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1.
The widespread availability of personal mobile devices, combined with the increasing availability of stationary public devices such as large interactive displays, creates new opportunities for computer-supported collaborative work. In particular, these two factors enable the emergence of collaborative scenarios, whether planned or spontaneous, in any location, and previous obstacles to such collaborative settings such as limitations on the number of devices available for use and infrastructure costs can be overcome more easily. As hardware restrictions diminish, the need for software toolkits that simplify the development of distributed collaborative applications allowing for device heterogeneity, true multi-user interaction and spontaneous emergence increases. In this article, we describe the Toolkit for Web-based Interactive Collaborative Environments whose aim is to address these issues. This is done using current standard web technologies extended for real-time application (and structured using specific development guidelines) while ensuring compatibility with the manifold new evolutions in the currently ongoing development of open web platform (HTML5, websockets, etc). While our own work has mainly focused on synchronous co-located collaborative systems (same place/same time), our solution, the technologies used, as well as the concepts that are introduced are easily extendable for remote and/or asynchronous collaboration.  相似文献   

2.
The e-health domain has the objective to assist and manage citizens’ health. It concerns many actors like patient, doctors, hospitals and administration. Current and forthcoming generations of application will be web based and will integrate more and more mobile devices. In such application domain, called m-health, dependability is a key notion. In addition, more and more functionalities of such systems will be implemented as services for providing qualities like adaptability and maintainability. This paper presents, through a case study, how we can analyse and design an application that controls the insulin injection and that is embedded in a mobile device belonging to an e-health Web Information System (WIS). In order to ensure the dependability of the control systems, we show how to use Coordinated Atomic Actions (CAA). CAAs provide well defined concepts for fault tolerance, error-detection and error recovery in a distributed context where competitive and cooperative concurrencies are considered. The combination of CAA and SOA at design level it is proposed, with the purpose of being able to design systems that are partially implemented using service-oriented technologies. We updated and used our implementation framework, called CAA-DRIP, which originally was not tailored for service-oriented mobile applications. Thus, in this paper, we also propose an adaptation of CAA-DRIP for mobile devices.  相似文献   

3.
This paper explores current applications for handheld devices and questions which of these make full use of the unique attributes of handheld devices in order to facilitate learning in a pedagogically sensible manner. In order to do so, the paper presents a functional framework which analyses handheld application in relation to their use as well as the pedagogical underpinning, if any, that informs their development. Our framework currently consists of seven distinct categories of application, which we term: administrative, referential, interactive, microworld, data collection, location aware and collaborative. We argue that three categories, namely data collection, location aware and collaborative, are particularly suited to learning with handheld devices when they are informed by collaborative, contextual and constructionist learning theories. Furthermore, we contend that applications of the type just outlined deserve further research since they are not attempting to replicate, or even augment, existing learning scenarios but rather they try to create new learning opportunities which would not be possible without (mobile) technology. Finally, the authors introduce a number of applications and learning scenarios that they have developed for handheld devices and explain their position within the framework.  相似文献   

4.
Recent years have seen the development of computing environments for IoT (Internet of Things) services, which exchange large amounts of information using various heterogeneous devices that are always connected to networks. Since the data communication and services occur on a variety of devices, which not only include traditional computing environments and mobile devices such as smartphones, but also household appliances, embedded devices, and sensor nodes, the security requirements are becoming increasingly important at this point in time. Already, in the case of mobile applications, security has emerged as a new issue, as the dissemination and use of mobile applications have been rapidly expanding. This software, including IoT services and mobile applications, is continuously exposed to malicious attacks by hackers, because it exchanges data in the open Internet environment. The security weaknesses of this software are the direct cause of software breaches causing serious economic loss. In recent years, the awareness that developing secure software is intrinsically the most effective way to eliminate the software vulnerability, rather than strengthening the security system of the external environment, has increased. Therefore, methodology based on the use of secure coding rules and checking tools is attracting attention to prevent software breaches in the coding stage to eliminate the above vulnerabilities. This paper proposes a compiler and a virtual machine with secure software concepts for developing secure and trustworthy services for IoT environments. By using a compiler and virtual machine, we approach the problem in two stages: a prevention stage, in which the secure compiler removes the security weaknesses from the source code during the application development phase, and a monitoring stage, in which the secure virtual machine monitors abnormal behavior such as buffer overflow attacks or untrusted input data handling while applications are running.  相似文献   

