WorldWideScience

Sample records for ubiquitous entertainment systems

  1. Biosignal controlled recommendation in entertainment systems

    NARCIS (Netherlands)

    Liu, H.

    2010-01-01

    With the explosive growth of the entertainment contents and the ubiquitous access of them via fixed or mobile computing devices, recommendation systems become essential tools to help the user to find the right entertainment at the right time and location. I envision that by integrating the bio

  2. Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

    Science.gov (United States)

    Cheok, Adrian David

    This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.

  3. Sensors for Entertainment.

    Science.gov (United States)

    Lamberti, Fabrizio; Sanna, Andrea; Rokne, Jon

    2016-07-15

    Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on "Sensors for Entertainment", developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  4. Sensors for Entertainment

    OpenAIRE

    Fabrizio Lamberti; Andrea Sanna; Jon Rokne

    2016-01-01

    Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on ?Sensors for Entertainment?, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  5. Sensors for Entertainment

    Directory of Open Access Journals (Sweden)

    Fabrizio Lamberti

    2016-07-01

    Full Text Available Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on “Sensors for Entertainment”, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  6. Ubiquitous Annotation Systems

    DEFF Research Database (Denmark)

    Hansen, Frank Allan

    2006-01-01

    Ubiquitous annotation systems allow users to annotate physical places, objects, and persons with digital information. Especially in the field of location based information systems much work has been done to implement adaptive and context-aware systems, but few efforts have focused on the general...... requirements for linking information to objects in both physical and digital space. This paper surveys annotation techniques from open hypermedia systems, Web based annotation systems, and mobile and augmented reality systems to illustrate different approaches to four central challenges ubiquitous annotation...... systems have to deal with: anchoring, structuring, presentation, and authoring. Through a number of examples each challenge is discussed and HyCon, a context-aware hypermedia framework developed at the University of Aarhus, Denmark, is used to illustrate an integrated approach to ubiquitous annotations...

  7. A Framework for a Context-Aware Elderly Entertainment Support System

    Directory of Open Access Journals (Sweden)

    M. Anwar Hossain

    2014-06-01

    Full Text Available Elderly people constitute a major portion of world’s population. Many of them are physically and mentally vulnerable and need continuous support for their health and well-being. There is a growing trend that these elderly people are placed in an ambient assisted living environment (AAL with an aim to receive better care and support. In such settings, a lot of attention has been given to continuous health monitoring for maintaining physical health status. However, much less attention has been given toward understanding the entertainment needs of the elderly people, which is an important factor relevant to their mental health and joyful living. This paper thus addresses the entertainment needs of the elderly and proposes a framework of an elderly entertainment support system. The proposed framework enables different categories of residents (e.g., elderly people and caregivers to access various media services in both implicit and explicit manner in order to enhance the quality of their living experience in different contexts. Our experimental results demonstrate the viability of the proposed framework. We believe that the proposed approach will establish the need to develop entertainment systems and services for the elderly people and allow us to sensibly address the problems associated with their independent, happy and active living.

  8. A Framework for a Context-Aware Elderly Entertainment Support System

    Science.gov (United States)

    Hossain, M. Anwar; Alamri, Atif; Almogren, Ahmad S.; Hossain, SK Alamgir; Parra, Jorge

    2014-01-01

    Elderly people constitute a major portion of world's population. Many of them are physically and mentally vulnerable and need continuous support for their health and well-being. There is a growing trend that these elderly people are placed in an ambient assisted living environment (AAL) with an aim to receive better care and support. In such settings, a lot of attention has been given to continuous health monitoring for maintaining physical health status. However, much less attention has been given toward understanding the entertainment needs of the elderly people, which is an important factor relevant to their mental health and joyful living. This paper thus addresses the entertainment needs of the elderly and proposes a framework of an elderly entertainment support system. The proposed framework enables different categories of residents (e.g., elderly people and caregivers) to access various media services in both implicit and explicit manner in order to enhance the quality of their living experience in different contexts. Our experimental results demonstrate the viability of the proposed framework. We believe that the proposed approach will establish the need to develop entertainment systems and services for the elderly people and allow us to sensibly address the problems associated with their independent, happy and active living. PMID:24936946

  9. Crime As Entertainment or Entertainment as A Crime?

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2011-10-01

    Full Text Available Article presents one part of pop culture is crime portrayed as entertainment in television shows. Television has the means of information and entertainment, resulting in the shift of crime shows, initially crime was portrayed in the news but due to the high popularity, it becomes part of the entertainment as well. In terms of information, the most famous of crime drama show is Crime Scene Investigation (CSI, and this show gave effect known as the CSI effect, which is people have more appreciation to scientific evidences and DNA testing in trials. On the other hand, with so many shows involving crime resulting in cultivation impact, which is accumulation and the formation of perception of reality. People who are more exposed to this crime show will form the same perception as the one depicted by television and resulted to changes in their behavior. Several proposals to reduce this negative effects are audience learning, the use of rating system and electronic key in television set.  

  10. Cyber entertainment system using an immersive networked virtual environment

    Science.gov (United States)

    Ihara, Masayuki; Honda, Shinkuro; Kobayashi, Minoru; Ishibashi, Satoshi

    2002-05-01

    Authors are examining a cyber entertainment system that applies IPT (Immersive Projection Technology) displays to the entertainment field. This system enables users who are in remote locations to communicate with each other so that they feel as if they are together. Moreover, the system enables those users to experience a high degree of presence, this is due to provision of stereoscopic vision as well as a haptic interface and stereo sound. This paper introduces this system from the viewpoint of space sharing across the network and elucidates its operation using the theme of golf. The system is developed by integrating avatar control, an I/O device, communication links, virtual interaction, mixed reality, and physical simulations. Pairs of these environments are connected across the network. This allows the two players to experience competition. An avatar of each player is displayed by the other player's IPT display in the remote location and is driven by only two magnetic sensors. That is, in the proposed system, users don't need to wear any data suit with a lot of sensors and they are able to play golf without any encumbrance.

  11. Ubiquitous Computing Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Friday, Adrian

    2009-01-01

    . While such growth is positive, the newest generation of ubicomp practitioners and researchers, isolated to specific tasks, are in danger of losing their sense of history and the broader perspective that has been so essential to the field’s creativity and brilliance. Under the guidance of John Krumm...... applications Privacy protection in systems that connect personal devices and personal information Moving from the graphical to the ubiquitous computing user interface Techniques that are revolutionizing the way we determine a person’s location and understand other sensor measurements While we needn’t become...

  12. Attacker Modelling in Ubiquitous Computing Systems

    DEFF Research Database (Denmark)

    Papini, Davide

    in with our everyday life. This future is visible to everyone nowadays: terms like smartphone, cloud, sensor, network etc. are widely known and used in our everyday life. But what about the security of such systems. Ubiquitous computing devices can be limited in terms of energy, computing power and memory...... attacker remain somehow undened and still under extensive investigation. This Thesis explores the nature of the ubiquitous attacker with a focus on how she interacts with the physical world and it denes a model that captures the abilities of the attacker. Furthermore a quantitative implementation...

  13. Ubiquitous positioning

    CERN Document Server

    Mannings, Robin

    2008-01-01

    This groundbreaking resource offers a practical, in-depth understanding of Ubiquitous Positioning - positioning systems that identify the location and position of people, vehicles and objects in time and space in the digitized networked economy. The future and growth of ubiquitous positioning will be fueled by the convergence of many other areas of technology, from mobile telematics, Internet technology, and location systems, to sensing systems, geographic information systems, and the semantic web. This first-of-its-kind volume explores ubiquitous positioning from a convergence perspective, of

  14. USE OF UBIQUITOUS TECHNOLOGIES IN MILITARY LOGISTIC SYSTEM IN IRAN

    Directory of Open Access Journals (Sweden)

    P. Jafari

    2013-09-01

    Full Text Available This study is about integration and evaluation of RFID and ubiquitous technologies in military logistic system management. Firstly, supply chain management and the necessity of a revolution in logistic systems especially in military area, are explained. Secondly RFID and ubiquitous technologies and the advantages of their use in supply chain management are introduced. Lastly a system based on these technologies for controlling and increasing the speed and accuracy in military logistic system in Iran with its unique properties, is presented. The system is based on full control of military logistics (supplies from the time of deployment to replenishment using sensor network, ubiquitous and RFID technologies.

  15. Use of Ubiquitous Technologies in Military Logistic System in Iran

    Science.gov (United States)

    Jafari, P.; Sadeghi-Niaraki, A.

    2013-09-01

    This study is about integration and evaluation of RFID and ubiquitous technologies in military logistic system management. Firstly, supply chain management and the necessity of a revolution in logistic systems especially in military area, are explained. Secondly RFID and ubiquitous technologies and the advantages of their use in supply chain management are introduced. Lastly a system based on these technologies for controlling and increasing the speed and accuracy in military logistic system in Iran with its unique properties, is presented. The system is based on full control of military logistics (supplies) from the time of deployment to replenishment using sensor network, ubiquitous and RFID technologies.

  16. Multimodal and ubiquitous computing systems: supporting independent-living older users.

    Science.gov (United States)

    Perry, Mark; Dowdall, Alan; Lines, Lorna; Hone, Kate

    2004-09-01

    We document the rationale and design of a multimodal interface to a pervasive/ubiquitous computing system that supports independent living by older people in their own homes. The Millennium Home system involves fitting a resident's home with sensors--these sensors can be used to trigger sequences of interaction with the resident to warn them about dangerous events, or to check if they need external help. We draw lessons from the design process and conclude the paper with implications for the design of multimodal interfaces to ubiquitous systems developed for the elderly and in healthcare, as well as for more general ubiquitous computing applications.

  17. Architecture of personal healthcare information system in ubiquitous healthcare

    NARCIS (Netherlands)

    Bhardwaj, S.; Sain, M.; Lee, H.-J.; Chung, W.Y.; Slezak, D.; et al., xx

    2009-01-01

    Due to recent development in Ubiquitous Healthcare now it’s time to build such application which can work independently and with less interference of Physician. In this paper we are try to build the whole architecture of personal Healthcare information system for ubiquitous healthcare which also

  18. A SURVEY ON UBIQUITOUS COMPUTING

    Directory of Open Access Journals (Sweden)

    Vishal Meshram

    2016-01-01

    Full Text Available This work presents a survey of ubiquitous computing research which is the emerging domain that implements communication technologies into day-to-day life activities. This research paper provides a classification of the research areas on the ubiquitous computing paradigm. In this paper, we present common architecture principles of ubiquitous systems and analyze important aspects in context-aware ubiquitous systems. In addition, this research work presents a novel architecture of ubiquitous computing system and a survey of sensors needed for applications in ubiquitous computing. The goals of this research work are three-fold: i serve as a guideline for researchers who are new to ubiquitous computing and want to contribute to this research area, ii provide a novel system architecture for ubiquitous computing system, and iii provides further research directions required into quality-of-service assurance of ubiquitous computing.

  19. Entertainment Pages.

    Science.gov (United States)

    Druce, Mike

    1981-01-01

    Notes that the planning of an effective entertainment page in a school newspaper must begin by establishing its purpose. Examines all the elements that contribute to the makeup of a good entertainment page. (RL)

  20. Entertaining the whole world

    OpenAIRE

    Cheok, Adrian David; Nijholt, Anton; Romão, Teresa

    2014-01-01

    Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries can greatly benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among developin...

  1. Cluster-based localization and tracking in ubiquitous computing systems

    CERN Document Server

    Martínez-de Dios, José Ramiro; Torres-González, Arturo; Ollero, Anibal

    2017-01-01

    Localization and tracking are key functionalities in ubiquitous computing systems and techniques. In recent years a very high variety of approaches, sensors and techniques for indoor and GPS-denied environments have been developed. This book briefly summarizes the current state of the art in localization and tracking in ubiquitous computing systems focusing on cluster-based schemes. Additionally, existing techniques for measurement integration, node inclusion/exclusion and cluster head selection are also described in this book.

  2. Ubiquitous Robotic Technology for Smart Manufacturing System.

    Science.gov (United States)

    Wang, Wenshan; Zhu, Xiaoxiao; Wang, Liyu; Qiu, Qiang; Cao, Qixin

    2016-01-01

    As the manufacturing tasks become more individualized and more flexible, the machines in smart factory are required to do variable tasks collaboratively without reprogramming. This paper for the first time discusses the similarity between smart manufacturing systems and the ubiquitous robotic systems and makes an effort on deploying ubiquitous robotic technology to the smart factory. Specifically, a component based framework is proposed in order to enable the communication and cooperation of the heterogeneous robotic devices. Further, compared to the service robotic domain, the smart manufacturing systems are often in larger size. So a hierarchical planning method was implemented to improve the planning efficiency. A test bed of smart factory is developed. It demonstrates that the proposed framework is suitable for industrial domain, and the hierarchical planning method is able to solve large problems intractable with flat methods.

  3. USE OF UBIQUITOUS TECHNOLOGIES IN MILITARY LOGISTIC SYSTEM IN IRAN

    OpenAIRE

    P. Jafari; A. Sadeghi-Niaraki

    2013-01-01

    This study is about integration and evaluation of RFID and ubiquitous technologies in military logistic system management. Firstly, supply chain management and the necessity of a revolution in logistic systems especially in military area, are explained. Secondly RFID and ubiquitous technologies and the advantages of their use in supply chain management are introduced. Lastly a system based on these technologies for controlling and increasing the speed and accuracy in military logistic system ...

  4. Media Entertainment and emotions

    DEFF Research Database (Denmark)

    Tan, Ed S.

    2017-01-01

    The chapter presents a psychological framework for entertainment experiences. It reviews types of emotion and their associations with media entertainment contents, explaining the role of genre.......The chapter presents a psychological framework for entertainment experiences. It reviews types of emotion and their associations with media entertainment contents, explaining the role of genre....

  5. 48 CFR 31.205-14 - Entertainment costs.

    Science.gov (United States)

    2010-10-01

    ... 48 Federal Acquisition Regulations System 1 2010-10-01 2010-10-01 false Entertainment costs. 31... CONTRACTING REQUIREMENTS CONTRACT COST PRINCIPLES AND PROCEDURES Contracts With Commercial Organizations 31.205-14 Entertainment costs. Costs of amusement, diversions, social activities, and any directly...

  6. Towards ubiquitous access of computer-assisted surgery systems.

    Science.gov (United States)

    Liu, Hui; Lufei, Hanping; Shi, Weishong; Chaudhary, Vipin

    2006-01-01

    Traditional stand-alone computer-assisted surgery (CAS) systems impede the ubiquitous and simultaneous access by multiple users. With advances in computing and networking technologies, ubiquitous access to CAS systems becomes possible and promising. Based on our preliminary work, CASMIL, a stand-alone CAS server developed at Wayne State University, we propose a novel mobile CAS system, UbiCAS, which allows surgeons to retrieve, review and interpret multimodal medical images, and to perform some critical neurosurgical procedures on heterogeneous devices from anywhere at anytime. Furthermore, various optimization techniques, including caching, prefetching, pseudo-streaming-model, and compression, are used to guarantee the QoS of the UbiCAS system. UbiCAS enables doctors at remote locations to actively participate remote surgeries, share patient information in real time before, during, and after the surgery.

  7. Entertaining the whole world

    NARCIS (Netherlands)

    Cheok, Adrian David; Romão, Teresa; Nijholt, Anton; Yu, Gino; Cheok, Adrian David; Nijholt, Anton; Romão, Teresa

    2014-01-01

    Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries

  8. Advances in Computer Entertainment.

    NARCIS (Netherlands)

    Nijholt, Antinus; Romão, T.; Reidsma, Dennis; Unknown, [Unknown

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  9. Ubiquitous computing in sports: A review and analysis.

    Science.gov (United States)

    Baca, Arnold; Dabnichki, Peter; Heller, Mario; Kornfeind, Philipp

    2009-10-01

    Ubiquitous (pervasive) computing is a term for a synergetic use of sensing, communication and computing. Pervasive use of computing has seen a rapid increase in the current decade. This development has propagated in applied sport science and everyday life. The work presents a survey of recent developments in sport and leisure with emphasis on technology and computational techniques. A detailed analysis on new technological developments is performed. Sensors for position and motion detection, and such for equipment and physiological monitoring are discussed. Aspects of novel trends in communication technologies and data processing are outlined. Computational advancements have started a new trend - development of smart and intelligent systems for a wide range of applications - from model-based posture recognition to context awareness algorithms for nutrition monitoring. Examples particular to coaching and training are discussed. Selected tools for monitoring rules' compliance and automatic decision-making are outlined. Finally, applications in leisure and entertainment are presented, from systems supporting physical activity to systems providing motivation. It is concluded that the emphasis in future will shift from technologies to intelligent systems that allow for enhanced social interaction as efforts need to be made to improve user-friendliness and standardisation of measurement and transmission protocols.

  10. Embedding gesture recognition into airplane seats for in-flight entertainment

    NARCIS (Netherlands)

    van de Westelaken, H.F.M.; Hu, J.; Liu, H.; Rauterberg, G.W.M.

    2011-01-01

    In order to reduce both psychological and physical stress in air travel, sensors are integrated into airplane seats to detect gestures as input for in-flight entertainment systems. The content provided by the entertainment systems helps to reduce psychological stress, and gesture recognition is used

  11. Entertainment, culture, and media art

    NARCIS (Netherlands)

    Nakatsu, R.; Tosa, N.; Rauterberg, G.W.M.; Xuan, W.; Nakatsu, R.; Rauterberg, M.; Ciancarini, P.

    2016-01-01

    This chapter is dedicated to explore the relationship between entertainment, culture, and media art. Firstly, the positioning of entertainment will be described including the historical point of view and also focusing on recent digital entertainment technologies. It will be clarified that

  12. Integrating gesture recognition in airplane seats for in-flight entertainment

    NARCIS (Netherlands)

    van de Westelaken, H.F.M.; Hu, J.; Liu, H.; Rauterberg, G.W.M.; Pan, Z.; Zhang, X.; El Rhalibi, A.; Woo, W.; Li, Y.

    2008-01-01

    In order to reduce both the psychological and physical stress in air travel, sensors are integrated in airplane seats to detect the gestures as input for in-flight entertainment systems. The content provided by the entertainment systems helps to reduce the psychological stress, and the gesture

  13. Advances in Computer Entertainment.

    OpenAIRE

    Nijholt, Antinus; Romão, T.; Reidsma, Dennis; Unknown, [Unknown

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world. ACE 2012 will bring together leading researchers and practitioners from academia and industry to prese...

  14. Ubiquitous Multicriteria Clinic Recommendation System.

    Science.gov (United States)

    Chen, Toly

    2016-05-01

    Advancements in information, communication, and sensor technologies have led to new opportunities in medical care and education. Patients in general prefer visiting the nearest clinic, attempt to avoid waiting for treatment, and have unequal preferences for different clinics and doctors. Therefore, to enable patients to compare multiple clinics, this study proposes a ubiquitous multicriteria clinic recommendation system. In this system, patients can send requests through their cell phones to the system server to obtain a clinic recommendation. Once the patient sends this information to the system, the system server first estimates the patient's speed according to the detection results of a global positioning system. It then applies a fuzzy integer nonlinear programming-ordered weighted average approach to assess four criteria and finally recommends a clinic with maximal utility to the patient. The proposed methodology was tested in a field experiment, and the experimental results showed that it is advantageous over two existing methods in elevating the utilities of recommendations. In addition, such an advantage was shown to be statistically significant.

  15. Ubiquitous Supervisory System Based on Social Contexts Using Ontology

    Directory of Open Access Journals (Sweden)

    Satoru Izumi

    2009-01-01

    Full Text Available As described in this paper, we propose a supervisory system that considers actual situations and social aspects of users in a ubiquitous computing environment. To realize gentle and safe supervision while providing efficient supervisory services, the system must recognize the situations of a watched person, such as the person's physical condition. To achieve this, we have proposed a ubiquitous supervisory system "uEyes", which introduces Social Context Awareness: a distinguishing feature for supervision. Using this feature, the system can combine environmental information acquired from sensors in the real world and common-sense knowledge related to human activities in daily life. As described in this paper, we specifically examine design of Social Context Awareness using ontology technologies. Based on this advanced feature, a live video streaming system is configured autonomously depending on the users' circumstances in runtime. We implemented a uEyes prototype for supervising elderly people and performed some experiments based on several scenarios. Based on those experimental results, we confirmed that the social contexts are handled effectively to support the supervision.

  16. Future Of Visual Entertainment

    Science.gov (United States)

    Dryer, Ivan

    1983-10-01

    The development of new visual entertainment forms has and will continue to have a powerful impact on the direction of our society. Foremost among these new forms will be the Holo's--moving Holographic images of anything imaginable, projected in mid air (a room, a dome) and so lifelike they are virtually indistinguishable from "reality". The Holo's and space development will ultimately transform entertainment and in the process, humanity, too. Meanwhile, the seeds of these changes are now being planted in entertainment trends and innovations whose implications are just beginning to emerge.

  17. A Client-Server System for Ubiquitous Video Service

    Directory of Open Access Journals (Sweden)

    Ronit Nossenson

    2012-12-01

    Full Text Available In this work we introduce a simple client-server system architecture and algorithms for ubiquitous live video and VOD service support. The main features of the system are: efficient usage of network resources, emphasis on user personalization, and ease of implementation. The system supports many continuous service requirements such as QoS provision, user mobility between networks and between different communication devices, and simultaneous usage of a device by a number of users.

  18. Ubiquitous human computing.

    Science.gov (United States)

    Zittrain, Jonathan

    2008-10-28

    Ubiquitous computing means network connectivity everywhere, linking devices and systems as small as a drawing pin and as large as a worldwide product distribution chain. What could happen when people are so readily networked? This paper explores issues arising from two possible emerging models of ubiquitous human computing: fungible networked brainpower and collective personal vital sign monitoring.

  19. 78 FR 46502 - Reimbursed Entertainment Expenses

    Science.gov (United States)

    2013-08-01

    ... is a reimbursement of travel expenses for food and beverages that Y pays in performing services as an... entertainment, amusement, recreation, or travel. * * * * * (f) * * * (2) * * * (iv) Reimbursed entertainment, food, or beverage expenses--(A) Introduction. In the case of any expenditure for entertainment...

  20. A general theory of comic entertainment

    DEFF Research Database (Denmark)

    Grodal, Torben Kragh

    2014-01-01

    The article claims that comic entertainment consists of five elements 1. priming of the comic events to come 2. some comic entertainment inputs that creates arousal 3. Entertainment-internal signals of the playful nature of the comic input 4. Appraisal processes in audience members that evaluate...... the input as 'not real but playful', 5. this leads to a change in hedonic tone, and arousal is combined with the release of endorphins (a morphine-based neurotransmitter) that makes the arousal pleasant. The theory of comic entertainment accords with the PECMA flow theory proposed in Grodal: Embodied...... Visions, because the evaluation: playful, not real, influences the muscular directness towards the world that drops. Comic entertainment is further linked to human bonding....

  1. Preface (to: Advances in Computer Entertainment)

    NARCIS (Netherlands)

    Romão, Teresa; Nijholt, Antinus; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  2. Development of Wearable Systems for Ubiquitous Healthcare Service Provisioning

    OpenAIRE

    Ogunduyile, O.O.; Olugbara, O.O.; Lall, M.

    2013-01-01

    This paper reports on the development of a wearable system using wireless biomedical sensors for ubiquitous healthcare service provisioning. The prototype system is developed to address current healthcare challenges such as increasing cost of services, inability to access diverse services, low quality services and increasing population of elderly as experienced globally. The biomedical sensors proactively collect physiological data of remote patients to recommend diagnostic services. The prot...

  3. Entertainment computing, social transformation and the quantum field

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Nijholt, A.; Reidsma, D.; Hondorp, H.

    2009-01-01

    Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be

  4. Application of ubiquitous computing in personal health monitoring systems.

    Science.gov (United States)

    Kunze, C; Grossmann, U; Stork, W; Müller-Glaser, K D

    2002-01-01

    A possibility to significantly reduce the costs of public health systems is to increasingly use information technology. The Laboratory for Information Processing Technology (ITIV) at the University of Karlsruhe is developing a personal health monitoring system, which should improve health care and at the same time reduce costs by combining micro-technological smart sensors with personalized, mobile computing systems. In this paper we present how ubiquitous computing theory can be applied in the health-care domain.

  5. A Wireless Sensor Network-Based Ubiquitous Paprika Growth Management System

    Science.gov (United States)

    Hwang, Jeonghwan; Shin, Changsun; Yoe, Hyun

    2010-01-01

    Wireless Sensor Network (WSN) technology can facilitate advances in productivity, safety and human quality of life through its applications in various industries. In particular, the application of WSN technology to the agricultural area, which is labor-intensive compared to other industries, and in addition is typically lacking in IT technology applications, adds value and can increase the agricultural productivity. This study attempts to establish a ubiquitous agricultural environment and improve the productivity of farms that grow paprika by suggesting a ‘Ubiquitous Paprika Greenhouse Management System’ using WSN technology. The proposed system can collect and monitor information related to the growth environment of crops outside and inside paprika greenhouses by installing WSN sensors and monitoring images captured by CCTV cameras. In addition, the system provides a paprika greenhouse environment control facility for manual and automatic control from a distance, improves the convenience and productivity of users, and facilitates an optimized environment to grow paprika based on the growth environment data acquired by operating the system. PMID:22163543

  6. Home automation becomes home entertainment. Emotion replaces function; Hausautomation sucht Naehe zum Home-Entertainment. Emotion verdraengt Funktion

    Energy Technology Data Exchange (ETDEWEB)

    Schmid, W.

    2006-09-15

    Home automation commonly applies to control of lighting, shading, heating, safety etc., i.e. a purely functional concept. Recently, many systems have come to integrate home entertainment as well: Bang and Olufsen and Revox meets heating, light, and ventilation. (orig.)

  7. Preface (to: Advances in Computer Entertainment)

    OpenAIRE

    Romão, Teresa; Nijholt, Antinus; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world. ACE 2012 will bring together leading researchers and practitioners from academia and industry to prese...

  8. A Wireless Sensor Network-Based Ubiquitous Paprika Growth Management System

    Directory of Open Access Journals (Sweden)

    Jeonghwan Hwang

    2010-12-01

    Full Text Available Wireless Sensor Network (WSN technology can facilitate advances in productivity, safety and human quality of life through its applications in various industries. In particular, the application of WSN technology to the agricultural area, which is labor-intensive compared to other industries, and in addition is typically lacking in IT technology applications, adds value and can increase the agricultural productivity. This study attempts to establish a ubiquitous agricultural environment and improve the productivity of farms that grow paprika by suggesting a ‘Ubiquitous Paprika Greenhouse Management System’ using WSN technology. The proposed system can collect and monitor information related to the growth environment of crops outside and inside paprika greenhouses by installing WSN sensors and monitoring images captured by CCTV cameras. In addition, the system provides a paprika greenhouse environment control facility for manual and automatic control from a distance, improves the convenience and productivity of users, and facilitates an optimized environment to grow paprika based on the growth environment data acquired by operating the system.

  9. AIRSF: a new entertainment adaptive framework for stress free air tTravels

    NARCIS (Netherlands)

    Liu, H.; Hu, J.; Rauterberg, G.W.M.; Inakage, M.; Cheok, A.D.

    2008-01-01

    In this paper, we present a new entertainment adaptive framework AIRSF for stress free air travels. Based on the passenger’s current and target comfort states, user entertainment preference, and context of use, the system uses a Markov decision process to recommend context-aware and personalized

  10. Visiting entertainment venues and sexual health in China.

    Science.gov (United States)

    Li, Li; Wu, Zunyou; Rotheram-Borus, Mary Jane; Guan, Jihui; Yin, Yueping; Detels, Roger; Wu, Sheng; Lee, Sung-Jae; Cao, Haijun; Lin, Chunqing; Rou, Keming; Liu, Zhendong

    2009-10-01

    Entertainment venues in China are associated with risky sexual behavior. Most previous studies related to entertainment venues in China have focused on sex workers and commercial sex, but this study addressed sexual health in a sample of the general urban population. A randomly selected sample of market vendors (n = 4,510) from an eastern city was recruited and assessed to examine relationships between entertainment venue visits and sexual risk. Both behavioral (self-reports of unprotected sex) and biomedical (STD test results) measures were used. About 18% of the sample (26.8% of men and 9% of women) reported visiting entertainment venues in the past 30 days. Those who visited entertainment venues were more likely to be male, younger, single, with higher education, and to have more discretionary income. For both men and women, visiting entertainment venues was a significant predictor for unprotected sex and STD infection. Gender differences were observed in predicting unprotected sex and STD infections. Entertainment venues could be potential sites for place-based intervention programs and outreach for the general population.

  11. A system for ubiquitous health monitoring in the bedroom via a Bluetooth network and wireless LAN.

    Science.gov (United States)

    Choi, J M; Choi, B H; Seo, J W; Sohn, R H; Ryu, M S; Yi, W; Park, K S

    2004-01-01

    Advances in information technology have enabled ubiquitous health monitoring at home, which is particularly useful for patients, who have to live alone. We have focused on the automatic and unobtrusive measurement of biomedical signals and activities of patients. We have constructed wireless communication networks in order to transfer data. The networks consist of Bluetooth and Wireless Local Area Network (WLAN). In this paper, we present the concept of a ubiquitous-Bedroom (u-Bedroom) which is a part of a ubiquitous-House (u-House) and we present our systems for ubiquitous health monitoring.

  12. Entertainment computing, social transformation and the quantum field

    OpenAIRE

    Rauterberg, G.W.M.; Nijholt, A.; Reidsma, D.; Hondorp, H.

    2009-01-01

    Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be a normative position to enhance human living through social transformation. One possible option in this direction is a shared `conscious' field. Several ideas about a new kind of field based on qu...

  13. Ubiquitous Retailing Innovative Scenario: From the Fixed Point of Sale to the Flexible Ubiquitous Store

    Directory of Open Access Journals (Sweden)

    Eleonora Pantano

    2013-05-01

    Full Text Available The current advances in information and communications technologies developed new tools for retailers to innovate. In fact, the increasing computing capacity and the advancements in networking systems provided a new ubiquitous scenario that can be adapted for retailing in order to develop innovative shopping environments. The aim of this paper is to deeply understand the emergence of the ubiquitous retailing phenomenon and the possible shift from the physical point of sale to a ubiquitous one, by analysing this radical innovation and the main consequences for frms and market.

  14. Entertainment, Dance and Northern Mohawk Showmanship.

    Science.gov (United States)

    Blanchard, David

    1983-01-01

    Examines the nature and history of the Kahnawake Mohawk settlement's participation in the entertainment industry, including some of the Iroquoian roots of ritual parody that contributed to Mohawk performance. Notes some of the effects of entertainment on the settlement's traditional culture. (SB)

  15. Privacy-related context information for ubiquitous health.

    Science.gov (United States)

    Seppälä, Antto; Nykänen, Pirkko; Ruotsalainen, Pekka

    2014-03-11

    Ubiquitous health has been defined as a dynamic network of interconnected systems. A system is composed of one or more information systems, their stakeholders, and the environment. These systems offer health services to individuals and thus implement ubiquitous computing. Privacy is the key challenge for ubiquitous health because of autonomous processing, rich contextual metadata, lack of predefined trust among participants, and the business objectives. Additionally, regulations and policies of stakeholders may be unknown to the individual. Context-sensitive privacy policies are needed to regulate information processing. Our goal was to analyze privacy-related context information and to define the corresponding components and their properties that support privacy management in ubiquitous health. These properties should describe the privacy issues of information processing. With components and their properties, individuals can define context-aware privacy policies and set their privacy preferences that can change in different information-processing situations. Scenarios and user stories are used to analyze typical activities in ubiquitous health to identify main actors, goals, tasks, and stakeholders. Context arises from an activity and, therefore, we can determine different situations, services, and systems to identify properties for privacy-related context information in information-processing situations. Privacy-related context information components are situation, environment, individual, information technology system, service, and stakeholder. Combining our analyses and previously identified characteristics of ubiquitous health, more detailed properties for the components are defined. Properties define explicitly what context information for different components is needed to create context-aware privacy policies that can control, limit, and constrain information processing. With properties, we can define, for example, how data can be processed or how components

  16. A Socio-technical study of an Ubiquitous CPOE-system in Local Use

    DEFF Research Database (Denmark)

    Wentzer, Helle; Böttger, Ulrich; Boye, Niels

    2006-01-01

    , transformation in competencies, and less time spent at the bedside for nurses and doctors, as a system - constructed for ubiquitous drug-order entries and handling - was implemented for local use. This study throws light on problems of patient continuity, patient-related and IT-system-related error...

  17. 11 CFR 7.20 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-01-01

    ... 11 Federal Elections 1 2010-01-01 2010-01-01 false Gifts, entertainment, and favors. 7.20 Section... of Special Commission Employees § 7.20 Gifts, entertainment, and favors. Except as provided at 11 CFR... a gift, gratuity, loan, entertainment, or favor for himself or herself, or for another person...

  18. HSDPA (3.5G)-based ubiquitous integrated biotelemetry system for emergency care.

    Science.gov (United States)

    Kang, Jaemin; Shin, Il Hyung; Koo, Yoonseo; Jung, Min Yang; Suh, Gil Joon; Kim, Hee Chan

    2007-01-01

    We have developed the second prototype system of Ubiquitous Integrated Biotelemetry System for Emergency Care(UIBSEC) using a HSDPA(High Speed Downlink Packet Access) modem to be used by emergency rescuers to get directions from medical doctors in providing emergency medical services for patients in ambulance. Five vital bio-signal instrumentation modules have been implemented, which include noninvasive arterial blood pressure (NIBP), arterial oxygen saturation (SaO2), 6-channel electro-cardiogram(ECG), blood glucose level, and body temperature and real-time motion picture of the patient and GPS information are also taken. Measured patient data, captured motion picture and GPS information are then transferred to a doctor's PC through the HSDPA and TCP/IP networks using stand-alone HSDPA modem. Most prominent feature of the developed system is that it is based on the HSDPA backbone networks available in Korea now, through which we will be able to establish a ubiquitous emergency healthcare service system.

  19. Towards context adaptive privacy decisions in ubiquitous computing

    NARCIS (Netherlands)

    Schaub, Florian; Könings, Bastian; Weber, M.; Kargl, Frank

    2012-01-01

    In ubiquitous systems control of privacy settings will be increasingly difficult due to the pervasive nature of sensing and communication capabilities. We identify challenges for privacy decisions in ubiquitous systems and propose a system for in situ privacy decision support. When context changes

  20. Multimedia and ubiquitous engineering MUE 2013

    CERN Document Server

    Ng, Joseph; Jeong, Hwa; Waluyo, Borgy

    2013-01-01

    The new multimedia standards (for example, MPEG-21) facilitate the seamless integration of multiple modalities into interoperable multimedia frameworks, transforming the way people work and interact with multimedia data. These key technologies and multimedia solutions interact and collaborate with each other in increasingly effective ways, contributing to the multimedia revolution and having a significant impact across a wide spectrum of consumer, business, healthcare, education, and governmental domains. Multimedia and Ubiquitous Engineering provides an opportunity for academic and industry professionals to discuss recent progress in the area of multimedia and ubiquitous environment including models and systems, new directions, novel applications associated with the utilization and acceptance of ubiquitous computing devices and systems.

  1. Digital Entertainment: Zukunftstrends der Computer-Entertainment-Industrie

    OpenAIRE

    Janson, A.

    2002-01-01

    Die Computer Entertainment Industrie existiert seit den frühen siebziger Jahren und ist seitdem einem stetigen Wachstums- und Veränderungsprozess unterzogen. Mittlerweile weist die Branche nach aktuellen Schätzungen weltweit einen jährlichen Umsatz von 18 bis 25 Milliarden US Dollar auf und ist in Hinblick auf Entwicklungskosten, Nutzerzahlen und Renditen durchaus mit der internationalen Filmindustrie vergleichbar. Die Entwicklung von Hardwaretechnologien (Grafikkarten, innovative Eingabegerä...

  2. Elevation in response to entertainment portrayals of moral virtue

    OpenAIRE

    Oliver, M. B.; Hartmann, T.; Woolley, J.

    2012-01-01

    Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation" may provide a framework for understanding many examples of sad or dramatic entertainment. The results of this study suggest that many types of meaningful cinematic entertainment feature portrayals...

  3. Privacy-Related Context Information for Ubiquitous Health

    Science.gov (United States)

    Nykänen, Pirkko; Ruotsalainen, Pekka

    2014-01-01

    Background Ubiquitous health has been defined as a dynamic network of interconnected systems. A system is composed of one or more information systems, their stakeholders, and the environment. These systems offer health services to individuals and thus implement ubiquitous computing. Privacy is the key challenge for ubiquitous health because of autonomous processing, rich contextual metadata, lack of predefined trust among participants, and the business objectives. Additionally, regulations and policies of stakeholders may be unknown to the individual. Context-sensitive privacy policies are needed to regulate information processing. Objective Our goal was to analyze privacy-related context information and to define the corresponding components and their properties that support privacy management in ubiquitous health. These properties should describe the privacy issues of information processing. With components and their properties, individuals can define context-aware privacy policies and set their privacy preferences that can change in different information-processing situations. Methods Scenarios and user stories are used to analyze typical activities in ubiquitous health to identify main actors, goals, tasks, and stakeholders. Context arises from an activity and, therefore, we can determine different situations, services, and systems to identify properties for privacy-related context information in information-processing situations. Results Privacy-related context information components are situation, environment, individual, information technology system, service, and stakeholder. Combining our analyses and previously identified characteristics of ubiquitous health, more detailed properties for the components are defined. Properties define explicitly what context information for different components is needed to create context-aware privacy policies that can control, limit, and constrain information processing. With properties, we can define, for example, how

  4. New initiative links scientists and entertainers

    Science.gov (United States)

    Gwynne, Peter

    2009-01-01

    The US National Academy of Sciences has teamed up with Hollywood to improve the quality of science portrayed in films, TV shows and video games. The new Science and Entertainment Exchange (SEE) aims to create better links between entertainment-industry professionals and scientists to improve the credibility of programming related to science.

  5. A communication model to integrate the Request-Response and the Publish-Subscribe paradigms into ubiquitous systems.

    Science.gov (United States)

    Rodríguez-Domínguez, Carlos; Benghazi, Kawtar; Noguera, Manuel; Garrido, José Luis; Rodríguez, María Luisa; Ruiz-López, Tomás

    2012-01-01

    The Request-Response (RR) paradigm is widely used in ubiquitous systems to exchange information in a secure, reliable and timely manner. Nonetheless, there is also an emerging need for adopting the Publish-Subscribe (PubSub) paradigm in this kind of systems, due to the advantages that this paradigm offers in supporting mobility by means of asynchronous, non-blocking and one-to-many message distribution semantics for event notification. This paper analyzes the strengths and weaknesses of both the RR and PubSub paradigms to support communications in ubiquitous systems and proposes an abstract communication model in order to enable their seamless integration. Thus, developers will be focused on communication semantics and the required quality properties, rather than be concerned about specific communication mechanisms. The aim is to provide developers with abstractions intended to decrease the complexity of integrating different communication paradigms commonly needed in ubiquitous systems. The proposal has been applied to implement a middleware and a real home automation system to show its applicability and benefits.

  6. Redundancy in Systems Which Entertain a Model of Themselves: Interaction Information and the Self-Organization of Anticipation

    Directory of Open Access Journals (Sweden)

    Loet Leydesdorff

    2010-01-01

    Full Text Available Mutual information among three or more dimensions (μ* = –Q has been considered as interaction information. However, Krippendorff [1,2] has shown that this measure cannot be interpreted as a unique property of the interactions and has proposed an alternative measure of interaction information based on iterative approximation of maximum entropies. Q can then be considered as a measure of the difference between interaction information and redundancy generated in a model entertained by an observer. I argue that this provides us with a measure of the imprint of a second-order observing system—a model entertained by the system itself—on the underlying information processing. The second-order system communicates meaning hyper-incursively; an observation instantiates this meaning-processing within the information processing. The net results may add to or reduce the prevailing uncertainty. The model is tested empirically for the case where textual organization can be expected to contain intellectual organization in terms of distributions of title words, author names, and cited references.

  7. Ubiquitous Performance-Support System as Mindtool: A Case Study of Instructional Decision Making and Learning Assistant

    Science.gov (United States)

    Peng, Hsinyi; Chuang, Po-Ya; Hwang, Gwo-Jen; Chu, Hui-Chun; Wu, Ting-Ting; Huang, Shu-Xian

    2009-01-01

    Researchers have conducted various studies on applying wireless communication and ubiquitous computing technologies to education, so that the technologies can provide learners and educators with more active and adaptive support. This study proposes a Ubiquitous Performance-support System (UPSS) that can facilitate the seamless use of powerful new…

  8. Trust information-based privacy architecture for ubiquitous health.

    Science.gov (United States)

    Ruotsalainen, Pekka Sakari; Blobel, Bernd; Seppälä, Antto; Nykänen, Pirkko

    2013-10-08

    Ubiquitous health is defined as a dynamic network of interconnected systems that offers health services independent of time and location to a data subject (DS). The network takes place in open and unsecure information space. It is created and managed by the DS who sets rules that regulate the way personal health information is collected and used. Compared to health care, it is impossible in ubiquitous health to assume the existence of a priori trust between the DS and service providers and to produce privacy using static security services. In ubiquitous health features, business goals and regulations systems followed often remain unknown. Furthermore, health care-specific regulations do not rule the ways health data is processed and shared. To be successful, ubiquitous health requires novel privacy architecture. The goal of this study was to develop a privacy management architecture that helps the DS to create and dynamically manage the network and to maintain information privacy. The architecture should enable the DS to dynamically define service and system-specific rules that regulate the way subject data is processed. The architecture should provide to the DS reliable trust information about systems and assist in the formulation of privacy policies. Furthermore, the architecture should give feedback upon how systems follow the policies of DS and offer protection against privacy and trust threats existing in ubiquitous environments. A sequential method that combines methodologies used in system theory, systems engineering, requirement analysis, and system design was used in the study. In the first phase, principles, trust and privacy models, and viewpoints were selected. Thereafter, functional requirements and services were developed on the basis of a careful analysis of existing research published in journals and conference proceedings. Based on principles, models, and requirements, architectural components and their interconnections were developed using system

  9. An Education in Entertainment – Possible Trends in Southeast Asia

    Directory of Open Access Journals (Sweden)

    Benny Lim

    2014-03-01

    Full Text Available The term Entertainment Industry has been used interchangeably with the term Creative Industries and also has been suggested to be part of the creative industries. The creative industries seeks to provide commercially viable artistic and creative products, known as intellectual property, and in the process of such provision, contributes to the nation’s creative economy. From an education perspective in Southeast Asia, two observations can be made. Firstly, the focus of education in relation to the entertainment industry has always been technical. Secondly, the introduction of the concepts of the creative industries in Southeast Asia has spurred new trends in the education of the entertainment industry. Outside of Southeast Asia, there have been a growing number of academic programs in the field of Entertainment. From within Southeast Asia, Malaysia has taken the lead to introduce two new trends in the entertainment education – entertainment management and entertainment arts.

