On the usage of smart devices to augment the user interaction with multimedia applications

Author(s):  
Alan Ferrari ◽  
Vanni Galli ◽  
Daniele Puccinelli ◽  
Silvia Giordano

The perception by people of their everyday satellites, assistants, and sources of disturbance factors that are electronic devices is discussed in the article. The presence of signs of animatism and magic actions in relation to devices is noted, the reasons for their preservation in the secularized society are highlighted, and the perspective of devices subjectivation is considered. Among the factors of the subjectivation, the contribution of engineers to the anthropomorphization of the user interaction with devices, as well as the influence of media on the “reputation” of gadgets, are distinguished. Based on the results of the modern media publications headlines content analysis, it is illustrated how the media influence the perception of gadgets by an ordinary user. «Grammatical» and «semantic» techniques, due to which the image of «subjectivity» of devices is created in news publications, are distinguished. A parallel is drawn between the mechanisms of the formation and preservation of the «cult of the dead» in society and the way the society attitudes towards «smart» devices. It is emphasized that the strength of the noted factors becomes essential, first of all, due to the phenomenon of reification. Since in the practices of everyday use of the device, the user does not think about the nature of the device itself, or about their interactions with it, the origins, reasons for these practices and ideas about the internal structure of the device are not tracked in any way, a foundation for the reification of gadgets is formed, which is already especially noticeable in the fact how children relate to the «smart» technologies around them. It is noted that at present the fact of such a pseudosubjectivity of electronic devices is not obvious and generally accepted in the mass consciousness, however, reification can lead to the institutionalization of electronic devices as subjects of the social world in the future. The perception by people of their everyday satellites, assistants, and sources of disturbance factors that are electronic devices is discussed in the article. The presence of signs of animatism and magic actions in relation to devices is noted, the reasons for their preservation in the secularized society are highlighted, and the perspective of devices subjectivation is considered. Among the factors of the subjectivation, the contribution of engineers to the anthropomorphization of the user interaction with devices, as well as the influence of media on the “reputation” of gadgets, are distinguished. However, by drawing a parallel with the mechanisms of formation and preservation of the «cult of the dead» in the society, it is emphasized that the strength of these factors acquires a significant character, primarily due to the phenomenon of reification.


2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


Author(s):  
TIMOTHY ARNDT ◽  
SHI-KUO CHANG ◽  
ANGELA GUERCIO

Multimedia systems incorporating hyperlinks and user interaction can be prototyped using TAOML, an extension of HTML. TAOML is used to define a Teleaction Object (TAO) which is a multimedia object with associated hypergraph structure and knowledge structure The hypergraph structure supports the effective presentation and efficient communication of multimedia information. In this paper, a formal specification methodology for TAOs using Symbol Relation (SR) grammars is described. An attributed SR grammar is then introduced in order to associate knowledge with the TAO. The limitations to achieve an efficient parser are given. The grammatical formalism allows for validation and verification of the system specification. This methodology provides a principled approach to specify, verify, validate and prototype multimedia applications.


2019 ◽  
Vol 2 (1) ◽  
pp. 4 ◽  
Author(s):  
Yosef Ashibani ◽  
Dylan Kauling ◽  
Qusay Mahmoud

There has been a rapid increase in the number of Internet of Things (IoT) devices in the last few years, providing a wide range of services such as camera feeds, light controls, and door locks for remote access. Access to IoT devices, whether within the same environment or remotely via the Internet, requires proper security mechanisms in order to avoid disclosing any secure information or access privileges. Authentication, on which other security classes are built, is the most important part of IoT security. Without ensuring that the authorized party is who it claims to be, other security factors would be useless. Additionally, with the increased mobility of IoT devices, traditional authentication mechanisms, such as a username and password, are less effective. Numerous security challenges in the IoT domain have resulted in the proposal of many different approaches to authentication. Many of these methods require either carrying an authentication token, such as a smartcard, or restricting access to a particular physical location. Considering that most IoT devices contain a wide array of sensors, a large amount of contextual information can be provided. Thus, real-time security mechanisms can protect user access by, for example, utilizing contextual information to validate requests. A variety of contextual information can be retrieved to strengthen the authentication process, both at the time of access request and throughout the entire access session, without requiring user interaction, which avoids the risk of being discovered by attackers of these features. In this paper, we introduce a continuous authentication framework that integrates contextual information for user authentication in smart homes. The implementation and evaluation show that the framework can protect smart devices against unauthorized access from both anonymous and known users, either, locally or remotely, in a flexible manner and without requiring additional user intervention.


Author(s):  
Manbir Sandhu ◽  
Purnima, Anuradha Saini

Big data is a fast-growing technology that has the scope to mine huge amount of data to be used in various analytic applications. With large amount of data streaming in from a myriad of sources: social media, online transactions and ubiquity of smart devices, Big Data is practically garnering attention across all stakeholders from academics, banking, government, heath care, manufacturing and retail. Big Data refers to an enormous amount of data generated from disparate sources along with data analytic techniques to examine this voluminous data for predictive trends and patterns, to exploit new growth opportunities, to gain insight, to make informed decisions and optimize processes. Data-driven decision making is the essence of business establishments. The explosive growth of data is steering the business units to tap the potential of Big Data to achieve fueling growth and to achieve a cutting edge over their competitors. The overwhelming generation of data brings with it, its share of concerns. This paper discusses the concept of Big Data, its characteristics, the tools and techniques deployed by organizations to harness the power of Big Data and the daunting issues that hinder the adoption of Business Intelligence in Big Data strategies in organizations.


Informatica ◽  
2018 ◽  
Vol 29 (2) ◽  
pp. 187-210
Author(s):  
Alba Amato ◽  
Marco Scialdone ◽  
Salvatore Venticinque

2017 ◽  
pp. 030-050
Author(s):  
J.V. Rogushina ◽  

Problems associated with the improve ment of information retrieval for open environment are considered and the need for it’s semantization is grounded. Thecurrent state and prospects of development of semantic search engines that are focused on the Web information resources processing are analysed, the criteria for the classification of such systems are reviewed. In this analysis the significant attention is paid to the semantic search use of ontologies that contain knowledge about the subject area and the search users. The sources of ontological knowledge and methods of their processing for the improvement of the search procedures are considered. Examples of semantic search systems that use structured query languages (eg, SPARQL), lists of keywords and queries in natural language are proposed. Such criteria for the classification of semantic search engines like architecture, coupling, transparency, user context, modification requests, ontology structure, etc. are considered. Different ways of support of semantic and otology based modification of user queries that improve the completeness and accuracy of the search are analyzed. On base of analysis of the properties of existing semantic search engines in terms of these criteria, the areas for further improvement of these systems are selected: the development of metasearch systems, semantic modification of user requests, the determination of an user-acceptable transparency level of the search procedures, flexibility of domain knowledge management tools, increasing productivity and scalability. In addition, the development of means of semantic Web search needs in use of some external knowledge base which contains knowledge about the domain of user information needs, and in providing the users with the ability to independent selection of knowledge that is used in the search process. There is necessary to take into account the history of user interaction with the retrieval system and the search context for personalization of the query results and their ordering in accordance with the user information needs. All these aspects were taken into account in the design and implementation of semantic search engine "MAIPS" that is based on an ontological model of users and resources cooperation into the Web.


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