partial replication may require a fraction of storage while offering the same level of reliability. In this paper we report a solution based on dynamic partial replication where the number of replicas for each file and its management is handled by an agent architecture. We compare our solution with full replication and with static partial replication both in terms of storage capacity consumption and service time. Our results show that our proposed solution provides equivalent performance with a better use of disk storage capacity.
{"title":"A Quantitative Justification to Dynamic Partial Replication of Web Contents through an Agent Architecture","authors":"E. T. Franco, José Daniel García Sánchez, Oscar Sanjuán Martínez, Luis Joyanes Aguilar, R. G. Crespo","doi":"10.9781/IJIMAI.2015.3311","DOIUrl":"https://doi.org/10.9781/IJIMAI.2015.3311","url":null,"abstract":"The most usual solution to improve the performance of a Web server is based on building a distributed architecture, where the Web server is offered from a set of nodes. The most widely distributed architecture is based on Web clusters including a Web switch. The Web switch is responsible for deciding which site's node must attend which request. When deciding where elements are stored the classical solution was to fully replicate all contents in every server node. However, partial replication may require a fraction of storage while offering the same level of reliability. In this paper we report a solution based on dynamic partial replication where the number of replicas for each file and its management is handled by an agent architecture. We compare our solution with full replication and with static partial replication both in terms of storage capacity consumption and service time. Our results show that our proposed solution provides equivalent performance with a better use of disk storage capacity.","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127242988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-06-01DOI: 10.9781/ijimai.2015.3313
S. Ríos-Aguilar, J. Merino, Andrés Millán Sánchez, Álvaro Sánchez Valdivieso
Sleepiness is one of the first causal factors of accidents. An estimated 10-30% of road deaths are related to fatigue driving. A large number of research studies have been conducted to reduce the risk of accidents while driving. Many of these studies are based on the detection of biological signals by drowsiness/sleepiness. The activity of the autonomic nervous system (ANS) presented alterations during different physical states such as stress or sleepiness. This activity is measured by ECG (electroencephalogram) and, in different studies, it can be measured with the variation of the heart beat (HRV-Heart Rate Variability) in order to analyze it and then detect drowsiness/sleepiness in drivers. The main advantage is that HRV can be performed using non invasive and uncomfortable means compared to EEG sensors. New Wearables technologies are capable of measuring the heart beat and, further, using other sensors like Accelerometer and Gyroscope, embedded on a simple clock allow us to monitor the physical activity of the user. Our main goal is to use the pulsations measurements in conjunction with the physical activity for the detection of driver drowsiness/sleepiness in advance in order to prevent accidents derived from fatigue.
{"title":"Variation of the Heartbeat and Activity as an Indicator of Drowsiness at the Wheel Using a Smartwatch","authors":"S. Ríos-Aguilar, J. Merino, Andrés Millán Sánchez, Álvaro Sánchez Valdivieso","doi":"10.9781/ijimai.2015.3313","DOIUrl":"https://doi.org/10.9781/ijimai.2015.3313","url":null,"abstract":"Sleepiness is one of the first causal factors of accidents. An estimated 10-30% of road deaths are related to fatigue driving. A large number of research studies have been conducted to reduce the risk of accidents while driving. Many of these studies are based on the detection of biological signals by drowsiness/sleepiness. The activity of the autonomic nervous system (ANS) presented alterations during different physical states such as stress or sleepiness. This activity is measured by ECG (electroencephalogram) and, in different studies, it can be measured with the variation of the heart beat (HRV-Heart Rate Variability) in order to analyze it and then detect drowsiness/sleepiness in drivers. The main advantage is that HRV can be performed using non invasive and uncomfortable means compared to EEG sensors. New Wearables technologies are capable of measuring the heart beat and, further, using other sensors like Accelerometer and Gyroscope, embedded on a simple clock allow us to monitor the physical activity of the user. Our main goal is to use the pulsations measurements in conjunction with the physical activity for the detection of driver drowsiness/sleepiness in advance in order to prevent accidents derived from fatigue.","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131035203","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-06-01DOI: 10.9781/ijimai.2015.3312
A. Corbí, D. Burgos
Massive Open Online Courses (MOOCs) allow the participation of hundreds of students who are interested in a wide range of areas. Given the huge attainable enrollment rate, it is almost impossible to suggest complex homework to students and have it carefully corrected and reviewed by a tutor or assistant professor. In this paper, we present a software framework that aims at assisting teachers in MOOCs during correction tasks related to exercises in mathematics and topics with some degree of mathematical content. In this spirit, our proposal might suit not only maths, but also physics and technical subjects. As a test experience, we apply it to 300+ physics homework bulletins from 80+ students. Results show our solution can prove very useful in guiding assistant teachers during correction shifts and is able to mitigate the time devoted to this type of activities.