  10. Sensors for the Senses: Meaning-making via self-active entertainment experiences

    Directory of Open Access Journals (Sweden)

    Anthony Brooks

    2015-08-01

    Full Text Available In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entertainment experience", the author posited on how Inhabited Information Spaces, created as core catalyst of research, may be questioned as a multisensory future virtual work of art. This themed Human-Computer Interaction for Entertainment contribution for the EAI INTETAIN 2015 conference builds upon the earlier work by questioning meaning making from such self-active entertainment experiences. Contextually, self-active relates to actor empowerment via ICT, whilst entertainment refers to HCI paradigms that are fun, engaging, and enjoyable. Conceptualizing, designing and realizing alternative digital media entertainment situations in stage performance, interactive installations and exhibitions at leading Museums for Modern Art, National and International major events, contributed to development of a sensor-based system conceived as a platform to investigate meaning making having societal impact beyond art. The system involves arrays of selectable sensor profiles mixed and matched according to requirements. Sensing of human input can be through worn (biosignal e.g. EEG, ECG, EMG, GSR, held, and/or non-worn sensors (volumetric, linear and planar interface profiles. Mapping of sourced human data is to a variety of digital content including art-based (music making, digital painting, lighting effects, video games, Virtual Reality and robotic devices. System adaptability promotes participant profile matching e.g. according to desired outcome. All ages and abilities are potential users. Preceding the commonly known camera-based game controllers such as EyeToy, Wii, and Kinect; the SoundScapes Virtual Interactive Space system has been used in institutes, hospitals and clinics to empower people with impairment to unconsciously push their limits of functionality via creative and playful expression. Rehabilitation is less mundane and boring, where variety of ICT

  11. Enjoyment and entertainment in east and west

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Rauterberg, G.W.M.

    2004-01-01

    From a users perspective entertainment is based on enjoyment in using these products or services. How and which cultural differences between eastern and western cultures are influencing enjoyment and the design of entertainment technology is described in this paper. In particular the underlying

  12. Handbook of digital games and entertainment technologies

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.; Ciancarini, P.

    2017-01-01

    The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this

  13. A Communication Model to Integrate the Request-Response and the Publish-Subscribe Paradigms into Ubiquitous Systems

    Directory of Open Access Journals (Sweden)

    Tomás Ruiz-López

    2012-06-01

    Full Text Available The Request-Response (RR paradigm is widely used in ubiquitous systems to exchange information in a secure, reliable and timely manner. Nonetheless, there is also an emerging need for adopting the Publish-Subscribe (PubSub paradigm in this kind of systems, due to the advantages that this paradigm offers in supporting mobility by means of asynchronous, non-blocking and one-to-many message distribution semantics for event notification. This paper analyzes the strengths and weaknesses of both the RR and PubSub paradigms to support communications in ubiquitous systems and proposes an abstract communication model in order to enable their seamless integration. Thus, developers will be focused on communication semantics and the required quality properties, rather than be concerned about specific communication mechanisms. The aim is to provide developers with abstractions intended to decrease the complexity of integrating different communication paradigms commonly needed in ubiquitous systems. The proposal has been applied to implement a middleware and a real home automation system to show its applicability and benefits.

  14. A Communication Model to Integrate the Request-Response and the Publish-Subscribe Paradigms into Ubiquitous Systems

    Science.gov (United States)

    Rodríguez-Domínguez, Carlos; Benghazi, Kawtar; Noguera, Manuel; Garrido, José Luis; Rodríguez, María Luisa; Ruiz-López, Tomás

    2012-01-01

    The Request-Response (RR) paradigm is widely used in ubiquitous systems to exchange information in a secure, reliable and timely manner. Nonetheless, there is also an emerging need for adopting the Publish-Subscribe (PubSub) paradigm in this kind of systems, due to the advantages that this paradigm offers in supporting mobility by means of asynchronous, non-blocking and one-to-many message distribution semantics for event notification. This paper analyzes the strengths and weaknesses of both the RR and PubSub paradigms to support communications in ubiquitous systems and proposes an abstract communication model in order to enable their seamless integration. Thus, developers will be focused on communication semantics and the required quality properties, rather than be concerned about specific communication mechanisms. The aim is to provide developers with abstractions intended to decrease the complexity of integrating different communication paradigms commonly needed in ubiquitous systems. The proposal has been applied to implement a middleware and a real home automation system to show its applicability and benefits. PMID:22969366

  15. A pervasive health monitoring service system based on ubiquitous network technology.

    Science.gov (United States)

    Lin, Chung-Chih; Lee, Ren-Guey; Hsiao, Chun-Chieh

    2008-07-01

    The phenomenon of aging society has derived problems such as shortage of medical resources and reduction of quality in healthcare services. This paper presents a system infrastructure for pervasive and long-term healthcare applications, i.e. a ubiquitous network composed of wireless local area network (WLAN) and cable television (CATV) network serving as a platform for monitoring physiological signals. Users can record vital signs including heart rate, blood pressure, and body temperature anytime either at home or at frequently visited public places in order to create a personal health file. The whole system was formally implemented in December 2004. Analysis of 2000 questionnaires indicates that 85% of users were satisfied with the provided community-wide healthcare services. Among the services provided by our system, health consultation services offered by family doctors was rated the most important service by 17.9% of respondents, and was followed by control of one's own health condition (16.4% of respondents). Convenience of data access was rated most important by roughly 14.3% of respondents. We proposed and implemented a long-term healthcare system integrating WLAN and CATV networks in the form of a ubiquitous network providing a service platform for physiological monitoring. This system can classify the health levels of the resident according to the variation tendency of his or her physiological signal for important reference of health management.

  16. Using TinyOS Components for the Design of an Adaptive Ubiquitous System

    NARCIS (Netherlands)

    Kaya, O.S.; Durmaz, O.; Dulman, S.O.; Gemesi, R.; Jansen, P.G.; Havinga, Paul J.M.

    2005-01-01

    This work is an initiative attempt toward component-based software engineering in ubiquitous computing systems. Software components cooperate in a distributed manner to meet a demand, and adapt their software bindings during run-time depending on the context information. There are two main research

  17. Using TinyOS Components for the Design of an Adaptive Ubiquitous System

    NARCIS (Netherlands)

    Kaya, O.S.; Durmaz, O.; Dulman, S.O.; Gemesi, R.; Jansen, P.G.; Havinga, Paul J.M.

    This work is an initiative attempt toward component-based software engineering in ubiquitous computing systems. Software components cooperate in a distributed manner to meet a demand, and adapt their software bindings during run-time depending on the context information. There are two main research

  18. Visiting Entertainment Venues and Sexual Health in China

    OpenAIRE

    Li, Li; Wu, Zunyou; Rotheram-Borus, Mary Jane; Guan, Jihui; Yin, Yueping; Detels, Roger; Wu, Sheng; Lee, Sung-Jae; Cao, Haijun; Lin, Chunqing; Rou, Keming; Liu, Zhendong

    2008-01-01

    Entertainment venues in China are associated with risky sexual behavior. Most previous studies related to entertainment venues in China have focused on sex workers and commercial sex, but this study addressed sexual health in a sample of the general urban population. A randomly selected sample of market vendors (n = 4,510) from an eastern city was recruited and assessed to examine relationships between entertainment venue visits and sexual risk. Both behavioral (self-reports of unprotected se...

  19. Special issue on advances in computer entertainment: editorial

    OpenAIRE

    Romão, T.; Romão, Teresa; Nijholt, Antinus; Cheok, J.D.; Cheok, Adrian David

    2015-01-01

    This special issue of the International Journal of Arts and Technology comprises a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. The main goal of ACE is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and application...

  20. Reflection Paper on a Ubiquitous English Vocabulary Learning System: Evidence of Active/Passive Attitude vs. Usefulness/Ease-of-Use

    Science.gov (United States)

    Lim, Jeff

    2013-01-01

    "A ubiquitous English vocabulary learning system: evidence of active/passive attitudes vs. usefulness/ease-of-use" introduces and develops "Ubiquitous English Vocabulary Learning" (UEFL) system. It introduces to the memorization using the video clips. According to their paper the video clip gives a better chance for students to…

  1. Design and Implementation of Ubiquitous Health System U-Health Using Smart-Watches Sensors

    Science.gov (United States)

    Razavi Termeh, V.; Sadeghi Niaraki, A.

    2015-12-01

    Today as diseases grow rapidly, the responsibilities of the health clinics in giving services to patients increase and patients have to be more monitored and controlled. Remote systems of monitoring patients result in reducing cost, ease of movement, and also persistent control of patients by their doctors, so that patient can be monitored without need to go to the clinic. Recent advances in the field of ubiquitous sciences as well as using smartphones have resulted in increasingly use of this devices in remote monitoring of patients. The aim of this paper is to design and implement a ubiquitous health system using smartphones and sensors of smart-watches. This is accomplished through the information sent to the smartphone from the sensors of the watch, e.g. heart beat measurement sensor and ultraviolet ray. Then, this information is analyzed in the smartphone and some information based on the position of the patient and the path of him/her using GIS analyses as well as the information about the health level of the patient is sent to the doctor via SMS or phone call. Unnatural heart beats can be resulted in diseases such as Heart Failure and Arterial Fibrillation. With the approach adopted in this study, the patient or the doctor could be aware of these diseases at any time. The proposed approach is a low cost, without need to complex and resilient equipment, system in ubiquitous health that does not limit the movement of the patient.

  2. Beyond Pleasure: Exploring the Eudaimonic Entertainment Experience

    Science.gov (United States)

    Wirth, Werner; Hofer, Matthias; Schramm, Holger

    2012-01-01

    We examine the notion of eudaimonic entertainment during exposure to a sad but meaningful movie, using a new measure consisting of 5 dimensions derived from research on positive psychology. We, thereby, transfer the conception of eudaimonic well-being to the conception of entertainment. Results of a confirmatory factor analysis show that the 5…

  3. Networked Biomedical System for Ubiquitous Health Monitoring

    Directory of Open Access Journals (Sweden)

    Arjan Durresi

    2008-01-01

    Full Text Available We propose a distributed system that enables global and ubiquitous health monitoring of patients. The biomedical data will be collected by wearable health diagnostic devices, which will include various types of sensors and will be transmitted towards the corresponding Health Monitoring Centers. The permanent medical data of patients will be kept in the corresponding Home Data Bases, while the measured biomedical data will be sent to the Visitor Health Monitor Center and Visitor Data Base that serves the area of present location of the patient. By combining the measured biomedical data and the permanent medical data, Health Medical Centers will be able to coordinate the needed actions and help the local medical teams to make quickly the best decisions that could be crucial for the patient health, and that can reduce the cost of health service.

  4. Electricity for the entertainment electrician & technician

    CERN Document Server

    Cadena, Richard

    2012-01-01

    Basic Electricity for the Entertainment Electrician will reinforce the fundamentals of electricity, power distribution, safety, and show you the latest technology on things like:* IGBTs* sine-wave dimming* all of the latest software applications (list to come)In the ever-changing entertainment technology field, this book will give you enough information to prepare you for a future in the industry or reinforce the practical experience you have already gained. If you understand the principles in this book, you will

  5. Positive effects of entertainment technology on human behaviour

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Jacquart, R.

    2004-01-01

    From a users' perspective entertainment is based on enjoyment in using these products or services. How and which cultural differences between eastern and western cultures are influencing enjoyment and the design of entertainment technology is described in this paper. In particular the underlying

  6. Entertainment-Retail Centers in Hong Kong and Los Angeles: Trends and Lessons

    OpenAIRE

    Clara Irazabal; Surajit Chakravarty

    2007-01-01

    This paper seeks to answer the question of why Entertainment Retail Centers (ERCs) develop as they do and what we can expect from these centers of consumption in the near future. Beginning with a "network" view of cities, where cities are nodes in an integrated economic system, the paper examines the evolution of and recent trends in the design of Entertainment Retail Centers (ERCs) in Los Angeles and Hong Kong. The analysis is organized along four related themes - land use, transportation, u...

  7. Evaluation of a ubiquitous learning system in a design engineering environment

    NARCIS (Netherlands)

    Vroom, R.W.; Horvath, I.; Rusak, Z.; De Smit, A.; Opiyo, E.Z.

    2012-01-01

    Ubiquitous computing is computing power that is integrated in devices and environments in such a way that they offer optimal support to human daily life activities. For industrial design engineering students, applying ubiquitous technologies offer a great opportunity and challenge for innovating

  8. Mining the preferences of patients for ubiquitous clinic recommendation.

    Science.gov (United States)

    Chen, Tin-Chih Toly; Chiu, Min-Chi

    2018-03-06

    A challenge facing all ubiquitous clinic recommendation systems is that patients often have difficulty articulating their requirements. To overcome this problem, a ubiquitous clinic recommendation mechanism was designed in this study by mining the clinic preferences of patients. Their preferences were defined using the weights in the ubiquitous clinic recommendation mechanism. An integer nonlinear programming problem was solved to tune the values of the weights on a rolling basis. In addition, since it may take a long time to adjust the values of weights to their asymptotic values, the back propagation network (BPN)-response surface method (RSM) method is applied to estimate the asymptotic values of weights. The proposed methodology was tested in a regional study. Experimental results indicated that the ubiquitous clinic recommendation system outperformed several existing methods in improving the successful recommendation rate.

  9. Listening, watching, and reading: the structure and correlates of entertainment preferences.

    Science.gov (United States)

    Rentfrow, Peter J; Goldberg, Lewis R; Zilca, Ran

    2011-04-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of more than 3,000 individuals revealed a remarkably clear factor structure. Using multiple samples, methods, and geographic regions, data converged to reveal five entertainment-preference dimensions: Communal, Aesthetic, Dark, Thrilling, and Cerebral. Preferences for these entertainment dimensions were uniquely related to demographics and personality traits. Results also indicated that personality accounted for significant proportions of variance in entertainment preferences over and above demographics. The results provide a foundation for developing and testing hypotheses about the psychology of entertainment preferences. © 2011 The Authors. Journal of Personality © 2011, Wiley Periodicals, Inc.

  10. Entertainment computing : inaugural editorial

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.

    2009-01-01

    Entertainment computing is on its way getting an established research arena in industry and academia as well. To bring all the different contributing research communities together shared resources (e.g. email distribution list, conference series, and journals), organizational structures (e.g.

  11. A Review on Stereoscopic 3D: Home Entertainment for the Twenty First Century

    Science.gov (United States)

    Karajeh, Huda; Maqableh, Mahmoud; Masa'deh, Ra'ed

    2014-12-01

    In the last few years, stereoscopic developed very rapidly and employed in many different fields such as entertainment. Due to the importance of entertainment aspect of stereoscopic 3D (S3D) applications, a review of the current state of S3D development in entertainment technology is conducted. In this paper, a novel survey of the stereoscopic entertainment aspects is presented by discussing the significant development of a 3D cinema, the major development of 3DTV, the issues related to 3D video content and 3D video games. Moreover, we reviewed some problems that can be caused in the viewers' visual system from watching stereoscopic contents. Some stereoscopic viewers are not satisfied as they are frustrated from wearing glasses, have visual fatigue, complain from unavailability of 3D contents, and/or complain from some sickness. Therefore, we will discuss stereoscopic visual discomfort and to what extend the viewer will have an eye fatigue while watching 3D contents or playing 3D games. The suggested solutions in the literature for this problem are discussed.

  12. Ubiquitous Learning Project Using Life-Logging Technology in Japan

    Science.gov (United States)

    Ogata, Hiroaki; Hou, Bin; Li, Mengmeng; Uosaki, Noriko; Mouri, Kosuke; Liu, Songran

    2014-01-01

    A Ubiquitous Learning Log (ULL) is defined as a digital record of what a learner has learned in daily life using ubiquitous computing technologies. In this paper, a project which developed a system called SCROLL (System for Capturing and Reusing Of Learning Log) is presented. The aim of developing SCROLL is to help learners record, organize,…

  13. Elevation in response to entertainment portrayals of moral virtue

    NARCIS (Netherlands)

    Oliver, M. B.; Hartmann, T.; Woolley, J.

    2012-01-01

    Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation"

  14. A cloud-based X73 ubiquitous mobile healthcare system: design and implementation.

    Science.gov (United States)

    Ji, Zhanlin; Ganchev, Ivan; O'Droma, Máirtín; Zhang, Xin; Zhang, Xueji

    2014-01-01

    Based on the user-centric paradigm for next generation networks, this paper describes a ubiquitous mobile healthcare (uHealth) system based on the ISO/IEEE 11073 personal health data (PHD) standards (X73) and cloud computing techniques. A number of design issues associated with the system implementation are outlined. The system includes a middleware on the user side, providing a plug-and-play environment for heterogeneous wireless sensors and mobile terminals utilizing different communication protocols and a distributed "big data" processing subsystem in the cloud. The design and implementation of this system are envisaged as an efficient solution for the next generation of uHealth systems.

  15. Organizing a Campus Seminar on Careers in Entertainment.

    Science.gov (United States)

    Walt Disney Productions, Anaheim, CA.

    Developed by Walt Disney Productions as part of a project granted by the Career Education Program of the Office of Education, this handbook is designed to help college and university fine arts departments in planning and carrying out an on-campus seminar on careers in entertainment. Sections include Why Hold a Seminar on Careers in Entertainment?,…

  16. A proposal of an open ubiquitous fuzzy computing system for Ambient Intelligence

    NARCIS (Netherlands)

    Acampora, G.; Loia, V.; Lee, R.S.T.; Lioa, V.

    2007-01-01

    Ambient Intelligence (AmI) is considered as the composition of three emergent technologies: Ubiquitous Computing, Ubiquitous Communication and Intelligent User Interfaces. The aim of integration of aforesaid technologies is to make wider the interaction between human beings and information

  17. 77 FR 50204 - Star Entertainment Group, Inc., Order of Suspension of Trading

    Science.gov (United States)

    2012-08-20

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] Star Entertainment Group, Inc., Order of... lack of current and accurate information concerning the securities of Star Entertainment Group, Inc. (``Star Entertainment'') because of questions regarding the accuracy of the company's financial statements...

  18. Getting the story right: making computer-generated stories more entertaining

    NARCIS (Netherlands)

    Oinonen, K.M.; Theune, Mariet; Nijholt, Antinus; Heylen, Dirk K.J.; Maybury, Mark; Stock, Oliviero; Wahlster, Wolfgang

    2005-01-01

    In this paper we describe our efforts to increase the entertainment value of the stories generated by our story generation system, the Virtual Storyteller, at the levels of plot creation, discourse generation and spoken language presentation. We also discuss the construction of a story database that

  19. A model for ubiquitous care of noncommunicable diseases.

    Science.gov (United States)

    Vianna, Henrique Damasceno; Barbosa, Jorge Luis Victória

    2014-09-01

    The ubiquitous computing, or ubicomp, is a promising technology to help chronic diseases patients managing activities, offering support to them anytime, anywhere. Hence, ubicomp can aid community and health organizations to continuously communicate with patients and to offer useful resources for their self-management activities. Communication is prioritized in works of ubiquitous health for noncommunicable diseases care, but the management of resources is not commonly employed. We propose the UDuctor, a model for ubiquitous care of noncommunicable diseases. UDuctor focuses the resources offering, without losing self-management and communication supports. We implemented a system and applied it in two practical experiments. First, ten chronic patients tried the system and filled out a questionnaire based on the technology acceptance model. After this initial evaluation, an alpha test was done. The system was used daily for one month and a half by a chronic patient. The results were encouraging and show potential for implementing UDuctor in real-life situations.

  20. Navigation studies based on the ubiquitous positioning technologies

    Science.gov (United States)

    Ye, Lei; Mi, Weijie; Wang, Defeng

    2007-11-01

    This paper summarized the nowadays positioning technologies, such as absolute positioning methods and relative positioning methods, indoor positioning and outdoor positioning, active positioning and passive positioning. Global Navigation Satellite System (GNSS) technologies were introduced as the omnipresent out-door positioning technologies, including GPS, GLONASS, Galileo and BD-1/2. After analysis of the shortcomings of GNSS, indoor positioning technologies were discussed and compared, including A-GPS, Cellular network, Infrared, Electromagnetism, Computer Vision Cognition, Embedded Pressure Sensor, Ultrasonic, RFID (Radio Frequency IDentification), Bluetooth, WLAN etc.. Then the concept and characteristics of Ubiquitous Positioning was proposed. After the ubiquitous positioning technologies contrast and selection followed by system engineering methodology, a navigation system model based on Incorporate Indoor-Outdoor Positioning Solution was proposed. And this model was simulated in the Galileo Demonstration for World Expo Shanghai project. In the conclusion, the prospects of ubiquitous positioning based navigation were shown, especially to satisfy the public location information acquiring requirement.

  1. Entertainment and music magazine reading and binge drinking among a group of juvenile offenders.

    Science.gov (United States)

    Thomsen, Steven R; Rekve, Dag

    2006-01-01

    This study examines the relative contribution of exposure to entertainment and music magazines on binge drinking among a group of teenagers under the supervision of a juvenile court system in a medium-sized western United States community. Despite having a large proportion of adolescent readers, entertainment and music magazines typically include a substantial number of advertisements for alcoholic beverages in each issue. Data were collected via a self-report questionnaire administered to 342 juvenile offenders (ages 12-18 years). Three-quarters of our respondents reported they have used alcohol and about 37% indicated they were binge drinkers. As anticipated, binge drinkers were more frequent readers of entertainment and music magazines than non-binge drinkers. Binge drinkers also estimated that larger portions of their classmates used alcohol and would be more accepting of regular drinking than non-binge drinkers. Results of a multivariate logistic regression analysis to predict whether our subjects typically consumed five or more drinks during a drinking episode indicated that perceived ease of access, age, gender, the number of best friends who drink, parental drinking (inversely), and entertainment and music magazine reading frequency were significant predictors of binge drinking. We conclude that the predictive influence entertainment and music magazine reading frequency may actually reflect a selectivity bias among a segment of the youth sub-culture already inclined toward alcohol use and abuse. We recommend that entertainment and music magazine reading should be considered only within the constellation of other risk factors when assessing risk for potential alcohol abuse.

  2. Handbook of digital games and entertainment technologies

    CERN Document Server

    Rauterberg, Matthias; Ciancarini, Paolo

    2017-01-01

    The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.  The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other ...

  3. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    OpenAIRE

    Uematsu, Yuko; Saito, Hideo

    2008-01-01

    This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera....

  4. Laser entertainment and light shows in education

    Science.gov (United States)

    Sabaratnam, Andrew T.; Symons, Charles

    2002-05-01

    Laser shows and beam effects have been a source of entertainment since its first public performance May 9, 1969, at Mills College in Oakland, California. Since 1997, the Photonics Center, NgeeAnn Polytechnic, Singapore, has been using laser shows as a teaching tool. Students are able to exhibit their creative skills and learn at the same time how lasers are used in the entertainment industry. Students will acquire a number of skills including handling three- phase power supply, operation of cooling system, and laser alignment. Students also acquire an appreciation of the arts, learning about shapes and contours as they develop graphics for the shows. After holography, laser show animation provides a combination of the arts and technology. This paper aims to briefly describe how a krypton-argon laser, galvanometer scanners, a polychromatic acousto-optic modulator and related electronics are put together to develop a laser projector. The paper also describes how students are trained to make their own laser animation and beam effects with music, and at the same time have an appreciation of the operation of a Class IV laser and the handling of optical components.

  5. Trading as Entertainment?

    OpenAIRE

    Daniel Dorn; Paul Sengmueller

    2009-01-01

    Among 1,000 German brokerage clients for whom both survey responses and actual trading records are available, investors who report enjoying investing or gambling turn over their portfolio at twice the rate of their peers. Including entertainment attributes as additional explanatory variables in cross-sectional regressions of portfolio turnover on objective investor attributes more than doubles the fraction of the total variation of portfolio turnover that can be explained. The results are rob...

  6. Fenomena ‘Entertainment Architecture’ di Indonesia dan Perkembangan dalam Arsitektur

    Directory of Open Access Journals (Sweden)

    Nur Endah Nuffida

    2017-02-01

    Full Text Available Fenomena ‘entertainment architecture’ berkembang pada paruh akhir abad 20 di dunia yang ditandai dengan kehadiran karya-karya arsitektur yang dibangun dengan tujuan utama sebagai hiburan yang atraktif bagi penggunanya. Kajian ini merupakan upaya untuk menganalisis munculnya fenomena ‘entertainment architecture’ sebagai sebuah tipe dalam karya arsitektur, khususnya di Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian kualitatif dengan paradigma naturalistik Tujuan penelitian ini adalah untuk mengetahui dan menemukan pengertian ‘entertainment architecture’, berbagai karakteristik tertentu dalam bentuk rupa dan wujud arsitekturalnya dan bagaimana karakteristik tersebut dapat dibaca sebagai sebuah tipe dalam perkembangan arsitektur. Hasil kajian memberikan kesimpulan bahwa fenomena ‘entertainment architecture’ di Indonesia dapat dibaca sebagai perkembangan gagasan baru dalam paras berpikir dan membuat arsitektur melalui bahasa bangunan yang tertampilkan melalui sosok, tampang dan wujudnya yang berbeda dengan bahasa bangunan yang telah ada sebelumnya.

  7. Use of Sexuality-Focused Entertainment Media in Sex Education

    Science.gov (United States)

    Neustifter, Ruth; Blumer, Markie L. C.; O'Reilly, Jessica; Ramirez, Francisco

    2015-01-01

    The literature on the impact of entertainment media on sex education is typically pathology-focused, unclear regarding the effects of such usage, and void of dialogue between those who actually work in the areas of sexuality education and entertainment. To address this gap, this paper is the product of joint authorship between media figures from…

  8. Ubiquitous information for ubiquitous computing: expressing clinical data sets with openEHR archetypes.

    Science.gov (United States)

    Garde, Sebastian; Hovenga, Evelyn; Buck, Jasmin; Knaup, Petra

    2006-01-01

    Ubiquitous computing requires ubiquitous access to information and knowledge. With the release of openEHR Version 1.0 there is a common model available to solve some of the problems related to accessing information and knowledge by improving semantic interoperability between clinical systems. Considerable work has been undertaken by various bodies to standardise Clinical Data Sets. Notwithstanding their value, several problems remain unsolved with Clinical Data Sets without the use of a common model underpinning them. This paper outlines these problems like incompatible basic data types and overlapping and incompatible definitions of clinical content. A solution to this based on openEHR archetypes is motivated and an approach to transform existing Clinical Data Sets into archetypes is presented. To avoid significant overlaps and unnecessary effort during archetype development, archetype development needs to be coordinated nationwide and beyond and also across the various health professions in a formalized process.

  9. 77 FR 45480 - Deductions for Entertainment Use of Business Aircraft

    Science.gov (United States)

    2012-08-01

    ... Deductions for Entertainment Use of Business Aircraft AGENCY: Internal Revenue Service (IRS), Treasury... business aircraft for entertainment. These final regulations affect taxpayers that deduct expenses for... section 274 of the Internal Revenue Code (Code) of deductions for the use of business aircraft for...

  10. Ice Sheet System Model as Educational Entertainment

    Science.gov (United States)

    Perez, G.

    2013-12-01

    Understanding the importance of polar ice sheets and their role in the evolution of Sea Level Rise (SLR), as well as Climate Change, is of paramount importance for policy makers as well as the public and schools at large. For example, polar ice sheets and glaciers currently account for 1/3 of the SLR signal, a ratio that will increase in the near to long-term future, which has tremendous societal ramifications. Consequently, it is important to increase awareness about our changing planet. In our increasingly digital society, mobile and web applications are burgeoning venues for such outreach. The Ice Sheet System Model (ISSM) is a software that was developed at the Jet Propulsion Laboratory/CalTech/NASA, in collaboration with University of California Irvine (UCI), with the goal of better understanding the evolution of polar ice sheets. It is a state-of-the-art framework, which relies on higher-end cluster-computing to address some of the aforementioned challenges. In addition, it is a flexible framework that can be deployed on any hardware; in particular, on mobile platforms such as Android or iOS smart phones. Here, we look at how the ISSM development team managed to port their model to these platforms, what the implications are for improving how scientists disseminate their results, and how a broader audience may familiarize themselves with running complex climate models in simplified scenarios which are highly educational and entertaining in content. We also look at the future plans toward a web portal fully integrated with mobile technologies to deliver the best content to the public, and to provide educational plans/lessons that can be used in grades K-12 as well as collegiate under-graduate and graduate programs.

  11. Ubiquitous Versus One-to-One

    Science.gov (United States)

    McAnear, Anita

    2006-01-01

    When we planned the editorial calendar with the topic ubiquitous computing, we were thinking of ubiquitous computing as the one-to-one ratio of computers to students and teachers and 24/7 access to electronic resources. At the time, we were aware that ubiquitous computing in the computer science field had more to do with wearable computers. Our…

  12. Entertainment in View of Politicians in Ancient Greece and Rome

    Directory of Open Access Journals (Sweden)

    Valdas Pruskus

    2012-01-01

    Full Text Available The article discloses the cultural and social conditions of the entertainment phenomenon in Ancient Greece and Rome and the attitude of the authorities to it. The appearance of entertainment is closely related to the worship of cult of Gods. It is shown that the Romans being more materialistic and pragmatic paid less attention to spiritual entertainment than Greeks who fostered dramatic performances. Greek rulers and noblemen saw relaxational and educational function of the entertainment and also considered it as reducing tension and promoting solidarity. However, they did not intrude into its practical organization and had only a monitoring position, whereas the Romans were more interested in daily life and its bodily pleasures. Accordingly in recreational activities – games there dominated the spirit of competition, especially the gladiators games, which were bloody and cruel, but heated passions of spectators whose majority was comprised of plebs. There is shown that the authorities considered the entertainment as an effective tool to reach political aims, especially for gaining the support of commons in various elections, so they financed gladiators’ performances generously.This tradition is still topical in the flow of years. These days it has become the constituent part of the political marketing.

  13. Real-time 3D human capture system for mixed-reality art and entertainment.

    Science.gov (United States)

    Nguyen, Ta Huynh Duy; Qui, Tran Cong Thien; Xu, Ke; Cheok, Adrian David; Teo, Sze Lee; Zhou, ZhiYing; Mallawaarachchi, Asitha; Lee, Shang Ping; Liu, Wei; Teo, Hui Siang; Thang, Le Nam; Li, Yu; Kato, Hirokazu

    2005-01-01

    A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.

  14. War Isn’t Hell, It’s Entertainment

    DEFF Research Database (Denmark)

    Schubart, Rikke

    The interdisciplinary anthology War Isn’t Hell, It’s Entertainment analyses the relationship between war and the military on the one hand, and, on the other hand, entertainment, fiction, visual media, and cultural products. It examines war and film stars; war and films; war memorials; war...

  15. Promoting Occupational Safety and Health for Cambodian Entertainment Sector Workers.

    Science.gov (United States)

    Hsu, Lee-Nah; Howard, Richard; Torriente, Anna Maria; Por, Chuong

    2016-08-01

    Cambodia has developed booming textile, garment, tourism, and entertainment service industries since the mid-1990s. The 2007 global financial crisis pushed many garment workers, who lost their jobs, into the entertainment sector. Entertainment workers are typically engaged informally by their employers and are subjected to long working hours, sexual harassment, and violence. Many who sell beverages are forced into excessive alcohol consumption as part of their work. Many are also expected by their employers and clients to provide sexual services. To address unsafe and unhealthy working conditions for these workers, an innovative occupational safety and health regulation was adopted in 2014. This first-of-its-kind occupational safety and health regulation was developed jointly by the Cambodian Ministry of Labour and Vocational Training and employers' and workers' organizations in the entertainment sector. The implementation of this regulation can also be a viable contribution of occupational safety and health to HIV interventions for these workers. © The Author(s) 2016.

  16. Ubiquitous Computing in Physico-Spatial Environments

    DEFF Research Database (Denmark)

    Dalsgård, Peter; Eriksson, Eva

    2007-01-01

    Interaction design of pervasive and ubiquitous computing (UC) systems must take into account physico-spatial issues as technology is implemented into our physical surroundings. In this paper we discuss how one conceptual framework for understanding interaction in context, Activity Theory (AT...

  17. 26 CFR 1.274-1 - Disallowance of certain entertainment, gift and travel expenses.

    Science.gov (United States)

    2010-04-01

    ... 26 Internal Revenue 3 2010-04-01 2010-04-01 false Disallowance of certain entertainment, gift and... certain entertainment, gift and travel expenses. Section 274 disallows in whole, or in part, certain expenditures for entertainment, gifts and travel which would otherwise be allowable under Chapter 1 of the Code...

  18. Children's Television: More than Mere Entertainment

    Science.gov (United States)

    Leifer, Aimee Dorr; And Others

    1974-01-01

    The authors propose that television, while entertaining children, also socializes them. To support this conclusion they review the literature regarding effects of television content on aggressive and prosocial behavior and social attitudes. (Editor)

  19. Pengaruh Entertainment, Irritating dan Informativeness Iklan di Website di Kalangan Mahasiswa

    Directory of Open Access Journals (Sweden)

    Edy Supriyadi

    2010-09-01

    Full Text Available There are several advantages and disadvantages and advertising via the Internet. The appeal of advertising may also arise from given information element, the element of comfort but also sometimes lead to disturbing or irritation elements. The limited number of Internet users in Indonesia and the different backgrounds of individual Internet users in Indonesia certainly provide a different assessment of the advertisements contained on the Internet. There are 3 factors which was the starting point to explain how consumers interpret the value of advertising, namely: informativeness, entertainment and irritation. This research aims to discover whether there is a relationship between entertainment, informativeness, and irritation toward advertising values and whether there is a relationship between entertainment and advertising values toward attitude towards web advertising using statistics tools of path analysis and multiple regression. The research shows that there is a significant relationship between independent variables such as informativeness, entertainment and irritation simultaneously toward the advertising value but there are no significant relationship between entertainment and informativeness toward the advertising value individually.  In the other model there is a significant relationship between informativeness, irritation and advertising values with the attitude towards web advertising.

  20. Learning with Ubiquitous Computing

    Science.gov (United States)

    Rosenheck, Louisa

    2008-01-01

    If ubiquitous computing becomes a reality and is widely adopted, it will inevitably have an impact on education. This article reviews the background of ubiquitous computing and current research projects done involving educational "ubicomp." Finally it explores how ubicomp may and may not change education in both formal and informal settings and…

  1. Football on television: technological evolution and entertainment language

    Directory of Open Access Journals (Sweden)

    Igor José Siquieri Savenhago

    2011-04-01

    Full Text Available The first broadcast of a World Cup footballon television, to Brazil was in 1970, via Embratel. Before that, the people followed the games of the Brazilian team on the radio. Gradually, the owners of television networks realized that football could generate good financial results, with the exposing of advertisements during the broadcasts, similar to what was already done on the radio. Thus, the television, focused on the growth of audience and number of advertisers, covered football with a language of entertainment. The narration of the matches, in which the figure of the narrator is more like that of an entertainer, and improvement of the transmission technologies that improve the image quality every day, take away from football the characteristic of being just a sport to occupy the place of an entertainment. In this context, the sport becomes an article of purchase and sale. The purpose of this study is to demonstrate how this entertainment language was made up on Brazilian television, based on the broadcast sports, especially football, and like the television, which represented a technological leapin the country over the radio, assumed of the sport, country’s most popular as a commodity, interfering with the dynamics of Brazilian society. Finally, an attempt to understand how the researches that allow a technological development change behaviors and vice versa, that is, how the demands of society lead to a race to develop new technologies.

  2. Entertainment nature of modern television: prospects and trends

    Directory of Open Access Journals (Sweden)

    Андрій Олександрович Недо

    2016-04-01

    Full Text Available This article describes trends of the development of entertainment television in Ukraine as westernization, McDonaldization, tabloidization, development of post-show. Westernization is viewed as the process of borrowing commercial formats of entertainment shows from the US and Western Europe. McDonaldization is considered as a process of simplifying program formats. Tabloidization is shown as a process of manipulating the viewer’s attention through lively and provocative announcements of programs. Development of post-show is covered as a process of creating programs that supplement reality shows

  3. Ubiquitous Information Technologies and Applications CUTE 2012

    CERN Document Server

    Park, Doo-Soon; Jia, Weijia; Yeo, Sang-Soo

    2013-01-01

    This book is for The 7th International Conference on Ubiquitous Information Technologies and Applications (CUTE 2012). Ubiquitous computing will require a new approach to fitting technology to our lives. The advent of new computing devices, and the seamless connectivity between these devices, thanks to diverse wired and wireless networks, are enabling new opportunities for a user to perform his/her operation all the time and everywhere. These seamlessly connected devices are ranging from mobile handset to wearable computers. Also, it is expected that these devices will become so pervasive that they will be embedded in the surrounding physical environment, and transparent and invisible to a user. Such devices, whether carried on by people or embedded into other systems, will constitute a global internetworking infrastructure and likely to provide a new level of openness and dynamics. Ubiquitous computing has as its goal the enhancing computer use by pushing computational services out of conventional desktop in...

  4. Ubiquitous Emergency Medical Service System Based on Wireless Biosensors, Traffic Information, and Wireless Communication Technologies: Development and Evaluation

    Directory of Open Access Journals (Sweden)

    Tan-Hsu Tan

    2017-01-01

    Full Text Available This study presents a new ubiquitous emergency medical service system (UEMS that consists of a ubiquitous tele-diagnosis interface and a traffic guiding subsystem. The UEMS addresses unresolved issues of emergency medical services by managing the sensor wires for eliminating inconvenience for both patients and paramedics in an ambulance, providing ubiquitous accessibility of patients’ biosignals in remote areas where the ambulance cannot arrive directly, and offering availability of real-time traffic information which can make the ambulance reach the destination within the shortest time. In the proposed system, patient’s biosignals and real-time video, acquired by wireless biosensors and a webcam, can be simultaneously transmitted to an emergency room for pre-hospital treatment via WiMax/3.5 G networks. Performances of WiMax and 3.5 G, in terms of initialization time, data rate, and average end-to-end delay are evaluated and compared. A driver can choose the route of the shortest time among the suggested routes by Google Maps after inspecting the current traffic conditions based on real-time CCTV camera streams and traffic information. The destination address can be inputted vocally for easiness and safety in driving. A series of field test results validates the feasibility of the proposed system for application in real-life scenarios.

  5. A Collaborative Model for Ubiquitous Learning Environments

    Science.gov (United States)

    Barbosa, Jorge; Barbosa, Debora; Rabello, Solon

    2016-01-01

    Use of mobile devices and widespread adoption of wireless networks have enabled the emergence of Ubiquitous Computing. Application of this technology to improving education strategies gave rise to Ubiquitous e-Learning, also known as Ubiquitous Learning. There are several approaches to organizing ubiquitous learning environments, but most of them…

  6. An Instrumental Paradigm for Ubiquitous Interaction

    DEFF Research Database (Denmark)

    Klokmose, Clemens Nylandsted

    2008-01-01

    will require comprehensive experimental user centred development. Originality/Value -- This research offers a new way of thinking interaction, suited for the dynamism of modern computing. Take away message -- Through a strong foundation in activity theory and ecological psychology a new paradigm for ubiquitous...... shortcomings of some of the restrictive assumptions contemporary graphical user interfaces are built upon. Research approach -- Based on activity theory and ecological psychology a conceptual model for ubiquitous interaction is proposed and iteratively challenged and developed through actual implementation....... Findings/Design -- The project will ultimately shed light on how an understanding of interaction form activity theory and ecological psychology maps to an implementation of a new conceptual model for interaction with technology. Research limitations/Implications -- Implementation of an actual system...

  7. [The scientific entertainer in primary health care].

    Science.gov (United States)

    Ortega-Calvo, Manuel; Santos, José Manuel; Lapetra, José

    2012-09-01

    The scientific method is capable of being applied in primary care. In this article we defend the role of the "scientific entertainer "as strategic and necessary in achieving this goal. The task has to include playful and light-hearted content. We explore some words in English that may help us to understand the concept of "scientific entertainer" from a semantic point of view (showman, master of ceremonies, entrepreneur, go-between) also in Spanish language (counsellor, mediator, methodologist) and finally in Latin and Greek (tripalium, negotium, chronos, kairos). We define the clinical, manager or research health-worker who is skilled in primary care as a "primarylogist". Copyright © 2011 Elsevier España, S.L. All rights reserved.

  8. Design and implementation of an integrated safety management system for compressed natural gas stations using ubiquitous sensor network

    International Nuclear Information System (INIS)

    Yang, Jae Mo; Ko, Byung Seok; Park, Chulhwan; Ko, Jae Wook; Yoo, Byungtae; Shin, Dongil

    2014-01-01

    To increase awareness of safety in facilities where hazards may exist, operators, managers, and executive officers on the site should be able to monitor such facilities. However, most compressed natural gas (CNG) service stations in Korea use only local-mode monitoring, with only on-site operators to monitor the facility. To complement this local-mode monitoring, an online safety management system called Ubiquitous-gas safety management system (U-GSMS) was developed. The U-GSMS consists largely of software and hardware. The software consists of systems that can manage safety and operations, while the hardware consists of sensors installed in the gas facility and wireless communication systems using a ubiquitous sensor network (USN) technology that facilitates communication between sensors as well as between sensors and other devices. As these systems are web-based, on-site operators as well as managers and executive officers at the headquarters can more effectively and efficiently perform monitoring and safety management

  9. Design and implementation of an integrated safety management system for compressed natural gas stations using ubiquitous sensor network

    Energy Technology Data Exchange (ETDEWEB)

    Yang, Jae Mo; Ko, Byung Seok; Park, Chulhwan; Ko, Jae Wook [Kwangwoon University, Seoul (Korea, Republic of); Yoo, Byungtae [National Disaster Management Institute, Seoul (Korea, Republic of); Shin, Dongil [Myongji University, Yongin (Korea, Republic of)

    2014-03-15

    To increase awareness of safety in facilities where hazards may exist, operators, managers, and executive officers on the site should be able to monitor such facilities. However, most compressed natural gas (CNG) service stations in Korea use only local-mode monitoring, with only on-site operators to monitor the facility. To complement this local-mode monitoring, an online safety management system called Ubiquitous-gas safety management system (U-GSMS) was developed. The U-GSMS consists largely of software and hardware. The software consists of systems that can manage safety and operations, while the hardware consists of sensors installed in the gas facility and wireless communication systems using a ubiquitous sensor network (USN) technology that facilitates communication between sensors as well as between sensors and other devices. As these systems are web-based, on-site operators as well as managers and executive officers at the headquarters can more effectively and efficiently perform monitoring and safety management.

  10. Ubiquitous mobile knowledge construction in collaborative learning environments.

    Science.gov (United States)

    Baloian, Nelson; Zurita, Gustavo

    2012-01-01

    Knowledge management is a critical activity for any organization. It has been said to be a differentiating factor and an important source of competitiveness if this knowledge is constructed and shared among its members, thus creating a learning organization. Knowledge construction is critical for any collaborative organizational learning environment. Nowadays workers must perform knowledge creation tasks while in motion, not just in static physical locations; therefore it is also required that knowledge construction activities be performed in ubiquitous scenarios, and supported by mobile and pervasive computational systems. These knowledge creation systems should help people in or outside organizations convert their tacit knowledge into explicit knowledge, thus supporting the knowledge construction process. Therefore in our understanding, we consider highly relevant that undergraduate university students learn about the knowledge construction process supported by mobile and ubiquitous computing. This has been a little explored issue in this field. This paper presents the design, implementation, and an evaluation of a system called MCKC for Mobile Collaborative Knowledge Construction, supporting collaborative face-to-face tacit knowledge construction and sharing in ubiquitous scenarios. The MCKC system can be used by undergraduate students to learn how to construct knowledge, allowing them anytime and anywhere to create, make explicit and share their knowledge with their co-learners, using visual metaphors, gestures and sketches to implement the human-computer interface of mobile devices (PDAs).

