Critical Issues in Content Repurposing for Small Devices

Author(s):  
Neil C. Rowe

Content repurposing is the reorganizing of data for presentation on different display hardware (Singh, 2004). It has been particularly important recently with the growth of handheld devices such as “personal digital assistants” (PDAs), sophisticated telephones, and other small specialized devices. Unfortunately, such devices pose serious problems for multimedia delivery. With their small screens (240 by 320 for a basic Palm PDA), one cannot display much information (like most of a Web page); with their low bandwidths, one cannot display video and audio transmissions from a server (“streaming”) with much quality; and with their small storage capabilities, large media files cannot be stored for later playback. Furthermore, new devices and old ones with new characteristics have been appearing at a high rate, so software vendors are having difficulty keeping pace. So some real-time, systematic, and automated planning could be helpful in figuring how to show desired data, especially multimedia, on a broad range of devices.

Author(s):  
Neil C. Rowe

Content repurposing is the reorganizing of data for presentation on different display hardware (Singh, 2004). It has been particularly important recently with the growth of handheld devices such as personal digital assistants (PDAs), sophisticated telephones, and other small specialized devices. Unfortunately, such devices pose serious problems for multimedia delivery. With their tiny screens (150 by 150 for a basic Palm PDA or 240 by 320 for a more modern one, vs. 640 by 480 for standard computer screens), one cannot display much information (i.e., most of a Web page); with their low bandwidths, one cannot display video and audio transmissions from a server (i.e., streaming) with much quality; and with their small storage capabilities, large media files cannot be stored for later playback. Furthermore, new devices and old ones with new characteristics have been appearing at a high rate, so software vendors are having difficulty keeping pace. So some real-time, systematic, and automated planning could be helpful in figuring how to show desired data, especially multimedia, on a broad range of devices.


Leonardo ◽  
2014 ◽  
Vol 47 (4) ◽  
pp. 325-336 ◽  
Author(s):  
Patrick Lichty

From ARToolkit’s emergence in the 1990s to the emergence of augmented reality (AR) as an art medium in the 2010s, AR has developed as a number of evidential sites. As an extension of virtual media, it merges real-time pattern recognition with goggles (finally realizing William Gibson’s sci-fi fantasy) or handheld devices. This creates a welding of real-time media and virtual reality, or an optically registered simulation overlaid upon an actual spatial environment. Commercial applications are numerous, including entertainment, sales, and navigation. Even though AR-based works can be traced back to the late 1990s, AR work requires some understanding of coding and tethered imaging equipment. It was not until marker-based AR, affording lower entries to usage, as well as geo-locational AR-based media, using handheld devices and tablets, that augmented reality as an art medium would propagate. While one can argue that AR-based art is a convergence of handheld device art and virtual reality, there are intrinsic gestures specific to augmented reality that make it unique. The author looks at some historical examples of AR as well as critical issues of AR-based gestures such as compounding the gaze, problematizing the retinal, and the representational issues of informatic overlays. This generates four gestural vectors, analogous to those defined in “The Translation of Art in Virtual Worlds,” which is examined through case studies. From this, a visual theory of augmentation will be proposed.


Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 15
Author(s):  
Filippo Aleotti ◽  
Giulio Zaccaroni ◽  
Luca Bartolomei ◽  
Matteo Poggi ◽  
Fabio Tosi ◽  
...  

Depth perception is paramount for tackling real-world problems, ranging from autonomous driving to consumer applications. For the latter, depth estimation from a single image would represent the most versatile solution since a standard camera is available on almost any handheld device. Nonetheless, two main issues limit the practical deployment of monocular depth estimation methods on such devices: (i) the low reliability when deployed in the wild and (ii) the resources needed to achieve real-time performance, often not compatible with low-power embedded systems. Therefore, in this paper, we deeply investigate all these issues, showing how they are both addressable by adopting appropriate network design and training strategies. Moreover, we also outline how to map the resulting networks on handheld devices to achieve real-time performance. Our thorough evaluation highlights the ability of such fast networks to generalize well to new environments, a crucial feature required to tackle the extremely varied contexts faced in real applications. Indeed, to further support this evidence, we report experimental results concerning real-time, depth-aware augmented reality and image blurring with smartphones in the wild.


2011 ◽  
Vol 338 ◽  
pp. 796-799
Author(s):  
Wei Chang Feng

E-Yuan multimedia system is developed for the rich audio and video resource on the Internet and on its server side, it can automatically search and integration of network video and audio resources, and send to the client side for the user in real-time broadcast TV viewing, full use of remote control operation, Simply it’s a very easy to use multimedia system. This article introduces its infrastructure, main technical ideas and you can also see some details about server side and client side. At the same time, the improvement on how to collect and integrate video resources is comprehensively elaborated.


2021 ◽  
Vol 9 (1) ◽  
pp. 80-91
Author(s):  
Adi Widiatmoko Wastumirad ◽  
Moh Irzam Darmawan

Today, the internet has become the most used tool for delivering information. Through the internet, people can search for information by freely accessing a web page. This freedom of access often raises security issues in the website provider's internal network. These security issues can be in the form of misuse of information, threats, and other attacks on the provider's internal network. Based on these conditions, a technique is needed to protect important data on the website owner's server from various attacks. In this research, a Honeypot security system has been implemented using Dionaea and Kippo in the Demilitarized Zone to increase the security of a network. The methodology of this research is Waterfall Model for software engineering. The system that has been built is able to detect, take action, record attack logs and display them in the form of a website in real time.


Author(s):  
P. W. Lei ◽  
C. R. Chatwin ◽  
R. C.D. Young ◽  
S. H. Tong

Electronic commerce (e-commerce) activity is growing exponentially, and it is revolutionizing the way that businesses are run. There is now an explosion of mobile wireless services accessible via mobile phones and Personal Digital Assistants (PDAs). Mobile e-commerce (m-commerce) makes business mobility a reality. Mobile users can access the Internet at any time, from anywhere (even from their shirt pockets/purses) using ubiquitous inexpensive computing. It is estimated that the m-commerce market was worth US$3.5 billion in 2000 and will grow to over US$200 billion by 2005 (Abbott, 2002). M-commerce is generally considered to be an extension of e-commerce. In fact, m-commerce has unique characteristics and functionality. Hence, it creates a unique and new business opportunity. Tesco, the United Kingdom-based supermarket, rolled out their mobile service, but the U.S. bank, Wells Fargo, is planning to close down their mobile service later this year due to lack of interest. M-commerce has a number of inherent complexities, as it embraces many emerging technologies: mobile wireless systems, mobile handheld devices, software, wireless protocols, and security. These technologies have rapid product cycles and quick obsolescence. In this chapter, we will examine the opportunities and limitations of m-commerce and concentrate our discussion on mobile phone systems.


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