{"title":"Semi-Automated Correction Tools for Mathematics-Based Exercises in MOOC Environments","authors":"A. Corbí, D. Burgos","doi":"10.9781/ijimai.2015.3312","DOIUrl":"https://doi.org/10.9781/ijimai.2015.3312","url":null,"abstract":"Massive Open Online Courses (MOOCs) allow the participation of hundreds of students who are interested in a wide range of areas. Given the huge attainable enrollment rate, it is almost impossible to suggest complex homework to students and have it carefully corrected and reviewed by a tutor or assistant professor. In this paper, we present a software framework that aims at assisting teachers in MOOCs during correction tasks related to exercises in mathematics and topics with some degree of mathematical content. In this spirit, our proposal might suit not only maths, but also physics and technical subjects. As a test experience, we apply it to 300+ physics homework bulletins from 80+ students. Results show our solution can prove very useful in guiding assistant teachers during correction shifts and is able to mitigate the time devoted to this type of activities.","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124373396","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Holman Bolívar Barón, J. A. Velandia, J. Torres, Elena Giménez de Ory
Nowadays, video games such as Massively Multiplayer Online Game (MMOG) have become cultural mediators. Mobile games contribute to a large number of downloads and potential benefits in the applications market. Although processing power of mobile devices increases the bandwidth transmission, a poor network connectivity may bottleneck Gaming as a Service (GaaS). In order to enhance performance in digital ecosystem, processing tasks are distributed among thin client devices and robust servers. This research is based on the method �divide and rule�, that is, volumetric surfaces are subdivided using a tree-KD of sequence of scenes in a game, so reducing the surface into small sets of points. Reconstruction efficiency is improved, because the search of data is performed in local and small regions. Processes are modeled through a finite set of states that are built using Hidden Markov Models with domains configured by heuristics. Six test that control the states of each heuristic, including the number of intervals are carried out to validate the proposed model. This validation concludes that the proposed model optimizes response frames per second, in a sequence of interactions.
{"title":"An Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time","authors":"Holman Bolívar Barón, J. A. Velandia, J. Torres, Elena Giménez de Ory","doi":"10.9781/ijimai.2015.337","DOIUrl":"https://doi.org/10.9781/ijimai.2015.337","url":null,"abstract":"Nowadays, video games such as Massively Multiplayer Online Game (MMOG) have become cultural mediators. Mobile games contribute to a large number of downloads and potential benefits in the applications market. Although processing power of mobile devices increases the bandwidth transmission, a poor network connectivity may bottleneck Gaming as a Service (GaaS). In order to enhance performance in digital ecosystem, processing tasks are distributed among thin client devices and robust servers. This research is based on the method �divide and rule�, that is, volumetric surfaces are subdivided using a tree-KD of sequence of scenes in a game, so reducing the surface into small sets of points. Reconstruction efficiency is improved, because the search of data is performed in local and small regions. Processes are modeled through a finite set of states that are built using Hidden Markov Models with domains configured by heuristics. Six test that control the states of each heuristic, including the number of intervals are carried out to validate the proposed model. This validation concludes that the proposed model optimizes response frames per second, in a sequence of interactions.","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"72 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114443198","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Integration of emotion in a virtual agent is a topic of research to depict human-like behavior in a simulated environment. For the last few decades, many researchers are working in the field of incorporating emotions in a virtual agent. In the emotion model, the behavior of an agent depends upon how the event is perceived by the agent with respect to the goal. Hence, perception of the event while considering the past experience, importance of event towards achieving goal, agent�s own capabilities and resources is an important process which directly influences the decision making and action selection. The proposed models, till date, are either too complex to adapt or are using a very few parameters to describe the event. So, in this paper, we propose an extension of perception process in an existing emotion model, EMIA and suggest the formalization of event perception and appraisal processes to make it adaptable. This has been carried out using five parameters for event description along-with fuzzy logic which makes the process more effective yet simple.