  11. HCI in Mobile and Ubiquitous Computing

    OpenAIRE

    椎尾, 一郎; 安村, 通晃; 福本, 雅明; 伊賀, 聡一郎; 増井, 俊之

    2003-01-01

    This paper provides some perspectives to human computer interaction in mobile and ubiquitous computing. The review covers overview of ubiquitous computing, mobile computing and wearable computing. It also summarizes HCI topics on these field, including real-world oriented interface, multi-modal interface, context awareness and in-visible computers. Finally we discuss killer applications for coming ubiquitous computing era.

  12. Framework for emotional mobile computation for creating entertainment experience

    Science.gov (United States)

    Lugmayr, Artur R.

    2007-02-01

    Ambient media are media, which are manifesting in the natural environment of the consumer. The perceivable borders between the media and the context, where the media is used are getting more and more blurred. The consumer is moving through a digital space of services throughout his daily life. As we are developing towards an experience society, the central point in the development of services is the creation of a consumer experience. This paper reviews possibilities and potentials of the creation of entertainment experiences with mobile phone platforms. It reviews sensor network capable of acquiring consumer behavior data, interactivity strategies, psychological models for emotional computation on mobile phones, and lays the foundations of a nomadic experience society. The paper rounds up with a presentation of several different possible service scenarios in the field of entertainment and leisure computation on mobiles. The goal of this paper is to present a framework and evaluation of possibilities of applying sensor technology on mobile platforms to create an increasing consumer entertainment experience.

  13. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  14. Educational role-play: moving beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    This paper presents a controversial approach to innovating educational role-play. It is argued that we should stop thinking games as an entertaining mean for facilitating participation, and instead try to see games as a content provider and feedback mechanism. A theoretical model is presented...

  15. An Expert System-based Context-Aware Ubiquitous Learning Approach for Conducting Science Learning Activities

    Science.gov (United States)

    Wu, Po-Han; Hwang, Gwo-Jen; Tsai, Wen-Hung

    2013-01-01

    Context-aware ubiquitous learning has been recognized as being a promising approach that enables students to interact with real-world learning targets with supports from the digital world. Several researchers have indicated the importance of providing learning guidance or hints to individual students during the context-aware ubiquitous learning…

  16. The Influence of Popular Culture and Entertainment Media on Adult Education

    Science.gov (United States)

    Thompson, Patricia M.

    2007-01-01

    The idea that popular culture and entertainment media influence us in both conscious and unconscious ways is not new. The use of alternative spaces, such as internet sites, for creating entertainment will continue to influence society and challenge educators. The importance of the internet was reflected in Time magazine's choosing YOU (meaning the…

  17. Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application

    Science.gov (United States)

    Malatesta, L.; Raouzaiou, A.; Pearce, L.; Karpouzis, K.

    The current work presents the affective interface adaptations in the Musickiosk application. Adaptive interaction poses several open questions since there is no unique way of mapping affective factors of user behaviour to the output of the system. Musickiosk uses a non-contact interface and implicit interaction through emotional affect rather than explicit interaction where a gesture, sound or other input directly maps to an output behaviour - as in traditional entertainment applications. PAD model is used for characterizing the different affective states and emotions.

  18. 77 FR 45520 - Reimbursed Entertainment Expenses

    Science.gov (United States)

    2012-08-01

    ... as compensation and wages, the employee may be able to deduct the expense as an employee business...(e)(3) has the same meaning as in section 62(2)(A) (dealing with employee business expenses, later... Reimbursed Entertainment Expenses AGENCY: Internal Revenue Service (IRS), Treasury. ACTION: Notice of...

  19. Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid

    Science.gov (United States)

    Rademacher Mena, Ricardo Javier

    2012-01-01

    In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…

  20. After Installation: Ubiquitous Computing and High School Science in Three Experienced, High-Technology Schools

    Science.gov (United States)

    Drayton, Brian; Falk, Joni K.; Stroud, Rena; Hobbs, Kathryn; Hammerman, James

    2010-01-01

    There are few studies of the impact of ubiquitous computing on high school science, and the majority of studies of ubiquitous computing report only on the early stages of implementation. The present study presents data on 3 high schools with carefully elaborated ubiquitous computing systems that have gone through at least one "obsolescence cycle"…

  1. The literary myth of the double in entertainment media content

    OpenAIRE

    Robson Souza dos Santos

    2011-01-01

    This article discusses how the myth of the literary double stands in entertainment media, becoming a recurrent figure of cinema productions, and, later on, of soap operas, the main entertainment vehicle in latin-american countries. Frequently, the image of the double or stunt-man, in literature and soap opera productions, has been directly associated with the creature’s desire of becoming creator, and that myth is the main focus of discussion in this article.

  2. Pro-socially shareable entertainment television programmes: a programming alternative in developing countries?

    Science.gov (United States)

    Singhal, A; Svenkerud, P J

    1994-12-01

    Over the period 1975-82, the Mexican television network created and aired seven entertainment soap operas promoting educational-development themes like adult literacy, smaller family size norms, and an higher social status for women. These emissions earned high ratings in Mexico and in other Latin American countries where they were subsequently broadcast. Evidence suggests that many of the social objectives of the soaps were met. In light of such success, the authors investigated the potential of pro-socially shareable entertainment television programs in developing countries. These programs use entertaining media formats to carry pro-social messages to a wide, yet culturally-proximate audience group. Entertainment television genres such as melodramatic soap operas offer certain advantages for carrying pro-socially shareable messages to audiences. The possibility of using other television genres and media channels, however, also needs to be seriously considered. Pro-socially shareable entertainment programs do have their limitations and problems, with a certain degree of message dilution invariably accompanying the quest for shareability. Targeting specific problems in specific audience groups is difficult and the identity of a relatively small homogeneous group can be threatened in a larger culturally proximate group. The value-laden nature of pro-social content can also be problematic.

  3. New Trends on Ubiquitous Mobile Multimedia Applications

    Directory of Open Access Journals (Sweden)

    Oliveira Marco

    2010-01-01

    Full Text Available Mobile devices present the opportunity to enhance our fast-growing and globally connected society, improving user-experience through novel approaches for information dissemination through mobile communication. The research community is developing new technologies, services, and applications to enable ubiquitous environments based on mobile technology. This paper tackles several important challenges such as communication cost and device limitations for development of ubiquitous multimedia applications. And we propose a system for news delivery using a set of wireless multimedia applications. For this purpose, we have performed a case study with Apple iPhone's platform, featuring two multimedia application contexts, namely, Web and native applications. The multimedia mobile applications draw on iPhone's assets, enabling context-awareness to distribute news, improving communication efficiency and setting-up viewing optimizations, thus enhancing user-experience. The proposed system is evaluated and validated through a series of real-life experiments on real devices, with online full availability. Moreover, due to the Web application availability, the system is not restrained to Apple's iPhone platform, but can also benefit users with other devices.

  4. Ubiquitous geospatial concept in evolution of the macro and micro spatial planning

    International Nuclear Information System (INIS)

    Sabri, S; Ludin, A N M; Majid, M R

    2014-01-01

    There are many examples of GIS application in planning such as urban land-use planning, cultural heritage conservation, coastal zone management, and the design of structure plans for sustainable economic development. All these applications are dealing with systems in which natural and human factors are interconnected. But an issue that should be addressed is to what extent the current information technology is able to connect all these parts together? Contemporary improvement in information technology made the computer so imbedded in our everyday practices that we use it without having to think about it. Thus, computing is becoming truly ubiquitous and is available anywhere anytime. Advances in the internet facilities and devices, such as high speed wireless networks, mobile middleware, and smart technologies, has pushed the concept of ubiquitous computing to the forefront of GIS research and development. There are developments in this regards, these are such as GeoWeb 2.0, voluntarily geographic Information (VGI), and Mashups, whereby the application of cloud computing was possible in visualizing urban air pollution and emergency responses to ensure the safety and security. These advancements therefore, have changed the conventional facet of macro and micro spatial planning. Every possible information system such as residential, medical, business, environmental, governmental, and the like can be linked through ubiquitous computing technologies and acts as a virtually one system which works for society. However, the journey to achieve a true ubiquitous GIS is not without challenges. Despite the current potentials there are many issues and obstacles need to be addressed before GIS can to be truly ubiquitous in planning context. Perhaps four criteria as explained by Goodchild et al (1997) can be applied to ubiquitous GIS in planning very well: the system must be distributed (data storage, processing and user interaction can occur at locations that are potentially

  5. Ubiquitous geospatial concept in evolution of the macro and micro spatial planning

    Science.gov (United States)

    Sabri, S.; Ludin, A. N. M.; Majid, M. R.

    2014-02-01

    There are many examples of GIS application in planning such as urban land-use planning, cultural heritage conservation, coastal zone management, and the design of structure plans for sustainable economic development. All these applications are dealing with systems in which natural and human factors are interconnected. But an issue that should be addressed is to what extent the current information technology is able to connect all these parts together? Contemporary improvement in information technology made the computer so imbedded in our everyday practices that we use it without having to think about it. Thus, computing is becoming truly ubiquitous and is available anywhere anytime. Advances in the internet facilities and devices, such as high speed wireless networks, mobile middleware, and smart technologies, has pushed the concept of ubiquitous computing to the forefront of GIS research and development. There are developments in this regards, these are such as GeoWeb 2.0, voluntarily geographic Information (VGI), and Mashups, whereby the application of cloud computing was possible in visualizing urban air pollution and emergency responses to ensure the safety and security. These advancements therefore, have changed the conventional facet of macro and micro spatial planning. Every possible information system such as residential, medical, business, environmental, governmental, and the like can be linked through ubiquitous computing technologies and acts as a virtually one system which works for society. However, the journey to achieve a true ubiquitous GIS is not without challenges. Despite the current potentials there are many issues and obstacles need to be addressed before GIS can to be truly ubiquitous in planning context. Perhaps four criteria as explained by Goodchild et al (1997) can be applied to ubiquitous GIS in planning very well: the system must be distributed (data storage, processing and user interaction can occur at locations that are potentially

  6. Clinical decision support systems in hospital care using ubiquitous devices: Current issues and challenges.

    Science.gov (United States)

    Baig, Mirza Mansoor; GholamHosseini, Hamid; Moqeem, Aasia A; Mirza, Farhaan; Lindén, Maria

    2017-11-01

    Supporting clinicians in decision making using advanced technologies has been an active research area in biomedical engineering during the past years. Among a wide range of ubiquitous systems, smartphone applications have been increasingly developed in healthcare settings to help clinicians as well as patients. Today, many smartphone applications, from basic data analysis to advanced patient monitoring, are available to clinicians and patients. Such applications are now increasingly integrating into healthcare for clinical decision support, and therefore, concerns around accuracy, stability, and dependency of these applications are rising. In addition, lack of attention to the clinicians' acceptability, as well as the low impact on the medical professionals' decision making, are posing more serious issues on the acceptability of smartphone applications. This article reviews smartphone-based decision support applications, focusing on hospital care settings and their overall impact of these applications on the wider clinical workflow. Additionally, key challenges and barriers of the current ubiquitous device-based healthcare applications are identified. Finally, this article addresses current challenges, future directions, and the adoption of mobile healthcare applications.

  7. STRATEGI PEMASARAN PUBLIC RELATIONS MD ENTERTAINMENT PADA PEMASARAN FILM HABIBIE & AINUN

    OpenAIRE

    Trisna Adi Permana; Lilis Puspitasari

    2015-01-01

    Tujuan penelitian ini adalah untuk mengetahui perencanaan, implementasi serta evaluasi dari strategi Marketing Public Relations yang ditetapkan PR MD Entertainment pada film Habibie & Ainun pada tahun 2012-2013. Metode yang dilakukan adalah metode deskriptif yang bertujuan melukiskan secara sistematis fakta atau karakteristik populasi tertentu atau bidang tertentu secara faktual dan cermat. Hasil penelitian menunjukan PR MD Entertainment telah melakukan tahapan-tahapan atau Teknik...

  8. The Future of Ubiquitous Elearning

    Science.gov (United States)

    Arndt, Timothy

    2014-01-01

    Post-secondary students are increasingly receiving instruction by eLearning. Many or these are part-time students or are working while taking classes. In such circumstances, students may find themselves short of time to study. One mechanism that can be exploited to make the best use of available time is ubiquitous eLearning. Ubiquitous eLearning…

  9. 45 CFR 73.735-502 - Permissible acceptance of gifts, entertainment, and favors.

    Science.gov (United States)

    2010-10-01

    ... acceptance of gifts, entertainment, and favors. (a) An employee may accept a gift, gratuity, favor, entertainment, loan or similar favor of monetary value which stems from a family relationship such as that between the employee and his or her parents, spouse or children, if it is clear that the relationship is...

  10. Strategi Pemasaran Public Relations Md Entertainment Pada Pemasaran Film Habibie & Ainun

    OpenAIRE

    Permana, Trisna Adi; Puspitasari, Lilis

    2015-01-01

    Tujuan penelitian ini adalah untuk mengetahui perencanaan, implementasi serta evaluasi dari strategiMarketing Public Relations yang ditetapkan PR MD Entertainment pada film Habibie & Ainun pada tahun2012-2013. Metode yang dilakukan adalah metode deskriptif yang bertujuan melukiskan secara sistematisfakta atau karakteristik populasi tertentu atau bidang tertentu secara faktual dan cermat. Hasil penelitianmenunjukan PR MD Entertainment telah melakukan tahapan-tahapan atau Teknik PR pada film Ha...

  11. Real-Time Analysis of Beats in Music for Entertainment Robots

    OpenAIRE

    Yue-Der Lin; Ting-Tsao Wu; Yu-Ren Chen; Yen-Ting Lin; Wen-Hsiu Chen; Shih-Fan Wang; Jinghom Chakhap

    2012-01-01

    The dancing actions for entertainment robots are usually designed in advance and saved in a database according to the beats and rhythm of the given music. This research is devoted to developing a real-time algorithm that can detect the primary information of the music needed for the actions of entertainment robots. The computation of the proposed algorithm is very efficient and can satisfy the requirement of real-time processing by a digital signal controller. The digitized music signal is fi...

  12. Forecasting the experience of future entertainment technology: “Interactive Storytelling” and media enjoyment

    NARCIS (Netherlands)

    Klimmt, C.; Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Roth, F.S.

    2012-01-01

    Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study on a particularly promising entertainment technology of the

  13. Ubiquitous computing in shared-care environments.

    Science.gov (United States)

    Koch, S

    2006-07-01

    In light of future challenges, such as growing numbers of elderly, increase in chronic diseases, insufficient health care budgets and problems with staff recruitment for the health-care sector, information and communication technology (ICT) becomes a possible means to meet these challenges. Organizational changes such as the decentralization of the health-care system lead to a shift from in-hospital to both advanced and basic home health care. Advanced medical technologies provide solutions for distant home care in form of specialist consultations and home monitoring. Furthermore, the shift towards home health care will increase mobile work and the establishment of shared care teams which require ICT-based solutions that support ubiquitous information access and cooperative work. Clinical documentation and decision support systems are the main ICT-based solutions of interest in the context of ubiquitous computing for shared care environments. This paper therefore describes the prerequisites for clinical documentation and decision support at the point of care, the impact of mobility on the documentation process, and how the introduction of ICT-based solutions will influence organizations and people. Furthermore, the role of dentistry in shared-care environments is discussed and illustrated in the form of a future scenario.

  14. System architecture for ubiquitous live video streaming in university network environment

    CSIR Research Space (South Africa)

    Dludla, AG

    2013-09-01

    Full Text Available an architecture which supports ubiquitous live streaming for university or campus networks using a modified bluetooth inquiry mechanism with extended ID, integrated end-user device usage and adaptation to heterogeneous networks. Riding on that architecture...

  15. 77 FR 40082 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof...

    Science.gov (United States)

    2012-07-06

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-745] Certain Gaming and Entertainment... gaming and entertainment consoles, related software, and components thereof by reason of infringement of... finally concluded that an industry exists within the United States that practices the '896, '094, '571...

  16. Loop thermosyphon thermal management of the avionics of an in-flight entertainment system

    International Nuclear Information System (INIS)

    Sarno, C.; Tantolin, C.; Hodot, R.; Maydanik, Yu.; Vershinin, S.

    2013-01-01

    A new generation of in-flight entertainment systems (IFEs) used on board commercial aircrafts is required to provide more and more services (audio, video, internet, multimedia, phone, etc.). But, unlike other avionics systems most of the IFE equipment and boxes are installed inside the cabin and they are not connected to the aircraft cooling system. The most critical equipment of the IFE system is a seat electronic box (SEB) installed under each passenger seat. Fans are necessary to face the increasing power dissipation. But this traditional approach has some drawbacks: extra cost multiplied by the seat number, reliability and maintenance. The objective of this work is to develop and evaluate an alternative completely passive cooling system (PCS) based on a two-phase technology including heat pipes and loop thermosyphons (LTSs) adequately integrated inside the seat structure and using the benefit of the seat frame as a heat sink. Previous works have been performed to evaluate these passive cooling systems which were based on loop heat pipe. This paper presents results of thermal tests of a passive cooling system of the SEB consisting of two LTSs and R141b as a working fluid. These tests have been carried out at different tilt angles and heat loads from 10 to 100 W. It has been shown that the cooled object temperature does not exceed the maximum given value in the range of tilt angles ±20° which is more wider than the range which is typical for ordinary evolution of passenger aircrafts. -- Highlights: ► A passive cooling system has been developed for avionics application. ► The system consists of loop thermosyphons and a passenger seat as a heat sink. ► Successful system tests have been run at heat loads to 100 W and angle tilts to 20°

  17. Listening, Watching, and Reading: The Structure and Correlates of Entertainment Preferences

    OpenAIRE

    Rentfrow, Peter J.; Goldberg, Lewis R.; Zilca, Ran

    2011-01-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of over 3,000 individuals revealed a remarkably clear factor structure. Using multiple sam...

  18. RIDES: Robust Intrusion Detection System for IP-Based Ubiquitous Sensor Networks.

    Science.gov (United States)

    Amin, Syed Obaid; Siddiqui, Muhammad Shoaib; Hong, Choong Seon; Lee, Sungwon

    2009-01-01

    The IP-based Ubiquitous Sensor Network (IP-USN) is an effort to build the "Internet of things". By utilizing IP for low power networks, we can benefit from existing well established tools and technologies of IP networks. Along with many other unresolved issues, securing IP-USN is of great concern for researchers so that future market satisfaction and demands can be met. Without proper security measures, both reactive and proactive, it is hard to envisage an IP-USN realm. In this paper we present a design of an IDS (Intrusion Detection System) called RIDES (Robust Intrusion DEtection System) for IP-USN. RIDES is a hybrid intrusion detection system, which incorporates both Signature and Anomaly based intrusion detection components. For signature based intrusion detection this paper only discusses the implementation of distributed pattern matching algorithm with the help of signature-code, a dynamically created attack-signature identifier. Other aspects, such as creation of rules are not discussed. On the other hand, for anomaly based detection we propose a scoring classifier based on the SPC (Statistical Process Control) technique called CUSUM charts. We also investigate the settings and their effects on the performance of related parameters for both of the components.

  19. Distributed user interfaces for clinical ubiquitous computing applications.

    Science.gov (United States)

    Bång, Magnus; Larsson, Anders; Berglund, Erik; Eriksson, Henrik

    2005-08-01

    Ubiquitous computing with multiple interaction devices requires new interface models that support user-specific modifications to applications and facilitate the fast development of active workspaces. We have developed NOSTOS, a computer-augmented work environment for clinical personnel to explore new user interface paradigms for ubiquitous computing. NOSTOS uses several devices such as digital pens, an active desk, and walk-up displays that allow the system to track documents and activities in the workplace. We present the distributed user interface (DUI) model that allows standalone applications to distribute their user interface components to several devices dynamically at run-time. This mechanism permit clinicians to develop their own user interfaces and forms to clinical information systems to match their specific needs. We discuss the underlying technical concepts of DUIs and show how service discovery, component distribution, events and layout management are dealt with in the NOSTOS system. Our results suggest that DUIs--and similar network-based user interfaces--will be a prerequisite of future mobile user interfaces and essential to develop clinical multi-device environments.

  20. Dashboard for Analyzing Ubiquitous Learning Log

    Science.gov (United States)

    Lkhagvasuren, Erdenesaikhan; Matsuura, Kenji; Mouri, Kousuke; Ogata, Hiroaki

    2016-01-01

    Mobile and ubiquitous technologies have been applied to a wide range of learning fields such as science, social science, history and language learning. Many researchers have been investigating the development of ubiquitous learning environments; nevertheless, to date, there have not been enough research works related to the reflection, analysis…

  1. 78 FR 32690 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Science.gov (United States)

    2013-05-31

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-752] Certain Gaming and Entertainment... importation of certain gaming and entertainment consoles, related software, and components thereof by reason... violation of [[Page 32691

  2. Design requirements for ubiquitous computing environments for healthcare professionals.

    Science.gov (United States)

    Bång, Magnus; Larsson, Anders; Eriksson, Henrik

    2004-01-01

    Ubiquitous computing environments can support clinical administrative routines in new ways. The aim of such computing approaches is to enhance routine physical work, thus it is important to identify specific design requirements. We studied healthcare professionals in an emergency room and developed the computer-augmented environment NOSTOS to support teamwork in that setting. NOSTOS uses digital pens and paper-based media as the primary input interface for data capture and as a means of controlling the system. NOSTOS also includes a digital desk, walk-up displays, and sensor technology that allow the system to track documents and activities in the workplace. We propose a set of requirements and discuss the value of tangible user interfaces for healthcare personnel. Our results suggest that the key requirements are flexibility in terms of system usage and seamless integration between digital and physical components. We also discuss how ubiquitous computing approaches like NOSTOS can be beneficial in the medical workplace.

  3. The history of TC 14 on entertainment computing

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.; Brunnstein, K.; Zemanek, H.

    2011-01-01

    Entertainment computing is on its way getting an established research arena in industry and academia as well. To bring all the different contributing research communities together shared resources (e.g. email distribution list, conference series, and journals), organizational structures (e.g.

  4. Ambient culture: a possible future for entertainment computing

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Lygmayr, A.; Golebiowski, P.

    2007-01-01

    We provide an overview over cultural differences between East and West, as starting point for the development of entertainment technology towards cultural transformation. We argue for the importance of future entertainmant technology to contribute to cultural transformation processes in the large.

  5. RIDES: Robust Intrusion Detection System for IP-Based Ubiquitous Sensor Networks

    Directory of Open Access Journals (Sweden)

    Sungwon Lee

    2009-05-01

    Full Text Available TheIP-based Ubiquitous Sensor Network (IP-USN is an effort to build the “Internet of things”. By utilizing IP for low power networks, we can benefit from existing well established tools and technologies of IP networks. Along with many other unresolved issues, securing IP-USN is of great concern for researchers so that future market satisfaction and demands can be met. Without proper security measures, both reactive and proactive, it is hard to envisage an IP-USN realm. In this paper we present a design of an IDS (Intrusion Detection System called RIDES (Robust Intrusion DEtection System for IP-USN. RIDES is a hybrid intrusion detection system, which incorporates both Signature and Anomaly based intrusion detection components. For signature based intrusion detection this paper only discusses the implementation of distributed pattern matching algorithm with the help of signature-code, a dynamically created attack-signature identifier. Other aspects, such as creation of rules are not discussed. On the other hand, for anomaly based detection we propose a scoring classifier based on the SPC (Statistical Process Control technique called CUSUM charts. We also investigate the settings and their effects on the performance of related parameters for both of the components.

  6. Study on the Context-Aware Middleware for Ubiquitous Greenhouses Using Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    Jeonghwang Hwang

    2011-04-01

    Full Text Available Wireless Sensor Network (WSN technology is one of the important technologies to implement the ubiquitous society, and it could increase productivity of agricultural and livestock products, and secure transparency of distribution channels if such a WSN technology were successfully applied to the agricultural sector. Middleware, which can connect WSN hardware, applications, and enterprise systems, is required to construct ubiquitous agriculture environment combining WSN technology with agricultural sector applications, but there have been insufficient studies in the field of WSN middleware in the agricultural environment, compared to other industries. This paper proposes a context-aware middleware to efficiently process data collected from ubiquitous greenhouses by applying WSN technology and used to implement combined services through organic connectivity of data. The proposed middleware abstracts heterogeneous sensor nodes to integrate different forms of data, and provides intelligent context-aware, event service, and filtering functions to maximize operability and scalability of the middleware. To evaluate the performance of the middleware, an integrated management system for ubiquitous greenhouses was implemented by applying the proposed middleware to an existing greenhouse, and it was tested by measuring the level of load through CPU usage and the response time for users’ requests when the system is working.

  7. Underestimating advertising: innovation and unpriced entertainment

    OpenAIRE

    Leonard I. Nakamura

    2005-01-01

    Leonard Nakamura states that despite consumers’ lack of respect for advertising, it nonetheless plays a significant role in the economy. For one thing, it helps consumers find out about new products, and new products have been rising in economic importance. It also plays a role in subsidizing broadcast entertainment and news programs. Ultimately, Nakamura shows that although advertising contributes to consumer welfare, its contribution is missing from our measures of output.

  8. Analysis of energy efficient routing protocols for implementation of a ubiquitous health system

    Science.gov (United States)

    Kwon, Jongwon; Park, Yongman; Koo, Sangjun; Ayurzana, Odgeral; Kim, Hiesik

    2007-12-01

    The innovative Ubiquitous-Health was born through convergence of medical service, with development of up to date information technologies and ubiquitous IT. The U-Health can be applied to a variety of special situations for managing functions of each medical center efficiently. This paper focuses on estimation of various routing protocols for implementation of U-health monitoring system. In order to facilitate wireless communication over the network, a routing protocol on the network layer is used to establish precise and efficient route between sensor nodes so that information acquired from sensors may be delivered in a timely manner. A route establishment should be considered to minimize overhead, data loss and power consumption because wireless networks for U-health are organized by a large number of sensor nodes which are small in size and have limited processing power, memory and battery life. In this paper a overview of wireless sensor network technologies commonly known is described as well as evaluation of three multi hop routing protocols which are flooding, gossiping and modified low energy adaptive clustering hierarchy(LEACH) for use with these networks using TOSSIM simulator. As a result of evaluation the integrated wireless sensor board was developed in particular. The board is embedded device based on AVR128 porting TinyOS. Also it employs bio sensor measures blood pressure, pulse frequency and ZigBee module for wireless communication. This paper accelerates the digital convergence age through continual research and development of technologies related the U-Health.

  9. Mobile Computing and Ubiquitous Networking: Concepts, Technologies and Challenges.

    Science.gov (United States)

    Pierre, Samuel

    2001-01-01

    Analyzes concepts, technologies and challenges related to mobile computing and networking. Defines basic concepts of cellular systems. Describes the evolution of wireless technologies that constitute the foundations of mobile computing and ubiquitous networking. Presents characterization and issues of mobile computing. Analyzes economical and…

  10. Noise exposure and hearing impairment among Chinese restaurant workers and entertainment employees in Hong Kong.

    Science.gov (United States)

    Lao, Xiang Qian; Yu, Ignatius Tak Sun; Au, Dennis Kin Kwok; Chiu, Yuk Lan; Wong, Claudie Chiu Yi; Wong, Tze Wai

    2013-01-01

    Noise-induced hearing loss (NIHL) is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD); and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7%) of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%). Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing conservation programs should be introduced to the service industry

  11. Integrated Environment for Ubiquitous Healthcare and Mobile IPv6 Networks

    Science.gov (United States)

    Cagalaban, Giovanni; Kim, Seoksoo

    The development of Internet technologies based on the IPv6 protocol will allow real-time monitoring of people with health deficiencies and improve the independence of elderly people. This paper proposed a ubiquitous healthcare system for the personalized healthcare services with the support of mobile IPv6 networks. Specifically, this paper discusses the integration of ubiquitous healthcare and wireless networks and its functional requirements. This allow an integrated environment where heterogeneous devices such a mobile devices and body sensors can continuously monitor patient status and communicate remotely with healthcare servers, physicians, and family members to effectively deliver healthcare services.

  12. Explaining the Effects of Narrative in an Entertainment Television Program: Overcoming Resistance to Persuasion

    Science.gov (United States)

    Moyer-Guse, Emily; Nabi, Robin L.

    2010-01-01

    Research has examined the ability of entertainment-education (E-E) programs to influence behavior across a variety of health and social issues. However, less is known about the underlying mechanisms that account for these effects. In keeping with the extended elaboration likelihood model (E-ELM) and the entertainment overcoming resistance model…

  13. Trust Models in Ubiquitous Computing

    DEFF Research Database (Denmark)

    Nielsen, Mogens; Krukow, Karl; Sassone, Vladimiro

    2008-01-01

    We recapture some of the arguments for trust-based technologies in ubiquitous computing, followed by a brief survey of some of the models of trust that have been introduced in this respect. Based on this, we argue for the need of more formal and foundational trust models.......We recapture some of the arguments for trust-based technologies in ubiquitous computing, followed by a brief survey of some of the models of trust that have been introduced in this respect. Based on this, we argue for the need of more formal and foundational trust models....

  14. Ubiquitous Computing, Complexity and Culture

    DEFF Research Database (Denmark)

    environments, experience time, and develop identities individually and socially. Interviews with working media artists lend further perspectives on these cultural transformations. Drawing on cultural theory, new media art studies, human-computer interaction theory, and software studies, this cutting-edge book......The ubiquitous nature of mobile and pervasive computing has begun to reshape and complicate our notions of space, time, and identity. In this collection, over thirty internationally recognized contributors reflect on ubiquitous computing’s implications for the ways in which we interact with our...... critically unpacks the complex ubiquity-effects confronting us every day....

  15. Meaning in life as a source of entertainment

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus; Reidsma, Dennis; Katayose, Haruhiro; Nijholt, Antinus

    2013-01-01

    In this paper we mean to introduce into the field of entertainment computing an overview of insights concerning fundamental human needs. Researchers such as Hassenzahl and Desmet, discuss design approaches based on psychological insights from various and varied sources. We collect these and expand

  16. Developing Educational and Entertaining Virtual Humans using Elckerlyc

    NARCIS (Netherlands)

    Reidsma, Dennis; van Welbergen, H.; Paul, Ronald C.; van de Laar, B.L.A.; Nijholt, Antinus; Yang, Hyun Seung; Malaka, Rainer; Hoshino, Junichi; Han, Jung Hyun

    2010-01-01

    Virtual humans (VHs) are used in many educational and entertainment settings: training and serious gaming, interactive information kiosks, tour guides, tutoring, interactive virtual dancers, and much more. Building a complete VH from scratch is a daunting task, and it makes sense to rely on existing

  17. Viewership and Listenership of Health – Related Entertainment ...

    African Journals Online (AJOL)

    Also, about 93.5% of respondents participated in health-related EE programmes beyond mere listening and watching. Education ranked as the highest benefit derived by respondents from listening to/watching EE programmes, followed by information and entertainment respectively. The study concluded that viewership and ...

  18. Non-Contact Plant Growth Measurement Method and System Based on Ubiquitous Sensor Network Technologies

    Directory of Open Access Journals (Sweden)

    Intae Ryoo

    2011-04-01

    Full Text Available This paper proposes a non-contact plant growth measurement system using infrared sensors based on the ubiquitous sensor network (USN technology. The proposed system measures plant growth parameters such as the stem radius of plants using real-time non-contact methods, and generates diameter, cross-sectional area and thickening form of plant stems using this measured data. Non-contact sensors have been used not to cause any damage to plants during measurement of the growth parameters. Once the growth parameters are measured, they are transmitted to a remote server using the sensor network technology and analyzed in the application program server. The analyzed data are then provided for administrators and a group of interested users. The proposed plant growth measurement system has been designed and implemented using fixed-type and rotary-type infrared sensor based measurement methods and devices. Finally, the system performance is compared and verified with the measurement data that have been obtained by practical field experiments.

  19. A Framework for the Development of Context-Adaptable User Interfaces for Ubiquitous Computing Systems

    Science.gov (United States)

    Varela, Gervasio; Paz-Lopez, Alejandro; Becerra, Jose A.; Duro, Richard

    2016-01-01

    This paper addresses the problem of developing user interfaces for Ubiquitous Computing (UC) and Ambient Intelligence (AmI) systems. These kind of systems are expected to provide a natural user experience, considering interaction modalities adapted to the user abilities and preferences and using whatever interaction devices are present in the environment. These interaction devices are not necessarily known at design time. The task is quite complicated due to the variety of devices and technologies, and the diversity of scenarios, and it usually burdens the developer with the need to create many different UIs in order to consider the foreseeable user-environment combinations. Here, we propose an UI abstraction framework for UC and AmI systems that effectively improves the portability of those systems between different environments and for different users. It allows developers to design and implement a single UI capable of being deployed with different devices and modalities regardless the physical location. PMID:27399711

  20. A Framework for the Development of Context-Adaptable User Interfaces for Ubiquitous Computing Systems

    Directory of Open Access Journals (Sweden)

    Gervasio Varela

    2016-07-01

    Full Text Available This paper addresses the problem of developing user interfaces for Ubiquitous Computing (UC and Ambient Intelligence (AmI systems. These kind of systems are expected to provide a natural user experience, considering interaction modalities adapted to the user abilities and preferences and using whatever interaction devices are present in the environment. These interaction devices are not necessarily known at design time. The task is quite complicated due to the variety of devices and technologies, and the diversity of scenarios, and it usually burdens the developer with the need to create many different UIs in order to consider the foreseeable user-environment combinations. Here, we propose an UI abstraction framework for UC and AmI systems that effectively improves the portability of those systems between different environments and for different users. It allows developers to design and implement a single UI capable of being deployed with different devices and modalities regardless the physical location.

  1. A Framework for the Development of Context-Adaptable User Interfaces for Ubiquitous Computing Systems.

    Science.gov (United States)

    Varela, Gervasio; Paz-Lopez, Alejandro; Becerra, Jose A; Duro, Richard

    2016-07-07

    This paper addresses the problem of developing user interfaces for Ubiquitous Computing (UC) and Ambient Intelligence (AmI) systems. These kind of systems are expected to provide a natural user experience, considering interaction modalities adapted to the user abilities and preferences and using whatever interaction devices are present in the environment. These interaction devices are not necessarily known at design time. The task is quite complicated due to the variety of devices and technologies, and the diversity of scenarios, and it usually burdens the developer with the need to create many different UIs in order to consider the foreseeable user-environment combinations. Here, we propose an UI abstraction framework for UC and AmI systems that effectively improves the portability of those systems between different environments and for different users. It allows developers to design and implement a single UI capable of being deployed with different devices and modalities regardless the physical location.

  2. Disclosure of Personal Data in Ubiquitous Social Networking

    DEFF Research Database (Denmark)

    Sapuppo, Antonio

    users' privacy. Firstly, it updates the current privacy guidelines of ubiquitous computing by proposing four drawbacks to be avoided when designing for privacy in ubiquitous social networking environments. Secondly, this dissertation identifies and investigates the determinants that might influence......Ubiquitous social networking focuses on developing possible advantageous relationships such as friendships, partnerships and business relations in the physical world, by uncovering hidden connections that people share with others nearby. The foundation of these services is based on disclosure...... of personal information, which can provoke numerous accidental invasions of privacy. This dissertation contributes by addressing two problems, related to support of privacy-aware social networking in ubiquitous computing environments that focus on maximizing potential networking benefits while preserving...

  3. 18 CFR 706.202 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-04-01

    ... to: (1) Obvious family or personal relationships, such as those between the employee and his parents... EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Employees § 706.202 Gifts, entertainment, and favors. (a) Except as provided in paragraphs (b) and (c) of this section, an employee shall...

  4. Using identification in entertainment-education drama serials to ...

    African Journals Online (AJOL)

    The study used two entertainment-education drama serials which were designed using Albert Bandura's theoretical framework to communicate positive messages of women's rights to real life audiences in select communities. The study sought to find out if there was any significant relationship i.e. identification between TV ...

  5. Editorial : Special Issue on Advances in Computer Entertainment

    NARCIS (Netherlands)

    Romão, Teresa; Nijholt, Anton; Cheok, Adrian David

    2015-01-01

    This special issue of the International Journal of Arts and Technology comprises a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for the dissemination of cutting-edge research

  6. Integrating Collaborative and Decentralized Models to Support Ubiquitous Learning

    Science.gov (United States)

    Barbosa, Jorge Luis Victória; Barbosa, Débora Nice Ferrari; Rigo, Sandro José; de Oliveira, Jezer Machado; Rabello, Solon Andrade, Jr.

    2014-01-01

    The application of ubiquitous technologies in the improvement of education strategies is called Ubiquitous Learning. This article proposes the integration between two models dedicated to support ubiquitous learning environments, called Global and CoolEdu. CoolEdu is a generic collaboration model for decentralized environments. Global is an…

  7. Associations between sport and screen-entertainment with mental health problems in 5-year-old children

    Directory of Open Access Journals (Sweden)

    Dezateux Carol

    2010-04-01

    Full Text Available Abstract Background Few studies have examined the benefits of regular physical activity, and risks of sedentary behaviour, in young children. This study investigated associations between participation in sports and screen-entertainment (as components of physical activity and sedentary behaviour, and emotional and behavioural problems in this population. Methods Cross-sectional analysis of data from 13470 children (50.9% boys participating in the nationally representative UK Millennium Cohort Study. Time spent participating in sports clubs outside of school, and using screen-entertainment, was reported by the child's mother at child age 5 years, when mental health was also measured using the Strengths and Difficulties Questionnaire. Results 45% of children did not participate in sport clubs and 61% used screen-entertainment for ≥ 2 hours per day. Children who participated in sport had fewer total difficulties; emotional, conduct, hyperactivity-inattention and peer relationship problems; and more prosocial behaviours. These relationships were similar in boys and girls. Boys and girls who used screen-entertainment for any duration, and participated in sport, had fewer emotional and behavioural problems, and more prosocial behaviours, than children who used screen-entertainment for ≥ 2 hours per day and did not participate in sport. Conclusions Longer durations of screen-entertainment usage are not associated with mental health problems in young children. However, our findings suggest an association between sport and better mental health. Further research based on longitudinal data is required to examine causal pathways in these associations and to determine the potential role of this and other forms of physical activity in preventing mental health disorders.

  8. Assessment of personal exposures to optical radiation in large entertainment venues

    International Nuclear Information System (INIS)

    Bonner, R.; O'Hagan, J. B.; Khazova, M.

    2012-01-01

    Workplace exposure to optical radiation from artificial sources is regulated in Europe under the Artificial Optical Radiation Directive 2006/25/EC implemented in the UK as The Control of Artificial Optical Radiation at Work Regulations 2010. The entertainment environment often presents an extremely complex situation for the assessment of occupational exposures. Multiple illumination sources, continuously changing illumination conditions and people moving during performances add further complexity to the assessment. This document proposes a methodology for assessing the risks arising from exposure to optical radiation and presents detailed case studies of practical assessment for two large entertainment venues. (authors)

  9. "That's cool, you're a musician and you drink": Exploring entertainers' accounts of their unique workplace relationship with alcohol.

    Science.gov (United States)

    Forsyth, Alasdair J M; Lennox, Jemma C; Emslie, Carol

    2016-10-01

    This qualitative research investigates the alcohol experiences of entertainers who perform within licensed premises. Previous, mainly quantitative, studies have found that entertainers, specifically musicians, are an occupational group who drink excessively. This qualitative study draws on a wider sample of entertainers to examine their accounts of drinking in the workplace and the explanations they provide for this. We conducted individual semi-structured interviews (n=24) with band-members, variety acts and DJs in Glasgow, Scotland. This revealed a workplace characterised by continual opportunities for often free alcohol consumption. Unlike most occupations, for entertainers 'drinking-on-the-job' was normative, expected, and sometimes encouraged by peers, the public, employers or sponsors. Entertainers also experienced performance-related incentives to drink before, during and/or after a show; including anxiety, matching their intoxication level to the audience's, and 'reward-drinking'. This qualitative research confirms the unique nature of the entertainer-alcohol link, even in comparison to that found within other leisure industry occupations. While providing some explanation as to why entertainers might drink excessively, participants' accounts also suggested potential strategies for avoiding the negative outcomes of workplace drinking. Copyright © 2016 Elsevier B.V. All rights reserved.

  10. Network architecture test-beds as platforms for ubiquitous computing.

    Science.gov (United States)

    Roscoe, Timothy

    2008-10-28

    Distributed systems research, and in particular ubiquitous computing, has traditionally assumed the Internet as a basic underlying communications substrate. Recently, however, the networking research community has come to question the fundamental design or 'architecture' of the Internet. This has been led by two observations: first, that the Internet as it stands is now almost impossible to evolve to support new functionality; and second, that modern applications of all kinds now use the Internet rather differently, and frequently implement their own 'overlay' networks above it to work around its perceived deficiencies. In this paper, I discuss recent academic projects to allow disruptive change to the Internet architecture, and also outline a radically different view of networking for ubiquitous computing that such proposals might facilitate.

  11. The Construction of an Ontology-Based Ubiquitous Learning Grid

    Science.gov (United States)

    Liao, Ching-Jung; Chou, Chien-Chih; Yang, Jin-Tan David

    2009-01-01

    The purpose of this study is to incorporate adaptive ontology into ubiquitous learning grid to achieve seamless learning environment. Ubiquitous learning grid uses ubiquitous computing environment to infer and determine the most adaptive learning contents and procedures in anytime, any place and with any device. To achieve the goal, an…

  12. Developing a ubiquitous health management system with healthy diet control for metabolic syndrome healthcare in Taiwan.

    Science.gov (United States)

    Kan, Yao-Chiang; Chen, Kai-Hong; Lin, Hsueh-Chun

    2017-06-01

    Self-management in healthcare can allow patients managing their health data anytime and everywhere for prevention of chronic diseases. This study established a prototype of ubiquitous health management system (UHMS) with healthy diet control (HDC) for people who need services of metabolic syndrome healthcare in Taiwan. System infrastructure comprises of three portals and a database tier with mutually supportive components to achieve functionality of diet diaries, nutrition guides, and health risk assessments for self-health management. With the diet, nutrition, and personal health database, the design enables the analytical diagrams on the interactive interface to support a mobile application for diet diary, a Web-based platform for health management, and the modules of research and development for medical care. For database integrity, dietary data can be stored at offline mode prior to transformation between mobile device and server site at online mode. The UHMS-HDC was developed by open source technology for ubiquitous health management with personalized dietary criteria. The system integrates mobile, internet, and electronic healthcare services with the diet diary functions to manage healthy diet behaviors of users. The virtual patients were involved to simulate the self-health management procedure. The assessment functions were approved by capturing the screen snapshots in the procedure. The proposed system development was capable for practical intervention. This approach details the expandable framework with collaborative components regarding the self-developed UHMS-HDC. The multi-disciplinary applications for self-health management can support the healthcare professionals to reduce medical resources and improve healthcare effects for the patient who requires monitoring personal health condition with diet control. The proposed system can be practiced for intervention in the hospital. Copyright © 2017 Elsevier B.V. All rights reserved.

  13. "Entertainment-education:" an idea whose time has come.