5.
Companies currently encounter obstacles in networking, integration, and global manufacturing as mobile devices as well as computers increasingly facilitate commercial activities. Accordingly, we propose a new web-based enterprise resource planning (e-ERP) system that can be rapidly migrated from conventional on-site ERP systems. In this paper, by referring to Internet technologies and several key web topics, we explore the evolution of e-Commerce and ERP. We also discuss the applications of the proposed method based on an elastic model–view–controller e-ERP and software-as-a-service delivery. On the basis of information system architecture evaluation and realization results, we discuss the application of web technologies and web engineering models for the effective hosting of a reliable cloud ERP. In addition, on the basis of a review of the literature and related emerging technologies, we comparatively discuss several holistic frameworks of web application development from the technical and business perspectives. As indicated by the implementation results, the proposed approach can be used to effectively host a secure cloud ERP.  相似文献   

6.
Context-aware computing is a paradigm for governing the numerous mobile devices surrounding us. In this computing paradigm, software applications continuously and dynamically adapt to different “contexts” implying different software configurations of such devices. Unfortunately, modelling a context-aware application (CAA) for all possible contexts is only feasible in the simplest of cases. Hence, tool support verifying certain properties is required. In this article, we introduce the CAA model, in which context adaptations are specified explicitly as model transformations. By mapping this model to graphs and graph transformations, we can exploit graph transformation techniques such as critical pair analysis to find contexts for which the resulting application model is ambiguous. We validate our approach by means of an example of a mobile city guide, demonstrating that we can identify subtle context interactions that might go unnoticed otherwise.  相似文献   

7.
Mobile devices such as PDAs, smartphones and tablet computers are becoming increasingly popular, setting out opportunities for new ways of communicating and collaborating. Research initiatives have ascertained the potential of mobile devices in education, and particularly, the benefits of incorporating them in the classroom for eliciting collaborative learning and active student participation. However, the development of technology-supported learning environments poses challenges to education researchers, practitioners, and software technologists in creating educational tools that respond to real needs of instructors and learners, meet clearly defined didactic purposes, and are practical for the intended audience. This article reports on a technology for facilitating the implementation of collaborative learning environments in the classroom supported by one-to-one mobile computing. The approach encompasses a framework supporting the design and implementation of the mobile software, and a design-based process that guides interdisciplinary efforts utilizing the framework, towards creating effective pedagogical models based on collaborative learning. The proposed design-based process allowed us to develop pedagogical models that respond to real needs of learners and instructors, where development is grounded on rigorous scientific research, allowing to reuse both knowledge and software, and showing an improvement of the mobile software built based on continuous experimentation and evaluation. A case study illustrating the application of the technology is presented and plans for future research are discussed.  相似文献   

8.
A web-based collaborative pneumatic software is created to assist users on the computer-aided pneumatic circuit design. The software is developed in the form of Java application and Java applet. Therefore, it can be used in any computer with Java virtual machine or be accessed by a web browser over the internet.This software allows user to conduct pneumatic circuit design by (1) applying the circuit components on menu bar to draw the pneumatic devices, (2) connecting the devices with signal lines, (3) filling in the parameters for all the devices and finally, (4) simulating the designed circuit. To provide better simulation results for each device, separate threads are used to perform continuous scans to each component. Therefore, the actions of the pneumatic devices and circuits can be simulated throughout the design phases. The circuit design results can be saved either on each local disk for Java application users or on web-based databases for collaborative users.During a collaborative mode, the user who owns the token will dominate the circuit design process while the other users can only monitor the consequences. The token can be passed around the users on a collaborative scheme.Since the software is designed in Java, all pneumatic devices were designed as component based objects to allow user defined devices to be incorporated into the software in a systematic way.  相似文献   

