Abstract: ICT tools and platforms endorse more and more
educational process. Many models and techniques for people to
be educated and trained about specific topics and skills do exist,
as classroom lectures with textbooks, computers, handheld devices
and others. The choice to what extent ICT is applied within
learning contexts is related to personal access to technologies as
well as to the infrastructure surrounding environment. Among recent
techniques, the adoption of Virtual Reality (VR) and Augmented
Reality (AR) provides significant impulse in fully engaging users
senses. In this paper, an application of AR/VR within Geographic
Information Systems (GIS) context is presented. It aims to provide
immersive environment experiences for educational and training
purposes (e.g. for civil protection personnel), useful especially for
situations where real scenarios are not easily accessible by humans.
First acknowledgments are promising for building an effective tool
that helps civil protection personnel training with risk reduction.
Abstract: This paper presents the design and performance evaluation of multiband metamaterial based antenna operating in the 3.6 GHz (4G), 14.33 GHz, and 28.86 GHz (5G) frequency bands, for future mobile and handheld devices. The radiating element of the proposed design is made up of a conductive material supported by a 1.524 mm thicker Rogers-4003 substrate, having a relative dielectric constant and loss tangent of 3.55 and 0.0027, respectively. The substrate is backed by truncated ground plane. The future mobile communication system is based on higher frequencies, which are highly affected by the atmospheric conditions. Therefore, to overcome the path loss problem, essential enhancements and improvements must be made in the overall performance of the antenna. The traditional ground plane does not provide the in-phase reflection and surface wave suppression due to which side and back lobes are produced. This will affect the antenna performance in terms of gain and efficiency. To enhance the overall performance of the antenna, a metamaterial acting as a high impedance surface (HIS) is used as a reflector in the proposed design. The simulated gain of the metamaterial based antenna is enhanced from {2.76-6.47, 4.83-6.71 and 7.52-7.73} dB at 3.6, 14.33 and 28.89 GHz, respectively relative to the gain of the antenna backed by a traditional ground plane. The proposed antenna radiated efficiently with a radiated efficiency (>85 %) in all the three frequency bands with and without metamaterial surface. The total volume of the antenna is (L x W x h=45 x 40 x 1.524) mm3. The antenna can be potentially used for wireless handheld devices and mobile terminal. All the simulations have been performed using the Computer Simulation Technology (CST) software.
Abstract: In this paper, a scalable augmented reality framework for handheld devices is presented. The presented framework is enabled by using a server-client data communication structure, in which the search for tracking targets among a database of images is performed on the server-side while pixel-wise 3D tracking is performed on the client-side, which, in this case, is a handheld mobile device. Image search on the server-side adopts a residual-enhanced image descriptors representation that gives the framework a scalability property. The tracking algorithm on the client-side is based on a gravity-aligned feature descriptor which takes the advantage of a sensor-equipped mobile device and an optimized intensity-based image alignment approach that ensures the accuracy of 3D tracking. Automatic content streaming is achieved by using a key-frame selection algorithm, client working phase monitoring and standardized rules for content communication between the server and client. The recognition accuracy test performed on a standard dataset shows that the method adopted in the presented framework outperforms the Bag-of-Words (BoW) method that has been used in some of the previous systems. Experimental test conducted on a set of video sequences indicated the real-time performance of the tracking system with a frame rate at 15-30 frames per second. The presented framework is exposed to be functional in practical situations with a demonstration application on a campus walk-around.
Abstract: Patients under health treatments that involve long
stays at a hospital or health center (e.g. cancer, organ transplants and
severe burns), tend to get bored or depressed because of the lack of
social interaction with family and friends. Such a situation also
affects the evolution and effectiveness of their treatments. In many
cases, the solution to this problem involves extra challenges, since
many patients need to rest quietly (or remain in bed) to their being
contagious. Considering the weak health condition in which usually
are these kinds, keeping them motivated and quiet represents an
important challenge for nurses and caregivers. This article presents a
mobile ubiquitous game called MagicRace, which allows hospitalized
kinds to interact socially with one another without putting to risk
their sensitive health conditions. The game does not require a
communication infrastructure at the hospital, but instead, it uses a
mobile ad hoc network composed of the handheld devices used by
the kids to play. The usability and performance of this application
was tested in two different sessions. The preliminary results show
that users experienced positive feelings from this experience.
Abstract: Digital Video Terrestrial Broadcasting (DVB-T)
allows combining broadcasting, telephone and data services in one
network. It has facilitated mobile TV broadcasting. Mobile TV
broadcasting is dominated by fragmentation of standards in use in
different continents. In Asia T-DMB and ISDB-T are used while
Europe uses mainly DVB-H and in USA it is MediaFLO. Issues of
royalty for developers of these different incompatible technologies,
investments made and differing local conditions shall make it
difficult to agree on a unified standard in a very near future. Despite
this shortcoming, mobile TV has shown very good market potential.
There are a number of challenges that still exist for regulators,
investors and technology developers but the future looks bright.
There is need for mobile telephone operators to cooperate with
content providers and those operating terrestrial digital broadcasting
infrastructure for mutual benefit.
Abstract: The increasing development of wireless networks and
the widespread popularity of handheld devices such as Personal
Digital Assistants (PDAs), mobile phones and wireless tablets
represents an incredible opportunity to enable mobile devices as a
universal payment method, involving daily financial transactions.