    Science.gov (United States)

    Piotrow, P T

    1994-03-01

    The "enter-educate" technique, which presents educational messages in the guise of entertainment, is being used effectively all over the world. Soap operas depict the struggles of a single mother or of a father who has infected his family with AIDS, songs remind listeners that contraception gives them choices, and animated videos breathe new life into sex education. The Johns Hopkins University has supported approximately 36 television series and specials, 9 radio dramas, 3 songs, and 9 music videos. Other organizations are expanding their work in this field. Surveys before and after exposure to enter-educate productions and clinic records can be used to measure changes in attitudes and behavior attributable to the productions. Evaluations of projects have shown that the audience pays attention and then moves from understanding to agreement to action (such as talking to their spouse or family, going to a clinic, using family planning, or practicing safer sex). The theoretical basis for the enter-educate approach can be traced to Aristotle who discussed the capacity for drama to convey moral teaching. More recently, Albert Bandura developed a theory of social learning which states that people learn by observing and adapting the behavior of others to their own lives. Miguel Sabido, a Mexican producer, applied Bandura's theory to develop the first enter-educate soap operas. The enter-educate approach is pervasive (through rapidly spreading mass media), popular (people seek entertainment), personal (depicting the private lives of the characters), passionate (invoking intense emotions), persuasive (through audience identification with characters), practical (since the talent and delivery infrastructure already exists), and profitable (entertainment pays its way, can generate profits and promote careers, and is cost-effective).

  14. Study of the Ubiquitous Hog Farm System Using Wireless Sensor Networks for Environmental Monitoring and Facilities Control

    Directory of Open Access Journals (Sweden)

    Jeonghwan Hwang

    2010-12-01

    Full Text Available Many hog farmers are now suffering from high pig mortality rates due to various wasting diseases and increased breeding costs, etc. It is therefore necessary for hog farms to implement systematic and scientific pig production technology to increase productivity and produce high quality pork in order to solve these problems. In this study, we describe such a technology by suggesting a ubiquitous hog farm system which applies WSN (Wireless Sensor Network technology to the pig industry. We suggest that a WSN and CCTV (Closed-circuit television should be installed on hog farms to collect environmental and image information which shall then help producers not only in monitoring the hog farm via the Web from outside the farm, but also facilitate the control of hog farm facilities in remote locations. In addition, facilities can be automatically controlled based on breeding environment parameters which are already set up and a SMS notice service to notify of deviations shall provide users with convenience. Hog farmers may increase production and improve pork quality through this ubiquitous hog farm system and prepare a database with information collected from environmental factors and the hog farm control devices, which is expected to provide information needed to design and implement suitable control strategies for hog farm operation.

  15. Noise exposure and hearing impairment among Chinese restaurant workers and entertainment employees in Hong Kong.

    Directory of Open Access Journals (Sweden)

    Xiang Qian Lao

    Full Text Available BACKGROUND: Noise-induced hearing loss (NIHL is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. METHODS: This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD; and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. RESULTS: The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7% of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%. Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. CONCLUSION: Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing

  16. CILT2000: Ubiquitous Computing--Spanning the Digital Divide.

    Science.gov (United States)

    Tinker, Robert; Vahey, Philip

    2002-01-01

    Discusses the role of ubiquitous and handheld computers in education. Summarizes the contributions of the Center for Innovative Learning Technologies (CILT) and describes the ubiquitous computing sessions at the CILT2000 Conference. (Author/YDS)

  17. Privacy context model for dynamic privacy adaptation in ubiquitous computing

    NARCIS (Netherlands)

    Schaub, Florian; Koenings, Bastian; Dietzel, Stefan; Weber, M.; Kargl, Frank

    Ubiquitous computing is characterized by the merger of physical and virtual worlds as physical artifacts gain digital sensing, processing, and communication capabilities. Maintaining an appropriate level of privacy in the face of such complex and often highly dynamic systems is challenging. We argue

  18. Testing measurement equivalence of eudaimonic and hedonic entertainment motivations in a cross-cultural comparison

    OpenAIRE

    Odağ, Özen; Hofer, Matthias; Schneider, Frank M; Knop, Katharina

    2016-01-01

    Within Hofstede’s framework of individualistic and collectivistic cultures, this contribution examines measurement equivalence of hedonic and eudaimonic entertainment motivations in two different cultures, namely Germany representing a more individualistic culture (N = 180) and Turkey representing a more collectivistic culture (N = 97). By means of a multi-group confirmatory factor analysis, we could secure configural invariance for both hedonic and eudaimonic entertainment motivations across...

  19. The Mass Media of Entertainment and Human Survival.

    Science.gov (United States)

    Gorney, Roderic; Steele, Gary

    Urgently needed for human survival is a means of influencing large numbers of people to put into rapid action measures which could neutralize such menances as pollution, overpopulation, and violence. Though the cumulative effect of the mass media is not fully established, media entertainment may be the most influential institution in our society.…

  20. Teachers Should Not Only Inform but Also Entertain

    Science.gov (United States)

    Kubli, Fritz

    2007-01-01

    Teaching is, in many respects, an art. Teachers must strike the right balance between sometimes opposite demands. On the one hand, they should lead students to scientific insights; and on the other hand, their teaching should be attractive. Teachers should not only inform, but also entertain. Experiments and stories can help them to combine these…

  1. Hollywood on tobacco: how the entertainment industry understands tobacco portrayal

    Science.gov (United States)

    Shields, D.; Carol, J.; Balbach, E.; McGee, S.

    1999-01-01

    OBJECTIVE—To determine how people in the California-based entertainment industry think about the portrayal of tobacco use in movies and on television. Specifically, to explore who decides when to include tobacco in a project; how that decision is made; what issues are considered; what messages are intended; whether and how the issue of secondhand smoke is considered; and what advocacy methods might be useful in influencing future decisions about tobacco portrayal.
DESIGN—Qualitative in-depth interviews of entertainment industry personnel,with a semi-structured interview protocol to guide the interview.
SUBJECTS—54 subjects drawn from a convenience sample of writers, actors, directors, producers, studio executives, and others involved in the film industry.
RESULTS—Hollywood is heterogeneous with varying perspectives on rates of tobacco use portrayal; intentionality of the decision to use and the necessity to portray tobacco use; and its degree of acceptance of responsibility for influencing societal smoking. Tobacco depiction may originate with the writer, actor, or director and is included most frequently to elucidate character or portray reality. On-camera smoking is influenced by actors' off-camera tobacco use.
CONCLUSIONS—The research presented can help advocates better understand the norms and values of those working within the entertainment industry and thereby assist them in creating more effective change strategies.


Keywords: films; movies; television; tobacco use PMID:10629243

  2. Ubiquitous fuzzy computing in open ambient intelligence environments

    NARCIS (Netherlands)

    Acampora, G.; Loia, V.

    2006-01-01

    Ambient intelligence (AmI) is considered as the composition of three emergent technologies: ubiquitous computing, ubiquitous communication and intelligent user interfaces. The aim of integration of aforesaid technologies is to make wider the interaction between human beings and information

  3. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    Directory of Open Access Journals (Sweden)

    Hideo Saito

    2008-09-01

    Full Text Available This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tabletop and knock down virtual pins. The users watch the virtual pins through the monitor. The lane and the ball are also tracked by vision-based tracking. In those applications, we utilize multiple 2D markers distributed at arbitrary positions and directions. Even though the geometrical relationship among the markers is unknown, we can track the camera in very wide area.

  4. Datenschutz- und Medizinprodukterecht bei Ubiquitous Computing-Anwendungen im Gesundheitssektor / Data protection and medical product law with respect to medical ubiquitous computing applications

    Directory of Open Access Journals (Sweden)

    Skistims, Hendrik

    2011-01-01

    Full Text Available With respect to ubiquitous computing there is a great potential of application, particularly in medicine and health care. This work deals with the legal problems which ubiquitous computing is facing in these areas. At the beginning, issues with respect to data protection and professional secrecy are treated. Afterwards the problem of applicability of medical product law for medical ubiquitous computing applications as well as the resulting requirements for manufactures, operators and users will be discussed.

  5. 78 FR 45010 - In the Matter of Camelot Entertainment Group, Inc., Cavico Corp., Global 8 Environmental...

    Science.gov (United States)

    2013-07-25

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] In the Matter of Camelot Entertainment Group, Inc., Cavico Corp., Global 8 Environmental Technologies, Inc., GTC Telecom Corp., ICF Corporation, and... Entertainment Group, Inc. because it has not filed any periodic reports since the period ended September 30...

  6. Intelligent Multi-Agent Middleware for Ubiquitous Home Networking Environments

    OpenAIRE

    Minwoo Son; Seung-Hun Lee; Dongkyoo Shin; Dongil Shin

    2008-01-01

    The next stage of the home networking environment is supposed to be ubiquitous, where each piece of material is equipped with an RFID (Radio Frequency Identification) tag. To fully support the ubiquitous environment, home networking middleware should be able to recommend home services based on a user-s interests and efficiently manage information on service usage profiles for the users. Therefore, USN (Ubiquitous Sensor Network) technology, which recognizes and manages a ...

  7. Ubiquitous Learning Environments in Higher Education: A Scoping Literature Review

    Science.gov (United States)

    Virtanen, Mari Aulikki; Haavisto, Elina; Liikanen, Eeva; Kääriäinen, Maria

    2018-01-01

    Ubiquitous learning and the use of ubiquitous learning environments heralds a new era in higher education. Ubiquitous learning environments enhance context-aware and seamless learning experiences available from any location at any time. They support smooth interaction between authentic and digital learning resources and provide personalized…

  8. New functionalities in abundant element oxides: ubiquitous element strategy

    International Nuclear Information System (INIS)

    Hosono, Hideo; Hayashi, Katsuro; Kamiya, Toshio; Atou, Toshiyuki; Susaki, Tomofumi

    2011-01-01

    While most ceramics are composed of ubiquitous elements (the ten most abundant elements within the Earth's crust), many advanced materials are based on rare elements. A 'rare-element crisis' is approaching owing to the imbalance between the limited supply of rare elements and the increasing demand. Therefore, we propose a 'ubiquitous element strategy' for materials research, which aims to apply abundant elements in a variety of innovative applications. Creation of innovative oxide materials and devices based on conventional ceramics is one specific challenge. This review describes the concept of ubiquitous element strategy and gives some highlights of our recent research on the synthesis of electronic, thermionic and structural materials using ubiquitous elements. (topical review)

  9. A survey on web modeling approaches for ubiquitous web applications

    NARCIS (Netherlands)

    Schwinger, W.; Retschitzegger, W.; Schauerhuber, A.; Kappel, G.; Wimmer, M.; Pröll, B.; Cachero Castro, C.; Casteleyn, S.; De Troyer, O.; Fraternali, P.; Garrigos, I.; Garzotto, F.; Ginige, A.; Houben, G.J.P.M.; Koch, N.; Moreno, N.; Pastor, O.; Paolini, P.; Pelechano Ferragud, V.; Rossi, G.; Schwabe, D.; Tisi, M.; Vallecillo, A.; Sluijs, van der K.A.M.; Zhang, G.

    2008-01-01

    Purpose – Ubiquitous web applications (UWA) are a new type of web applications which are accessed in various contexts, i.e. through different devices, by users with various interests, at anytime from anyplace around the globe. For such full-fledged, complex software systems, a methodologically sound

  10. DMP: Detouring Using Multiple Paths against Jamming Attack for Ubiquitous Networking System

    Directory of Open Access Journals (Sweden)

    Mihui Kim

    2010-04-01

    Full Text Available To successfully realize the ubiquitous network environment including home automation or industrial control systems, it is important to be able to resist a jamming attack. This has recently been considered as an extremely threatening attack because it can collapse the entire network, despite the existence of basic security protocols such as encryption and authentication. In this paper, we present a method of jamming attack tolerant routing using multiple paths based on zones. The proposed scheme divides the network into zones, and manages the candidate forward nodes of neighbor zones. After detecting an attack, detour nodes decide zones for rerouting, and detour packets destined for victim nodes through forward nodes in the decided zones. Simulation results show that our scheme increases the PDR (Packet Delivery Ratio and decreases the delay significantly in comparison with rerouting by a general routing protocol on sensor networks, AODV (Ad hoc On Demand Distance Vector, and a conventional JAM (Jammed Area Mapping service with one reroute.

  11. DMP: detouring using multiple paths against jamming attack for ubiquitous networking system.

    Science.gov (United States)

    Kim, Mihui; Chae, Kijoon

    2010-01-01

    To successfully realize the ubiquitous network environment including home automation or industrial control systems, it is important to be able to resist a jamming attack. This has recently been considered as an extremely threatening attack because it can collapse the entire network, despite the existence of basic security protocols such as encryption and authentication. In this paper, we present a method of jamming attack tolerant routing using multiple paths based on zones. The proposed scheme divides the network into zones, and manages the candidate forward nodes of neighbor zones. After detecting an attack, detour nodes decide zones for rerouting, and detour packets destined for victim nodes through forward nodes in the decided zones. Simulation results show that our scheme increases the PDR (Packet Delivery Ratio) and decreases the delay significantly in comparison with rerouting by a general routing protocol on sensor networks, AODV (Ad hoc On Demand Distance Vector), and a conventional JAM (Jammed Area Mapping) service with one reroute.

  12. Learning potentials of the ubiquitous internet

    DEFF Research Database (Denmark)

    Dalsgaard, Christian; Pedersen, Nicholai Friis; Aaen, Janus Holst

    The aim of this paper is to identify the key learning potentials of the ubiquitous internet. Rather than focusing on mobile technology or the mobility of the learner, the paper emphasises the ubiquity of internet access as a paramount catalyst for new learning in the digital age. From...... a sociocultural perspective the paper discusses different ways in which the use of mobile devices can extend and augment the context of the learner. The learning potentials of the ubiquitous internet relate to the opportunities to extend the context of the learner on three levels: 1) personalisation...

  13. Unit and ubiquitous Internet of Things

    CERN Document Server

    Ning, Huansheng

    2013-01-01

    Although the Internet of Things (IoT) will play a key role in the development of next generation information, network, and communication technologies, many are still unclear about what makes IoT different from similar concepts. Answering fundamental questions about IoT architectures and models, Unit and Ubiquitous Internet of Things introduces essential IoT concepts from the perspectives of mapping and interaction between the physical world and the cyber world. It addresses key issues such as strategy and education, particularly around unit and ubiquitous IoT technologies. Supplying a new pers

  14. Linux toys II 9 Cool New Projects for Home, Office, and Entertainment

    CERN Document Server

    Negus, Christopher

    2006-01-01

    Builds on the success of the original Linux Toys (0-7645-2508-5) and adds projects using different Linux distributionsAll-new toys in this edition include a car computer system with built-in entertainment and navigation features, bootable movies, a home surveillance monitor, a LEGO Mindstorms robot, and a weather mapping stationIntroduces small business opportunities with an Internet radio station and Internet caf ̌projectsCompanion Web site features specialized hardware drivers, software interfaces, music and game software, project descriptions, and discussion forumsIncludes a CD-ROM with scr

  15. A/B Testing in Improving Conversion on a Website : Case: Sanoma Entertainment Oy

    OpenAIRE

    Arento, Thomas

    2010-01-01

    The purpose of this thesis is to study marketing possibilities of improved conversion rates on websites. The study was made for Sanoma Entertainment Oy’s Gaming & Online unit. The main objective was to explore A/B testing as a tool to improve conversion rates by increasing click-through rates. The secondary objective was to test Google Website Optimizer as an A/B testing tool in comparison to current methods of A/B testing in Sanoma Entertainment Oy. The results of this study will be used as ...

  16. Ubiquitous emotion-aware computing

    NARCIS (Netherlands)

    van den Broek, Egon

    Emotions are a crucial element for personal and ubiquitous computing. What to sense and how to sense it, however, remain a challenge. This study explores the rare combination of speech, electrocardiogram, and a revised Self-Assessment Mannequin to assess people’s emotions. 40 people watched 30

  17. Ubiquitous Computing Services Discovery and Execution Using a Novel Intelligent Web Services Algorithm

    Science.gov (United States)

    Choi, Okkyung; Han, SangYong

    2007-01-01

    Ubiquitous Computing makes it possible to determine in real time the location and situations of service requesters in a web service environment as it enables access to computers at any time and in any place. Though research on various aspects of ubiquitous commerce is progressing at enterprises and research centers, both domestically and overseas, analysis of a customer's personal preferences based on semantic web and rule based services using semantics is not currently being conducted. This paper proposes a Ubiquitous Computing Services System that enables a rule based search as well as semantics based search to support the fact that the electronic space and the physical space can be combined into one and the real time search for web services and the construction of efficient web services thus become possible.

  18. Real-time long term measurement using integrated framework for ubiquitous smart monitoring

    Science.gov (United States)

    Heo, Gwanghee; Lee, Giu; Lee, Woosang; Jeon, Joonryong; Kim, Pil-Joong

    2007-04-01

    Ubiquitous monitoring combining internet technologies and wireless communication is one of the most promising technologies of infrastructure health monitoring against the natural of man-made hazards. In this paper, an integrated framework of the ubiquitous monitoring is developed for real-time long term measurement in internet environment. This framework develops a wireless sensor system based on Bluetooth technology and sends measured acceleration data to the host computer through TCP/IP protocol. And it is also designed to respond to the request of web user on real time basis. In order to verify this system, real time monitoring tests are carried out on a prototype self-anchored suspension bridge. Also, wireless measurement system is analyzed to estimate its sensing capacity and evaluate its performance for monitoring purpose. Based on the evaluation, this paper proposes the effective strategies for integrated framework in order to detect structural deficiencies and to design an early warning system.

  19. Androids: application of EAP as artificial muscles to entertainment industry

    Science.gov (United States)

    Hanson, D.; Pioggia, G.; Bar-Cohen, Yoseph; de Rossi, D.

    2001-01-01

    The classic movie Metropolis (1926), which is nowadays considered a cinema milestone, has shown the possibility to build robots called androids that are science and fiction run together to realize a dream: the human-like robot. In that movie, Dr. Rotwang transforms a simple and cold calculating robot into the body of a beautiful woman. Robots have often been depicted as metal creatures with cold steel bodies, but there is no reason why metals should be the only kind of material for construction of robots. The authors examined the issues related to applying electroactive polymers materials (EAP) to the entertainment industry. EAP are offering attractive characteristics with the potential to produce more realistic models of living creatures at significantly lower cost. This paper seeks to elucidate how EAP might infiltrate and ultimately revolutionize entertainment, showing some applicative examples.

  20. Approaching Science by Watching TV: What Do Entertainment Programs Contribute to Viewers' Competence in Genetic Engineering?

    Science.gov (United States)

    Weinmann, Carina; Löb, Charlotte; Mattheiß, Tamara; Vorderer, Peter

    2013-01-01

    This study examined the potential of entertainment-education (E-E) for promoting engagement with a science issue. It was assumed that certain entertaining features of a media experience increase viewers' perceived knowledge about an issue. Drawing on different theoretical models of E-E and on persuasive effects of narrative media messages, three…

  1. Transportation into narrative worlds: implications for entertainment media influences on tobacco use.

    Science.gov (United States)

    Green, Melanie C; Clark, Jenna L

    2013-03-01

    A growing body of research suggests that smoking portrayals in movies influence adolescent tobacco use. However, the mechanism for this influence remains unclear. The aim of this paper is to provide an overview of research on narrative transportation theory, particularly as applied to movies and smoking. We propose that this theory can provide a valuable framework for guiding research on the role of entertainment media in smoking and other addictive behaviors. We review empirical work on transportation theory and highlight the psychological mechanisms underlying transportation effects. 'Transportation into narrative worlds' refers to cognitive, emotional and imagery engagement into a narrative (including movies and entertainment media). We link this work with research on the effects of movie smoking. Research suggests that individuals who are more highly transported into narratives show greater attitude, belief and behavior change. Transportation effects work through reducing counterarguing, creating connections (identification and liking) with characters and increasing perceptions of realism and emotional involvement. We propose several future directions and research challenges for applying a transportation framework to the issue of entertainment media effects on smoking and tobacco disparities. Understanding factors contributing to transportation may provide a more nuanced view of who will be affected by movie smoking, and understanding the psychological processes underlying narrative persuasion may guide intervention efforts. Narrative transportation theory suggests that individuals' cognitive, emotional and imagery immersion in a narrative is a key mechanism of attitude, belief and behavior change. This theory provides a potentially generative and psychologically grounded framework for increasing knowledge about the boundary conditions and processes underlying the effects of entertainment media on tobacco use. © 2012 The Authors, Addiction © 2012 Society for

  2. Automatic, Global and Dynamic Student Modeling in a Ubiquitous Learning Environment

    Directory of Open Access Journals (Sweden)

    Sabine Graf

    2009-03-01

    Full Text Available Ubiquitous learning allows students to learn at any time and any place. Adaptivity plays an important role in ubiquitous learning, aiming at providing students with adaptive and personalized learning material, activities, and information at the right place and the right time. However, for providing rich adaptivity, the student model needs to be able to gather a variety of information about the students. In this paper, an automatic, global, and dynamic student modeling approach is introduced, which aims at identifying and frequently updating information about students’ progress, learning styles, interests and knowledge level, problem solving abilities, preferences for using the system, social connectivity, and current location. This information is gathered in an automatic way, using students’ behavior and actions in different learning situations provided by different components/services of the ubiquitous learning environment. By providing a comprehensive student model, students can be supported by rich adaptivity in every component/service of the learning environment. Furthermore, the information in the student model can help in giving teachers a better understanding about the students’ learning process.

  3. Ubiquitous and pervasive commerce new frontiers for electronic business

    CERN Document Server

    Roussos, George

    2006-01-01

    The new capabilities of ubiquitous and pervasive computing imply that products, locations, consumers and employees create rich streams of information about themselves, their immediate environment and their use. This book brings together technological and business aspects of conducting commerce using ubiquitous and pervasive computing techniques and also examines its implications for society at large. Individual chapters examine in detail the core technologies that make ubiquitous computing possible, the business standards that must be established to support the envisioned global infrastructure

  4. 75 FR 6709 - United States, et al. v. Ticketmaster Entertainment Inc. and Live Nation Inc.; Proposed Final...

    Science.gov (United States)

    2010-02-10

    ... Live Music Entertainment Industry 15. The components of the live music entertainment industry pertinent... American Music business principally involves the promotion of live music events at Live Nation owned and/or... generate substantial income from live music events. Major concert venues that generate substantial income...

  5. Mobile and ubiquitous learning technologies

    NARCIS (Netherlands)

    Specht, Marcus

    2012-01-01

    Specht, M. (2012, 22 November). Mobile and ubiquitous learning technologies. Presentation given at the Workshop "Blended Learning an Hochschulen" at the Fakultätentag Informatik at the Universität Jena, Jena, Germany.

  6. An intelligent knowledge-based and customizable home care system framework with ubiquitous patient monitoring and alerting techniques.

    Science.gov (United States)

    Chen, Yen-Lin; Chiang, Hsin-Han; Yu, Chao-Wei; Chiang, Chuan-Yen; Liu, Chuan-Ming; Wang, Jenq-Haur

    2012-01-01

    This study develops and integrates an efficient knowledge-based system and a component-based framework to design an intelligent and flexible home health care system. The proposed knowledge-based system integrates an efficient rule-based reasoning model and flexible knowledge rules for determining efficiently and rapidly the necessary physiological and medication treatment procedures based on software modules, video camera sensors, communication devices, and physiological sensor information. This knowledge-based system offers high flexibility for improving and extending the system further to meet the monitoring demands of new patient and caregiver health care by updating the knowledge rules in the inference mechanism. All of the proposed functional components in this study are reusable, configurable, and extensible for system developers. Based on the experimental results, the proposed intelligent homecare system demonstrates that it can accomplish the extensible, customizable, and configurable demands of the ubiquitous healthcare systems to meet the different demands of patients and caregivers under various rehabilitation and nursing conditions.

  7. An Intelligent Knowledge-Based and Customizable Home Care System Framework with Ubiquitous Patient Monitoring and Alerting Techniques

    Directory of Open Access Journals (Sweden)

    Yen-Lin Chen

    2012-08-01

    Full Text Available This study develops and integrates an efficient knowledge-based system and a component-based framework to design an intelligent and flexible home health care system. The proposed knowledge-based system integrates an efficient rule-based reasoning model and flexible knowledge rules for determining efficiently and rapidly the necessary physiological and medication treatment procedures based on software modules, video camera sensors, communication devices, and physiological sensor information. This knowledge-based system offers high flexibility for improving and extending the system further to meet the monitoring demands of new patient and caregiver health care by updating the knowledge rules in the inference mechanism. All of the proposed functional components in this study are reusable, configurable, and extensible for system developers. Based on the experimental results, the proposed intelligent homecare system demonstrates that it can accomplish the extensible, customizable, and configurable demands of the ubiquitous healthcare systems to meet the different demands of patients and caregivers under various rehabilitation and nursing conditions.

  8. Adolescent Weight Preoccupation: Influencing Factors and Entertainment Media Exposure

    Science.gov (United States)

    Jacob, John; Yoo, Jeong-Ju

    2010-01-01

    This study examined how boys' and girls' weight preoccupation varied by grade level, parent-child relationships, self-classified weight, entertainment media exposure levels, and gender. Seventh-grade girls (n = 190) and boys (n = 132) and 10th-grade girls (n = 99) and boys (n = 67) participated. Girls were more likely to report weight…

  9. 11th International Conference on Multimedia and Ubiquitous Engineering & 12th International Conference on Future Information Technology

    CERN Document Server

    Chen, Shu-Ching; Choo, Kim-Kwang

    2017-01-01

    This book presents the proceedings of the 11th International Conference on Multimedia and Ubiquitous Engineering (MUE2017) and the 12th International Conference on Future Information Technology (FutureTech2017), held in Seoul, South Korea on May 22–24, 2017. These two conferences provided an opportunity for academic and industrial professionals to discuss recent advances in the area of multimedia and ubiquitous environments including models and systems, new directions, and novel applications associated with the utilization and acceptance of ubiquitous computing devices and systems. The resulting papers address the latest technological innovations in the fields of digital convergence, multimedia convergence, intelligent applications, embedded systems, mobile and wireless communications, bio-inspired computing, grid and cloud computing, semantic web, user experience, HCI, and security and trust computing. The book offers a valuable resource for a broad readership, including students, academic researchers, and...

  10. Advertisements for children's entertainment products in a popular parenting magazine: sedentary or active?

    Science.gov (United States)

    Basch, Corey H; Kecojevic, Aleksandar; Cadorett, Valerie; Basch, Charles E

    2017-01-01

    Background: The purpose of this study was to describe advertisements of children's entertainment products in a popular magazine, Parents, and to determine if they illustrated behavior that was physically active or sedentary. Methods: The sample was comprised of Parents magazines (January 2010 to December 2015). Coding involved determining if the advertisement was promoting sedentary or active behavior. Results: Nearly all of the 169 advertisements in the sample (n = 166; 97.6%) were for products that depicted sedentary behavior. The most common types of entertainment products advertised were DVDs (n = 72), plastic stacking products (n = 18), books (n=14), and electronic devices (n = 13). The most popular theme that appeared in the advertisements was the entertainment product would enhance intelligence (n = 85; 50.3%, 95% CI: 0.43-0.58). The overwhelming majority (n = 136; 80.5%. 95% CI: 0.76-0.87) of the advertisements involved the presence of a character. Conclusion: This type of advertising does not contribute to the nation's goals of increasing physical activity among youth.

  11. Like Fun Quantitative and Qualitative Analysis of the Entertainment Programs in BiH

    Directory of Open Access Journals (Sweden)

    Sanja Dokić Mrša

    2015-09-01

    Full Text Available According to the data from the Communications Regulatory Agency of Bosnia and Herzegovina, entertaining programme constitutes a quarter of all TV stations broadcast (24.9% and more than half of radio stations broadcast (53.66%. The content analysis of television programmes of three public broadcasters (BHT 1, RTRS, FTV as well as two commercial TV stations with nationwide coverage (TV Hayat and TV BN in prime time (from 17 to 23 hours on weekly base, based on the review of the programmes, showed that entertainment is one of the most important segments of television programmes, on both commercial TV stations, as well as public service in BiH. Qualitative analysis of Grand Show, that stands for the one of the most popular music and entertainment shows, not only in BiH, but wider, for almost two decades, indicates that this show belongs to kitsch culture. Furthermore, certain similarities between reality show programs like Big Brother or Farm and french Theatre of the absurd were found.

  12. I was totally there! : understanding engagement in entertainment-ducation narratives

    NARCIS (Netherlands)

    Leeuwen, van L.

    2015-01-01

    Summary

    I was totally there!: Understanding engagement in entertainment-education narratives

    By Lonneke van Leeuwen

    Introduction
    Narratives have the power to influence their recipients’ health behaviors.

  13. A proposal of ubiquitous fuzzy computing for ambient Intelligence

    NARCIS (Netherlands)

    Acampora, G.; Loia, V.

    2008-01-01

    Ambient Intelligence is considered as the composition of three emergent technologies: Ubiquitous Computing, Ubiquitous Communication and Intelligent User Interfaces. The aim of integration of aforesaid technologies is to make wider the interaction between human beings and information technology

  14. Use of "entertainment" chimpanzees in commercials distorts public perception regarding their conservation status.

    Directory of Open Access Journals (Sweden)

    Kara K Schroepfer

    Full Text Available Chimpanzees (Pan troglodytes are often used in movies, commercials and print advertisements with the intention of eliciting a humorous response from audiences. The portrayal of chimpanzees in unnatural, human-like situations may have a negative effect on the public's understanding of their endangered status in the wild while making them appear as suitable pets. Alternatively, media content that elicits a positive emotional response toward chimpanzees may increase the public's commitment to chimpanzee conservation. To test these competing hypotheses, participants (n = 165 watched a series of commercials in an experiment framed as a marketing study. Imbedded within the same series of commercials was one of three chimpanzee videos. Participants either watched 1 a chimpanzee conservation commercial, 2 commercials containing "entertainment" chimpanzees or 3 control footage of the natural behavior of wild chimpanzees. Results from a post-viewing questionnaire reveal that participants who watched the conservation message understood that chimpanzees were endangered and unsuitable as pets at higher levels than those viewing the control footage. Meanwhile participants watching commercials with entertainment chimpanzees showed a decrease in understanding relative to those watching the control footage. In addition, when participants were given the opportunity to donate part of their earnings from the experiment to a conservation charity, donations were least frequent in the group watching commercials with entertainment chimpanzees. Control questions show that participants did not detect the purpose of the study. These results firmly support the hypothesis that use of entertainment chimpanzees in the popular media negatively distorts the public's perception and hinders chimpanzee conservation efforts.

  15. Why do fans attend world Wrestling Entertainment? | Kruger | South ...

    African Journals Online (AJOL)

    This research examined the travel motives of South African World Wrestling Entertainment (WWE) fans at a live Smackdown event in July 2011, which was part of the WWE's world tour. Based on these motives, different market segments at the events were identified and profiled. This was the first time that the motives of ...

  16. The Language of Entertainment News Is a Serious Business

    Science.gov (United States)

    Marjanovic, Tatjana

    2013-01-01

    An essentially qualitative structural and semantic analysis is performed on the text of an "American Idol" coverage posted on yahoo.com January 24, 2013, constituting a micro-corpus of 2,739 words. Since such stories feature entertainment laced with a shot of drama and scandal, most of us share similar expectations as to what packaging…

  17. Guest editorial preface : Special Issue on Advances in Computer Entertainment

    NARCIS (Netherlands)

    Nijholt, Anton; Romão, Teresa; Cheok, Adrian D.

    2013-01-01

    This special issue of the International Journal of Creative Interfaces and Computer Graphics contains a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for dissemination of

  18. Advances in Computer Entertainment. 10th International Conference, ACE 2013

    NARCIS (Netherlands)

    Reidsma, Dennis; Katayose, H.; Nijholt, Antinus; Unknown, [Unknown

    2013-01-01

    These are the proceedings of the 10th International Conference on Advances in Computer Entertainment (ACE 2013), hosted by the Human Media Interaction research group of the Centre for Telematics and Information Technology at the University of Twente, The Netherlands. The ACE series of conferences,

  19. Ubiquitous Total Station Development using Smartphone, RSSI and Laser Sensor providing service to Ubi-GIS

    Directory of Open Access Journals (Sweden)

    M. A. Shoushtari

    2014-10-01

    Full Text Available The growing trend in technological advances and Micro Electro Mechanical Systems (MEMS has targeted for intelligent human lives. Accordingly, Ubiquitous Computing Approach was proposed by Mark Weiser. This paper proposes an ubiquitous surveying solution in Geometrics and surveying field. Ubiquitous Surveying provides cost-effective, smart and available surveying techniques while traditional surveying equipment are so expensive and have small availability specially in indoor and daily surveying jobs. In order to have a smart surveying instrument, different information technology methods and tools like Triangle method, Received Signal Strength Indicator (RSSI method and laser sensor are used. These new ways in combine with surveying equations introduces a modern surveying equipment called Ubi-Total Station that also employed different sensors embedded in smartphone and mobile stand. RSSI-based localization and Triangle method technique are easy and well known methods to predict the position of an unknown node in indoor environments whereas additional measures are required for a sufficient accuracy. In this paper the main goal is to introduce the Ubiquitous Total Station as a development in smart and ubiquitous GIS. In order to public use of the surveying equipment, design and implementation of this instrument has been done. Conceptual model of Smartphone-based system is designed for this study and based on this model, an Android application as a first sample is developed. Finally the evaluations shows that absolute errors in X and Y calculation are 0.028 and 0.057 meter respectively. Also RMSE of 0.26 was calculated in RSSI method for distance measurement. The high price of traditional equipment and their requirement for professional surveyors has given way to intelligent surveying. In the suggested system, smartphones can be used as tools for positioning and coordinating geometric information of objects.

  20. Internet messenger based smart virtual class learning using ubiquitous computing

    Science.gov (United States)

    Umam, K.; Mardi, S. N. S.; Hariadi, M.

    2017-06-01

    Internet messenger (IM) has become an important educational technology component in college education, IM makes it possible for students to engage in learning and collaborating at smart virtual class learning (SVCL) using ubiquitous computing. However, the model of IM-based smart virtual class learning using ubiquitous computing and empirical evidence that would favor a broad application to improve engagement and behavior are still limited. In addition, the expectation that IM based SVCL using ubiquitous computing could improve engagement and behavior on smart class cannot be confirmed because the majority of the reviewed studies followed instructions paradigms. This article aims to present the model of IM-based SVCL using ubiquitous computing and showing learners’ experiences in improved engagement and behavior for learner-learner and learner-lecturer interactions. The method applied in this paper includes design process and quantitative analysis techniques, with the purpose of identifying scenarios of ubiquitous computing and realize the impressions of learners and lecturers about engagement and behavior aspect and its contribution to learning

  1. Ubiquitous Network Society

    Directory of Open Access Journals (Sweden)

    Cristian USCATU

    2006-01-01

    Full Text Available Technology is evolving faster than ever in the ITC domain. Computing devices become smaller and more powerful by the day (and cheaper than ever. They have started to move away from the classical “computer” towards portable devices like personal digital assistants (PDAs and mobile phones. Even these devices are no longer what they used to be. A phone is no longer a simple voice communication device, but a minicomputer with lots of functions. The addition of wireless communication protocols, like WiFi and Bluetooth, leads to a web of interconnected devices with the final purpose of enabling us to access desired services anywhere, at any time. Adding less complicated devices, as sensors and detectors, located everywhere (clothes, cars, furniture, home appliances etc. but connected to the same global network, we have a technological world aware of itself and aware of us, ready to serve our needs without hindering our lives. “Ubiquitous computing names the third wave in computing, just now beginning. First were mainframes, each shared by lots of people. Now we are in the personal computing era, person and machine staring uneasily at each other across the desktop. Next comes ubiquitous computing, or the age of calm technology, when technology recedes into the background of our lives.” [Weiser, 1995

  2. Radar sensor technology developments as CSIR DPSS in support of persistent, ubiquitous surveillance systems

    CSIR Research Space (South Africa)

    Anderson, F

    2008-11-01

    Full Text Available of an S&T capability based on international technology trends in persistent, ubiquitous surveillance. The ultimate aim of this programme is to develop and produce a series of South African innovations that can be used by departments and agencies...

  3. STORIES OF PROSTITUTION: READINGS OF ENTERTAINMENT IN NINETEENTH-CENTURY BRAZIL

    Directory of Open Access Journals (Sweden)

    Renata Ferreira Vieira

    2018-01-01

    Full Text Available Censored by parents and conservative critics, stories about prostitutes have always been "forbidden" readings that, in addition to stimulating the book trade over the years, offered readers entertainment through the "euphoria and sensations" caused by the stuffed works with obscene plots and / or sexual insinuations. It is in this perception of reading, in nineteenth-century Brazil, who were the novels about the "women of life" like Lucíola (1862, the Brazilian writer José de Alencar (1829-1877,and Nana (1880, the French writer Émile Zola (1840-1902. Affiliated, respectively, with romantic and naturalistic esthetics, Lucíola and Nana fictionalize the live of two young prostitutes in a nineteenth-century patriarchal society. In order to understand how these novels were appropriated as "entertainment literature" by the reading public of the time, this article will investigate the trajectory of publication, circulation and reception of these works through the theoretical assumptions of the history of books and reading (CHARTIER, 1990 .

  4. Integrating entertainment and scientific rigor to facilitate a co-creation of knowledge

    Science.gov (United States)

    Hezel, Bernd; Broschkowski, Ephraim; Kropp, Jürgen

    2013-04-01

    The advancing research on the changing climate system and on its impacts has uncovered the magnitude of the expectable societal implications. It therefore created substantial awareness of the problem with stakeholders and the general public. But despite this awareness, unsustainable trends have continued untamed. For a transition towards a sustainable world it is, apparently, not enough to disseminate the "scientific truth" and wait for the people to "understand". In order to remedy this problem it is rather necessary to develop new entertaining formats to communicate the complex topic in an integrated and comprehensive way. Beyond that, it could be helpful to acknowledge that science can only generate part of the knowledge that is necessary for the transformation. The nature of the problem and its deep societal implications call for a co-creation of knowledge by science and society in order to enable change. In this spirit the RAMSES project (Reconciling Adaptation, Mitigation and Sustainable Development for Cities) follows a dialogic communication approach allowing for a co-formulation of research questions by stakeholders. A web-based audio-visual guidance application presents embedded scientific information in an entertaining and intuitive way on the basis of a "complexity on demand" approach. It aims at enabling decision making despite uncertainty and it entails a reframing of the project's research according to applied and local knowledge.

  5. Ubi-RKE: A Rhythm Key Based Encryption Scheme for Ubiquitous Devices

    Directory of Open Access Journals (Sweden)

    Jae Dong Lee

    2014-01-01

    Full Text Available As intelligent ubiquitous devices become more popular, security threats targeting them are increasing; security is seen as one of the major challenges of the ubiquitous computing. Now a days, applying ubiquitous computing in number of fields for human safety and convenience was immensely increased in recent years. The popularity of the technology is rising day by day, and hence the security is becoming the main focused point with the advent and rising popularity of the applications. In particular, the number of wireless networks based on ubiquitous devices has increased rapidly; these devices support transmission for many types of data traffic. The convenient portability of ubiquitous devices makes them vulnerable to security threats, such as loss, theft, data modification, and wiretapping. Developers and users should seriously consider employing data encryption to protect data from such vulnerabilities. In this paper, we propose a Rhythm Key based Encryption scheme for ubiquitous devices (Ubi-RKE. The concept of Rhythm Key based Encryption has been applied to numerous real world applications in different domains. It provides key memorability and secure encryption through user touching rhythm on ubiquitous devices. Our proposed scheme is more efficient for users than existing schemes, by providing a strong cipher.

  6. The use of mobile technology for online shopping and entertainment among older adults in Finland

    OpenAIRE

    Kuoppamäki, Sanna-Mari; Taipale, Sakari; Wilska, Terhi-Anna

    2017-01-01

    Older adults are becoming an important market segment for all internet-based services, but few studies to date have considered older adults as online shoppers and users of entertainment media. Utilising the concept of life course, this article investigates the use of mobile technologies for online shopping and entertainment among consumers aged 55 to 74. The data were collected with a web-based survey completed by a panel of respondents representing Finnish television viewers (N = 322). The r...

  7. Using Internet as Entertainment among Users Aged between 25 to 40 in Tehran

    Directory of Open Access Journals (Sweden)

    Behzad Dowran

    2008-11-01

    Full Text Available This article is the report of research conducted to answer two main questions; first, to what extent and under which forms using internet as entertainment is prevalent among users aged between 24 to 40 years in Tehran? And second has this kind of usage changed with passage of time (since the beginning of usage until the time of research? The research was designed and conducted with descriptive and qualitative method and the relevant data were gathered by using the techniques of deep interview with a sample (15 persons of the statistical population of users (the first generation of internet users in Tehran. The findings show that using internet as entertainment among the sample is usual usages which include chatting, blogging, music downloading, browsing the webs containing pornographic materials and Orcat in terms of leaning order. The responses of interviewees show that after the passage of ten years, using internet as entertainment has significantly declined. Chatting, browsing the webs containing pornographic material and cybernetic searching in terms of learning order have been mentioned the usual forms in early periods of internet usage.

  8. Implications of Ubiquitous Computing for the Social Studies Curriculum

    Science.gov (United States)

    van Hover, Stephanie D.; Berson, Michael J.; Bolick, Cheryl Mason; Swan, Kathleen Owings

    2004-01-01

    In March 2002, members of the National Technology Leadership Initiative (NTLI) met in Charlottesville, Virginia to discuss the potential effects of ubiquitous computing on the field of education. Ubiquitous computing, or "on-demand availability of task-necessary computing power," involves providing every student with a handheld computer--a…

  9. Preference learning for cognitive modeling: a case study on entertainment preferences

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Maragoudakis, Manolis; Hallam, John

    2009-01-01

    Learning from preferences, which provide means for expressing a subject's desires, constitutes an important topic in machine learning research. This paper presents a comparative study of four alternative instance preference learning algorithms (both linear and nonlinear). The case study...... investigated is to learn to predict the expressed entertainment preferences of children when playing physical games built on their personalized playing features (entertainment modeling). Two of the approaches are derived from the literature--the large-margin algorithm (LMA) and preference learning...... with Gaussian processes--while the remaining two are custom-designed approaches for the problem under investigation: meta-LMA and neuroevolution. Preference learning techniques are combined with feature set selection methods permitting the construction of effective preference models, given suitable individual...

  10. Technology acceptance for an Intelligent Comprehensive Interactive Care (ICIC system for care of the elderly: a survey-questionnaire study.