9.
The combination and integration of services between mobile computing and context-aware applications responds to the use of mobile devices defining a wide range of distributed user interfaces to support social activities. In this paper, we propose a novel solution that combines social software with context awareness to improve users' interaction in public spaces. This approach is based on the concept of collaborative interactive panels where users share their opinions and ideas about environmental issues by performing natural gestures. And so, taking advantage of physical resources already available in public spaces combined with the use of well-known technologies, such as mobile devices and RFID, we extend the concept of social software from the Web to physical public scenarios, such as bus stations, squares, etc. As an example, we present a case of study that encourage citizens' participation in decisions related to the community environmental issues reducing the gap between the social software and users.  相似文献   

10.
智能移动设备近年来发展迅速,市场占有率急剧增长。面向不同研究领域,与多种传感技术相结合的移动检测系统常见诸报道。该文综述了智能移动设备硬件和软件的迅速发展,以及为了满足日益增长的移动分析检测需求所开发的基于智能移动设备的分析检测方法,特别是智能移动设备在电化学检测分析中的应用。  相似文献   

11.
Ubiquitous environments pose new challenges for end users who often need to access their applications from various devices. In this paper we present a solution that allows users to easily customise and migrate interactive web applications starting with an existing desktop version. This is obtained through an intelligent infrastructure that enables users to select the relevant part of an interactive Web application in order to create a mobile version and migrate it.  相似文献   

12.
The proliferation of wireless and mobile devices such as personal digital assistants and mobile phones has created a large demand for mobile software applications such as social networking software. In addition, the realization and widespread usage of peer-to-peer (P2P) networking have drastically increased the number of applications utilizing these technologies. The convergence of mobile and P2P networking have generated increasing interest in the mobile peer-to-peer (MP2P) community. In this paper, we describe the design and development of a mobile social software (MoSoSo) based on a P2P network architecture using Juxtapose (JXTA) and Juxtapose for Java MicroEdition (JXME). The MoSoSo application allows users to discover, communicate and share resources with one another. We present three facets of designing the MoSoSo: object-oriented software design, network infrastructure design, and user-interface design. The software has been fully implemented and tested on a variety of mobile devices for use in a campus setting. By studying the design and implementation of the MoSoSo, we hope to benefit the entire mobile application development community by providing common models and insights into developing MP2P software.  相似文献   

13.
We present our novel generic approach for interfacing web components on mobile devices in order to rapidly develop Augmented Reality (AR) applications using HTML5, JavaScript, X3D and a vision engine. A general concept is presented exposing a generalized abstraction of components that are to be integrated in order to allow the creation of AR capable interfaces on widely available mobile devices.Requirements are given, yielding a set of abstractions, components, and helpful interfaces that allow rapid prototyping, research at application level, as well as commercial applications. A selection of various applications (also commercial) using the developed framework is given, proving the generality of the architecture of our MobileAR Browser.Using this concept a large number of developers can be reached. The system is designed to work with different standards and allows for domain separation of tracking algorithms, render content, interaction and GUI design. This can potentially help groups of developers and researchers with different competences creating their application in parallel, while the declarative content remains exchangeable.  相似文献   

14.
移动技术的应用延伸了客户端用户对空间位置的需求,使这些企业平台进一步扩展变为现实。如何利用移动设备的便携性和后台处理的强大功能,是一个值得研究的课题。在分析现有移动开发方法和开发平台的基础上,提出了一种四层软件模型的解决方案。模型可以对现有系统进行兼容,在保持原有系统的基础上对其进行移动扩展。  相似文献   

15.
Due to the rapid development in mobile communication technologies, the usage of mobile devices such as cell phone or PDA has increased significantly. As different devices require different applications, various new services are being developed to satisfy the needs. One of the popular services under heavy demand is the location-based service (LBS) that exploits the spatial information of moving objects per temporal changes. In order to support LBS well, in this paper, we investigate how spatio-temporal information of moving objects can be efficiently stored and indexed. In particular, we propose a novel location encoding method based on hierarchical administrative district information. Our proposal is different from conventional approaches where moving objects are often expressed as geometric points in two-dimensional space, (xy). Instead, in ours, moving objects are encoded as one-dimensional points by both administrative district as well as road information. Our method becomes especially useful for monitoring traffic situation or tracing location of moving objects through approximate spatial queries.  相似文献   