{"title":"Formalization of Event Perception and Event Appraisal Process","authors":"Shikha Jain, Krishna Asawa","doi":"10.9781/ijimai.2015.339","DOIUrl":"https://doi.org/10.9781/ijimai.2015.339","url":null,"abstract":"Integration of emotion in a virtual agent is a topic of research to depict human-like behavior in a simulated environment. For the last few decades, many researchers are working in the field of incorporating emotions in a virtual agent. In the emotion model, the behavior of an agent depends upon how the event is perceived by the agent with respect to the goal. Hence, perception of the event while considering the past experience, importance of event towards achieving goal, agent�s own capabilities and resources is an important process which directly influences the decision making and action selection. The proposed models, till date, are either too complex to adapt or are using a very few parameters to describe the event. So, in this paper, we propose an extension of perception process in an existing emotion model, EMIA and suggest the formalization of event perception and appraisal processes to make it adaptable. This has been carried out using five parameters for event description along-with fuzzy logic which makes the process more effective yet simple.","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132105113","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Social interaction technologies (SIT) is a very broad field that encompasses a large list of topics: interactive and networked computing, mobile social services and the Social Web, social software and social media, marketing and advertising, various aspects and uses of blogs and podcasting, corporate value and web-based collaboration, e-government and online democracy, virtual volunteering, different aspects and uses of folksonomies, tagging and the social semantic cloud of tags, blog- based knowledge management systems, systems of online learning, with their ePortfolios, blogs and wikis in education and journalism, legal issues and social interaction technology, dataveillance and online fraud, neogeography, social software usability, social software in libraries and nonprofit organizations, and broadband visual communication technology for enhancing social interaction. The fact is that the daily activities of many businesses are being socialized, as is the case with Yammer (https://www.yammer.com/), the social enterprise social network. The leitmotivs of social software are: create, connect, contribute, and collaborate.
{"title":"The Digital Economy: Social Interaction Technologies - an Overview","authors":"Teófilo Redondo","doi":"10.9781/IJIMAI.2015.322","DOIUrl":"https://doi.org/10.9781/IJIMAI.2015.322","url":null,"abstract":"Social interaction technologies (SIT) is a very broad field that encompasses a large list of topics: interactive and networked computing, mobile social services and the Social Web, social software and social media, marketing and advertising, various aspects and uses of blogs and podcasting, corporate value and web-based collaboration, e-government and online democracy, virtual volunteering, different aspects and uses of folksonomies, tagging and the social semantic cloud of tags, blog- based knowledge management systems, systems of online learning, with their ePortfolios, blogs and wikis in education and journalism, legal issues and social interaction technology, dataveillance and online fraud, neogeography, social software usability, social software in libraries and nonprofit organizations, and broadband visual communication technology for enhancing social interaction. The fact is that the daily activities of many businesses are being socialized, as is the case with Yammer (https://www.yammer.com/), the social enterprise social network. The leitmotivs of social software are: create, connect, contribute, and collaborate.","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132002849","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fernando Sánchez-Figueroa, Samuel Benavides, Fernando Moreno, Guillermo Garzón, María del Mar Roldán García, Ismael Navas-Delgado, J. F. A. Montes
This paper describes a repository of openEHR archetypes that have been translated to OWL. In the work presented here, five different CKMs (Clinical Knowledge Managers) have been downloaded and the archetypes have been translated to OWL. This translation is based on an existing translator that has been improved to solve programming problems with certain structures. As part of the repository a tool has been developed to keep it always up-to-date. So, any change in one of the CKMs (addition, elimination or even change of an archetype) will involve translating the changed archetypes once more. The repository is accessible through a Web interface (http://www.openehr.es/).