    Directory of Open Access Journals (Sweden)

    Alice M K Wong

    Full Text Available The key components of caring for the elderly are diet, living, transportation, education, and safety issues, and telemedical systems can offer great assistance. Through the integration of personal to community information technology platforms, we have developed a new Intelligent Comprehensive Interactive Care (ICIC system to provide comprehensive services for elderly care. The ICIC system consists of six items, including medical care (physiological measuring system, Medication Reminder, and Dr. Ubiquitous, diet, living, transportation, education (Intelligent Watch, entertainment (Sharetouch, and safety (Fall Detection. In this study, we specifically evaluated the users' intention of using the Medication Reminder, Dr. Ubiquitous, Sharetouch, and Intelligent Watch using a modified technological acceptance model (TAM. A total of 121 elderly subjects (48 males and 73 females were recruited. The modified TAM questionnaires were collected after they had used these products. For most of the ICIC units, the elderly subjects revealed great willingness and/or satisfaction in using this system. The elderly users of the Intelligent Watch showed the greatest willingness and satisfaction, while the elderly users of Dr. Ubiquitous revealed fair willingness in the dimension of perceived ease of use. The old-old age group revealed greater satisfaction in the dimension of result demonstrability for the users of the Medication Reminder as compared to the young-old and oldest-old age groups. The women revealed greater satisfaction in the dimension of perceived ease of use for the users of Dr. Ubiquitous as compared to the men. There were no statistically significant differences in terms of gender, age, and education level in the other dimensions. The modified TAM showed its effectiveness in evaluating the acceptance and characteristics of technologic products for the elderly user. The ICIC system offers a user-friendly solution in telemedical care and improves the

  11. Technology acceptance for an Intelligent Comprehensive Interactive Care (ICIC) system for care of the elderly: a survey-questionnaire study.

    Science.gov (United States)

    Wong, Alice M K; Chang, Wei-Han; Ke, Pei-Chih; Huang, Chun-Kai; Tsai, Tsai-Hsuan; Chang, Hsien-Tsung; Shieh, Wann-Yun; Chan, Hsiao-Lung; Chen, Chih-Kuang; Pei, Yu-Cheng

    2012-01-01

    The key components of caring for the elderly are diet, living, transportation, education, and safety issues, and telemedical systems can offer great assistance. Through the integration of personal to community information technology platforms, we have developed a new Intelligent Comprehensive Interactive Care (ICIC) system to provide comprehensive services for elderly care. The ICIC system consists of six items, including medical care (physiological measuring system, Medication Reminder, and Dr. Ubiquitous), diet, living, transportation, education (Intelligent Watch), entertainment (Sharetouch), and safety (Fall Detection). In this study, we specifically evaluated the users' intention of using the Medication Reminder, Dr. Ubiquitous, Sharetouch, and Intelligent Watch using a modified technological acceptance model (TAM). A total of 121 elderly subjects (48 males and 73 females) were recruited. The modified TAM questionnaires were collected after they had used these products. For most of the ICIC units, the elderly subjects revealed great willingness and/or satisfaction in using this system. The elderly users of the Intelligent Watch showed the greatest willingness and satisfaction, while the elderly users of Dr. Ubiquitous revealed fair willingness in the dimension of perceived ease of use. The old-old age group revealed greater satisfaction in the dimension of result demonstrability for the users of the Medication Reminder as compared to the young-old and oldest-old age groups. The women revealed greater satisfaction in the dimension of perceived ease of use for the users of Dr. Ubiquitous as compared to the men. There were no statistically significant differences in terms of gender, age, and education level in the other dimensions. The modified TAM showed its effectiveness in evaluating the acceptance and characteristics of technologic products for the elderly user. The ICIC system offers a user-friendly solution in telemedical care and improves the quality of

  12. Socio-technical Issues for Ubiquitous Information Society in 2010

    Science.gov (United States)

    Funabashi, Motohisa; Homma, Koichi; Sasaki, Toshiro; Sato, Yoshinori; Kido, Kunihiko; Fukumoto, Takashi; Yano, Koujin

    Impact of the ubiquitous information technology on our society is so significant that directing technological development and preparing institutional apparatus are quite important and urgent. The present paper elaborates, with the efforts by both humanity and engineering disciplines, to find out the socio-technical issues of ubiquitous information society in 2010 by inspecting social implications of emerging technology as well as social expectations. In order to deliberate the issues, scenarios are developed that describes possible life in ubiquitous information society. The derived issues cover integrating information technology and human body, producing smart sharable environment, protecting individual rights, fostering new service business, and forming community.

  13. Live Entertainment in a Fairytale Art-Peripheral Tourist Setting

    Directory of Open Access Journals (Sweden)

    Laila EL-Mahgary

    2016-05-01

    Full Text Available This article introduces a multidisciplinary study in which the different fields of musicology, social sciences and children’s ‘fairytale’ literature blend together. The interest in this topic came from a lack of attention in past studies on the art-peripheral performers’ and audiences’ experiences with the more popular form of entertainment in art-peripheral tourist settings. Another fundamental purpose for this research is to explore the important role of the art-peripheral ‘fairytale’ settings in transforming the different groups of hosts’ and guests’ everyday rational characters and performances, as they transgress from their cultural norms, and move through the liminal spaces of the sea. Consequently, new identities in Hurghada’s hotels’ fairytale scenes are being formed, and which are the outcome of localized and western, cultural, political, economic, and social constructions. The empirical method in this study puts emphasis on the texts of classical fairytale stories, which are used as an architextual model developed in the course of earlier research undertaken by the author. It is also well worth mentioning, that Hurghada’s art-peripheral hotel settings generate cultural tourism from the simple consumption of entertainment and popular music.

  14. Ubiquitous media for collocated interaction

    DEFF Research Database (Denmark)

    Morrison, Ann; Jacucci, Giulio; Peltonen, Peter

    2010-01-01

    Has ubiquitous computing entered our lives as anticipated in the early 90s or at the turn of the millennium? In this last decade, the processing of media combined with sensing and communication capabilities has been slowly entering our lives through powerful smartphones, multimodal game consoles,...

  15. Trust models in ubiquitous computing.

    Science.gov (United States)

    Krukow, Karl; Nielsen, Mogens; Sassone, Vladimiro

    2008-10-28

    We recapture some of the arguments for trust-based technologies in ubiquitous computing, followed by a brief survey of some of the models of trust that have been introduced in this respect. Based on this, we argue for the need of more formal and foundational trust models.

  16. The Status of Ubiquitous Computing.

    Science.gov (United States)

    Brown, David G.; Petitto, Karen R.

    2003-01-01

    Explains the prevalence and rationale of ubiquitous computing on college campuses--teaching with the assumption or expectation that all faculty and students have access to the Internet--and offers lessons learned by pioneering institutions. Lessons learned involve planning, technology, implementation and management, adoption of computer-enhanced…

  17. Digital Facial Augmentation for Interactive Entertainment

    Directory of Open Access Journals (Sweden)

    Naoto Hieda

    2015-08-01

    Full Text Available Digital projection technology allows for effective and entertaining spatial augmented reality applications. Leveraging the capabilities of reasonably accurate object tracking using commodity cameras and/or depth sensors to determine the 3D position and pose of objects in real time, it is possible to project dynamic graphical content on arbitrary surfaces, such as a person’s face. Coupling these capabilities with a simple drawing application, participants can have the experience of "painting" on someone’s face, or even on their own, by observing the projection in a mirror. Similarly, integrating 2D rigid-body, fluid and gravity simulation, one may interact with virtual objects projected on their own face or body.

  18. Some guidelines for the ethical development of ubiquitous computing.

    Science.gov (United States)

    Greenfield, Adam

    2008-10-28

    At a time when both the landscape of everyday life and the choices available to us there are increasingly conditioned by ubiquitous information processing systems, it seems wise to articulate some general principles guiding their ethical design and deployment. I here enunciate five broad guidelines for the designers of such systems, including recommendations that they be devised in such a way as to default to harmlessness, be conservative of time, be conservative of face, be self-disclosing and be deniable. I conclude with some observations about the likelihood of any such principles winning usefully widespread voluntary adherence.

  19. Ubiquitous Wireless Sensor Networks and future “Internet of Things""

    OpenAIRE

    Vermesan, Ovidiu

    2009-01-01

    Overview of heterogeneous networks of embedded devices that can range from RFID, to smart identifiable systems with sensing and actuating capabilitie. Presentation of wireless sensor networks protocols and Internet of Things future technology. Bridging the real, virtual and digital worlds by using wireless connectivity. Application examples in automotive, aeronautics, healthcare, building, oil and gas industries. Ubiquitous Wireless Sensor Networks and future “Internet ...

  20. Promoting Prosocial Beliefs And Behavior Toward People With Disabilities In Nepal Through A Children’s Entertainment-Education Program

    Directory of Open Access Journals (Sweden)

    William J Brown

    2011-10-01

    Full Text Available PurposeThis quasi-experimental field study examines the prosocial influences of a children's entertainment-education television programme, Khushi Ko Sansar, on children’s beliefs and intended behaviour towards people with disabilities in Nepal.MethodPre-test and post-test survey data were gathered from 357 Nepali children from nine communities that took part in the study. The children were shown two television episodes in which the star of the programmes, a dog named Khush, befriends and visits people with disabilities.ResultsPost-test results show that children developed strong identification with Khush and adopted his prosocial beliefs and behaviour towards people with disabilities.ConclusionsThe authors conclude that the entertainment-education television programme, Khushi Ko Sansar, provided a positive role model for children who encounter people with disabilities. Implications of these findings suggest that entertainment-education media can improve the treatment of people with disabilities and can promote beneficial health beliefs and practices.Key words: Children’s television, entertainment-education, Nepal, people with disabilities, role modelsdoi 10.5463/DCID.v22i2.33 

  1. Work in Progress: Gender and Politics in Late Elizabethan Progress Entertainments

    Science.gov (United States)

    Kolkovich, Elizabeth Zeman

    2009-01-01

    This dissertation analyzes the understudied dramatic genre of Elizabethan progress entertainments, the political ideologies it conveys, and especially the female alliances it enacts. Aristocrats staged these outdoor, episodic pageants on their country estates during Elizabeth I's summer "progress" visits, 1575-1602. While previous scholars…

  2. Ubiquitous health monitoring and real-time cardiac arrhythmias detection: a case study.

    Science.gov (United States)

    Li, Jian; Zhou, Haiying; Zuo, Decheng; Hou, Kun-Mean; De Vaulx, Christophe

    2014-01-01

    As the symptoms and signs of heart diseases that cause sudden cardiac death, cardiac arrhythmia has attracted great attention. Due to limitations in time and space, traditional approaches to cardiac arrhythmias detection fail to provide a real-time continuous monitoring and testing service applicable in different environmental conditions. Integrated with the latest technologies in ECG (electrocardiograph) analysis and medical care, the pervasive computing technology makes possible the ubiquitous cardiac care services, and thus brings about new technical challenges, especially in the formation of cardiac care architecture and realization of the real-time automatic ECG detection algorithm dedicated to care devices. In this paper, a ubiquitous cardiac care prototype system is presented with its architecture framework well elaborated. This prototype system has been tested and evaluated in all the clinical-/home-/outdoor-care modes with a satisfactory performance in providing real-time continuous cardiac arrhythmias monitoring service unlimitedly adaptable in time and space.

  3. Prevalence and correlates of drink driving within patrons of Australian night-time entertainment precincts.

    Science.gov (United States)

    Curtis, Ashlee; Coomber, Kerri; Hyder, Shannon; Droste, Nic; Pennay, Amy; Jenkinson, Rebecca; Mayshak, Richelle; Miller, Peter G

    2016-10-01

    Drink driving is a significant public health concern, and contributes to many road fatalities worldwide. The current study is the first to examine the prevalence and correlates of drink driving behavior in a sample of night-time entertainment precinct attendees in Australia. Interviews were conducted with 4214 night-time entertainment precinct attendees in two metropolitan and three regional cities in Australia. Seven correlates of self-reported drink driving were examined: gender, age, occupation, blood alcohol concentration (BAC), alcohol consumed prior to attending a licensed venue, energy drink consumption, and other drug consumption. Fourteen percent of night-time entertainment precinct attendees reported drink driving in the past three months. Bivariate logistic regression models indicated that males were significantly more likely than females to report drink driving in the past three months. Blue-collar workers and sales/clerical/administrative workers were significantly more likely to report drink driving behavior in the past three months than white-collar workers. The likelihood of reporting drink driving during the three months prior to interview significantly increased as BAC on the current night out increased, and when patrons reported engaging in pre-drinking or other drug use. The multivariate model presented a similar pattern of results, however BAC and pre-drinking on the night of the interview were no longer independent significant predictors. Males, blue collar/sales/clerical/administrative workers, and illicit drug consumers were more likely to report engaging in drink driving behavior than their counterparts. Interventions should focus on addressing the considerable proportion night-time entertainment precinct attendees who report engaging in drink driving behavior. Copyright © 2016 Elsevier Ltd. All rights reserved.

  4. International Symposium on Ubiquitous Networking

    CERN Document Server

    Medromi, Hicham; Sadik, Mohamed

    2016-01-01

    This volume publishes new trends and findings in hot topics related to ubiquitous computing/networking. It is the outcome of UNet - ainternational scientific event that took place on September 08-10, 2015, in the fascinating city of Casablanca, Morocco. UNet’15 is technically sponsored by IEEE Morocco Section and IEEE COMSOC Morocco Chapter.

  5. Embedding Moodle into Ubiquitous Computing Environments

    NARCIS (Netherlands)

    Glahn, Christian; Specht, Marcus

    2010-01-01

    Glahn, C., & Specht, M. (2010). Embedding Moodle into Ubiquitous Computing Environments. In M. Montebello, et al. (Eds.), 9th World Conference on Mobile and Contextual Learning (MLearn2010) (pp. 100-107). October, 19-22, 2010, Valletta, Malta.

  6. Impact of Entertainment Motivational Drivers on User Acceptance of Online Social Network Banner Advertising: A Gratification Perspective

    Directory of Open Access Journals (Sweden)

    Mir Imran Anwar

    2017-05-01

    Full Text Available Social media has phenomenally changed the communication landscape. Particularly social network sites have received enormous popularity and user acceptance globally. The business model of many social network sites is based on advertising. The survival of these social network sites depends on the user acceptance of advertising appearing on these websites. Users usually accept the advertising which is consistent with their motivations for using social network sites. The current study examines the underlying dimensions of entertainment motivation for using social network sites and their impact on user acceptance of social network advertising. Analysis of data from 450 university students show entertainment motivation for using social network sites a multidimensional (SNSs construct consisting of enjoyment, social escapism, relaxation and pass time factors. Furthermore, the results exhibit that SNSs entertainment motivation partially impacts user acceptance of social network advertising.

  7. Ubiquitous Computing: The Universal Use of Computers on College Campuses.

    Science.gov (United States)

    Brown, David G., Ed.

    This book is a collection of vignettes from 13 universities where everyone on campus has his or her own computer. These 13 institutions have instituted "ubiquitous computing" in very different ways at very different costs. The chapters are: (1) "Introduction: The Ubiquitous Computing Movement" (David G. Brown); (2) "Dartmouth College" (Malcolm…

  8. Travel Series as TV Entertainment: Genre characteristics and touristic views on foreign countries

    Directory of Open Access Journals (Sweden)

    Anne Marit Waade

    2009-04-01

    Full Text Available Why is it not the deprived developing country, but rather the tempting destination the host arrives in when guiding the audience in a travel series? And how can we explore the specific combination of entertainment and education that travel series represent? Basically the travel series genre is a hybrid of journalistic documentary, entertaining lifestyle series and TV ads and the different series put different emphasis on the different genre elements. Travel series represent a certain kind of mediated consumption and they reflect lifestyle identity in relation to touristic consumer cultures. Like other lifestyle series dealing with consumption products and lifestyle markers encompassing fashion, food, garden, design and interior that balance somewhere between journalism and advertising, travel series typically deal with destinations, travel modes, cultural experiences and food as commodities. To understand the cultural and democratic value of travel series as a popular TV genre in the context of public service broadcasting, it is not the fact that the series contain educative and enlightening information about foreign cultures told in an entertaining and popular way that are of my interest. Rather it is tourism and media consumer culture as such, one has to expound as valuable democratic and cultural practice. The article presents different matrices of the respectively cultural and consumer knowledge that the different types of travel series include.

  9. Automobile, construction and entertainment business sector influences on sedentary lifestyles.

    Science.gov (United States)

    Parra, Diana C; de Sá, Thiago H; Monteiro, Carlos A; Freudenberg, Nicholas

    2018-04-01

    Sedentary lifestyles contribute to premature death and health inequalities. Researchers have studied personal and community-level determinants of inactivity but few have analyzed corporate influences. To reframe the public health debate on inactivity and open new doors for public sector intervention, we conducted a scoping review of evidence from several disciplines to describe how the business and political practices of the automobile, construction, and entertainment sectors have encouraged sedentary lifestyles. In the last 50 years, these industries have found it profitable to produce motor vehicles, housing, and entertainment, which intentionally or unintentionally discourage physical activity. Ceding primary authority for policy decisions in these sectors to the market-based economy has enabled the growth of powerful lobbies that encourage and maintain sedentary lifestyles. To counteract these influences, public health and civil society need to confront more upstream economic and social determinants of sedentary lifestyles. Building on evidence from efforts to change harmful tobacco, alcohol and food industry practices, we propose the creation of research and policy agendas that contribute to public health practice that can modify corporate practices that contribute to physical, social and political environments that discourage physical activity.

  10. The werther effect of two celebrity suicides: an entertainer and a politician.

    Directory of Open Access Journals (Sweden)

    Jae-Hyun Kim

    Full Text Available PURPOSE: Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. METHODS: News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity's suicide. The period with a significantly increased number of suicides immediately after the celebrity's suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. RESULTS: News reports were more numerous and they contained more positive definitions about the entertainer's suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks than for the politician (4 weeks. The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. CONCLUSIONS: Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea.

  11. ENTERTAINMENT SERVICES IN RURAL AREAS – PART OF TOURISM ACTIVITIES

    Directory of Open Access Journals (Sweden)

    Dionisie Marian TURCU

    2014-04-01

    Full Text Available The work aims to highlight the niche forms of tourism (active tourism and ecotourism, showing similarities and differences between them. However it argues the need to introduce the occupation of rural tourism entertainer, showing the main tasks incumbent upon it to organize leisure tourists. The research was conducted by studying the latest articles in the field and by consulting specific websites.

  12. Creating ubiquitous intelligent sensing environments (CRUISE)

    DEFF Research Database (Denmark)

    Prasad, Neeli R.; Prasad, Ramjee

    2006-01-01

    The recent developments in the research and the technology have brought attention to the wireless sensor networks as one of the key enabling technologies in the next 10 years. Ubiquitous Intelligent Sensing Environments have promising future in supporting the everyday life of the European citizens...

  13. An improved anonymous authentication scheme for roaming in ubiquitous networks.

    Science.gov (United States)

    Lee, Hakjun; Lee, Donghoon; Moon, Jongho; Jung, Jaewook; Kang, Dongwoo; Kim, Hyoungshick; Won, Dongho

    2018-01-01

    With the evolution of communication technology and the exponential increase of mobile devices, the ubiquitous networking allows people to use our data and computing resources anytime and everywhere. However, numerous security concerns and complicated requirements arise as these ubiquitous networks are deployed throughout people's lives. To meet the challenge, the user authentication schemes in ubiquitous networks should ensure the essential security properties for the preservation of the privacy with low computational cost. In 2017, Chaudhry et al. proposed a password-based authentication scheme for the roaming in ubiquitous networks to enhance the security. Unfortunately, we found that their scheme remains insecure in its protection of the user privacy. In this paper, we prove that Chaudhry et al.'s scheme is vulnerable to the stolen-mobile device and user impersonation attacks, and its drawbacks comprise the absence of the incorrect login-input detection, the incorrectness of the password change phase, and the absence of the revocation provision. Moreover, we suggest a possible way to fix the security flaw in Chaudhry et al's scheme by using the biometric-based authentication for which the bio-hash is applied in the implementation of a three-factor authentication. We prove the security of the proposed scheme with the random oracle model and formally verify its security properties using a tool named ProVerif, and analyze it in terms of the computational and communication cost. The analysis result shows that the proposed scheme is suitable for resource-constrained ubiquitous environments.

  14. An improved anonymous authentication scheme for roaming in ubiquitous networks.

    Directory of Open Access Journals (Sweden)

    Hakjun Lee

    Full Text Available With the evolution of communication technology and the exponential increase of mobile devices, the ubiquitous networking allows people to use our data and computing resources anytime and everywhere. However, numerous security concerns and complicated requirements arise as these ubiquitous networks are deployed throughout people's lives. To meet the challenge, the user authentication schemes in ubiquitous networks should ensure the essential security properties for the preservation of the privacy with low computational cost. In 2017, Chaudhry et al. proposed a password-based authentication scheme for the roaming in ubiquitous networks to enhance the security. Unfortunately, we found that their scheme remains insecure in its protection of the user privacy. In this paper, we prove that Chaudhry et al.'s scheme is vulnerable to the stolen-mobile device and user impersonation attacks, and its drawbacks comprise the absence of the incorrect login-input detection, the incorrectness of the password change phase, and the absence of the revocation provision. Moreover, we suggest a possible way to fix the security flaw in Chaudhry et al's scheme by using the biometric-based authentication for which the bio-hash is applied in the implementation of a three-factor authentication. We prove the security of the proposed scheme with the random oracle model and formally verify its security properties using a tool named ProVerif, and analyze it in terms of the computational and communication cost. The analysis result shows that the proposed scheme is suitable for resource-constrained ubiquitous environments.

  15. Mobile, ubiquitous, and pervasive learning fundaments, applications, and trends

    CERN Document Server

    2016-01-01

    This book is concerned with the mobile, ubiquitous, and pervasive learning arena. It present a collection of works corresponding to four categories: reviews, studies, conceptual proposals, and approaches. As a result of the submission and revision processes eight manuscripts were accepted and organized into the aforementioned four parts as follows: ·Review: a couple of chapters offer a survey of related works. One concerns with the diversity of mobile, ubiquitous, and pervasive labor, where interested findings are unveiled based on correlations. Other focuses on adaptive and adaptable architectures that are suitable to implement ubiquitous learning sceneries, whose contribution represents a model of a domain specific architecture. ·Studies: two chapters explore issues related to the effect of question styles made through smartphones and tablets, and the disposition of teachers to exploit mobile devices at classroom. ·Conceptual: a pair of chapters offer a given proposal, the first to develop adaptive mobil...

  16. Heavy Sexual Content Versus Safer Sex Content: A Content Analysis of the Entertainment Education Drama Shuga.

    Science.gov (United States)

    Booker, Nancy Achieng'; Miller, Ann Neville; Ngure, Peter

    2016-12-01

    Extremely popular with Kenyan youth, the entertainment-education drama Shuga was designed with specific goals of promoting condom use, single versus multiple sexual partners, and destigmatization of HIV. Almost as soon as it aired, however, it generated controversy due to its extensive sexual themes and relatively explicit portrayal of sexual issues. To determine how safer sex, antistigma messages, and overall sexual content were integrated into Shuga, we conducted a content analysis. Results indicated that condom use and HIV destigmatization messages were frequently and clearly communicated. Negative consequences for risky sexual behavior were communicated over the course of the entire series. Messages about multiple concurrent partnerships were not evident. In addition, in terms of scenes per hour of programming, Shuga had 10.3 times the amount of sexual content overall, 8.2 times the amount of sexual talk, 17.8 times the amount of sexual behavior, and 9.4 times the amount of sexual intercourse as found in previous analysis of U.S. entertainment programming. Research is needed to determine how these factors may interact to influence adolescent viewers of entertainment education dramas.

  17. Refining the ethics of computer-made decisions : A classification of moral mediation by ubiquitous machines

    NARCIS (Netherlands)

    Van der Voort, M.; Pieters, W.; Consoli, L.

    2015-01-01

    In the past decades, computers have become more and more involved in society by the rise of ubiquitous systems, increasing the number of interactions between humans and IT systems. At the same time, the technology itself is getting more complex, enabling devices to act in a way that previously only

  18. FTRA 4th International Conference on Mobile, Ubiquitous, and Intelligent Computing

    CERN Document Server

    Adeli, Hojjat; Park, Namje; Woungang, Isaac

    2014-01-01

    MUSIC 2013 will be the most comprehensive text focused on the various aspects of Mobile, Ubiquitous and Intelligent computing. MUSIC 2013 provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of intelligent technologies in mobile and ubiquitous computing environment. MUSIC 2013 is the next edition of the 3rd International Conference on Mobile, Ubiquitous, and Intelligent Computing (MUSIC-12, Vancouver, Canada, 2012) which was the next event in a series of highly successful International Workshop on Multimedia, Communication and Convergence technologies MCC-11 (Crete, Greece, June 2011), MCC-10 (Cebu, Philippines, August 2010).

  19. The challenge of ubiquitous computing in health care: technology, concepts and solutions. Findings from the IMIA Yearbook of Medical Informatics 2005.

    Science.gov (United States)

    Bott, O J; Ammenwerth, E; Brigl, B; Knaup, P; Lang, E; Pilgram, R; Pfeifer, B; Ruderich, F; Wolff, A C; Haux, R; Kulikowski, C

    2005-01-01

    To review recent research efforts in the field of ubiquitous computing in health care. To identify current research trends and further challenges for medical informatics. Analysis of the contents of the Yearbook on Medical Informatics 2005 of the International Medical Informatics Association (IMIA). The Yearbook of Medical Informatics 2005 includes 34 original papers selected from 22 peer-reviewed scientific journals related to several distinct research areas: health and clinical management, patient records, health information systems, medical signal processing and biomedical imaging, decision support, knowledge representation and management, education and consumer informatics as well as bioinformatics. A special section on ubiquitous health care systems is devoted to recent developments in the application of ubiquitous computing in health care. Besides additional synoptical reviews of each of the sections the Yearbook includes invited reviews concerning E-Health strategies, primary care informatics and wearable healthcare. Several publications demonstrate the potential of ubiquitous computing to enhance effectiveness of health services delivery and organization. But ubiquitous computing is also a societal challenge, caused by the surrounding but unobtrusive character of this technology. Contributions from nearly all of the established sub-disciplines of medical informatics are demanded to turn the visions of this promising new research field into reality.

  20. 'Amusements are provided': asylum entertainment and recreation in Australia and New Zealand c.1860-c.1945.

    Science.gov (United States)

    MacKinnon, Dolly

    2009-01-01

    This chapter examines the official 'entertainment', in all its forms, provided to inmates in Australian and New Zealand asylums--later mental hospitals--between c.1860 and c.1945. Visitors came into asylum grounds and patients were permitted periods of leave, all for the purposes of entertainment and recreation. Surviving recreation buildings, their grounds and institutional archives, bear silent witness to the noisy and lively recreational activities of past patients, staff and visitors. This chapter reconstructs these practices in twenty public and three private asylums from this period by examining a diverse range of sources, including archives, histories of asylums and newspaper articles.

  1. Entertainment Education and Social Change: Evaluating a Children's Soap Opera in Kenya

    Science.gov (United States)

    de Block, Liesbeth

    2012-01-01

    This article discusses audience responses to a children's soap opera produced and broadcast in Kenya. It examines the evaluation process in relation to qualitative audience research within Cultural Studies. It challenges an Entertainment-Education model of media as vehicles for messages and links strongly with Communication for Social Change…

  2. An improved anonymous authentication scheme for roaming in ubiquitous networks

    Science.gov (United States)

    Lee, Hakjun; Lee, Donghoon; Moon, Jongho; Jung, Jaewook; Kang, Dongwoo; Kim, Hyoungshick

    2018-01-01

    With the evolution of communication technology and the exponential increase of mobile devices, the ubiquitous networking allows people to use our data and computing resources anytime and everywhere. However, numerous security concerns and complicated requirements arise as these ubiquitous networks are deployed throughout people’s lives. To meet the challenge, the user authentication schemes in ubiquitous networks should ensure the essential security properties for the preservation of the privacy with low computational cost. In 2017, Chaudhry et al. proposed a password-based authentication scheme for the roaming in ubiquitous networks to enhance the security. Unfortunately, we found that their scheme remains insecure in its protection of the user privacy. In this paper, we prove that Chaudhry et al.’s scheme is vulnerable to the stolen-mobile device and user impersonation attacks, and its drawbacks comprise the absence of the incorrect login-input detection, the incorrectness of the password change phase, and the absence of the revocation provision. Moreover, we suggest a possible way to fix the security flaw in Chaudhry et al’s scheme by using the biometric-based authentication for which the bio-hash is applied in the implementation of a three-factor authentication. We prove the security of the proposed scheme with the random oracle model and formally verify its security properties using a tool named ProVerif, and analyze it in terms of the computational and communication cost. The analysis result shows that the proposed scheme is suitable for resource-constrained ubiquitous environments. PMID:29505575

  3. A Televised Entertainment-Education Drama to Promote Positive Discussion about Organ Donation

    Science.gov (United States)

    Khalil, Georges E.; Rintamaki, Lance S.

    2014-01-01

    This article investigates pathways between the exposure to an entertainment-education (E-E) television drama called "Three Rivers" and positive discussion of organ donation among viewers of the drama in the United States. A cross-sectional survey was conducted using an online advertising for a period of one week. Survey participants…

  4. A low-power bio-potential acquisition system with flexible PDMS dry electrodes for portable ubiquitous healthcare applications.

    Science.gov (United States)

    Chen, Chih-Yuan; Chang, Chia-Lin; Chang, Chih-Wei; Lai, Shin-Chi; Chien, Tsung-Fu; Huang, Hong-Yi; Chiou, Jin-Chern; Luo, Ching-Hsing

    2013-03-04

    This work describes a bio-potential acquisition system for portable ubiquitous healthcare applications using flexible polydimethylsiloxane dry electrodes (FPDEs) and a low-power recording circuit. This novel FPDE used Au as the skin contact layer, which was made using a CO2 laser and replica method technology. The FPDE was revised from a commercial bio-potential electrode with a conductive snap using dry electrodes rather than wet electrodes that proposed reliable and robust attachment for the purpose of measurement, and attaching velcro made it wearable on the forearm for bio-potential applications. Furthermore, this study proposes a recording device to store bio-potential signal data and provides portability and low-power consumption for the proposed acquisition system. To acquire differential bio-potentials, such as electrocardiogram (ECG) signals, the proposed recording device includes a low-power front-end acquisition chip fabricated using a complementary metal-oxide-semiconductor (CMOS) process, a commercial microcontroller (MSP430F149), and a secure digital (SD) card for portable healthcare applications. The proposed system can obtain ECG signals efficiently and are comfortable to the skin. The power consumption of the system is about 85 mW for continuous working over a 3 day period with two AA batteries. It can also be used as a compact Holter ECG system.

  5. Developing Ubiquitous Sensor Network Platform Using Internet of Things: Application in Precision Agriculture

    Directory of Open Access Journals (Sweden)

    Francisco Javier Ferrández-Pastor

    2016-07-01

    Full Text Available The application of Information Technologies into Precision Agriculture methods has clear benefits. Precision Agriculture optimises production efficiency, increases quality, minimises environmental impact and reduces the use of resources (energy, water; however, there are different barriers that have delayed its wide development. Some of these main barriers are expensive equipment, the difficulty to operate and maintain and the standard for sensor networks are still under development. Nowadays, new technological development in embedded devices (hardware and communication protocols, the evolution of Internet technologies (Internet of Things and ubiquitous computing (Ubiquitous Sensor Networks allow developing less expensive systems, easier to control, install and maintain, using standard protocols with low-power consumption. This work develops and test a low-cost sensor/actuator network platform, based in Internet of Things, integrating machine-to-machine and human-machine-interface protocols. Edge computing uses this multi-protocol approach to develop control processes on Precision Agriculture scenarios. A greenhouse with hydroponic crop production was developed and tested using Ubiquitous Sensor Network monitoring and edge control on Internet of Things paradigm. The experimental results showed that the Internet technologies and Smart Object Communication Patterns can be combined to encourage development of Precision Agriculture. They demonstrated added benefits (cost, energy, smart developing, acceptance by agricultural specialists when a project is launched.

  6. Developing Ubiquitous Sensor Network Platform Using Internet of Things: Application in Precision Agriculture.

    Science.gov (United States)

    Ferrández-Pastor, Francisco Javier; García-Chamizo, Juan Manuel; Nieto-Hidalgo, Mario; Mora-Pascual, Jerónimo; Mora-Martínez, José

    2016-07-22

    The application of Information Technologies into Precision Agriculture methods has clear benefits. Precision Agriculture optimises production efficiency, increases quality, minimises environmental impact and reduces the use of resources (energy, water); however, there are different barriers that have delayed its wide development. Some of these main barriers are expensive equipment, the difficulty to operate and maintain and the standard for sensor networks are still under development. Nowadays, new technological development in embedded devices (hardware and communication protocols), the evolution of Internet technologies (Internet of Things) and ubiquitous computing (Ubiquitous Sensor Networks) allow developing less expensive systems, easier to control, install and maintain, using standard protocols with low-power consumption. This work develops and test a low-cost sensor/actuator network platform, based in Internet of Things, integrating machine-to-machine and human-machine-interface protocols. Edge computing uses this multi-protocol approach to develop control processes on Precision Agriculture scenarios. A greenhouse with hydroponic crop production was developed and tested using Ubiquitous Sensor Network monitoring and edge control on Internet of Things paradigm. The experimental results showed that the Internet technologies and Smart Object Communication Patterns can be combined to encourage development of Precision Agriculture. They demonstrated added benefits (cost, energy, smart developing, acceptance by agricultural specialists) when a project is launched.

  7. Using Entertainment Media to Inform Student Affairs Teaching and Practice Related to Sex and Gender

    Science.gov (United States)

    Davis, Tracy L.

    2004-01-01

    This chapter presents several strategies for teaching about sex and gender using entertainment media and explores critical issues related to content development, the delivery process, and evaluation methods.

  8. Designing for Privacy in Ubiquitous Social Networking

    DEFF Research Database (Denmark)

    Sapuppo, Antonio; Figueiras, Joao

    2015-01-01

    Improving human communication during face–to–face meetings is nowadays possible by transferring online social networking benefits to the physical world. This is enabled by the ubiquitous social networking services that became available by means of wirelessly interconnected smart devices...

  9. Alexithymia in anorexia and bulimia: Ubiquitous and primary trait?

    Directory of Open Access Journals (Sweden)

    F. Amianto

    2016-05-01

    Full Text Available Background: Alexithymia is associated to Eating Disorders (ED and relevant for their prognosis but it is uncertain if it is ubiquitous, primary and necessary for ED outburst. Methods: 124 ED outpatients and 80 healthy controls were compared with the Toronto Alexithymia Scale, personality and psychopathology measures. Alexithymia and the other features are compared between anorexia nervosa (AN, bulimia nervosa (BN and control groups. Alexithymia-based clusters were explored and compared with controls. Alexithymia traits are correlated with the other features. Results: Difficulty in identifying feelings was ubiquitous in ED subjects. A Non-Alexithymic Cluster (NAC and an Alexithymic Cluster (ALC were found with no difference in AN/BN distribution. ALC displays disordered personality and high psychopathology. Self-directiveness and interoceptive awareness were independently related to alexithymia and to depressive feelings. These two features along with depressive features completely accounted for alexithymia variance. Conclusion: even though the difficulty in identifying feelings is ubiquitous in ED subjects, Alexithymia may not represent a primary trait but a complex dysfunction consequent to co-occurring character immaturity, altered interoceptive awareness, and depressive traits.

  10. Fade In: Exploring The Effects of Technological Change on Consumers and Firm Revenues in Home Entertainment Markets for Film

    OpenAIRE

    Axarlian, Gabriel Pablo

    2015-01-01

    AbstractFADE IN:EXPLORING THE EFFECTS OF TECHNOLOGICAL CHANGE ON CONSUMERS AND FIRM REVENUES IN HOME ENTERTAINMENT MARKETS FOR FILM Gabriel Axarlian This dissertation is composed of three related works, two of which are similar in data and time span with the third being more independent in this respect. The three works focus on the nature of the film industry’s adaptation to changing technologies in home entertainment markets. My analysis studies the effectiveness of new strategies as well ...

  11. A single gene (Eu4) encodes the tissue-ubiquitous urease of soybean.

    Science.gov (United States)

    Torisky, R S; Griffin, J D; Yenofsky, R L; Polacco, J C

    1994-02-01

    We sought to determine the genetic basis of expression of the ubiquitous (metabolic) urease of soybean. This isozyme is termed the metabolic urease because its loss, in eu4/eu4 mutants, leads to accumulation of urea, whereas loss of the embryo-specific urease isozyme does not. The eu4 lesion eliminated the expression of the ubiquitous urease in vegetative and embryonic tissues. RFLP analysis placed urease clone LC4 near, or within, the Eu4 locus. Sequence comparison of urease proteins (ubiquitous and embryo-specific) and clones (LC4 and LS1) indicated that LC4 and LS1 encode ubiquitous and embryo-specific ureases, respectively. That LC4 is transcribed into poly(A)+ RNA in all tissues was indicated by the amplification of its transcript by an LC4-specific PCR primer. (The LS1-specific primer, on the other hand, amplified poly(A)+ RNA only from developing embryos expressing the embryo-specific urease.) These observations are consistent with Eu4 being the ubiquitous urease structural gene contained in the LC4 clone. In agreement with this notion, the mutant phenotype of eu4/eu4 callus was partially corrected by the LC4 urease gene introduced by particle bombardment.

  12. An energy-efficient communication method based on the relationships between biological signals for ubiquitous health monitoring.

    Science.gov (United States)

    Kwon, Hyok Chon; Na, Doosu; Ko, Byung Geun; Lee, Songjun

    2008-01-01

    Wireless sensor networks have been studied in the area of intelligent transportation systems, disaster perception, environment monitoring, ubiquitous healthcare, home network, and so on. For the ubiquitous healthcare, the previous systems collect the sensed health related data at portable devices without regard to correlations of various biological signals to determine the health conditions. It is not the energy-efficient method to gather a lot of information into a specific node to decide the health condition. Since the biological signals are related with each other to estimate certain body condition, it is necessary to be collected selectively by their relationship for energy efficiency of the networked nodes. One of researches about low power consumption is the reduction of the amount of packet transmission. In this paper, a health monitoring system, which allows the transmission of the reduced number of packets by means of setting the routing path considered the relations of biological signals, is proposed.

  13. Ubiquitous developments of the digital single market

    NARCIS (Netherlands)

    Maciejewski, M.; Porrino, F.; Veenstra, A.F.E. van; Marcus, J.S.; Cave, J.; Huijboom, N.M.; Elixmann, D.; Hillebrand, A.; Schindler, R.; Horvath, V.

    2013-01-01

    Ubiquitous solutions providing access from anywhere at any time are a next step for government and commercial services, and are expected to result in lower costs, increased flexibility, and an enhanced user experience. These solutions, based on modern cloud technologies, may facilitate re-use across

  14. A Survey of Software Infrastructures and Frameworks for Ubiquitous Computing

    Directory of Open Access Journals (Sweden)

    Christoph Endres

    2005-01-01

    Full Text Available In this survey, we discuss 29 software infrastructures and frameworks which support the construction of distributed interactive systems. They range from small projects with one implemented prototype to large scale research efforts, and they come from the fields of Augmented Reality (AR, Intelligent Environments, and Distributed Mobile Systems. In their own way, they can all be used to implement various aspects of the ubiquitous computing vision as described by Mark Weiser [60]. This survey is meant as a starting point for new projects, in order to choose an existing infrastructure for reuse, or to get an overview before designing a new one. It tries to provide a systematic, relatively broad (and necessarily not very deep overview, while pointing to relevant literature for in-depth study of the systems discussed.

  15. Boobs, Boxing, and Bombs: Problematizing the Entertainment of Spike TV

    OpenAIRE

    Walton, Gerald; Potvin, L.

    2009-01-01

    Spike is the only television network in North America “for men.” Its motto, “Get more action,” is suggestive of pursuits of various forms of violence. We conceptualize Spike not as trivial entertainment, but rather as a form of pop culture that erodes the gains of feminists who have challenged the prevalence of normalized hegemonic masculinity (HM). Our paper highlights themes of Spike content, and connects those themes to the literature on HM. Moreover, we validate the identities and lives ...

  16. The mathematics of various entertaining subjects

    CERN Document Server

    Rosenhouse, Jason

    Volume 1 : The history of mathematics is filled with major breakthroughs resulting from solutions to recreational problems. Problems of interest to gamblers led to the modern theory of probability, for example, and surreal numbers were inspired by the game of Go. Yet even with such groundbreaking findings and a wealth of popular-level books exploring puzzles and brainteasers, research in recreational mathematics has often been neglected. The Mathematics of Various Entertaining Subjects brings together authors from a variety of specialties to present fascinating problems and solutions in recreational mathematics. Contributors to the book show how sophisticated mathematics can help construct mazes that look like famous people, how the analysis of crossword puzzles has much in common with understanding epidemics, and how the theory of electrical circuits is useful in understanding the classic Towers of Hanoi puzzle. The card game SET is related to the theory of error-correcting codes, and simple tic-tac-toe tak...

  17. Ugandan Adolescents' Sources, Interpretation and Evaluation of Sexual Content in Entertainment Media Programming

    Science.gov (United States)

    Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica

    2016-01-01

    Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…

  18. 45 CFR 73.735-503 - Criminal provisions relating to gifts, entertainment, and favors.

    Science.gov (United States)

    2010-10-01

    ... insurance, profit-sharing, stock bonus or other employee welfare or benefit plan maintained by a former... 45 Public Welfare 1 2010-10-01 2010-10-01 false Criminal provisions relating to gifts, entertainment, and favors. 73.735-503 Section 73.735-503 Public Welfare DEPARTMENT OF HEALTH AND HUMAN SERVICES...

  19. Alcohol-related crime in city entertainment precincts: Public perception and experience of alcohol-related crime and support for strategies to reduce such crime.

    Science.gov (United States)

    Tindall, Jenny; Groombridge, Daniel; Wiggers, John; Gillham, Karen; Palmer, Darren; Clinton-McHarg, Tara; Lecathelinais, Christophe; Miller, Peter

    2016-05-01

    Bars, pubs and taverns in cities are often concentrated in entertainment precincts that are associated with higher rates of alcohol-related crime. This study assessed public perception and experiences of such crime in two city entertainment precincts, and support for alcohol-related crime reduction strategies. A cross-sectional household telephone survey in two Australian regions assessed: perception and experiences of crime; support for crime reduction strategies; and differences in such perceptions and support. Six hundred ninety-four people completed the survey (32%). Most agreed that alcohol was a problem in their entertainment precinct (90%) with violence the most common alcohol-related problem reported (97%). Almost all crime reduction strategies were supported by more than 50% of participants, including visitors to the entertainment precincts, with the latter being slightly less likely to support earlier closing and restrictions on premises density. Participants in one region were more likely to support earlier closing and lock-out times. Those at-risk of acute alcohol harm were less likely to support more restrictive policies. High levels of community concern and support for alcohol harm-reduction strategies, including restrictive strategies, provide policy makers with a basis for implementing evidence-based strategies to reduce such harms in city entertainment precincts. [Tindall J, Groombridge D, Wiggers J, Gillham K, Palmer D, Clinton-McHarg T, Lecathelinais C, Miller P. Alcohol-related crime in city entertainment precincts: Public perception and experience of alcohol-related crime and support for strategies to reduce such crime. Drug Alcohol Rev 2016;35:263-272]. © 2015 The Authors. Drug and Alcohol Review published by Wiley Publishing Asia Pty Ltd on behalf of Australasian Professional Society on Alcohol and other Drugs.