16.
In this paper we present two interactive multi-user systems for video search and browsing. The first is composed by web applications which allows multiuser interaction in a distributed environment; such applications are based on the Rich Internet Application paradigm, designed to obtain the levels of responsiveness and interactivity typical of a desktop application. The second system implements a multi-user collaborative application within a single location, exploiting multi-touch devices. Both systems use the same backend, based on a service oriented architecture (SOA) that provides services for automatic and manual annotation, and an ontology-based video search and browsing engine. Ontology-based browsing let users to inspect the content of video collections; user queries are expanded through ontology reasoning. User-centered field trials of the systems, conducted to assess the user experience and satisfaction, have shown that the approach followed to design these interfaces is extremely appreciated by professional archivists and people working on multimedia.  相似文献   

17.
Distributed multimedia documents systems, distributed video servers are examples of multimedia presentations involving collaboration among multiple information sources. In such applications, objects have to be retrieved from their sources and presented to users according to specified temporal relationships. Objects retrieval in these collaborative applications is influenced by their presentation times, durations, and network throughput available to their sources. Replication of objects amongst the set of collaborating systems gives a choice for object retrieval. Client going through a multimedia presentation can be in a mobile environment. Here, object retrievals from collaborating servers are carried out by base stations to which the client is attached. Mobile client then downloads objects from the base station.In this paper, we present a graph-search based algorithm for computing and negotiating throughput requirements of collaborating multimedia presentations with replicated objects in a mobile environment. This algorithm maximizes the number of cached objects (that have already been played) for handling operations such as reverse presentation.  相似文献   

18.
Embedded context management in resource-constrained devices (e.g. mobile phones, autonomous sensors or smart objects) imposes special requirements in terms of lightness for data modelling and reasoning. In this paper, we explore the state-of-the-art on data representation and reasoning tools for embedded mobile reasoning and propose a light inference system (LIS) aiming at simplifying embedded inference processes offering a set of functionalities to avoid redundancy in context management operations. The system is part of a service-oriented mobile software framework, conceived to facilitate the creation of context-aware applications—it decouples sensor data acquisition and context processing from the application logic. LIS, composed of several modules, encapsulates existing lightweight tools for ontology data management and rule-based reasoning, and it is ready to run on Java-enabled handheld devices. Data management and reasoning processes are designed to handle a general ontology that enables communication among framework components. Both the applications running on top of the framework and the framework components themselves can configure the rule and query sets in order to retrieve the information they need from LIS. In order to test LIS features in a real application scenario, an ‘Activity Monitor’ has been designed and implemented: a personal health-persuasive application that provides feedback on the user’s lifestyle, combining data from physical and virtual sensors. In this case of use, LIS is used to timely evaluate the user’s activity level, to decide on the convenience of triggering notifications and to determine the best interface or channel to deliver these context-aware alerts.  相似文献   

19.
This contribution addresses the integration of mobile devices with limited display and interaction capabilities into a multi-user system for tele-conferencing and collaborative work. We first report on a recently conducted case study in which we used a simulation environment to investigate how a small group of geographically dispersed users can jointly solve localisation and route planning tasks when equipped with communication devices that essentially differ with regard to available input and output capabilities. We then present a system architecture that includes gateway components as interfaces between the mobile devices and one or more interactive applications. Finally, we argue that there is a high demand for automated design approaches which are able to generate information presentations that are tailored to the available presentation capabilities of particular target devices.  相似文献   

20.
Ubiquitous Computing promises seamless access to information anytime, anywhere with different and heterogeneous devices. This kind of environment imposes new challenges to software development. For example, information and user interface should be adapted according to contextual characteristics such as user, environment, and access device. In case of device adaptation, the development challenge is related to the heterogeneity of the devices, which requires software engineers to create different versions for each type of device and every platform. This paper proposes a MB-UID (model-based user interface development) approach for semi-automatic generation of adaptive applications for mobile devices. An environment, called XMobile, offers a device-independent user interface framework and a code generation tool for providing fast development of multi-platform and adaptive applications according to device and platform features. A case study is also presented to illustrate how the environment can be used for constructing an application for heterogeneous devices with different network connectivity modes.  相似文献   

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