{"title":"A Repository of Semantic Open EHR Archetypes","authors":"Fernando Sánchez-Figueroa, Samuel Benavides, Fernando Moreno, Guillermo Garzón, María del Mar Roldán García, Ismael Navas-Delgado, J. F. A. Montes","doi":"10.9781/ijimai.2015.327","DOIUrl":"https://doi.org/10.9781/ijimai.2015.327","url":null,"abstract":"This paper describes a repository of openEHR archetypes that have been translated to OWL. In the work presented here, five different CKMs (Clinical Knowledge Managers) have been downloaded and the archetypes have been translated to OWL. This translation is based on an existing translator that has been improved to solve programming problems with certain structures. As part of the repository a tool has been developed to keep it always up-to-date. So, any change in one of the CKMs (addition, elimination or even change of an archetype) will involve translating the changed archetypes once more. The repository is accessible through a Web interface (http://www.openehr.es/).","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132745143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sonia Benito, R. D. Juan, Ricardo Gómez, Francisco Mochón
This paper defends the wisdom of not considering the Digital Economy to be one homogeneous sector. Our hypothesis is that it is best to consider it the result of adding four different subsectors. We test whether indeed the economic and financial performance of a portfolio of listed companies in each of the four subsectors presents relevant differences. We use the value at risk measure to estimate market risk of the four subsectors of the digital economy. The riskiest subsector is Mobile/Internet Contents & Services followed by SW&IT Services and Application Software. On the contrary, the Telecom sector is by far the safest one. These results support the hypothesis that the Digital Economy is not a homogeneous sector.
{"title":"Differences in Measuring Market Risk in Four Subsectors of the Digital Economy","authors":"Sonia Benito, R. D. Juan, Ricardo Gómez, Francisco Mochón","doi":"10.9781/ijimai.2015.321","DOIUrl":"https://doi.org/10.9781/ijimai.2015.321","url":null,"abstract":"This paper defends the wisdom of not considering the Digital Economy to be one homogeneous sector. Our hypothesis is that it is best to consider it the result of adding four different subsectors. We test whether indeed the economic and financial performance of a portfolio of listed companies in each of the four subsectors presents relevant differences. We use the value at risk measure to estimate market risk of the four subsectors of the digital economy. The riskiest subsector is Mobile/Internet Contents & Services followed by SW&IT Services and Application Software. On the contrary, the Telecom sector is by far the safest one. These results support the hypothesis that the Digital Economy is not a homogeneous sector.","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"144 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132144395","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Lara-Cabrera, M. Nogueira, C. Cotta, Antonio J. Fernández
Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs) and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of work required and the need of specialized manpower. Hence the relevance of optimizing the process and alleviating costs. In this sense, procedural content generation (PCG) comes in handy as a means of reducing costs by using algorithmic techniques to automatically generate some game contents. PCG also provides advantages in terms of player experience since the contents generated are typically not fixed but can vary in different playing sessions, and can even adapt to the player herself. For this purpose, the underlying algorithmic technique used for PCG must be also flexible and adaptable. This is the case of computational intelligence in general and evolutionary algorithms in particular. In this work we shall provide an overview of the use of evolutionary intelligence for PCG, with special emphasis on its use within the context of real- time strategy games. We shall show how these techniques can address both playability and aesthetics, as well as improving the game AI. PURRED on by the emergence of the videogame industry as the main component of the entertainment industry has motivated, research on videogames has acquired increasing notoriety during the last years. Such research spans many areas such as marketing and gamification, psychology and player satisfaction, computational intelligence, education and health (serious games) and computer graphics, just to cite a few. This diversification of research areas is largely motivated by a shift in the priorities of the video game industry: while games used to rely heavily on their graphical quality, other features such as the music, the player immersion into the game and interesting storyline have gained enormous importance. To cope with the plethora of new interesting challenges in the area of