  20. DS-ARP: a new detection scheme for ARP spoofing attacks based on routing trace for ubiquitous environments.

    Science.gov (United States)

    Song, Min Su; Lee, Jae Dong; Jeong, Young-Sik; Jeong, Hwa-Young; Park, Jong Hyuk

    2014-01-01

    Despite the convenience, ubiquitous computing suffers from many threats and security risks. Security considerations in the ubiquitous network are required to create enriched and more secure ubiquitous environments. The address resolution protocol (ARP) is a protocol used to identify the IP address and the physical address of the associated network card. ARP is designed to work without problems in general environments. However, since it does not include security measures against malicious attacks, in its design, an attacker can impersonate another host using ARP spoofing or access important information. In this paper, we propose a new detection scheme for ARP spoofing attacks using a routing trace, which can be used to protect the internal network. Tracing routing can find the change of network movement path. The proposed scheme provides high constancy and compatibility because it does not alter the ARP protocol. In addition, it is simple and stable, as it does not use a complex algorithm or impose extra load on the computer system.

  1. Programmable ubiquitous telerobotic devices

    Science.gov (United States)

    Doherty, Michael; Greene, Matthew; Keaton, David; Och, Christian; Seidl, Matthew L.; Waite, William; Zorn, Benjamin G.

    1997-12-01

    We are investigating a field of research that we call ubiquitous telepresence, which involves the design and implementation of low-cost robotic devices that can be programmed and operated from anywhere on the Internet. These devices, which we call ubots, can be used for academic purposes (e.g., a biologist could remote conduct a population survey), commercial purposes (e.g., a house could be shown remotely by a real-estate agent), and for recreation and education (e.g., someone could tour a museum remotely). We anticipate that such devices will become increasingly common due to recent changes in hardware and software technology. In particular, current hardware technology enables such devices to be constructed very cheaply (less than $500), and current software and network technology allows highly portable code to be written and downloaded across the Internet. In this paper, we present our prototype system architecture, and the ubot implementation we have constructed based on it. The hardware technology we use is the handy board, a 6811-based controller board with digital and analog inputs and outputs. Our software includes a network layer based on TCP/IP and software layers written in Java. Our software enables users across the Internet to program the behavior of the vehicle and to receive image feedback from a camera mounted on it.

  2. A Survey of Service Composition Mechanisms in Ubiquitous Computing

    DEFF Research Database (Denmark)

    Brønsted, Jeppe; Hansen, Klaus Marius; Ingstrup, Mads

    2007-01-01

    Composition of services, i.e., providing new services by combining existing ones, is a pervasive idea in ubiquitous computing. We surveyed the field by looking at what features are actually present in technologies that support service composition in some form. Condensing this into a list...... of features allowed us to discuss the qualitative merits and drawbacks of various approaches to service composition, focusing in particular on usability, adaptability and efficiency. Moreover, we found that further research is needed into quality-of-service assurance of composites and into contingency...... management for composites—one of the concerns differentiating service composition in ubiquitous computing from its counterpart in less dynamic settings....

  3. Commentary: Ubiquitous Computing Revisited--A New Perspective

    Science.gov (United States)

    Bull, Glen; Garofalo, Joe

    2006-01-01

    In 2002, representatives from the teacher educator associations representing the core content areas (science, mathematics, language arts, and social studies) and educational technology met at the National Technology Leadership Retreat (NTLR) to discuss potential implications of ubiquitous computing for K-12 schools. This paper re-examines some of…

  4. Expressing clinical data sets with openEHR archetypes: a solid basis for ubiquitous computing.

    Science.gov (United States)

    Garde, Sebastian; Hovenga, Evelyn; Buck, Jasmin; Knaup, Petra

    2007-12-01

    The purpose of this paper is to analyse the feasibility and usefulness of expressing clinical data sets (CDSs) as openEHR archetypes. For this, we present an approach to transform CDS into archetypes, and outline typical problems with CDS and analyse whether some of these problems can be overcome by the use of archetypes. Literature review and analysis of a selection of existing Australian, German, other European and international CDSs; transfer of a CDS for Paediatric Oncology into openEHR archetypes; implementation of CDSs in application systems. To explore the feasibility of expressing CDS as archetypes an approach to transform existing CDSs into archetypes is presented in this paper. In case of the Paediatric Oncology CDS (which consists of 260 data items) this lead to the definition of 48 openEHR archetypes. To analyse the usefulness of expressing CDS as archetypes, we identified nine problems with CDS that currently remain unsolved without a common model underpinning the CDS. Typical problems include incompatible basic data types and overlapping and incompatible definitions of clinical content. A solution to most of these problems based on openEHR archetypes is motivated. With regard to integrity constraints, further research is required. While openEHR cannot overcome all barriers to Ubiquitous Computing, it can provide the common basis for ubiquitous presence of meaningful and computer-processable knowledge and information, which we believe is a basic requirement for Ubiquitous Computing. Expressing CDSs as openEHR archetypes is feasible and advantageous as it fosters semantic interoperability, supports ubiquitous computing, and helps to develop archetypes that are arguably of better quality than the original CDS.

  5. From Many-to-One to One-to-Many: The Evolution of Ubiquitous Computing in Education

    Science.gov (United States)

    Chen, Wenli; Lim, Carolyn; Tan, Ashley

    2011-01-01

    Personal, Internet-connected technologies are becoming ubiquitous in the lives of students, and ubiquitous computing initiatives are already expanding in educational contexts. Historically in the field of education, the terms one-to-one (1:1) computing and ubiquitous computing have been interpreted in a number of ways and have at times been used…

  6. Potential marketing plan for Sony Computer Entertainment, Inc. to China

    OpenAIRE

    Li, Weishen

    2013-01-01

    The purpose of this thesis was to create a marketing plan for Sony Computer Enter-tainment, Inc. (SCE) for its market entry in mainland China. SCE is a major Japanese video game company which develops and manufactures video game consoles and game software on a global scale. SCE belongs to Sony Cooperation. Sony operates almost its every single business in China except the video game business due to the internal factors of China. Along with the great increase of Chinese people’s purchas-ing po...

  7. Ambient Learning Displays - Distributed Mixed Reality Information Mash-ups to support Ubiquitous Learning

    NARCIS (Netherlands)

    Börner, Dirk

    2012-01-01

    Börner, D. (2012). Ambient Learning Displays - Distributed Mixed Reality Information Mash-ups to support Ubiquitous Learning. 2012 IEEE Seventh International Conference on Wireless, Mobile and Ubiquitous Technology in Education (pp. 337-338). March, 27-30, 2012, Takamatsu, Japan: IEEE Computer

  8. CIMS: A Context-Based Intelligent Multimedia System for Ubiquitous Cloud Computing

    Directory of Open Access Journals (Sweden)

    Abhilash Sreeramaneni

    2015-06-01

    Full Text Available Mobile users spend a tremendous amount of time surfing multimedia contents over the Internet to pursue their interests. A resource-constrained smart device demands more intensive computing tasks and lessens the battery life. To address the resource limitations (i.e., memory, lower maintenance cost, easier access, computing tasks in mobile devices, mobile cloud computing is needed. Several approaches have been proposed to confront the challenges of mobile cloud computing, but difficulties still remain. However, in the coming years, context collecting, processing, and interchanging the results on a heavy network will cause vast computations and reduce the battery life in mobiles. In this paper, we propose a “context-based intelligent multimedia system” (CIMS for ubiquitous cloud computing. The main goal of this research is to lessen the computing percentage, storage complexities, and battery life for mobile users by using pervasive cloud computing. Moreover, to reduce the computing and storage concerns in mobiles, the cloud server collects several groups of user profiles with similarities by executing K-means clustering on users’ data (context and multimedia contents. The distribution process conveys real-time notifications to smartphone users, according to what is stated in his/her profile. We considered a mobile cloud offloading system, which decides the offloading actions to/from cloud servers. Context-aware decision-making (CAD customizes the mobile device performance with different specifications such as short response time and lesser energy consumption. The analysis says that our CIMS takes advantage of cost-effective features to produce high-quality information for mobile (or smart device users in real time. Moreover, our CIMS lessens the computation and storage complexities for mobile users, as well as cloud servers. Simulation analysis suggests that our approach is more efficient than existing domains.

  9. Exposure to scenic lighting devices: risk to the health of entertainment professionals

    International Nuclear Information System (INIS)

    Salsi, S.; Barlier-Salsi, A.

    2013-01-01

    The European directive 2006/25/EC on minimum health and safety requirements regarding the exposure of workers to the risks arising from optical radiation provides for risk assessment in workplaces. This is particularly important in entertainment, where intentional exposure to spotlights may be required for periods of 8 hours per working day. The aim of the study was to provide the lighting engineers with information, relative to the risks associated with spotlights, to help them to estimate the risks a priori of a lighting plan. This study consisted of determining the risks associated with 63 different spotlights, then distributing them into 4 groups of risks defined by the standard EN 62471, in calculating their permissible minimal exposure distance, corresponding to the use of 1 and 5 spotlights for a daily exposure time of 8 hours. This study highlighted that spotlights may cause health problems for entertainment workers. The classification proposed by the standard EN 62471 is not sufficient to estimate the risks of a lighting plan. Furthermore, the permissible minimal exposure distance and the permissible maximal exposure time do not constitute relevant parameters to reduce the risks to acceptable values. (authors)

  10. Ubiquitous Accessibility for People with Visual Impairments: Are We There Yet?

    Science.gov (United States)

    Billah, Syed Masum; Ashok, Vikas; Porter, Donald E; Ramakrishnan, I V

    2017-05-01

    Ubiquitous access is an increasingly common vision of computing, wherein users can interact with any computing device or service from anywhere, at any time. In the era of personal computing, users with visual impairments required special-purpose, assistive technologies, such as screen readers, to interact with computers. This paper investigates whether technologies like screen readers have kept pace with, or have created a barrier to, the trend toward ubiquitous access, with a specific focus on desktop computing as this is still the primary way computers are used in education and employment. Towards that, the paper presents a user study with 21 visually-impaired participants, specifically involving the switching of screen readers within and across different computing platforms, and the use of screen readers in remote access scenarios. Among the findings, the study shows that, even for remote desktop access-an early forerunner of true ubiquitous access-screen readers are too limited, if not unusable. The study also identifies several accessibility needs, such as uniformity of navigational experience across devices, and recommends potential solutions. In summary, assistive technologies have not made the jump into the era of ubiquitous access, and multiple, inconsistent screen readers create new practical problems for users with visual impairments.

  11. Revisiting Frequency Reuse towards Supporting Ultra-Reliable Ubiquitous-Rate Communication

    DEFF Research Database (Denmark)

    Park, Jihong; Kim, Dong Min; Popovski, Petar

    2017-01-01

    One of the goals of 5G wireless systems stated by the NGMN alliance is to provide moderate rates (50+ Mbps) everywhere and with very high reliability. We term this service Ultra-Reliable Ubiquitous-Rate Communication (UR2C). This paper investigates the role of frequency reuse in supporting UR2C...... in the downlink. To this end, two frequency reuse schemes are considered: user-specific frequency reuse (FRu) and BS-specific frequency reuse (FRb). For a given unit frequency channel, FRu reduces the number of serving user equipments (UEs), whereas FRb directly decreases the number of interfering base stations...

  12. A Framework for Real-Time Collection, Analysis, and Classification of Ubiquitous Infrasound Data

    Science.gov (United States)

    Christe, A.; Garces, M. A.; Magana-Zook, S. A.; Schnurr, J. M.

    2015-12-01

    Traditional infrasound arrays are generally expensive to install and maintain. There are ~10^3 infrasound channels on Earth today. The amount of data currently provided by legacy architectures can be processed on a modest server. However, the growing availability of low-cost, ubiquitous, and dense infrasonic sensor networks presents a substantial increase in the volume, velocity, and variety of data flow. Initial data from a prototype ubiquitous global infrasound network is already pushing the boundaries of traditional research server and communication systems, in particular when serving data products over heterogeneous, international network topologies. We present a scalable, cloud-based approach for capturing and analyzing large amounts of dense infrasonic data (>10^6 channels). We utilize Akka actors with WebSockets to maintain data connections with infrasound sensors. Apache Spark provides streaming, batch, machine learning, and graph processing libraries which will permit signature classification, cross-correlation, and other analytics in near real time. This new framework and approach provide significant advantages in scalability and cost.

  13. The Synergy of Paper-Based and Digital Material for Ubiquitous Foreign Language Learners

    Directory of Open Access Journals (Sweden)

    Sabrina Leone

    2011-09-01

    Full Text Available In recent years, the development of digital information transfer, storage and communication methods has allowed for access to ubiquitous global connections and to a large number of resources available to foreign language students at all age and levels of schooling. Further, the combination of traditional paper-based learning material with digital one in a ubiquitous learning environment may offer great innovation in the delivery of education, to foster a student-centred approach, and to accommodate the needs of ubiquitous learners’ personal lifestyles. In this direction, research has increasingly emphasised the importance of a technology-enhanced rather than technology-driven learning approach. This paper aims to evaluate the effectiveness of the integration of paper-based and digital material through Quick Response (QR code for ubiquitous English language learners in three different scenarios. Results show that, despite some difficulties, flexibility and personalisation of learning have been perceived as an asset.

  14. Comparing the effects of entertainment and educational television programming on risky sexual behavior.

    Science.gov (United States)

    Moyer-Gusé, Emily; Nabi, Robin L

    2011-01-01

    Entertainment-education (E-E) may offer an effective way to reduce risky behavior by modeling healthy behaviors. Although there is some empirical evidence to support the effectiveness of the E-E strategy, much of this research has been conducted in countries with different media landscapes than that of the United States and controlled experiments in this context are rare. Moreover, empirical tests of the relative effectiveness of E-E messages and other message formats are needed. In this study, 437 undergraduates participated in a three-wave panel experiment in which they viewed one of three programs (E-E, education, or entertainment). Safer sex intentions and behaviors were measured several days before, immediately following, and 2 weeks after exposure. Results demonstrate that effects of exposure to this E-E program vary depending on gender and past experience with sexual intercourse. In particular, females and those who had not initiated sexual intercourse showed the strongest effects. Discussion of theoretical implications and suggestions for future research are provided. Copyright © Taylor & Francis Group, LLC

  15. Class and Gender in Prime-Time Television Entertainment: Observations from a Socialist Feminist Perspective.

    Science.gov (United States)

    Steeves, H. Leslie; Smith, Marilyn Crafton

    1987-01-01

    Assesses representations of women in television entertainment programs from a socialist feminist perspective. Elaborates on socialist feminist theory, presents concepts for an analysis of both class and gender oppression, and argues that most socialist feminist cultural studies do not address these categories adequately. Uses these concepts to…

  16. Toimenpide-ehdotuksia sosiaaliseen mediaan : case: Sony Music Entertainment Finland Oy

    OpenAIRE

    Marttila, Noora

    2016-01-01

    Tämä opinnäytetyö toteutettiin toimeksiantona Sony Music Entertainment Finland Oy levy-yhtiölle. Toimeksiantaja on kansainvälinen yritys joka on yksi Suomen suurimmista levy-yhtiöistä. Yritys käyttää sosiaalista mediaa osana digitaalista markkinointiaan. Sitä käytetään erityisesti artistien sekä julkaisujen tunnettuuden lisäämiseen. Sosiaalinen media on kasvava markkinoinnin keino, joka oikein hyödynnettynä voi johtaa hyviin lopputuloksiin. Tämän työn tarkoituksena on antaa yrityksell...

  17. Entertainment Capture through Heart Rate Activity in Physical Interactive Playgrounds

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Hallam, John; Lund, Henrik Hautop

    2008-01-01

    children’s physiological signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose children’s heart rate (HR) signals, and their expressed preferences of how much “fun” particular game variants are, are obtained from experiments using games...... that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64...

  18. Ubiquitous monitoring of electrical household appliances.

    Science.gov (United States)

    Lloret, Jaime; Macías, Elsa; Suárez, Alvaro; Lacuesta, Raquel

    2012-11-07

    The number of appliances at home is increasing continuously, mainly because they make our lives easier. Currently, technology is integrated in all objects of our daily life. TCP/IP let us monitor our home in real time and check ubiquitously if something is happening at home. Bearing in mind this idea, we have developed a low-cost system, which can be used in any type of electrical household appliance that takes information from the appliance and posts the information to the Twitter Social network. Several sensors placed in the household appliances gather the sensed data and send them wired or wirelessly, depending on the case, using small and cheap devices to a gateway located in the home. This gateway takes decisions, based on the received data, and sends notifications to Twitter. We have developed a software application that takes the values and decides when to issue an alarm to the registered users (Twitter friends of our smart home). The performance of our system has been measured taking into account the home network (using IEEE 802.3u and IEEE 802.11g) and the data publishing in Twitter. As a result, we have generated an original product and service for any electrical household appliance, regardless of the model and manufacturer, that helps home users improve their quality of life. The paper also shows that there is no system with the same innovative features like the ones presented in this paper.

  19. Ubiquitous Monitoring of Electrical Household Appliances

    Science.gov (United States)

    Lloret, Jaime; Macías, Elsa; Suárez, Alvaro; Lacuesta, Raquel

    2012-01-01

    The number of appliances at home is increasing continuously, mainly because they make our lives easier. Currently, technology is integrated in all objects of our daily life. TCP/IP let us monitor our home in real time and check ubiquitously if something is happening at home. Bearing in mind this idea, we have developed a low-cost system, which can be used in any type of electrical household appliance that takes information from the appliance and posts the information to the Twitter Social network. Several sensors placed in the household appliances gather the sensed data and send them wired or wirelessly, depending on the case, using small and cheap devices to a gateway located in the home. This gateway takes decisions, based on the received data, and sends notifications to Twitter. We have developed a software application that takes the values and decides when to issue an alarm to the registered users (Twitter friends of our smart home). The performance of our system has been measured taking into account the home network (using IEEE 802.3u and IEEE 802.11g) and the data publishing in Twitter. As a result, we have generated an original product and service for any electrical household appliance, regardless of the model and manufacturer, that helps home users improve their quality of life. The paper also shows that there is no system with the same innovative features like the ones presented in this paper. PMID:23202205

  20. A NEW UBIQUITOUS-BASED INDOOR POSITIONING SYSTEM WITH MINIMUM EXTRA HARDWARE USING SMART PHONES

    Directory of Open Access Journals (Sweden)

    S. Hassany Pazoky

    2014-10-01

    Full Text Available Knowing the position has been an ambition in many areas such as science, military, business, etc. GPS was the realization of this wish in 1970s. Technological advances such as ubiquitous computing, as a conquering perspective, requires any service to work for any user, any place, anytime, and via any network. As GPS cannot provide services in indoor environments, many scientists began to develop indoor positioning systems (IPS. Smart phones penetrating our everyday lives were a great platform to host IPS applications. Sensors in smart phones were another big motive to develop IPS applications. Many researchers have been working on the topic developing various applications. However, the applications introduced lack simplicity. In other words, they need to install a step counter or smart phone on the ankle, which makes it awkward and inapplicable in many situations. In the current study, a new IPS methodology is introduced using only the usual embedded sensors in the smart phones. The robustness of this methodology cannot compete with those of the aforementioned approaches. The price paid for simplicity was decreasing robustness and complicating the methods and formulations. However, methods or tricks to harness the errors to an acceptable range are introduced as the future works.

  1. Ubiquitous Graphene Electronics on Scotch Tape

    Science.gov (United States)

    Chung, Yoonyoung; Ho Kim, Hyun; Lee, Sangryun; Lee, Eunho; Won Kim, Seong; Ryu, Seunghwa; Cho, Kilwon

    2015-07-01

    We report a novel concept of graphene transistors on Scotch tape for use in ubiquitous electronic systems. Unlike common plastic substrates such as polyimide and polyethylene terephthalate, the Scotch tape substrate is easily attached onto various objects such as banknotes, curved surfaces, and human skin, which implies potential applications wherein electronics can be placed in any desired position. Furthermore, the soft Scotch tape serves as an attractive substrate for flexible/foldable electronics that can be significantly bent, or even crumpled. We found that the adhesive layer of the tape with a relatively low shear modulus relaxes the strain when subjected to bending. The capacitance of the gate dielectric made of oxidized aluminum oxide was 1.5 μF cm-2, so that a supply voltage of only 2.5 V was sufficient to operate the devices. As-fabricated graphene transistors on Scotch tape exhibited high electron mobility of 1326 (±155) cm2 V-1 s-1 the transistors still showed high mobility of 1254 (±478) cm2 V-1 s-1 even after they were crumpled.

  2. A ubiquitous reflective e-portfolio architecture.

    Science.gov (United States)

    Forte, Marcos; de Souza, Wanderley L; da Silva, Roseli F; do Prado, Antonio F; Rodrigues, Jose F

    2013-11-01

    In nurse and in medicine courses, the use of reflective portfolios as a pedagogical tool is becoming a common practice; in the last years, this practice has gradually migrated from paper-based to electronic-based portfolios. Current approaches for reflective e-portfolios, however, do not widely operate at outdoor sites, where data networks are limited or nonexistent. Considering that many of the activities related to nurse and medicine courses relate to professional practices conducted in such conditions, these network shortcomings restrict the adoption of e-portfolios. The present study describes the requirements specification, design, implementation, and evaluation of the Ubiquitous Reflective E-Portfolio Architecture, a solution proposed to support the development of systems based on mobile and wired access for both online and offline operation. We have implemented a prototype named Professional Practice Module to evaluate the Ubiquitous Reflective E-Portfolio Architecture; the module was based on requirements observed during the professional practice, the paper-based portfolio in use, and related learning meetings in the Medicine Course of a Brazilian University. The evaluation of the system was carried out with a learning group of 2nd year students of the medicine course, who answered to extensive evaluation questionnaires. The prototype proved to be operational in the activities of the professional practice of the Medicine Course object of the study, including homework tasks, patient care, data sharing, and learning meetings. It also demonstrated to be versatile with respect to the availability of the computer network that, many times, was not accessible. Moreover, the students considered the module useful and easy to use, but pointed out difficulties about the keyboard and the display sizes of the netbook devices, and about their operational system. Lastly, most of the students declared preference for the electronic Professional Practice Module in internal

  3. Ubiquitous Computing--Are We Crazy? Point/Counterpoint

    Science.gov (United States)

    DeWitt, Scott W.; Horn, Patricia S.

    2005-01-01

    The push for ubiquitous computing (UC) relies on an understandable and well-intentioned belief that teaching and schooling need to be transformed. This view appears credible based on large-scale criteria, such as test scores relative to other countries, drop-out rates, and economic changes. And the use of technology to achieve this goal is…

  4. Interactive Spaces: Towards Collaborative structuring and Ubiquitous Presentation in Domestic Environment

    DEFF Research Database (Denmark)

    Petersen, Marianne Graves; Grønbæk, Kaj

    2004-01-01

    collaborative structuring and ubiquitous presentation of materials in private homes. With DoHM we propose establishing new relationship between digital and physical hyperspaces, folding hyperspaces into the physical space of the household. Thus we strive to combine the qualities of physical domestic materials...... and spaces with the flexibility and dynamics of digital hyperspaces. We propose a variety of new ubiquitous home appliances called MediaWall, MediaTable, MediaTray and MediaPort, which address these issues....

  5. Interactive Spaces: Towards Collaborative Structuring and Ubiquitous Presentation in Domestic Environments

    DEFF Research Database (Denmark)

    Petersen, Marianne Graves; Grønbæk, Kaj

    2004-01-01

    collaborative structuring and ubiquitous presentation of materials in private homes. With DoHM we propose establishing new relationship between digital and physical hyperspaces, folding hyperspaces into the physical space of the household. Thus we strive to combine the qualities of physical domestic materials...... and spaces with the flexibility and dynamics of digital hyperspaces. We propose a variety of new ubiquitous home appliances called MediaWall, MediaTable, MediaTray and MediaPort, which address these issues....

  6. Ubiquitous computing technology for just-in-time motivation of behavior change.

    Science.gov (United States)

    Intille, Stephen S

    2004-01-01

    This paper describes a vision of health care where "just-in-time" user interfaces are used to transform people from passive to active consumers of health care. Systems that use computational pattern recognition to detect points of decision, behavior, or consequences automatically can present motivational messages to encourage healthy behavior at just the right time. Further, new ubiquitous computing and mobile computing devices permit information to be conveyed to users at just the right place. In combination, computer systems that present messages at the right time and place can be developed to motivate physical activity and healthy eating. Computational sensing technologies can also be used to measure the impact of the motivational technology on behavior.

  7. The Werther Effect of Two Celebrity Suicides: an Entertainer and a Politician

    OpenAIRE

    Kim, Jae-Hyun; Park, Eun-Cheol; Nam, Jung-Mo; Park, SoHee; Cho, Jaelim; Kim, Sun-Jung; Choi, Jae-Woo; Cho, Eun

    2013-01-01

    PURPOSE: Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. METHODS: News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigat...

  8. Automated Construction of Node Software Using Attributes in a Ubiquitous Sensor Network Environment

    Science.gov (United States)

    Lee, Woojin; Kim, Juil; Kang, JangMook

    2010-01-01

    In sensor networks, nodes must often operate in a demanding environment facing restrictions such as restricted computing resources, unreliable wireless communication and power shortages. Such factors make the development of ubiquitous sensor network (USN) applications challenging. To help developers construct a large amount of node software for sensor network applications easily and rapidly, this paper proposes an approach to the automated construction of node software for USN applications using attributes. In the proposed technique, application construction proceeds by first developing a model for the sensor network and then designing node software by setting the values of the predefined attributes. After that, the sensor network model and the design of node software are verified. The final source codes of the node software are automatically generated from the sensor network model. We illustrate the efficiency of the proposed technique by using a gas/light monitoring application through a case study of a Gas and Light Monitoring System based on the Nano-Qplus operating system. We evaluate the technique using a quantitative metric—the memory size of execution code for node software. Using the proposed approach, developers are able to easily construct sensor network applications and rapidly generate a large number of node softwares at a time in a ubiquitous sensor network environment. PMID:22163678

  9. Automated Construction of Node Software Using Attributes in a Ubiquitous Sensor Network Environment

    Directory of Open Access Journals (Sweden)

    JangMook Kang

    2010-09-01

    Full Text Available In sensor networks, nodes must often operate in a demanding environment facing restrictions such as restricted computing resources, unreliable wireless communication and power shortages. Such factors make the development of ubiquitous sensor network (USN applications challenging. To help developers construct a large amount of node software for sensor network applications easily and rapidly, this paper proposes an approach to the automated construction of node software for USN applications using attributes. In the proposed technique, application construction proceeds by first developing a model for the sensor network and then designing node software by setting the values of the predefined attributes. After that, the sensor network model and the design of node software are verified. The final source codes of the node software are automatically generated from the sensor network model. We illustrate the efficiency of the proposed technique by using a gas/light monitoring application through a case study of a Gas and Light Monitoring System based on the Nano-Qplus operating system. We evaluate the technique using a quantitative metric—the memory size of execution code for node software. Using the proposed approach, developers are able to easily construct sensor network applications and rapidly generate a large number of node softwares at a time in a ubiquitous sensor network environment.

  10. Automated construction of node software using attributes in a ubiquitous sensor network environment.

    Science.gov (United States)

    Lee, Woojin; Kim, Juil; Kang, JangMook

    2010-01-01

    In sensor networks, nodes must often operate in a demanding environment facing restrictions such as restricted computing resources, unreliable wireless communication and power shortages. Such factors make the development of ubiquitous sensor network (USN) applications challenging. To help developers construct a large amount of node software for sensor network applications easily and rapidly, this paper proposes an approach to the automated construction of node software for USN applications using attributes. In the proposed technique, application construction proceeds by first developing a model for the sensor network and then designing node software by setting the values of the predefined attributes. After that, the sensor network model and the design of node software are verified. The final source codes of the node software are automatically generated from the sensor network model. We illustrate the efficiency of the proposed technique by using a gas/light monitoring application through a case study of a Gas and Light Monitoring System based on the Nano-Qplus operating system. We evaluate the technique using a quantitative metric-the memory size of execution code for node software. Using the proposed approach, developers are able to easily construct sensor network applications and rapidly generate a large number of node softwares at a time in a ubiquitous sensor network environment.

  11. Security policies and trust in ubiquitous computing.

    Science.gov (United States)

    Joshi, Anupam; Finin, Tim; Kagal, Lalana; Parker, Jim; Patwardhan, Anand

    2008-10-28

    Ubiquitous environments comprise resource-constrained mobile and wearable devices and computational elements embedded in everyday artefacts. These are connected to each other using both infrastructure-based as well as short-range ad hoc networks. Limited Internet connectivity limits the use of conventional security mechanisms such as public key infrastructures and other forms of server-centric authentication. Under these circumstances, peer-to-peer interactions are well suited for not just information interchange, but also managing security and privacy. However, practical solutions for protecting mobile devices, preserving privacy, evaluating trust and determining the reliability and accuracy of peer-provided data in such interactions are still in their infancy. Our research is directed towards providing stronger assurances of the reliability and trustworthiness of information and services, and the use of declarative policy-driven approaches to handle the open and dynamic nature of such systems. This paper provides an overview of some of the challenges and issues, and points out directions for progress.

  12. Entertaining Democracy in the Era of Neo-Liberalism

    Directory of Open Access Journals (Sweden)

    James Curran

    2016-08-01

    a linear universe dominated by the elite. After further analysis of the contrasting possibilities that the Internet brings as well as its role in constructing news in public systems, Curran offers a slightly more positive outlook: “liberal democracy is in disrepair, and the media are implicated in its malaise. The rise of the internet offers some relief, as does an enduring political experiment – public service broadcasting.” Once more, there is no way to not compare his perspective with what is happening in Brazil nowadays; we are fighting for the hope of building an effective and autonomous public system. Lastly, Curran places importance on starting to think about politics from new vantage points, especially for creating policies and media entertainment.  Once again, we can see similarities in Brazil. This understanding is common among our researchers, such as the numerous research spaces which work on this correlation. But, after tracing a series of inferences on specific materials, Curran puts forth a direct and definite conclusion: “A healthy democracy needs to be informed as well as entertained”.

  13. Entertaining Whilst Defacing Websites: Psychological Games for Hackers

    Directory of Open Access Journals (Sweden)

    Ashish K Das

    2017-08-01

    Full Text Available Aim/Purpose: This study aims to investigate various characteristics from both victims as defaced websites and defacers that linked to a risk of being defaced through a set of descriptive analysis. Background: The current figures from a spectrum of sources, both academic and non-academic reports, proved a progressive increase of website defacement attacks to numerous organisations. Methodology: This study obtains a set of data from Zone-H site, which is accessible to the public, including 99,437 defaced websites. The descriptive analysis is applied in order to understand the motives of defacers and the probability of website re-defacements through the statistical investigation. Findings: The motives for defacing websites are driven mainly due to entertaining reasons. This in turn has an implication on the type of techniques defacers attack websites.

  14. Ubiquitous and Seamless Localization: Fusing GNSS Pseudoranges and WLAN Signal Strengths

    Directory of Open Access Journals (Sweden)

    Philipp Richter

    2017-01-01

    Full Text Available Ubiquitous global positioning is not feasible by GNSS alone, as it lacks accurate position fixes in dense urban centres and indoors. Hybrid positioning methods have been developed to aid GNSS in those environments. Fingerprinting localization in wireless local area networks (WLANs is a promising aiding system because of its availability, accuracy, and error mechanisms opposed to that of GNSS. This article presents a low-cost approach to ubiquitous, seamless positioning based on a particle filter integrating GNSS pseudoranges and WLAN received signal strength indicators (RSSIs. To achieve accurate location estimates indoors/outdoors and in the transition zones, appropriate likelihood functions are essential as they determine the influence of each sensor information on the position estimate. We model the spatial RSSI distributions with Gaussian processes and use these models to predict RSSIs at the particle’s positions to obtain point estimates of the RSSI likelihood function. The particle filter’s performance is assessed with real data of two test trajectories in an environment challenging for GNSS and WLAN fingerprinting localization. Outcomes of an extended Kalman filter using pseudoranges and a WLAN position as observation is included as benchmark. The proposed algorithm achieves accurate and robust seamless localization with a median accuracy of five meters.

  15. Ubiquitous computing to support co-located clinical teams: using the semiotics of physical objects in system design.

    Science.gov (United States)

    Bang, Magnus; Timpka, Toomas

    2007-06-01

    Co-located teams often use material objects to communicate messages in collaboration. Modern desktop computing systems with abstract graphical user interface (GUIs) fail to support this material dimension of inter-personal communication. The aim of this study is to investigate how tangible user interfaces can be used in computer systems to better support collaborative routines among co-located clinical teams. The semiotics of physical objects used in team collaboration was analyzed from data collected during 1 month of observations at an emergency room. The resulting set of communication patterns was used as a framework when designing an experimental system. Following the principles of augmented reality, physical objects were mapped into a physical user interface with the goal of maintaining the symbolic value of those objects. NOSTOS is an experimental ubiquitous computing environment that takes advantage of interaction devices integrated into the traditional clinical environment, including digital pens, walk-up displays, and a digital desk. The design uses familiar workplace tools to function as user interfaces to the computer in order to exploit established cognitive and collaborative routines. Paper-based tangible user interfaces and digital desks are promising technologies for co-located clinical teams. A key issue that needs to be solved before employing such solutions in practice is associated with limited feedback from the passive paper interfaces.

  16. RECON: Capturing Mobile and Ubiquitous Interaction in Real Contexts

    DEFF Research Database (Denmark)

    Jensen, Kasper Løvborg

    2009-01-01

    for studying the user experience of such applications in the field tend to be cumbersome and expensive with regard to time and manpower, and they generally do not scale well with number of users and duration of studies. RECON addresses these challenges and provides an addition to the methodological...... to conduct large scale remote studies of mobile and ubiquitous applications in real contexts.......Evaluating the user experience of mobile and ubiquitous applications is a challenging task. They are becoming increasingly complex and tightly interwoven into the fabric of everyday life and thus cannot easily be taken out of context and evaluated in controlled experimental environments. Methods...

  17. 78 FR 70579 - Deluxe Laboratories, Inc., a Division of Deluxe Entertainment Services Group, Inc. Hollywood...

    Science.gov (United States)

    2013-11-26

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-82,442] Deluxe Laboratories, Inc., a Division of Deluxe Entertainment Services Group, Inc. Hollywood, California; Notice of Revised Determination on Reconsideration On July 23, 2013, the Department of Labor (Department) issued a Notice of Affirmative Determination Regarding...

  18. A SURVEY OF SMART ELECTRICAL BOARDS IN UBIQUITOUS SENSOR NETWORKS FOR GEOMATICS APPLICATIONS

    Directory of Open Access Journals (Sweden)

    S. M. R. Moosavi

    2015-12-01

    Full Text Available Nowadays more advanced sensor networks in various fields are developed. There are lots of online sensors spreading around the world. Sensor networks have been used in Geospatial Information Systems (GIS since sensor networks have expanded. Health monitoring, environmental monitoring, traffic monitoring, etc, are the examples of its applications in Geomatics. Sensor network is an infrastructure comprised of sensing (measuring, computing, and communication elements that gives an administrator the ability to instrument, observe, and react to events and phenomena in a specified environment. This paper describes about development boards which can be used in sensor networks and their applications in Geomatics and their role in wireless sensor networks and also a comparison between various types of boards. Boards that are discussed in this paper are Arduino, Raspberry Pi, Beagle board, Cubieboard. The Boards because of their great potential are also known as single board computers. This paper is organized in four phases: First, Reviewing on ubiquitous computing and sensor networks. Second, introducing of some electrical boards. Then, defining some criterions for comparison. Finally, comparing the Ubiquitous boards.

  19. Ubiquitous computing in the workplace what ethical issues? : an interdisciplinary perspective

    CERN Document Server

    Nihan, Céline

    2015-01-01

    This book provides an interdisciplinary collection of views on the ethical challenges and opportunities of workplaces in the Internet of things. Current developments within Ubiquitous computing (ubicomp) systems designed for the workplace are introduced and philosophical, organizational and socio-ethical considerations of ubicomp in workplaces are provided. Suggestions regarding the rules that should be respected in order to favor an adequate implementation of ubicomp in the workplace are offered, considering both intra-organizational but also wider societal concerns. The interdisciplinary collection of contributions invites the reader to engage in the discussion of ubicomp in everyday working environments.      

  20. Vulnerability to sexual violence and participation in sex work among high-end entertainment centre workers in Hunan Province, China.

    Science.gov (United States)

    Kelvin, Elizabeth A; Sun, Xiaoming; Mantell, Joanne E; Zhou, Jianfang; Mao, Jingshu; Peng, Yanhui

    2013-11-01

    China has seen a proliferation of entertainment centres that are frequented by business people. Employees at these centres often are young, female rural-to-urban migrants who may be vulnerable to sexual violence and exploitation. Data for this study were collected using a self-administered survey among male and female employees in two high-end entertainment centres in Changsha, Hunan Province, China. We used logistic regression to examine predictors of violent and potentially exploitative experiences (partner violence, forced sex and transactional sex). Predictors included gender, ever having a same-sex partner, migration variables and employment characteristics. Participants reported high levels of partner violence (16.0% ever and 9.0% in the past 3 months) and forced sex (13.9% ever and 5.5% in the past 3 months). Nineteen percent reported sex work in the past 3 months. In the multivariate regressions, ever having had a same-sex partner was associated with higher odds of ever having experienced partner violence (odds ratio (OR)=7.8, Pgender nor migration status was associated with any of the outcomes. High-end entertainment centre workers in China are at risk for sexual violence and should be targeted with employment-based interventions.

  1. Awareness for Contextualized Digital Contents in Ubiquitous Learning Environments

    NARCIS (Netherlands)

    Börner, Dirk

    2010-01-01

    Börner, D. (2009). Awareness for Contextualized Digital Contents in Ubiquitous Learning Environments. Presented at the Doctoral Consortium of the Fourth European Conference on Technology Enhanced Learning (EC-TEL 2009). September, 29-October, 2, 2009, Nice, France.

  2. Ubiquitous Learning Ecologies for a Critical Cyber-Citizenship

    Science.gov (United States)

    Díez-Gutiérrez, Enrique; Díaz-Nafría, José-María

    2018-01-01

    The aim of this research is to identify and analyse the ubiquitous learning acquired through blending education settings devoted to the "lifelong training of trainers" and how these contribute to the development of a conscious, critic and engaged citizenship. Through active exploration of the learning process, the study analyses the…

  3. The Influential Factors for the Variation of Data Sensitivity in Ubiquitous Social Networking

    DEFF Research Database (Denmark)

    Sapuppo, Antonio

    2013-01-01

    Ubiquitous social networking services offer new opportunities for developing advantageous relationships by uncovering hidden connections that people share with others nearby. As sharing of personal information is an intrinsic part of ubiquitous social networking, these services are subject......, mood, location familiarity, number of previous encounters and mutual friends, were also discovered to influence participants' data disclosure, but as factors of secondary importance....

  4. THE ORIGIN OF CONCERT MUSIC IN NIGERIA, 1850 - 1920 ...

    African Journals Online (AJOL)

    Mitch

    The availability of instant and ubiquitous musical entertainment foist by technology on contemporary society has tended to becloud the fact that it was not ..... changes. There was the coming of Cinema that ironically was managed by Herbert.

  5. The Entertainment-Education Strategy in Sexual Assault Prevention: A Comparison of Theoretical Foundations and a Test of Effectiveness in a College Campus Setting.

    Science.gov (United States)

    Hust, Stacey J T; Adams, Paula M; Willoughby, Jessica Fitts; Ren, Chunbo; Lei, Ming; Ran, Weina; Marett, Emily Garrigues

    2017-09-01

    Among the existing sexual assault prevention efforts on college campuses, few use mass communication strategies designed to simultaneously entertain and educate. Although many entertainment-education efforts are guided by social cognitive theory, other theories may be useful in entertainment-education design. Previous research has found that social cognitive theory and social norms theory can successfully influence participants' perceived norms and efficacy related to sexual assault reduction; however, whether such results can be replicated in a naturalistic setting and the extent to which the guiding theoretical foundation may influence outcomes remain unknown. We used a pre- and posttest field experiment with college students in residence halls to assess how different theoretical foundations may influence effects. Over the course of a semester, the participants viewed eight mini-magazines developed using (1) social cognitive theory, (2) social norms theory, (3) a combination of both theoretical frameworks, or (4) a control condition with no sexual assault prevention messaging. Participants in the combined content condition had greater levels of self-efficacy related to sexual assault prevention and more accurate norm perceptions. There were also effects for the mini-magazines developed with only one theoretical framework. Overall, we found that multiple theories can effectively guide entertainment-education message development.

  6. Conjoint Analysis for Mobile Devices for Ubiquitous Learning in Higher Education: The Korean Case

    Science.gov (United States)

    Lee, Hyeongjik

    2013-01-01

    Despite the increasing importance of mobile devices in education, the essential features of these devices for ubiquitous learning have not been empirically addressed. This study empirically investigated the necessary conditions for using mobile devices as an educational tool for ubiquitous learning in higher education by a conjoint method. The…

  7. Ubiquitous Health in Korea: Progress, Barriers, and Prospects

    Science.gov (United States)

    Lee, Yountae

    2012-01-01

    Objectives Korea has one of the most advanced information technology (IT) infrastructures in the world, and the application of IT in health systems is rapidly progressing from computerization to information systems, ubiquitous systems, and smart systems. This study aims to analyze Korean environments in regards to the development of their u-Health industry and propose directions for u-Healthcare services based on this analysis. Methods This paper reviews the background, progress history, and current status of u-Health in Korea, and suggests strategies for the u-Health industry based on an analysis of its barriers and obstacles. Results When u-Health was introduced to Koreans, their policies and approaches focused mainly on environmental factors, yet these efforts have not progressed further to impact the u-Healthcare service industry itself. To develop the u-Healthcare industry, four points need to be considered: the development and support of the practical service model, institutional support, support of core technology and industry, and the institutionalization of health management service. Conclusions Korea is at a strategic point to start building u-Healthcare service delivery models. u-Healthcare is a healthcare service that provides added value through u-Health environments. By identifying critical success factors in u-Healthcare, we can strengthen the u-Health industry and implement policies to coordinate our efforts in the process of value chains to which we belong. PMID:23346474

  8. The Lessons Oscar Taught Us: Data Science and Media & Entertainment.

    Science.gov (United States)

    Gold, Michael; McClarren, Ryan; Gaughan, Conor

    2013-06-01

    Farsite Group, a data science firm based in Columbus, Ohio, launched a highly visible campaign in early 2013 to use predictive analytics to forecast the winners of the 85th Annual Academy Awards. The initiative was fun and exciting for the millions of Oscar viewers, but it also illustrated how data science could be further deployed in the media and entertainment industries. This article explores the current and potential use cases for big data and predictive analytics in those industries. It further discusses how the Farsite Forecast was built, as well as how the model was iterated, how the projections performed, and what lessons were learned in the process.

  9. Awareness for Contextualized Digital Contents in Ubiquitous Learning Environments

    NARCIS (Netherlands)

    Börner, Dirk; Specht, Marcus

    2010-01-01

    Börner, D., & Specht, M. (2009). Awareness for Contextualized Digital Contents in Ubiquitous Learning Environments. Proceedings of the Doctoral Consortium of the Fourth European Conference on Technology Enhanced Learning (EC-TEL 2009). September, 29-October, 2, 2009, Nice, France. [unpublished

  10. ProFUSO: Business process and ontology-based framework to develop ubiquitous computing support systems for chronic patients' management.