Unfortunately, some issues hampering the widespread acceptance of
mobile payment such as accountability properties, privacy protection,
limitation of wireless network and mobile device. Recently, many
public-key cryptography based mobile payment protocol have been
proposed. However, limited capabilities of mobile devices and
wireless networks make these protocols are unsuitable for mobile
network. Moreover, these protocols were designed to preserve
traditional flow of payment data, which is vulnerable to attack and
increase the user-s risk. In this paper, we propose a private mobile
payment protocol which based on client centric model and by
employing symmetric key operations. The proposed mobile payment
protocol not only minimizes the computational operations and
communication passes between the engaging parties, but also
achieves a completely privacy protection for the payer. The future
work will concentrate on improving the verification solution to
support mobile user authentication and authorization for mobile
payment transactions.
Abstract: The noticeable advance in the area of computer technology has paved the way for the invention of powerful mobile devices. However, limited storage, short battery life, and relatively low computational power define the major problems of such devices. Due to the ever increasing computational requirements, such devices may fail to process needed tasks under certain constraints. One of the proposed solutions to this drawback is the introduction of Collaborative Computing, a new concept dealing with the distribution of computational tasks amongst several handhelds. This paper introduces the basics of Collaborative Computing, and proposes a new protocol that aims at managing and optimizing computing tasks in Ad-Hoc Collaborative Computing Environments.
Abstract: With the proliferation of the mobile device
technologies, mobile learning can be used to complement and
improve traditional learning problems. Both students and teachers
need a proper and handy system to monitor and keep track the
performance of the students. This paper presents an implementation
of M-learning for primary school in Malaysia by using an open
source technology. It focuses on learning mathematics using
handheld devices for primary schools- students aged 11 and 12 years
old. Main users for this system include students, teachers and the
administrator. This application suggests a new mobile learning
environment with mobile graph for tracking the students- progress
and performance. The purpose of this system is not to replace
traditional classroom but to complement the learning process. In a
testing conducted, students who used this system performed better in
their examination.
Abstract: Multimedia information availability has increased
dramatically with the advent of video broadcasting on handheld
devices. But with this availability comes problems of maintaining the
security of information that is displayed in public. ISMA Encryption
and Authentication (ISMACryp) is one of the chosen technologies for
service protection in DVB-H (Digital Video Broadcasting-
Handheld), the TV system for portable handheld devices. The
ISMACryp is encoded with H.264/AVC (advanced video coding),
while leaving all structural data as it is. Two modes of ISMACryp are
available; the CTR mode (Counter type) and CBC mode (Cipher
Block Chaining) mode. Both modes of ISMACryp are based on 128-
bit AES algorithm. AES algorithms are more complex and require
larger time for execution which is not suitable for real time
application like live TV. The proposed system aims to gain a deep
understanding of video data security on multimedia technologies and
to provide security for real time video applications using selective
encryption for H.264/AVC. Five level of security proposed in this
paper based on the content of NAL unit in Baseline Constrain profile
of H.264/AVC. The selective encryption in different levels provides
encryption of intra-prediction mode, residue data, inter-prediction
mode or motion vectors only. Experimental results shown in this
paper described that fifth level which is ISMACryp provide higher
level of security with more encryption time and the one level provide
lower level of security by encrypting only motion vectors with lower
execution time without compromise on compression and quality of
visual content. This encryption scheme with compression process
with low cost, and keeps the file format unchanged with some direct
operations supported. Simulation was being carried out in Matlab.
Abstract: This paper proposes a method, combining color and
layout features, for identifying documents captured from lowresolution
handheld devices. On one hand, the document image color
density surface is estimated and represented with an equivalent
ellipse and on the other hand, the document shallow layout structure
is computed and hierarchically represented. The combined color and
layout features are arranged in a symbolic file, which is unique for
each document and is called the document-s visual signature. Our
identification method first uses the color information in the
signatures in order to focus the search space on documents having a
similar color distribution, and finally selects the document having the
most similar layout structure in the remaining search space. Finally,
our experiment considers slide documents, which are often captured
using handheld devices.
Abstract: Nowadays, people are going more and more mobile, both in terms of devices and associated applications. Moreover, services that these devices are offering are getting wider and much more complex. Even though actual handheld devices have considerable computing power, their contexts of utilization are different. These contexts are affected by the availability of connection, high latency of wireless networks, battery life, size of the screen, on-screen or hard keyboard, etc. Consequently, development of mobile applications and their associated mobile Web services, if any, should follow a concise methodology so they will provide a high Quality of Service. The aim of this paper is to highlight and discuss main issues to consider when developing mobile applications and mobile Web services and then propose a framework that leads developers through different steps and modules toward development of efficient and secure mobile applications. First, different challenges in developing such applications are elicited and deeply discussed. Second, a development framework is presented with different modules addressing each of these challenges. Third, the paper presents an example of a mobile application, Eivom Cinema Guide, which benefits from following our development framework.
Abstract: This paper proposes a method, combining color and layout features, for identifying documents captured from low-resolution handheld devices. On one hand, the document image color density surface is estimated and represented with an equivalent ellipse and on the other hand, the document shallow layout structure is computed and hierarchically represented. Our identification method first uses the color information in the documents in order to focus the search space on documents having a similar color distribution, and finally selects the document having the most similar layout structure in the remaining of the search space.