{"title":"Procedural Content Generation for Real-Time Strategy Games","authors":"R. Lara-Cabrera, M. Nogueira, C. Cotta, Antonio J. Fernández","doi":"10.9781/ijimai.2015.325","DOIUrl":"https://doi.org/10.9781/ijimai.2015.325","url":null,"abstract":"Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs) and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of work required and the need of specialized manpower. Hence the relevance of optimizing the process and alleviating costs. In this sense, procedural content generation (PCG) comes in handy as a means of reducing costs by using algorithmic techniques to automatically generate some game contents. PCG also provides advantages in terms of player experience since the contents generated are typically not fixed but can vary in different playing sessions, and can even adapt to the player herself. For this purpose, the underlying algorithmic technique used for PCG must be also flexible and adaptable. This is the case of computational intelligence in general and evolutionary algorithms in particular. In this work we shall provide an overview of the use of evolutionary intelligence for PCG, with special emphasis on its use within the context of real- time strategy games. We shall show how these techniques can address both playability and aesthetics, as well as improving the game AI. PURRED on by the emergence of the videogame industry as the main component of the entertainment industry has motivated, research on videogames has acquired increasing notoriety during the last years. Such research spans many areas such as marketing and gamification, psychology and player satisfaction, computational intelligence, education and health (serious games) and computer graphics, just to cite a few. This diversification of research areas is largely motivated by a shift in the priorities of the video game industry: while games used to rely heavily on their graphical quality, other features such as the music, the player immersion into the game and interesting storyline have gained enormous importance. To cope with the plethora of new interesting challenges in the area of","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127490675","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
When we speak about devices and platforms, generally we think about those of general use which are currently available (mainly smartphones and tablets). Surely, we would forget all those which are on the way (watches, glasses, cars) and those which are coming. The Internet of Things will transform the technological world in which we are into an amalgamation of devices and interfaces. This paper analyses the challenge for the coming years of getting all these new devices to communicate between them, regardless of their technology and the platforms they use, and it is based on the works done under the Visio Project, funded by the Spanish Ministry of Industry, Energy and Tourism. Finally, a truly universal platform to avoid market fragmentation and provide access to information and services is proposed.
{"title":"New Challenges on Crossplatform Digital Contents","authors":"Jesús Iglesias Feijoo, Guillermo Amat Gomariz","doi":"10.9781/ijimai.2015.323","DOIUrl":"https://doi.org/10.9781/ijimai.2015.323","url":null,"abstract":"When we speak about devices and platforms, generally we think about those of general use which are currently available (mainly smartphones and tablets). Surely, we would forget all those which are on the way (watches, glasses, cars) and those which are coming. The Internet of Things will transform the technological world in which we are into an amalgamation of devices and interfaces. This paper analyses the challenge for the coming years of getting all these new devices to communicate between them, regardless of their technology and the platforms they use, and it is based on the works done under the Visio Project, funded by the Spanish Ministry of Industry, Energy and Tourism. Finally, a truly universal platform to avoid market fragmentation and provide access to information and services is proposed.","PeriodicalId":143152,"journal":{"name":"Int. J. Interact. Multim. Artif. Intell.","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125514074","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}