    Science.gov (United States)

    Jimenez-Molina, Angel; Gaete-Villegas, Jorge; Fuentes, Javier

    2018-06-01

    New advances in telemedicine, ubiquitous computing, and artificial intelligence have supported the emergence of more advanced applications and support systems for chronic patients. This trend addresses the important problem of chronic illnesses, highlighted by multiple international organizations as a core issue in future healthcare. Despite the myriad of exciting new developments, each application and system is designed and implemented for specific purposes and lacks the flexibility to support different healthcare concerns. Some of the known problems of such developments are the integration issues between applications and existing healthcare systems, the reusability of technical knowledge in the creation of new and more sophisticated systems and the usage of data gathered from multiple sources in the generation of new knowledge. This paper proposes a framework for the development of chronic disease support systems and applications as an answer to these shortcomings. Through this framework our pursuit is to create a common ground methodology upon which new developments can be created and easily integrated to provide better support to chronic patients, medical staff and other relevant participants. General requirements are inferred for any support system from the primary attention process of chronic patients by the Business Process Management Notation. Numerous technical approaches are proposed to design a general architecture that considers the medical organizational requirements in the treatment of a patient. A framework is presented for any application in support of chronic patients and evaluated by a case study to test the applicability and pertinence of the solution. Copyright © 2018 Elsevier Inc. All rights reserved.

  11. 75 FR 80843 - In the Matter of Certain Gaming and Entertainment Consoles, Related Software, and Components...

    Science.gov (United States)

    2010-12-23

    ... INTERNATIONAL TRADE COMMISSION [Inv. No. 337-TA-752] In the Matter of Certain Gaming and... the sale within the United States after importation of certain gaming and entertainment consoles...,094 (``the `094 patent''). The complaint further alleges that an industry in the United States exists...

  12. Ubiquitous Monitoring of Electrical Household Appliances 

    Directory of Open Access Journals (Sweden)

    Raquel Lacuesta

    2012-11-01

    Full Text Available The number of appliances at home is increasing continuously, mainly because they make our lives easier. Currently, technology is integrated in all objects of our daily life. TCP/IP let us monitor our home in real time and check ubiquitously if something is happening at home. Bearing in mind this idea, we have developed a low-cost system, which can be used in any type of electrical household appliance that takes information from the appliance and posts the information to the Twitter Social network. Several sensors placed in the household appliances gather the sensed data and send them wired or wirelessly, depending on the case, using small and cheap devices to a gateway located in the home. This gateway takes decisions, based on the received data, and sends notifications to Twitter. We have developed a software application that takes the values and decides when to issue an alarm to the registered users (Twitter friends of our smart home. The performance of our system has been measured taking into account the home network (using IEEE 802.3u and IEEE 802.11g and the data publishing in Twitter. As a result, we have generated an original product and service for any electrical household appliance, regardless of the model and manufacturer, that helps home users improve their quality of life. The paper also shows that there is no system with the same innovative features like the ones presented in this paper.

  13. Indoor air pollution (PM2.5) due to secondhand smoke in selected hospitality and entertainment venues of Karachi, Pakistan.

    Science.gov (United States)

    Nafees, Asaad Ahmed; Taj, Tahir; Kadir, Muhammad Masood; Fatmi, Zafar; Lee, Kiyoung; Sathiakumar, Nalini

    2012-09-01

    To determine particulate matter smaller than 2.5 μm (PM(2.5)) levels at various hospitality and entertainment venues of Karachi, Pakistan. This was a descriptive cross-sectional study conducted at various locations in Karachi, during July 2009. Sampling was performed at 20 enclosed public places, including hospitality (restaurants and cafés) and entertainment (snooker/billiard clubs and gaming zones) venues. PM(2.5) levels were measured using an aerosol monitor. All entertainment venues had higher indoor PM(2.5) levels as compared to the immediate outdoors. The indoor PM(2.5) levels ranged from 25 to 390 μg/m(3) and the outdoor PM(2.5) levels ranged from 18 to 96 μg/m(3). The overall mean indoor PM(2.5) level was 138.8 μg/m(3) (± 112.8). Among the four types of venues, the highest mean indoor PM(2.5) level was reported from snooker/billiard clubs: 264.7 μg/m(3) (± 85.4) and the lowest from restaurants: 66.4 μg/m(3) (± 57.6) while the indoor/outdoor ratio ranged from 0.97 to 10.2, highest being at the snooker/billiard clubs. The smoking density ranged from 0.21 to 0.57, highest being at gaming zones. The indoor PM(2.5) concentration and smoking density were not significantly correlated (Spearman's correlation coefficient = 0.113; p = 0.636). This study demonstrates unacceptably high levels of PM(2.5) exposure associated with secondhand smoke (SHS) at various entertainment venues of Karachi even after 8 years since the promulgation of smoke-free ordinance (2002) in Pakistan; however, better compliance may be evident at hospitality venues. The results of this study call for effective implementation and enforcement of smoke-free environment at public places in the country.

  14. A concept for ubiquitous robotics in industrial environment

    Science.gov (United States)

    Sallinen, Mikko; Heilala, Juhani; Kivikunnas, Sauli

    2007-09-01

    In this paper a concept for industrial ubiquitous robotics is presented. The concept combines two different approaches to manage agile, adaptable production: firstly the human operator is strongly in the production loop and secondly, the robot workcell will be more autonomous and smarter to manage production. This kind of autonomous robot cell can be called production island. Communication to the human operator working in this kind of smart industrial environment can be divided into two levels: body area communication and operator-infrastructure communication including devices, machines and infra. Body area communication can be supportive in two directions: data is recorded by means of measuring physical actions, such as hand movements, body gestures or supportive when it will provide information to user such as guides or manuals for operation. Body area communication can be carried out using short range communication technologies such as NFC (Near Field communication) which is RFID type of communication. In the operator-infrastructure communication, WLAN or Bluetooth -communication can be used. Beyond the current Human Machine interaction HMI systems, the presented system concept is designed to fulfill the requirements for hybrid, knowledge intensive manufacturing in the future, where humans and robots operate in close co-operation.

  15. Dynamic Service Discovery and Composition for Ubiquitous Networks Applications

    NARCIS (Netherlands)

    Bonino da Silva Santos, L.O.; van Sinderen, Marten J.; Ferreira Pires, Luis

    2006-01-01

    The realization of ubiquitous networks brings new challenges to application development. In this kind of network, services and, more specifically web services, have been used to provide the functionality required by its users and applications. In such environments features like automatic service

  16. Strategy of Education, Entertainment and Physical Activity for Women who Suffer Breast Cancer

    Directory of Open Access Journals (Sweden)

    María Antonia Afre Socorro

    2017-12-01

    Full Text Available Some research works attempt to establish new and more effective methods of prevention, diagnosis and treatment of breast cancer, since it continues being one of the most harmful frequent neoplasms in Cuba and in the world. The present aim of study is to elaborate a strategy of education, amusement and physical activity tasks for women with breast cancer to the improvement of their standard of life. An explanatory cuasi-experimental research was carried out, which consists on a proposal of education, entertainment and physical activities to be put into practice in most of the patients with diagnosis of breast cancer from Pinar del Río city. The observation, documental review and the structured interview to medical, sports and community people were used. A Strategy of actions was elaborated keeping in mind certain items or components like: beneficiaries, methodology to be used, resources and evaluation. Games, trips, shops on topics of interest, culinary activities and dancing were proposed like complement of a moderate physical exercise, all them controlled by qualified professionals of health and sport. It was concluded that education, entertainment and physical activity contribute to increase the quality of life and the social interaction in women with breast cancer.

  17. Social Issue Entertainment 2.0: How pop culture, behavioral science and impact evaluation can motivate social and environmental change (Invited)

    Science.gov (United States)

    Shome, D.

    2010-12-01

    Mainstream entertainment’s influence on our cognition, emotions, and behavior is often profound. Mass media permeates both the public and private spheres of society, saturating communities with messages from a diverse range of sources. While advertisers regularly take advantage of the extensive reach and influence of the media, social scientists, policy makers, and nonprofits have seen little success in incorporating social and environmental messaging into entertainment. Harmony Institute’s goal is to harness the power of mainstream media to provide US audiences with entertainment that educates on social and environmental issues and increases both individual and community action. The entertainment the Institute helps to produce connects with viewers on both a cognitive and emotional level. The Institute uses innovative methods across disciplines in order to measure entertainment’s impact and influence. Since its founding two years ago, the Institute has worked on a wide range of projects that have helped to establish its methodology for measured impact that applies behavioral science theory and entertainment to social and environmental issues. Projects spanning media platforms and social/environmental issues have included a web serial drama incorporating issues of water conservation and ocean stewardship into the narrative and a fotonovela for Hispanic youth in Houston focused on local environmental issues. In summer 2010, the Harmony Institute released FTW! Net Neutrality For The Win: How Entertainment and the Science of Influence Can Save Your Internet, an issue-specific communications guide about open Internet access that explains how to craft a communications strategy that connects with audiences using behavioral science research findings. In 2010-2011, the Institute will focus on measuring the impact and influence that media can have on social and environmental issues. The Institute has developed a comprehensive media evaluation methodology that employs

  18. A seamless ubiquitous emergency medical service for crisis situations.

    Science.gov (United States)

    Lin, Bor-Shing

    2016-04-01

    In crisis situations, a seamless ubiquitous communication is necessary to provide emergency medical service to save people's lives. An excellent prehospital emergency medicine provides immediate medical care to increase the survival rate of patients. On their way to the hospital, ambulance personnel must transmit real-time and uninterrupted patient information to the hospital to apprise the physician of the situation and provide options to the ambulance personnel. In emergency and crisis situations, many communication channels can be unserviceable because of damage to equipment or loss of power. Thus, data transmission over wireless communication to achieve uninterrupted network services is a major obstacle. This study proposes a mobile middleware for cognitive radio (CR) for improving the wireless communication link. CRs can sense their operating environment and optimize the spectrum usage so that the mobile middleware can integrate the existing wireless communication systems with a seamless communication service in heterogeneous network environments. Eventually, the proposed seamless mobile communication middleware was ported into an embedded system, which is compatible with the actual network environment without the need for changing the original system architecture. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  19. Student Assessment in the Ubiquitously Connected World

    OpenAIRE

    Adams, A. A.

    2017-01-01

    Student cheating on university assessments from entrance exams to finals and from contract cheating on coursework to requesting exam answers using a mobile phone during the exam, has received more and more attention of late. As connection to the Internet becomes ubiquitous and computing and communications technology more embedded in our environment, it is argued that a re-focussing on providing educational opportunities is needed in higher education, rather than chasing the ever-retreating p...

  20. Marketing Violent Entertainment to Children: A Six-Month Follow-Up Review of Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In September 2000, the Federal Trade Commission issued a report on marketing violent entertainment to children. The Commission found that all three segments of the entertainment industry intentionally promoted products to children that warranted parental cautions. This report provides a look at the advertising practices to see if the industries…

  1. Copycat Suicide Induced by Entertainment Celebrity Suicides in South Korea

    Science.gov (United States)

    Jang, Soo Ah; Sung, Ji Min; Park, Jin Young

    2016-01-01

    Objective Throughout the past several years, there have been a number of entertainment celebrity suicides in South Korea. The aim of this study was to investigate the clustering of suicides following celebrities' suicides in South Korea from 2005 to 2008, particularly according to certain characteristics. Methods Seven celebrity suicides were examined and defined using the Korean Integrated Newspaper Database System (KINDS) and from these, we considered four affected periods occurring 28 days after each celebrity's suicide. A Poisson time-series autoregression model was used to estimate the relative risk of the total suicide number for each affected period from 2005 to 2008. Logistic regression analysis was performed to investigate whether there were specific increases in the numbers of suicides in subgroups matching each celebrity. Results There were significant increases in the risk of suicide during the affected periods. Remarkable increases were found in the subgroups matching each celebrity, especially in the group in which all factors (sex, age, and method) were similar. Conclusion This study provides confirmation that a significant copycat effect was induced by these celebrities' suicides, especially among people who identified more with the celebrities. This implies that countermeasures for upright media coverage of celebrity suicides should be discussed and practiced properly in South Korea. PMID:26766949

  2. PhysioDroid: combining wearable health sensors and mobile devices for a ubiquitous, continuous, and personal monitoring.

    Science.gov (United States)

    Banos, Oresti; Villalonga, Claudia; Damas, Miguel; Gloesekoetter, Peter; Pomares, Hector; Rojas, Ignacio

    2014-01-01

    Technological advances on the development of mobile devices, medical sensors, and wireless communication systems support a new generation of unobtrusive, portable, and ubiquitous health monitoring systems for continuous patient assessment and more personalized health care. There exist a growing number of mobile apps in the health domain; however, little contribution has been specifically provided, so far, to operate this kind of apps with wearable physiological sensors. The PhysioDroid, presented in this paper, provides a personalized means to remotely monitor and evaluate users' conditions. The PhysioDroid system provides ubiquitous and continuous vital signs analysis, such as electrocardiogram, heart rate, respiration rate, skin temperature, and body motion, intended to help empower patients and improve clinical understanding. The PhysioDroid is composed of a wearable monitoring device and an Android app providing gathering, storage, and processing features for the physiological sensor data. The versatility of the developed app allows its use for both average users and specialists, and the reduced cost of the PhysioDroid puts it at the reach of most people. Two exemplary use cases for health assessment and sports training are presented to illustrate the capabilities of the PhysioDroid. Next technical steps include generalization to other mobile platforms and health monitoring devices.

  3. Screen violence and youth behavior

    NARCIS (Netherlands)

    Anderson, Craig A.; Bushman, Brad J.; Bartholow, Bruce D.; Cantor, Joanne; Christakis, Dimitri; Coyne, Sarah M.; Donnerstein, Edward; Brockmyer, Jeanne Funk; Gentile, Douglas A.; Green, C. Shawn; Huesmann, Rowell; Hummer, Tom; Krahé, Barbara; Strasburger, Victor C.; Warburton, Wayne; Wilson, Barbara J.; Ybarra, Michele

    2017-01-01

    Violence in screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous. The Workgroup on Media Violence and Violent Video Games reviewed numerous

  4. [Facing the challenges of ubiquitous computing in the health care sector].

    Science.gov (United States)

    Georgieff, Peter; Friedewald, Michael

    2010-01-01

    The steady progress of microelectronics, communications and information technology will enable the realisation of the vision for "ubiquitous computing" where the Internet extends into the real world embracing everyday objects. The necessary technical basis is already in place. Due to their diminishing size, constantly falling price and declining energy consumption, processors, communications modules and sensors are being increasingly integrated into everyday objects today. This development is opening up huge opportunities for both the economy and individuals. In the present paper we discuss possible applications, but also technical, social and economic barriers to a wide-spread use of ubiquitous computing in the health care sector. .

  5. Smart Geographic object: Toward a new understanding of GIS Technology in Ubiquitous Computing

    OpenAIRE

    Zakaria, Sakyoud; Rey, Gaëtan; Mohamed, Eladnani; Lavirotte, Stéphane; Abdelaziz, El Fazziki; Tigli, Jean-Yves

    2015-01-01

    International audience; One of the fundamental aspects of ubiquitous computing is the instrumentation of the real world by smart devices. This instrumentation constitutes an opportunity to rethink the interactions between human beings and their environment on the one hand, and between the components of this environment on the other. In this paper we discuss what this understanding of ubiquitous computing can bring to geographic science and particularly to GIS technology. Our main idea is the ...

  6. Jules Stein, MD: Ophthalmologist, Entertainment Magnate, and Advocate for Vision.

    Science.gov (United States)

    Straatsma, Bradley R; Weeks, David F

    2016-04-01

    To report the lifetime activities and accomplishments of Jules Stein, MD. Retrospective review. Assessment of published and unpublished biographical material. Jules Stein combined his love of music and medicine with organizational skills to achieve successive careers as a musician, an ophthalmologist, an entertainment magnate, and an advocate for vision. To preserve vision, he founded Research to Prevent Blindness, founded the Jules Stein Eye Institute at the University of California, Los Angeles, and led a multiyear campaign to establish the National Eye Institute. With successive careers and extraordinary achievements, Jules Stein created an enduring legacy of benefits to ophthalmology, vision research, and the prevention of blindness. Copyright © 2016 American Academy of Ophthalmology. Published by Elsevier Inc. All rights reserved.

  7. Volcanic Infrasound - A technical topic communicated in an entertaining way

    Science.gov (United States)

    Kerlow, Isaac

    2017-04-01

    Volcanic Infrasound is a 9-minute film about using infrasound waves to detect and measure volcanic eruptions as they unfold. The film was made by an interdisciplinary team of filmmakers and scientists for a general audience. The movie explains the basic facts of using infrasound to detect volcanic activity, and it also shows volcano researchers as they install infrasound sensors in a natural reserve in the middle of the city. This is the first in a series of films that seek to address natural hazards of relevance to Singapore, a country shielded from violent hazards. This presentation reviews the science communication techniques and assumptions used to develop and produce this entertaining scientific documentary short. Trailer: https://vimeo.com/192206460

  8. Secure Ubiquitous Sensor Network based on Elliptic Curve MenezesQu Vanstoneas Status Data Supply of EnvironmentinDisaster Management

    Directory of Open Access Journals (Sweden)

    Ismed Jauhar

    2016-03-01

    Full Text Available Along with the many environmental changes, it enables a disaster either natural or man-made objects. One of the efforts made to prevent disasters from happening is to make a system that is able to provide information about the status of the environment that is around. Many developments in the sensor system makes it possible to load a system that will supply real-time on the status of environmental conditions with a good security system. This study created a supply system status data of environmental conditions, especially on bridges by using Ubiquitous Sensor Network. Sensor used to detect vibrations are using an accelerometer. Supply of data between sensors and servers using ZigBee communication protocol wherein the data communication will be done using the Elliptic Curve Integrated security mechanisms Encryption Scheme and on the use of Elliptic Curve key aggrement Menezes-Qu-Vanstone. Test results show the limitation of distance for communication is as far as 55 meters, with the computation time for encryption and decryption with 97 and 42 seconds extra time for key exchange is done at the beginning of communication . Keywords: Ubiquitous Sensor Network, Accelerometer, ZigBee,Elliptic Curve Menezes-Qu-Vanstone

  9. Digital storytelling a creator's guide to interactive entertainment

    CERN Document Server

    Miller, Carolyn Handler

    2014-01-01

    Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They're immersive, letting the user interact with the story and letting the user enter the story and shape it themselves.This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: educat...

  10. European Trade – Where is Going? Retail Entertainment

    Directory of Open Access Journals (Sweden)

    Viorica JELEV

    2017-12-01

    Full Text Available As competition grows, brand manager imagination needs to work, and sales growth solutions need to focus on customer focus attention. It is a difficult task if all brands offer discounts in the malls they are in, and the announcement of differentiation is put to the attention of specialists who offer solutions for fun of any kind for the clients. The article aims to present the evolution of world trade in recent years and the various ways of diversion invented by retailers to keep customers in store chains longer for them to buy more. I will also present the off-line consumer profile, as found in the specialty studies and the adaptation of the entertainment methods according to these shoper typologies. The conclusion of this article will focus on what the link between entertaiment and retail is, the new concept of RETAILTAIMENT that leads to increased sales and profits of economic agents.

  11. Playboy Entertainment for Men Braille Edition June 1996:In collaboration with Rosita McKenzie

    OpenAIRE

    Douglas, Caroline

    2010-01-01

    'Playboy Entertainment for Men' features a passage of text read aloud from an article in the 1996 Braille edition of Playboy. The work interrogates issues of femininity, gender and prevailing relations of representation. Capturing the 'female' touch reading the 'male' gaze, it prompts dialogue between touch and the spoken word; seeing and projected fantasy; and text and image. The video was the recipient of the 9th International Keller Award.

  12. Do narrative engagement and recipients’ thoughts explain the impact of an entertainment-education narrative on discouraging binge drinking?

    NARCIS (Netherlands)

    van Leeuwen, L.; van den Putte, B.; Renes, R.J.; Leeuwis, C.

    2017-01-01

    Previous research suggests that narrative engagement (NE) in entertainment-education (E-E) narratives reduces counterarguing, thereby leading to E-E impact on behavior. It is, however, unclear how different NE processes (narrative understanding, attentional focus, emotional engagement, narrative

  13. THE NEED FOR A MORE EFFICIENT USER NOTIFICATION SYSTEM IN USING SOCIAL NETWORKS AS UBIQUITOUS LEARNING PLATFORMS

    Directory of Open Access Journals (Sweden)

    Can MIHCI

    2017-01-01

    Full Text Available While carrying out formative assessment activities over social network services (SNS, it has been noted that personalized notifications have a high chance of “the important post getting lost” in the notification feed. In order to highlight this problem, this paper compares within a posttest only quasi-experiment, a total of 104 first year undergraduate students, all of which are prospective ICT teachers, in two groups. A formative assessment system in the ubiquitous learning context is delivered over an SNS in both groups. In the first group, the SNS has been used for the entire assessment task. In the second group, the questions have been delivered and responses were received over mobile phone “SMS” messages, while the SNS was used solely for providing feedback. The cases were compared in terms of voluntary participation rates and academic success. Both response rates and academic success have been significantly higher in the SMS group. When asked their reasons for not responding to questions; the SNS-only group frequently reported “not noticing the questions being sent”. This may indicate a flaw in message design for using social networks as LMS's. Sensible use of push-messages is advised.

  14. Advances in Computer Entertainment : 9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012. Proceedings

    NARCIS (Netherlands)

    Nijholt, Anton; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture

  15. 77 FR 4389 - In the Matter of Tornado Gold International Corp., Twin Faces East Entertainment Corp., Universal...

    Science.gov (United States)

    2012-01-27

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] In the Matter of Tornado Gold International Corp., Twin Faces East Entertainment Corp., Universal Ice Blast, Inc., US Farms, Inc., US Microbics... concerning the securities of Tornado Gold International Corp. because it has not filed any periodic reports...

  16. Ubiquitous learning model using interactive internet messenger group (IIMG) to improve engagement and behavior for smart campus

    Science.gov (United States)

    Umam, K.; Mardi, S. N. S.; Hariadi, M.

    2017-01-01

    The recent popularity of internet messenger based smartphone technologies has motivated some university lecturers to use them for educational activities. These technologies have enormous potential to enhance the teaching and ubiquitous learning experience for smart campus development. However, the design ubiquitous learning model using interactive internet messenger group (IIMG) and empirical evidence that would favor a broad application of mobile and ubiquitous learning in smart campus settings to improve engagement and behavior is still limited. In addition, the expectation that mobile learning could improve engagement and behavior on smart campus cannot be confirmed because the majority of the reviewed studies followed instructions paradigms. This article aims to present ubiquitous learning model design and showing learners’ experiences in improved engagement and behavior using IIMG for learner-learner and learner-lecturer interactions. The method applied in this paper includes design process and quantitative analysis techniques, with the purpose of identifying scenarios of ubiquitous learning and realize the impressions of learners and lecturers about engagement and behavior aspect, and its contribution to learning.

  17. Multimedia Adaptation in Ubiquitous Environments: Benefits of Structured Multimedia Documents

    NARCIS (Netherlands)

    P.S. Cesar Garcia (Pablo Santiago); I. Vaishnavi (Ishan); R. Kernchen; S. Meissner; M. Boussard; A. Spedalieri; B. Gao (Bo); D.C.A. Bulterman (Dick)

    2008-01-01

    htmlabstractThis paper demonstrates the advantages of using structured multimedia documents for session management and media distribution in ubiquitous environments. We show how document manipulations can be used to perform powerful operations such as content to context adaptation and presentation

  18. Gender, Work, and HIV Risk: Determinants of Risky Sexual Behavior among Female Entertainment Workers in China

    Science.gov (United States)

    Yang, Xiushi; Xia, Guomei

    2006-01-01

    We proposed to integrate cognitive and social factors in the study of unprotected commercial sex. Data from 159 female entertainment workers from 15 establishments in Shanghai who reported commercial sex in the month prior to interview were used to test the approach. Two-sample t tests and multivariate logistic regression were conducted to examine…

  19. On Weighted Regions and Social Crowds : Autonomous-agent Navigation in Virtual Worlds

    NARCIS (Netherlands)

    Jaklin, N.S.

    2016-01-01

    Virtual environments have gained in importance in many aspects of the world we live in today. Immersive virtual worlds are ubiquitous in modern movies, video games, and online communities. They are also important in non-entertainment applications such as training and education software, simulations

  20. Twenty-First Century Learning: Communities, Interaction and Ubiquitous Computing

    Science.gov (United States)

    Leh, Amy S.C.; Kouba, Barbara; Davis, Dirk

    2005-01-01

    Advanced technology makes 21st century learning, communities and interactions unique and leads people to an era of ubiquitous computing. The purpose of this article is to contribute to the discussion of learning in the 21st century. The paper will review literature on learning community, community learning, interaction, 21st century learning and…

  1. Ubiquitous testing using tablets: its impact on medical student perceptions of and engagement in learning.

    Science.gov (United States)

    Kim, Kyong-Jee; Hwang, Jee-Young

    2016-03-01

    Ubiquitous testing has the potential to affect medical education by enhancing the authenticity of the assessment using multimedia items. This study explored medical students' experience with ubiquitous testing and its impact on student learning. A cohort (n=48) of third-year students at a medical school in South Korea participated in this study. The students were divided into two groups and were given different versions of 10 content-matched items: one in text version (the text group) and the other in multimedia version (the multimedia group). Multimedia items were delivered using tablets. Item response analyses were performed to compare item characteristics between the two versions. Additionally, focus group interviews were held to investigate the students' experiences of ubiquitous testing. The mean test score was significantly higher in the text group. Item difficulty and discrimination did not differ between text and multimedia items. The participants generally showed positive responses on ubiquitous testing. Still, they felt that the lectures that they had taken in preclinical years did not prepare them enough for this type of assessment and clinical encounters during clerkships were more helpful. To be better prepared, the participants felt that they needed to engage more actively in learning in clinical clerkships and have more access to multimedia learning resources. Ubiquitous testing can positively affect student learning by reinforcing the importance of being able to understand and apply knowledge in clinical contexts, which drives students to engage more actively in learning in clinical settings.

  2. Pervasion of what? : techno–human ecologies and their ubiquitous spirits.

    NARCIS (Netherlands)

    Coeckelbergh, Mark

    2012-01-01

    Are the robots coming? Is the singularity near? Will we be dominated by technology? The usual response to ethical issues raised by pervasive and ubiquitous technologies assumes a philosophical anthropology centered on existential autonomy and agency, a dualistic ontology separating humans from

  3. The Werther Effect of Two Celebrity Suicides: an Entertainer and a Politician

    Science.gov (United States)

    Kim, Jae-Hyun; Park, Eun-Cheol; Nam, Jung-Mo; Park, SoHee; Cho, Jaelim; Kim, Sun-Jung; Choi, Jae-Woo; Cho, Eun

    2013-01-01

    Purpose Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. Methods News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity’s suicide. The period with a significantly increased number of suicides immediately after the celebrity’s suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. Results News reports were more numerous and they contained more positive definitions about the entertainer’s suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks) than for the politician (4 weeks). The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. Conclusions Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea. PMID:24386428

  4. Rape as Spectator Sport and Creepshot Entertainment: Social Media and the Valorization of Lack of Consent

    Directory of Open Access Journals (Sweden)

    Kelly Oliver

    2016-10-01

    Full Text Available Lack of consent is valorized within popular culture to the point that sexual assault has become a spectator sport and creepshot entertainment on social media. Indeed, the valorization of nonconsensual sex has reached the extreme where sex with unconscious girls, especially accompanied by photographs as trophies, has become a goal of some boys and men.

  5. Virtual Reality in Health System: Beyond Entertainment. A Mini-Review on the Efficacy of VR During Cancer Treatment.

    Science.gov (United States)

    Chirico, Andrea; Lucidi, Fabio; De Laurentiis, Michele; Milanese, Carla; Napoli, Alessandro; Giordano, Antonio

    2016-02-01

    Virtual reality (VR), a computer-generated virtual environment, has been increasingly used in the entertainment world becoming a very new evolving field, but VR technology has also found a variety of applications in the biomedical field. VR can offer to subjects a safe environment within which to carry on different interventions ranging from the rehabilitation of discharged patients directly at home, to the support of hospitalized patients during different procedures and also of oncological inpatient subjects. VR appears as a promising tool for support and monitoring treatments in cancer patients influencing psychological and physiological functions. The aim of this systematic review is to provide an overview of all the studies that used VR intervention on cancer patients and analyze their main findings. Nineteen studies across nearly a thousand articles were identified that explored effects of VR interventions on cancer patients. Although these studies varied greatly in setting and design, this review identified some overarching themes. Results found that VR improved patients' emotional well-being, and diminished cancer-related psychological symptoms. The studies explored various relevant variables including different types of settings (i.e., during chemotherapy, during pain procedures, during hospitalization). Here, we point to the need of a global and multi-disciplinary approach aimed at analyzing the effects of VR taking advantage of the new technology systems like biosensors as well as electroencephalogram monitoring pre, during, and after intervention. Devoting more attention to bio-physiological variables, standardized procedures, extending duration to longitudinal studies and adjusting for motion sickness related to VR treatment need to become standard of this research field. © 2015 Wiley Periodicals, Inc.

  6. Hospitals of the Future - Ubiquitous Computing support for Medical Work in Hospitals

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind

    2003-01-01

    This paper describes the visions and on-going research within creating ubiquitous computing support for medical work in the hospitals of the future. Today, clinical computer systems seldom play any role in the execution of clinical work as such. Electronic Patient Records (EPR) are more often...... located in offices at a hospital rather than at patients' bedside, or in operating theaters. There are a number of challenges to the hardware and software design of contemporary computer systems that make them unsuitable for clinical work. It is, for example, difficult to operate a keyboard and a mouse...... while operating a patient. Research within UbiComp provides a range of new conceptual and technological possibilities, which enable us to move clinical computer support closer to the clinical work setting. An important barnce of the research at the Danish Center for Pervasive Healthcare is to design...

  7. A comparative study of blood alcohol concentrations in Australian night-time entertainment districts.

    Science.gov (United States)

    Miller, Peter; Pennay, Amy; Droste, Nicolas; Butler, Erin; Jenkinson, Rebecca; Hyder, Shannon; Quinn, Brendan; Chikritzhs, Tanya; Tomsen, Stephen; Wadds, Phillip; Jones, Sandra C; Palmer, Darren; Barrie, Lance; Lam, Tina; Gilmore, William; Lubman, Dan I

    2014-07-01

    There is little research describing how intoxication levels change throughout the night in entertainment districts. This research aims to describe levels of alcohol intoxication across multiple Australian metropolitan and regional nightlife districts. This study was conducted in the night-time entertainment districts of three metropolitan cities (Sydney, Melbourne and Perth) and two regional cities (Wollongong and Geelong) in Australia. Data collection occurred approximately fortnightly in each city on a Friday or Saturday night between 8 pm and 5 am. Brief structured interviews (3-10 min) and breathalyser tests were undertaken in busy thoroughfares over six months. Of the 7037 individuals approached to participate in the study, 6998 [61.8% male, mean age 24.89 years (standard deviation 6.37; range 18-73)] agreed to be interviewed. There was a linear increase in blood alcohol concentration (BAC) levels throughout the night. Post hoc testing revealed significantly more highly intoxicated participants (i.e. BAC above 0.10 mg of alcohol per 100 mL of blood) after midnight (P gender differences disappeared by 3 am. There was no age differences in intoxication earlier in the night, but after midnight, patrons over the age of 21 showed increasing BAC levels. There is a consistent trend across the cities of high to very high levels of intoxication later in the night, with trends after midnight being significantly different to those before. © 2014 Australasian Professional Society on Alcohol and other Drugs.

  8. PERKAM: Personalized Knowledge Awareness Map for Computer Supported Ubiquitous Learning

    Science.gov (United States)

    El-Bishouty, Moushir M.; Ogata, Hiroaki; Yano, Yoneo

    2007-01-01

    This paper introduces a ubiquitous computing environment in order to support the learners while doing tasks; this environment is called PERKAM (PERsonalized Knowledge Awareness Map). PERKAM allows the learners to share knowledge, interact, collaborate, and exchange individual experiences. It utilizes the RFID ubiquities technology to detect the…

  9. Toward ubiquitous healthcare services with a novel efficient cloud platform.

    Science.gov (United States)

    He, Chenguang; Fan, Xiaomao; Li, Ye

    2013-01-01

    Ubiquitous healthcare services are becoming more and more popular, especially under the urgent demand of the global aging issue. Cloud computing owns the pervasive and on-demand service-oriented natures, which can fit the characteristics of healthcare services very well. However, the abilities in dealing with multimodal, heterogeneous, and nonstationary physiological signals to provide persistent personalized services, meanwhile keeping high concurrent online analysis for public, are challenges to the general cloud. In this paper, we proposed a private cloud platform architecture which includes six layers according to the specific requirements. This platform utilizes message queue as a cloud engine, and each layer thereby achieves relative independence by this loosely coupled means of communications with publish/subscribe mechanism. Furthermore, a plug-in algorithm framework is also presented, and massive semistructure or unstructured medical data are accessed adaptively by this cloud architecture. As the testing results showing, this proposed cloud platform, with robust, stable, and efficient features, can satisfy high concurrent requests from ubiquitous healthcare services.

  10. Anarchic desires : deconstructing sexual and moral representations in Joe Orton's entertaining mr. sloane

    OpenAIRE

    Werner Almeida Alves

    2007-01-01

    A presente dissertação tem como objetivo apresentar uma leitura da peça Entertaining Mr. Sloane do dramaturgo inglês Joe Orton, investigando de que formas os artifícios literários são construídos para interromper as representações normativas sobre sexualidade e moralidade. Na obra de Orton, os comportamentos e discursos das personagens ignoram autoridades representativas de instituições que, como a família, trabalham para ratificar a noção de modos sexuais ligados à matrix heterossexual que c...

  11. Design guidelines for mobile information and entertainment services based on the Radio538 ringtunes i-mode service case study

    NARCIS (Netherlands)

    Kar, E. van de; Maitland, C.F.; Wehn de Montalvo, U.W.C.; Bouwman, H.

    2003-01-01

    The mobile telecommunications industry is undergoing rapid change, which is increasing the interdependency of firms in the sector. Mobile information and entertainment services will be delivered through inter-organizational networks of firms. This means the problems of service design must be

  12. Representations of Celebrities’ Weight and Shape during Pregnancy and Postpartum: A Content Analysis of Three Entertainment Magazine Websites

    Science.gov (United States)

    Gow, Rachel W.; Lydecker, Janet A.; Lamanna, Jennifer D.; Mazzeo, Suzanne E.

    2011-01-01

    Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities’ experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N = 387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities’ pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities’ pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. PMID:21873126

  13. Representations of celebrities' weight and shape during pregnancy and postpartum: a content analysis of three entertainment magazine websites.

    Science.gov (United States)

    Gow, Rachel W; Lydecker, Janet A; Lamanna, Jennifer D; Mazzeo, Suzanne E

    2012-01-01

    Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities' experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N=387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities' pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities' pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. Copyright © 2011 Elsevier Ltd. All rights reserved.

  14. CyberPsychological Computation on Social Community of Ubiquitous Learning

    Science.gov (United States)

    Zhou, Xuan; Dai, Genghui; Huang, Shuang; Sun, Xuemin; Hu, Feng; Hu, Hongzhi; Ivanović, Mirjana

    2015-01-01

    Under the modern network environment, ubiquitous learning has been a popular way for people to study knowledge, exchange ideas, and share skills in the cyberspace. Existing research findings indicate that the learners' initiative and community cohesion play vital roles in the social communities of ubiquitous learning, and therefore how to stimulate the learners' interest and participation willingness so as to improve their enjoyable experiences in the learning process should be the primary consideration on this issue. This paper aims to explore an effective method to monitor the learners' psychological reactions based on their behavioral features in cyberspace and therefore provide useful references for adjusting the strategies in the learning process. In doing so, this paper firstly analyzes the psychological assessment of the learners' situations as well as their typical behavioral patterns and then discusses the relationship between the learners' psychological reactions and their observable features in cyberspace. Finally, this paper puts forward a CyberPsychological computation method to estimate the learners' psychological states online. Considering the diversity of learners' habitual behaviors in the reactions to their psychological changes, a BP-GA neural network is proposed for the computation based on their personalized behavioral patterns. PMID:26557846

  15. The challenges of social marketing of organ donation: news and entertainment coverage of donation and transplantation.

    Science.gov (United States)

    Harrison, Tyler R; Morgan, Susan E; Chewning, Lisa V

    2008-01-01

    While great strides have been made in persuading the public to become potential organ donors, actual behavior has not yet caught up with the nearly universally favorable attitudes the public expresses toward donation. This paper explores the issue by situating the social marketing of organ donation against a broader backdrop of entertainment and news media coverage of organ donation. Organ donation storylines are featured on broadcast television in medical and legal dramas, soap operas, and other television serials approximately four times per month (not including most cable networks), and feature storylines that promote myths and fears of the organ donation process. National news and other non-fictionalized coverage of organ donation are even more common, with stories appearing over twenty times a month on average. These stories tend to be one-dimensional and highly sensationalized in their coverage. The marketing of organ donation for entertainment essentially creates a counter-campaign to organ donation, with greater resources and reach than social marketers have access to. Understanding the broader environmental context of organ donation messages highlights the issues faced by social marketing campaigns in persuading the public to become potential donors.

  16. Stereoscopy in Static Scientific Imagery in an Informal Education Setting: Does It Matter?

    Science.gov (United States)

    Price, C. Aaron; Lee, H.-S.; Malatesta, K.

    2014-01-01

    Stereoscopic technology (3D) is rapidly becoming ubiquitous across research, entertainment and informal educational settings. Children of today may grow up never knowing a time when movies, television and video games were not available stereoscopically. Despite this rapid expansion, the field's understanding of the impact of stereoscopic…

  17. Entrepreneurial orientation in a franchised home entertainment system

    Directory of Open Access Journals (Sweden)

    A Maritz

    2014-07-01

    Full Text Available This paper fills the gap in the research undertaken into the entrepreneurial orientation of franchisees. The study identifies entrepreneurial orientation within a defined franchise system, using the entrepreneurial character theme matrix developed by Thompson (2002. Research methodology comprises the survey approach, using electronic media and Surveypro analysis (Dillman, 2000. Hypothesis tests highlight the absence of statistically significant entrepreneurial orientation in the franchise system, despite a significant orientation in a multiple-outlet proposition analysis. Conclusions and recommendations include mobilising and communicating the action factors associated with entrepreneurial orientation, involving all franchisees within the system. Managerial implications include the motivation of developing multiple-outlet franchise systems. Future research involves broadening the data set across industries and borders.

  18. 9th International Conference on Multimedia and Ubiquitous Engineering and the 10th International Conference on Future Information Technology

    CERN Document Server

    Chao, Han-Chieh; Arabnia, Hamid; Yen, Neil; Advanced Multimedia and Ubiquitous Engineering : Future Information Technology; MUE-15; FutureTech 2015

    This volume brings together contributions representing the state-of-the-art in new multimedia and future technology information research, currently a major topic in computer science and electronic engineering. Researchers aim to interoperate multimedia frameworks, transforming the way people work and  interact with multimedia data. This book covers future information technology topics including digital and multimedia convergence, ubiquitous and pervasive computing, intelligent computing and applications, embedded systems, mobile and wireless communications, bio-inspired computing, grid and cloud computing, semantic web, human-centric computing and social networks, adaptive and context-aware computing, security and trust computing and related areas.  Representing the combined proceedings of the 9th International Conference on Multimedia and Ubiquitous Engineering (MUE-15) and the 10th International Conference on Future Information Technology (FutureTech 2015), this book aims to provide a complete coverage of...

  19. Noise and Vibration Risk Prevention Virtual Web for Ubiquitous Training

    Science.gov (United States)

    Redel-Macías, María Dolores; Cubero-Atienza, Antonio J.; Martínez-Valle, José Miguel; Pedrós-Pérez, Gerardo; del Pilar Martínez-Jiménez, María

    2015-01-01

    This paper describes a new Web portal offering experimental labs for ubiquitous training of university engineering students in work-related risk prevention. The Web-accessible computer program simulates the noise and machine vibrations met in the work environment, in a series of virtual laboratories that mimic an actual laboratory and provide the…

  20. Analysis of bedside entertainment services' effect on post cardiac surgery physical activity: a prospective, randomised clinical trial.

    Science.gov (United States)

    Papaspyros, Sotiris; Uppal, Shitansu; Khan, Shakeeb A; Paul, Sanjoy; O'Regan, David J

    2008-11-01

    A rising number of acute hospitals in the UK have been providing patients with bedside entertainment services (BES) since 1995. However, their effect on postoperative patient mobility has not been explored. The aim of this prospective randomised clinical trial was to compare the level of postoperative physical activity and length of in-hospital stay of patients undergoing cardiac surgery depending on whether they had access to BES or not. One hundred patients requiring elective cardiac surgery were randomised to receive access to BES (52 patients) or not (48 patients). Pedometers were used to quantify postoperative physical activity for 5 days. To assess the significance of the effect of intervention (TV off or on) on the pedometer counts over time a mixed effect Poisson regression model is used, with the time varying aspect as random component. The potential influence of gender difference and age on pedometer counts were assessed by incorporating these two factors as covariates in the Poisson model. On average, patients with no access to BES walked more than those with BES access. This difference ranged between 192 and 609 steps in favour of the first group for each individual postoperative day. Patients with no access to BES were 84% more likely (risk ratio: 1.84, 95% CI: 1.29-2.63) to walk higher number of steps than patients with access to BES. On average, participants with access to BES were likely to stay longer in hospital (median of 7 days with interquartile range 6-7 days), than participants with no access to BES (median of 6 days with interquartile range 5-7 days), however the difference did not reach statistical significance. We have demonstrated that the bedside entertainment systems may have an adverse effect on post cardiac surgery patient ambulation and may contribute to an increase in hospital stay.

  1. NOVEL APPLICATIONS FOR EMERGING MARKETS USING TELEVISION AS A UBIQUITOUS DEVICE

    DEFF Research Database (Denmark)

    Pal, Arpan

    2013-01-01

    – personal computer (including laptop and tablet), television and mobile (including smart phone). For emerging market countries like India, personal computers are not yet affordable to masses and most of the people are not savvy or skilled enough to operate a personal computer. Mobile phones, though being...... connected to the internet-world in a low-cost manner, it has the potential of becoming the ―Ubiquitous Computing Screen‖ for the home. The emerging markets are characterized by some unique issues like low bandwidth / low Quality-of-Service (QoS) of the available wireless networks, extreme cost...... solutions for seamlessly blending Internet with broadcasting content. To this end, in this thesis a novel application development framework is proposed first on top of a low-cost over-the-top box that uses television as a ubiquitous device with a focus on emerging markets. Then an end-to-end solution...

  2. Effects of a Tablet-Based Mathematics Application for Pre-School Children

    Science.gov (United States)

    Kosko, Karl; Ferdig, Richard

    2016-01-01

    Tablets such as "iPad," "Android," and "Windows" devices have become ubiquitous in both the home and school settings. Adults and kids of all ages are using these tools and the associated apps to do everything from education to entertainment. Although there has been a positive relationship in the research between…

  3. Evaluation and testing methodology for evolving entertainment systems

    NARCIS (Netherlands)

    Jurgelionis, A.; Bellotti, F.; IJsselsteijn, W.A.; Kort, de Y.A.W.; Bernhaupt, R.; Tscheligi, M.

    2007-01-01

    This paper presents a testing and evaluation methodology for evolving pervasive gaming and multimedia systems. We introduce the Games@Large system, a complex gaming and multimedia architecture comprised of a multitude of elements: heterogeneous end user devices, wireless and wired network

  4. Assessment of soil attributes and crop productivity after diversification of the ubiquitous corn-soybean rotation in the northwestern U.S. Corn Belt

    Science.gov (United States)

    Highly specialized cash-grain production systems based upon corn-soybean rotations under tilled soil management are common in the northwestern U.S. Corn Belt. This study, initiated in 1997, was conducted to determine if diversification of this ubiquitous corn-soybean rotation would affect soil char...

  5. Non-Orthogonal Multiple Access for Ubiquitous Wireless Sensor Networks.

    Science.gov (United States)

    Anwar, Asim; Seet, Boon-Chong; Ding, Zhiguo

    2018-02-08

    Ubiquitous wireless sensor networks (UWSNs) have become a critical technology for enabling smart cities and other ubiquitous monitoring applications. Their deployment, however, can be seriously hampered by the spectrum available to the sheer number of sensors for communication. To support the communication needs of UWSNs without requiring more spectrum resources, the power-domain non-orthogonal multiple access (NOMA) technique originally proposed for 5th Generation (5G) cellular networks is investigated for UWSNs for the first time in this paper. However, unlike 5G networks that operate in the licensed spectrum, UWSNs mostly operate in unlicensed spectrum where sensors also experience cross-technology interferences from other devices sharing the same spectrum. In this paper, we model the interferences from various sources at the sensors using stochastic geometry framework. To evaluate the performance, we derive a theorem and present new closed form expression for the outage probability of the sensors in a downlink scenario under interference limited environment. In addition, diversity analysis for the ordered NOMA users is performed. Based on the derived outage probability, we evaluate the average link throughput and energy consumption efficiency of NOMA against conventional orthogonal multiple access (OMA) technique in UWSNs. Further, the required computational complexity for the NOMA users is presented.

  6. Social Worker Perceptions of the Portrayal of the Profession in the News and Entertainment Media: An Exploratory Study

    Science.gov (United States)

    Zugazaga, Carole B.; Surette, Raymond B.; Mendez, Monica; Otto, Charles W.

    2006-01-01

    This exploratory study describes social workers' perceptions of the depiction of the social work profession found in the news and entertainment media. A random sample of 665 MSW social workers who were members of the Florida Chapter of the National Association of Social Workers were surveyed regarding how they felt the profession was depicted in…

  7. New Challenges for Design Participation in the Era of Ubiquitous Computing

    DEFF Research Database (Denmark)

    Brereton, Margot; Buur, Jacob

    2008-01-01

    Since the event of participatory design in the work democracy projects of the 1970’s and 1980’s in Scandinavia, computing technology and people’s engagement with it have undergone fundamental changes. Although participatory design continues to be a precondition for designing computing that aligns...... with human practices, the motivations to engage in participatory design have changed, and the new era requires formats that are different from the original ones. Through the analysis of three case studies this paper seeks to explain why participatory design must be brought to bear on the field of ubiquitous...... computing, and how this challenges the original participatory design thinking. In particular we will argue that more casual, exploratory formats of engagement with people are required, and rather than planning the all-encompassing systems development project, participatory design needs to move towards...

  8. The problematic internet entertainment use scale for adolescents: prevalence of problem internet use in Spanish high school students.

    Science.gov (United States)

    Lopez-Fernandez, Olatz; Freixa-Blanxart, Montserrat; Honrubia-Serrano, Maria Luisa

    2013-02-01

    Many researchers and professionals have reported nonsubstance addiction to online entertainments in adolescents. However, very few scales have been designed to assess problem Internet use in this population, in spite of their high exposure and obvious vulnerability. The aim of this study was to review the currently available scales for assessing problematic Internet use and to validate a new scale of this kind for use, specifically in this age group, the Problematic Internet Entertainment Use Scale for Adolescents. The research was carried out in Spain in a gender-balanced sample of 1131 high school students aged between 12 and 18 years. Psychometric analyses showed the scale to be unidimensional, with excellent internal consistency (Cronbach's alpha of 0.92), good construct validity, and positive associations with alternative measures of maladaptive Internet use. This self-administered scale can rapidly measure the presence of symptoms of behavioral addiction to online videogames and social networking sites, as well as their degree of severity. The results estimate the prevalence of this problematic behavior in Spanish adolescents to be around 5 percent.

  9. Evaluating Ubiquitous Media Usability Challenges: Content Transfer and Channel Switching Delays

    DEFF Research Database (Denmark)

    Fleury, Alexandre; Pedersen, Jakob Schou; Larsen, Lars Bo

    2011-01-01

    As ubiquitous media is developing rapidly, new HCI challenges emerge. In this paper, we address usability issues related to the transfer of content between fixed and mobile devices, as well as channel switching delays on mobile devices. We first provide an extensive review of the field. We...

  10. FAN-SHAPED JETS IN THREE-DIMENSIONAL RECONNECTION SIMULATION AS A MODEL OF UBIQUITOUS SOLAR JETS

    International Nuclear Information System (INIS)

    Jiang Ronglin; Fang Cheng; Shibata, Kazunari; Isobe, Hiroaki

    2011-01-01

    Magnetic reconnection is a fundamental process in space and astrophysical plasmas in which the oppositely directed magnetic field changes its connectivity and eventually converts its energy into kinetic and thermal energy of the plasma. Recently, ubiquitous jets (for example, chromospheric anemone jets, penumbral microjets, umbral light bridge jets) have been observed by the Solar Optical Telescope on board the satellite Hinode. These tiny and frequently occurring jets are considered to be a possible evidence of small-scale ubiquitous reconnection in the solar atmosphere. However, the details of three-dimensional (3D) magnetic configuration are still not very clear. Here, we propose a new model based on 3D simulations of magnetic reconnection using a typical current sheet magnetic configuration with a strong guide field. The most interesting feature is that the jets produced by the reconnection eventually move along the guide field lines. This model provides a fresh understanding of newly discovered ubiquitous jets and moreover a new observational basis for the theory of astrophysical magnetic reconnection.

  11. Ubiquitous Smart Home System Using Android Application

    OpenAIRE

    Kumar, Shiu

    2014-01-01

    This paper presents a flexible standalone, low-cost smart home system, which is based on the Android app communicating with the micro-web server providing more than the switching functionalities. The Arduino Ethernet is used to eliminate the use of a personal computer (PC) keeping the cost of the overall system to a minimum while voice activation is incorporated for switching functionalities. Devices such as light switches, power plugs, temperature sensors, humidity sensors, current sensors, ...

  12. Arts and Entertainment Career Conference. Walt Disney Studios. Final Project Performance Report, July 31, 1978-July 31, 1979.

    Science.gov (United States)

    Walt Disney Productions, Anaheim, CA.

    The intention of a project was (1) to encourage college and university deans and heads of performing arts departments to hold an Arts and Entertainment Career Seminar on their own compus for faculty and performing arts majors and (2) to provide these institutions with written and visual materials for such a seminar. Two conferences were held, one…

  13. The Use of Ubiquitous Sensor Technology in Evaluating Student Thought Process during Practical Operations for Improving Student Technical and Creative Skills

    Science.gov (United States)

    Jou, Min; Wang, Jingying

    2015-01-01

    This study investigated a Ubiquitous Sensor System (USS) that we developed to assess student thought process during practical lessons on a real-time basis and to provide students with a reflective learning environment. Behavioral curves and data obtained by the USS would help students understand where they had made mistakes during practical…

  14. Ubiquitous Monitoring Solution for Wireless Sensor Networks with Push Notifications and End-to-End Connectivity

    Directory of Open Access Journals (Sweden)

    Luis M. L. Oliveira

    2014-01-01

    Full Text Available Wireless Sensor Networks (WSNs belongs to a new trend in technology in which tiny and resource constrained devices are wirelessly interconnected and are able to interact with the surrounding environment by collecting data such as temperature and humidity. Recently, due to the huge growth in the use of mobile devices with Internet connection, smartphones are becoming the center of future ubiquitous wireless networks. Interconnecting WSNs with smartphones and the Internet is a big challenge and new architectures are required due to the heterogeneity of these devices. Taking into account that people are using smartphones with Internet connection, there is a good opportunity to propose a new architecture for wireless sensors monitoring using push notifications and smartphones. Then, this paper proposes a ubiquitous approach for WSN monitoring based on a REST Web Service, a relational database, and an Android mobile application. Real-time data sensed by WSNs are sent directly to a smartphone or stored in a database and requested by the mobile application using a well-defined RESTful interface. A push notification system was created in order to alert mobile users when a sensor parameter overcomes a given threshold. The proposed architecture and mobile application were evaluated and validated using a laboratory WSN testbed and are ready for use.

  15. Ubiquitous health in practice: the interreality paradigm.

    Science.gov (United States)

    Gaggioli, Andrea; Raspelli, Simona; Grassi, Alessandra; Pallavicini, Federica; Cipresso, Pietro; Wiederhold, Brenda K; Riva, Giuseppe

    2011-01-01

    In this paper we introduce a new ubiquitous computing paradigm for behavioral health care: "Interreality". Interreality integrates assessment and treatment within a hybrid environment, that creates a bridge between the physical and virtual worlds. Our claim is that bridging virtual experiences (fully controlled by the therapist, used to learn coping skills and emotional regulation) with real experiences (allowing both the identification of any critical stressors and the assessment of what has been learned) using advanced technologies (virtual worlds, advanced sensors and PDA/mobile phones) may improve existing psychological treatment. To illustrate the proposed concept, a clinical scenario is also presented and discussed: Daniela, a 40 years old teacher, with a mother affected by Alzheimer's disease.

  16. Researching the Ethical Dimensions of Mobile, Ubiquitous and Immersive Technology Enhanced Learning (MUITEL): A Thematic Review and Dialogue

    Science.gov (United States)

    Lally, Vic; Sharples, Mike; Tracy, Frances; Bertram, Neil; Masters, Sherriden

    2012-01-01

    In this article, we examine the ethical dimensions of researching the mobile, ubiquitous and immersive technology enhanced learning (MUITEL), with a particular focus on learning in informal settings. We begin with an analysis of the interactions between mobile, ubiquitous and immersive technologies and the wider context of the digital economy. In…

  17. Ubiquitous Knowledge Construction: Mobile Learning Re-Defined and a Conceptual Framework

    Science.gov (United States)

    Peng, Hsinyi; Su, Yi-Ju; Chou, Chien; Tsai, Chin-Chung

    2009-01-01

    Emerging from recent mobile technologies, mobile learning, or m-learning, is beginning to offer "stunning new technical capabilities" in education (DiGiano et al., 2003). This new genre of learning is viewed as a revolutionary stage in educational technology. However, ubiquitous computing technologies have given rise to several issues. This…

  18. Ubiquitous and Ambient Intelligence Assisted Learning Environment Infrastructures Development--A Review

    Science.gov (United States)

    Kanagarajan, Sujith; Ramakrishnan, Sivakumar

    2018-01-01

    Ubiquitous Learning Environment (ULE) has been becoming a mobile and sensor based technology equipped environment that suits the modern world education discipline requirements for the past few years. Ambient Intelligence (AmI) makes much smarter the ULE by the support of optimization and intelligent techniques. Various efforts have been so far…

  19. Improved glycemic control without hypoglycemia in elderly diabetic patients using the ubiquitous healthcare service, a new medical information system.

    Science.gov (United States)

    Lim, Soo; Kang, Seon Mee; Shin, Hayley; Lee, Hak Jong; Won Yoon, Ji; Yu, Sung Hoon; Kim, So-Youn; Yoo, Soo Young; Jung, Hye Seung; Park, Kyong Soo; Ryu, Jun Oh; Jang, Hak C

    2011-02-01

    To improve quality and efficiency of care for elderly patients with type 2 diabetes, we introduced elderly-friendly strategies to the clinical decision support system (CDSS)-based ubiquitous healthcare (u-healthcare) service, which is an individualized health management system using advanced medical information technology. We conducted a 6-month randomized, controlled clinical trial involving 144 patients aged >60 years. Participants were randomly assigned to receive routine care (control, n = 48), to the self-monitored blood glucose (SMBG, n = 47) group, or to the u-healthcare group (n = 49). The primary end point was the proportion of patients achieving A1C healthcare system refers to an individualized medical service in which medical instructions are given through the patient's mobile phone. Patients receive a glucometer with a public switched telephone network-connected cradle that automatically transfers test results to a hospital-based server. Once the data are transferred to the server, an automated system, the CDSS rule engine, generates and sends patient-specific messages by mobile phone. After 6 months of follow-up, the mean A1C level was significantly decreased from 7.8 ± 1.3% to 7.4 ± 1.0% (P healthcare group and from 7.9 ± 1.0% to 7.7 ± 1.0% (P = 0.020) in the SMBG group, compared with 7.9 ± 0.8% to 7.8 ± 1.0% (P = 0.274) in the control group. The proportion of patients with A1C healthcare group, 23.4% in the SMBG group (23.4%), and 14.0% in the control group (P healthcare service achieved better glycemic control with less hypoglycemia than SMBG and routine care and may provide effective and safe diabetes management in the elderly diabetic patients.

  20. Ambient Learning Displays - Distributed Mixed Reality Information Mash-ups to support Ubiquitous Learning

    NARCIS (Netherlands)

    Börner, Dirk

    2010-01-01

    Börner, D. (2010, 19-21 March). Ambient Learning Displays Distributed Mixed Reality Information Mash-ups to support Ubiquitous Learning. Presented at the IADIS International Conference Mobile Learning 2010, Porto, Portugal.

  1. Framing in Entertainment-Education: Effects on Processes of Narrative Persuasion.

    Science.gov (United States)

    Brusse, Elsbeth D Asbeek; Fransen, Marieke L; Smit, Edith G

    2017-12-01

    Nowadays, entertainment-education (E-E) is often used as a persuasive strategy to stimulate prosocial behavior. Although E-E is mostly regarded as a persuasive strategy in itself, in an increasing number of E-E programs several persuasive strategies are used to communicate the educational message to the audience. This study investigates the effects of a strategy widely used in health communication, but not previously studied in the field of E-E: framing. To this means we examined the effect of two different ways an E-E message can be framed: by emphasizing either the losses of not performing the behavior in question or the gains of performing this behavior. A serial multiple mediation model showed that framing affected intention to refrain from drunk cycling via counterarguing and attitude toward drunk cycling; the use of a gain frame decreased counterarguing, which decreased the attitude toward drunk cycling. This subsequently resulted in a higher intention to refrain from this behavior. Implications of these results are discussed.

  2. Effectively selling astronomy to the public -- fusing lessons learned from education, entertainment, advertising and public relations

    Science.gov (United States)

    Pallone, Arthur; Day, Jacque

    2010-03-01

    A great celestial story is only as effective as the teller of the tale. With passion and knowledge at the helm, we must search for ways to pass on enthusiasm to others while conveying sound science. Based on our experiences, we present an integrated approach -- one that borrows elements from education, entertainment, advertising, and public relations -- to choose an event, hook and keep the public's attention while making them want more, and provide some tips for increasing media presence.

  3. Exploring the use of entertainment-education YouTube videos focused on infection prevention and control.

    Science.gov (United States)

    Lim, Kathryn; Kilpatrick, Claire; Storr, Julie; Seale, Holly

    2018-06-05

    As a communications strategy, education entertainment has been used to inform, influence, and shift societal and individual behaviors. Recently, there has been an increasing number of entertainment-education YouTube videos focused on hand hygiene. However, there is currently no understanding about the quality of these videos; therefore, this study aimed to explore the social media content and user engagement with these videos. The search terms "hand hygiene" and "hand hygiene education" were used to query YouTube. Video content had to be directed at a health care professional audience. Using author designed checklists, each video was systematically evaluated and grouped according to educational usefulness and was subsequently evaluated against the categories of attractiveness, comprehension, and persuasiveness. A total of 400 videos were screened, with 70 videos retained for analysis. Of these, 55.7% (n = 39) were categorized as educationally useful. Overall, educationally useful videos scored higher than noneducationally useful videos across the categories of attractiveness, comprehension, and persuasiveness. Miscommunication of the concept of My 5 Moments for Hand Hygiene was observed in several of the YouTube videos. The availability of educationally useful videos in relation to hand hygiene is evident; however, it is clear that there are opportunities for contributors using this medium to strengthen their alignment with social media best practice principles to maximize the effectiveness, reach, and sustainability of their content. Copyright © 2018 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.

  4. Playing it safe: Patron safety strategies and experience of violence in night-time entertainment districts.

    Science.gov (United States)

    Zhou, Jin; Droste, Nicolas; Curtis, Ashlee; Zinkiewicz, Lucy; Miller, Peter

    2018-03-01

    Incidences of violence are elevated in night-time entertainment districts. Research suggests that safety-related behavioural strategies adopted while drinking can reduce negative alcohol-related outcomes. The current study investigates the use of safety strategies and its association with experiences of violence among patrons from the general population. Patron interviews (N = 3949) were conducted in and around licenced venues in Newcastle (New South Wales) and Geelong (Victoria) during peak trading hours (Friday and Saturday, 21:00-01:00 h). Participants (mean age = 24.3, SD = 5.8; male 54.4%) were asked to report what measures, if any, they used to keep safe when drinking and whether they had been involved in a violent incident in the last 12 months. After controlling for patron demographics and location, the use of multiple (more than one) safety strategies was significantly associated with reduced odds of involvement in a violent incident (odds ratio = 0.64, 95% confidence interval 0.49-0.85, P = 0.002). Significant gender differences were observed in the number and type of safety strategies reported. Increasing the number of safety-related behaviours during drinking occasions is associated with a small but significant reduction in experiencing alcohol-related harms, such as violence. [Zhou J, Droste N, Curtis A, Zinkiewicz L, Miller P. Playing it safe: Patron safety strategies and experience of violence in night-time entertainment districts. © 2017 Australasian Professional Society on Alcohol and other Drugs.

  5. Branded entertainment: los contenidos de entretenimiento como herramienta de comunicación de marketing. Un estudio de su situación actual en España 

    Directory of Open Access Journals (Sweden)

    J de Aguilera-Moyano

    2015-09-01

    Full Text Available En el nuevo contexto de marketing surgen herramientas de comunicación como el branded entertainment; un tipo de mensaje híbrido con elque las marcas producen contenidos de entretenimiento. Metodología: Este estudio tiene como objetivo mejorar el conocimiento del branded entertainment y su situación en España así como sus expectativas de futuro. Se ha realizado una investigación exploratoria utilizando como técnica metodológica la entrevista en profundidad aplicada a un grupo de expertos en creación y distribución de branded entertainment. Resultados y conclusiones: Los resultados muestran: existe un amplio conocimiento de sus posibilidades como técnica de comunicación comercial; los contenidos producidos deben ser relevantes para competir con otros productos de entretenimiento; se espera un notable incremento en su utilización ante la pérdida de eficacia de las tácticas intrusivas; y se percibe como la herramienta de comunicación más adecuada para generar engagement del consumidor.

  6. Four Stages of Research on the Educational Use of Ubiquitous Computing

    Science.gov (United States)

    Laru, Jari; Naykki, Piia; Järvelä, Sanna

    2015-01-01

    In this paper, the Gartner Group's hype cycle is used as the basis for categorizing and analyzing research on the educational use of ubiquitous computing. There are five phases of the hype cycle: the technology trigger, the peak of inflated expectations, the trough of disillusionment, the slope of enlightenment, and the plateau of productivity.…

  7. Let Me Relax: Toward Automated Sedentary State Recognition and Ubiquitous Mental Wellness Solutions

    Directory of Open Access Journals (Sweden)

    Vijay Rajanna

    2018-12-01

    Full Text Available Advances in ubiquitous computing technology improve workplace productivity, reduce physical exertion, but ultimately result in a sedentary work style. Sedentary behavior is associated with an increased risk of stress, obesity, and other health complications. Let Me Relax is a fully automated sedentary-state recognition framework using a smartwatch and smartphone, which encourages mental wellness through interventions in the form of simple relaxation techniques. The system was evaluated through a comparative user study of 22 participants split into a test and a control group. An analysis of NASA Task Load Index pre- and post- study survey revealed that test subjects who followed relaxation methods, showed a trend of both increased activity as well as reduced mental stress. Reduced mental stress was found even in those test subjects that had increased inactivity. These results suggest that repeated interventions, driven by an intelligent activity recognition system, is an effective strategy for promoting healthy habits, which reduce stress, anxiety, and other health risks associated with sedentary workplaces.

  8. Ontological knowledge engine and health screening data enabled ubiquitous personalized physical fitness (UFIT).

    Science.gov (United States)

    Su, Chuan-Jun; Chiang, Chang-Yu; Chih, Meng-Chun

    2014-03-07

    Good physical fitness generally makes the body less prone to common diseases. A personalized exercise plan that promotes a balanced approach to fitness helps promotes fitness, while inappropriate forms of exercise can have adverse consequences for health. This paper aims to develop an ontology-driven knowledge-based system for generating custom-designed exercise plans based on a user's profile and health status, incorporating international standard Health Level Seven International (HL7) data on physical fitness and health screening. The generated plan exposing Representational State Transfer (REST) style web services which can be accessed from any Internet-enabled device and deployed in cloud computing environments. To ensure the practicality of the generated exercise plans, encapsulated knowledge used as a basis for inference in the system is acquired from domain experts. The proposed Ubiquitous Exercise Plan Generation for Personalized Physical Fitness (UFIT) will not only improve health-related fitness through generating personalized exercise plans, but also aid users in avoiding inappropriate work outs.

  9. Distributing Workflows over a Ubiquitous P2P Network

    Directory of Open Access Journals (Sweden)

    Eddie Al-Shakarchi

    2007-01-01

    Full Text Available This paper discusses issues in the distribution of bundled workflows across ubiquitous peer-to-peer networks for the application of music information retrieval. The underlying motivation for this work is provided by the DART project, which aims to develop a novel music recommendation system by gathering statistical data using collaborative filtering techniques and the analysis of the audio itsel, in order to create a reliable and comprehensive database of the music that people own and which they listen to. To achieve this, the DART scientists creating the algorithms need the ability to distribute the Triana workflows they create, representing the analysis to be performed, across the network on a regular basis (perhaps even daily in order to update the network as a whole with new workflows to be executed for the analysis. DART uses a similar approach to BOINC but differs in that the workers receive input data in the form of a bundled Triana workflow, which is executed in order to process any MP3 files that they own on their machine. Once analysed, the results are returned to DART's distributed database that collects and aggregates the resulting information. DART employs the use of package repositories to decentralise the distribution of such workflow bundles and this approach is validated in this paper through simulations that show that suitable scalability is maintained through the system as the number of participants increases. The results clearly illustrate the effectiveness of the approach.

  10. Implementation of effective alcohol control strategies is needed at large sports and entertainment events.

    Science.gov (United States)

    Lyne, Mark; Galloway, Andrew

    2012-02-01

    To assess the implementation and effectiveness of strategies and actions to eliminate and/or reduce alcohol-related problems at large sports and entertainment events in New Zealand. We conducted site visits and monitoring observations at venues before, during and after a variety of large events between March 2009 and November 2010. Thirteen events were attended at nine different venues. Events included rugby, rugby league and cricket matches, motor racing, rowing, horse racing, an outdoor music festival, and food and wine festivals. Most large events appeared to pass with few or no alcohol-related problems. The exceptions were one of the horse-race meetings, a rugby league match and one food and wine festival. Common contexts at events where alcohol-related problems were seen included: inadequate alcohol control and management by security staff; the ability to purchase four alcoholic drinks (rather than two) at a time; inexperienced bar staff untrained in responsible alcohol service; no or little promotion of low and non-alcoholic drinks; and a lack of monitoring and enforcement of the law on intoxication. An important approach to prevent and reduce alcohol-related problems at large spots and entertainment events is the use of specific alcohol-control strategies. The management of alcohol consumption is a major part of event management that must be planned with harm-minimisation strategies well in advance of the event itself. If strategies and actions are not properly implemented to manage the sale and supply of alcohol at large events, there is significant risk of alcohol-related problems and harm resulting from them. © 2012 The Authors. ANZJPH © 2012 Public Health Association of Australia.

  11. Conditions for Ubiquitous Computing: What Can Be Learned from a Longitudinal Study

    Science.gov (United States)

    Lei, Jing

    2010-01-01

    Based on survey data and interview data collected over four academic years, this longitudinal study examined how a ubiquitous computing project evolved along with the changes in teachers, students, the human infrastructure, and technology infrastructure in the school. This study also investigated what conditions were necessary for successful…

  12. Event heap: a coordination infrastructure for dynamic heterogeneous application interactions in ubiquitous computing environments

    Science.gov (United States)

    Johanson, Bradley E.; Fox, Armando; Winograd, Terry A.; Hanrahan, Patrick M.

    2010-04-20

    An efficient and adaptive middleware infrastructure called the Event Heap system dynamically coordinates application interactions and communications in a ubiquitous computing environment, e.g., an interactive workspace, having heterogeneous software applications running on various machines and devices across different platforms. Applications exchange events via the Event Heap. Each event is characterized by a set of unordered, named fields. Events are routed by matching certain attributes in the fields. The source and target versions of each field are automatically set when an event is posted or used as a template. The Event Heap system implements a unique combination of features, both intrinsic to tuplespaces and specific to the Event Heap, including content based addressing, support for routing patterns, standard routing fields, limited data persistence, query persistence/registration, transparent communication, self-description, flexible typing, logical/physical centralization, portable client API, at most once per source first-in-first-out ordering, and modular restartability.

  13. Copyright Cartels or Legitimate Joint Ventures? What the MusicNet and Pressplay Litigation Means for the Entertainment Industry's New Distribution Models

    OpenAIRE

    Landy, Rachel

    2012-01-01

    Starr v. Sony BMG Music Entertainment illustrates the inherent tension between copyright holders seeking to enforce their exclusive rights and antitrust doctrine. In Starr, competing record labels pooled their copyrights into digital distribution joint ventures, MusicNet and Pressplay. Such collaboration toes a thin line between cartel-like ...

  14. Incorporating Cultural Sensitivity into Interactive Entertainment-Education for Diabetes Self-Management Designed for Hispanic Audiences.

    Science.gov (United States)

    Kline, Kimberly N; Montealegre, Jane R; Rustveld, Luis O; Glover, Talar L; Chauca, Glori; Reed, Brian C; Jibaja-Weiss, Maria L

    2016-06-01

    Diabetes self-management education can improve outcomes in adults with Type 2 diabetes mellitus (T2DM). However, Hispanics, a group that carries a large burden of disease, may not participate in diabetes education programs. Audience engagement with entertainment-education has been associated with improved health education outcomes and may engage and empower Hispanic users to active self-care. Successful use of entertainment-education relies on the use of characters and situations with whom the viewers can feel some sense of involvement and for Hispanic audiences is encouraged when storylines and characters are culturally sensitive. In this study, we used a mixed methods approach that included descriptive statistics of closed-ended and content analysis of open-ended questions to measure the cultural sensitivity of the telenovela portion of a novel technology-based application called Sugar, Heart, and Life (SHL). Specifically, we analyzed the responses of 123 male and female patients diagnosed with uncontrolled T2DM to determine viewer involvement with characters and situations in the telenovela, viewer perceived self-efficacy in following recommendations, as well as viewer satisfaction with the program. Our findings indicate that the SHL application achieved its goal of creating a user-friendly program that depicted realistic, culturally sensitive characters and storylines that resonated with Hispanic audiences and ultimately fostered perceived self-efficacy related to following recommendations given about healthy lifestyle changes for diabetes self-management. These findings suggest that the SHL application is a culturally sensitive health education intervention for use by Hispanic male and female individuals that may empower them in self-management of T2DM.

  15. Influence of Ubiquitous Electron Acceptors on In Situ Anaerobic Biotransformation of RDX in Groundwater

    National Research Council Canada - National Science Library

    Wani, Altaf

    2003-01-01

    A series of column studies, with aquifer material from the former Nebraska Ordnance Plant, were performed to explore the phenomenon of electron competition from ubiquitous inorganic electron acceptors (nitrate and sulfate...

  16. Ubiquitous Computing and Changing Pedagogical Possibilities: Representations, Conceptualizations and Uses of Knowledge

    Science.gov (United States)

    Swan, Karen; Van 'T Hooft, Mark; Kratcoski, Annette; Schenker, Jason

    2007-01-01

    This article reports on preliminary findings from an ongoing study of teaching and learning in a ubiquitous computing classroom. The research employed mixed methods and multiple measures to document changes in teaching and learning that result when teachers and students have access to a variety of digital devices wherever and whenever they need…

  17. Mobile-PKI Service Model for Ubiquitous Environment

    Science.gov (United States)

    Jeun, Inkyung; Chun, Kilsoo

    One of the most important things in PKI(Public Key Infrastructure) is the private key management issue. The private key must be deal with safely for secure PKI service. Even though PKI service is usually used for identification and authentication of user in e-commerce, PKI service has many inconvenient factors. Especially, the fact that storage media of private key for PKI service is limited to PC hard disk drive or smart card users must always carry, gives an inconvenience to user and is not suitable in ubiquitous network. This paper suggests the digital signature service using a mobile phone(m-PKI service) which is suitable in future network. A mobile phone is the most widely used for personal communication means and has a characteristic of high movability. We can use the PKI service anytime and anywhere using m-PKI.

  18. A Karaoke System with Real-Time Media Merging and Sharing Functions for a Cloud-Computing-Integrated Mobile Device

    Directory of Open Access Journals (Sweden)

    Her-Tyan Yeh

    2013-01-01

    Full Text Available Mobile devices such as personal digital assistants (PDAs, smartphones, and tablets have increased in popularity and are extremely efficient for work-related, social, and entertainment uses. Popular entertainment services have also attracted substantial attention. Thus, relevant industries have exerted considerable efforts in establishing a method by which mobile devices can be used to develop excellent and convenient entertainment services. Because cloud-computing technology is mature and possesses a strong computing processing capacity, integrating this technology into the entertainment service function in mobile devices can reduce the data load on a system and maintain mobile device performances. This study combines cloud computing with a mobile device to design a karaoke system that contains real-time media merging and sharing functions. This system enables users to download music videos (MVs from their mobile device and sing and record their singing by using the device. They can upload the recorded song to the cloud server where it is merged with real-time media. Subsequently, by employing a media streaming technology, users can store their personal MVs in their mobile device or computer and instantaneously share these videos with others on the Internet. Through this process, people can instantly watch shared videos, enjoy the leisure and entertainment effects of mobile devices, and satisfy their desire for singing.

  19. An abundance of ubiquitously expressed genes revealed by tissue transcriptome sequence data.

    Directory of Open Access Journals (Sweden)

    Daniel Ramsköld

    2009-12-01

    Full Text Available The parts of the genome transcribed by a cell or tissue reflect the biological processes and functions it carries out. We characterized the features of mammalian tissue transcriptomes at the gene level through analysis of RNA deep sequencing (RNA-Seq data across human and mouse tissues and cell lines. We observed that roughly 8,000 protein-coding genes were ubiquitously expressed, contributing to around 75% of all mRNAs by message copy number in most tissues. These mRNAs encoded proteins that were often intracellular, and tended to be involved in metabolism, transcription, RNA processing or translation. In contrast, genes for secreted or plasma membrane proteins were generally expressed in only a subset of tissues. The distribution of expression levels was broad but fairly continuous: no support was found for the concept of distinct expression classes of genes. Expression estimates that included reads mapping to coding exons only correlated better with qRT-PCR data than estimates which also included 3' untranslated regions (UTRs. Muscle and liver had the least complex transcriptomes, in that they expressed predominantly ubiquitous genes and a large fraction of the transcripts came from a few highly expressed genes, whereas brain, kidney and testis expressed more complex transcriptomes with the vast majority of genes expressed and relatively small contributions from the most expressed genes. mRNAs expressed in brain had unusually long 3'UTRs, and mean 3'UTR length was higher for genes involved in development, morphogenesis and signal transduction, suggesting added complexity of UTR-based regulation for these genes. Our results support a model in which variable exterior components feed into a large, densely connected core composed of ubiquitously expressed intracellular proteins.

  20. SiC: An Agent Based Architecture for Preventing and Detecting Attacks to Ubiquitous Databases

    Science.gov (United States)

    Pinzón, Cristian; de Paz, Yanira; Bajo, Javier; Abraham, Ajith; Corchado, Juan M.

    One of the main attacks to ubiquitous databases is the structure query language (SQL) injection attack, which causes severe damages both in the commercial aspect and in the user’s confidence. This chapter proposes the SiC architecture as a solution to the SQL injection attack problem. This is a hierarchical distributed multiagent architecture, which involves an entirely new approach with respect to existing architectures for the prevention and detection of SQL injections. SiC incorporates a kind of intelligent agent, which integrates a case-based reasoning system. This agent, which is the core of the architecture, allows the application of detection techniques based on anomalies as well as those based on patterns, providing a great degree of autonomy, flexibility, robustness and dynamic scalability. The characteristics of the multiagent system allow an architecture to detect attacks from different types of devices, regardless of the physical location. The architecture has been tested on a medical database, guaranteeing safe access from various devices such as PDAs and notebook computers.

  1. Spaces, practices and culture & entertainment consumer for the youth of the Salvador city in the Rio Vermelho area

    OpenAIRE

    Araujo, Sergio Sobreira; Universidade Federal da Bahia

    2013-01-01

    The practices and consumption of culture today are interwoven with the senses of entertainment, so that the cultural enjoyment enables the eruption of new meanings for identity contexts. Due to the redesign of corporate settings by incorporating digital technologies, new paradigms are defined for sociability and conviviality, especially among the younger population. Based on these assumptions, this study set out to examine, through the analysis of data obtained in field research, relationship...

  2. I WHATSAPP AN IGUANA: AN ATTEMPT TO APPLY UBIQUITOUS LEARNING

    OpenAIRE

    Dwi Haryanti

    2017-01-01

    This paper aims at presenting how Whatsapp provides alternative method to enhance writing skills on personal letter for senior high school student. This method Whatsapps inspired by the concept called ubiquitous learning (U-Learning), which means ―learning supported by ICT resources held anytime, anywhere and fits the context of the learner‖ (de Sousa Monteiro et al., 2014). Participants were 40 11-th grade students in one class in Cirebon High School. A short story in the form of personal le...

  3. Privacy in Recommender Systems

    NARCIS (Netherlands)

    Jeckmans, Arjan; Beye, Michael; Erkin, Zekeriya; Erkin, Zekeriya; Hartel, Pieter H.; Lagendijk, Reginald; Tang, Qiang; Ramzan, Naeem; van Zwol, Roelof; Lee, Jong-Seok; Clüver, Kai; Hua, Xian-Sheng

    In many online applications, the range of content that is offered to users is so wide that a need for automated recommender systems arises. Such systems can provide a personalized selection of relevant items to users. In practice, this can help people find entertaining movies, boost sales through

  4. The new transparency: police violence in the context of ubiquitous surveillance

    OpenAIRE

    Brucato, Ben

    2015-01-01

    Media and surveillance scholars often comment on the purported empowering quality of transparency, which they expect participatory media to promote. From its Enlightenment origins, transparency is related to accountability and legitimacy: its increase is believed to promote these. It has earned a position as an unassailed, prime normative value in contemporary liberal and social democracies. Though still valued, transparency is undergoing change in an era of ubiquitous surveillance. Publics s...

  5. Awareness and attitudes towards emergency contraceptive pills among young people in the entertainment places, Vientiane City, Lao PDR

    OpenAIRE

    Sychareun, Vanphanom; Hansana, Visanou; Phengsavanh, Alongkone; Phongsavan, Keokedthong

    2013-01-01

    Background Emergency Contraception is not officially available to the public sector in Laos. The potential of emergency contraception to prevent unwanted pregnancies is well documented in developed countries, but in Laos no studies of ECPs exist. This study aimed to assess knowledge of and attitudes towards emergency contraceptive pills (ECPs) in Vientiane, the capital city of the Lao PDR. Methods A cross-sectional survey was conducted among 500 young adults in entertainment venues by using t...

  6. Undergraduate Students' Opinions with Regard to Ubiquitous MOOC for Enhancing Cross-Cultural Competence

    Science.gov (United States)

    Plangsorn, Boonrat; Na-Songkhla, Jaitip; Luetkehans, Lara M.

    2016-01-01

    The purpose of this study was to study undergraduate students' opinions with regard to the ubiquitous massive open online course (MOOC) for enhancing cross-cultural competence. This descriptive research applied a survey method. The survey data were collected by using survey questionnaires and online questionnaires from 410 undergraduate students…

  7. From the Experience of Interactivity and Entertainment to Lower Intention to Smoke: A Randomized Controlled Trial and Path Analysis of a Web-Based Smoking Prevention Program for Adolescents.

    Science.gov (United States)

    Khalil, Georges Elias; Wang, Hua; Calabro, Karen Sue; Mitra, Natasha; Shegog, Ross; Prokhorov, Alexander V

    2017-02-16

    Web-based programs for smoking prevention are being increasingly used with some success among adolescents. However, little is known about the mechanisms that link the experience of such programs to intended nicotine or tobacco control outcomes. Based on the experiential learning theory and extended elaboration likelihood model, this study aimed to evaluate the impact of a Web-based intervention, A Smoking Prevention Interactive Experience (ASPIRE), on adolescents' intention to smoke, while considering the experience of interactivity and entertainment as predictors of reduced intention to smoke, under a transitional user experience model. A total of 101 adolescents were recruited from after-school programs, provided consent, screened, and randomized in a single-blinded format to 1 of 2 conditions: the full ASPIRE program as the experimental condition (n=50) or an online , text-based version of ASPIRE as the control condition (n=51). Data were collected at baseline and immediate follow-up. Repeated-measures mixed-effects models and path analyses were conducted. A total of 82 participants completed the study and were included in the analysis. Participants in the experimental condition were more likely to show a decrease in their intention to smoke than those in the control condition (beta=-0.18, P=.008). Perceived interactivity (beta=-0.27, P=.004) and entertainment (beta=-0.20, P=.04) were each associated with a decrease in intention to smoke independently. Results of path analyses indicated that perceived interactivity and perceived entertainment mediated the relationship between ASPIRE use and emotional involvement. Furthermore, perceived presence mediated the relationship between perceived interactivity and emotional involvement. There was a direct relationship between perceived entertainment and emotional involvement. Emotional involvement predicted a decrease in intention to smoke (beta=-0.16, P=.04). Adolescents' experience of interactivity and entertainment

  8. Using Palm Technology in Participatory Simulations of Complex Systems: A New Take on Ubiquitous and Accessible Mobile Computing

    Science.gov (United States)

    Klopfer, Eric; Yoon, Susan; Perry, Judy

    2005-09-01

    This paper reports on teachers' perceptions of the educational affordances of a handheld application called Participatory Simulations. It presents evidence from five cases representing each of the populations who work with these computational tools. Evidence across multiple data sources yield similar results to previous research evaluations of handheld activities with respect to enhancing motivation, engagement and self-directed learning. Three additional themes are discussed that provide insight into understanding curricular applicability of Participatory Simulations that suggest a new take on ubiquitous and accessible mobile computing. These themes generally point to the multiple layers of social and cognitive flexibility intrinsic to their design: ease of adaptation to subject-matter content knowledge and curricular integration; facility in attending to teacher-individualized goals; and encouraging the adoption of learner-centered strategies.

  9. Exploring experiential value in online mobile gaming adoption

    OpenAIRE

    Okazaki, Shintaro

    2008-01-01

    Despite the growing importance of the online mobile gaming industry, little research has been undertaken to explain why consumers engage in this ubiquitous entertainment. This study attempts to develop an instrument to measure experiential value in online mobile gaming adoption. The proposed scale consists of seven first-order factors of experiential value: intrinsic enjoyment, escapism, efficiency, economic value, visual appeal, perceived novelty, and perceived risklessness. The ...

  10. Handling membership dynamicity in service composition for ubiquitous computing

    DEFF Research Database (Denmark)

    Brønsted, Jeppe

    2007-01-01

    In ubiquitous computing, as more and more devices are introduced into the environment, new applications are made possible that exploit device capabilities in new ways. Currently, however, there is a mismatch between the effort involved in implementing these applications and the benefit they provide...... to specify which nodes partake in the composite and how they interact. In this paper we introduce mechanisms for handling membership dynamicity in service composition specifications. We demonstrate how an application scenario developed in cooperation with users can be implemented using the mechanisms...

  11. Komunikasi Data Berbasis Protokol UDP pada Sistem Ubiquitous Mobile Sensing Kualitas Sumber Air

    Directory of Open Access Journals (Sweden)

    Yuning Widiarti Darsono

    2016-07-01

    Full Text Available The need for monitoring, effective and efficient control and evaluation of water quality in regional waters Surabaya become a demand for population growth, climate change and variability in the current era of urbanization. The traditional method is done by collecting water samples, test and analyze water in the laboratory has been relatively expensive and do not have the ability to capture real-time data, analysis and information delivery fast in making decisions. On the other hand, the rapid spread in the use of mobile phones in developing countries has increased mobile data management applications. A variety of mobile applications has also increased in recent years. This is because mobile phones cheap, easy to use and can transmit multiple types of information including images and GPS data remotely. In this paper, the author describes a data communication system of  water quality resources based on UDP protocol. This system is called ubiquitous mobile sensing consisting of microcontroller Arduino, water quality sensors, and Android smartphones. It has the ability to detect temperature, dissolved oxygen (DO, pH and electrical conductivity (EC in real time. By using this monitoring system, the data result is expected more accurate, faster and cheaper.

  12. Strategy definition of a new business opportunity in mobile-casual gaming: Partnership between Nmusic and Rovio Entertainment Ltd.

    OpenAIRE

    Correia, Ana Claúdia Moreira

    2014-01-01

    A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics The music and mobile gaming industries are fast growing industries, where innovation plays a key role. These industries are driven by technology innovation and grew with the increase of the consumption of mobile devices. Taking advantage from this fact, Nmusic1 with a partnership with Rovio Entertainment2 decided to offer the global ma...

  13. Bringing Mohamed to the Mountain: Situated Professional Development in a Ubiquitous Computing Classroom

    Science.gov (United States)

    Swan, Karen; Kratcoski, Annette; Mazzer, Pat; Schenker, Jason

    2005-01-01

    This article describes an ongoing situated professional development program in which teachers bring their intact classes for an extended stay in a ubiquitous computing environment equipped with a variety of state-of-the-art computing devices. The experience is unique in that it not only situates teacher learning about technology integration in…

  14. Primitive entertainment prank calls in the work of counseling psychologist on Children helpline

    Directory of Open Access Journals (Sweden)

    I.A. Geronimus

    2014-08-01

    Full Text Available We explore the challenges faced by counseling psychologist when working at the Children's Helpline in cases of prank calls. The category of prank calls include such calls, when the caller asks the psychologist to discuss the imaginary situation, or do not formulate a query at all. On the basis of empirical data, we revealed the main varieties of such calls: call jokes, fantasy calls, intrusive calls, insulting calls, prank calls, calls of a sexual nature, dating calls. We explore the possible motivations of children and adolescents, entertaining by phone calls: experimentation with new social roles, expression of negative emotions, cognitive motivation, etc. We show the principles and strategies of counselors of Children's helpline working with this type of calls: they are based on cultural-historical psychology ideas and V. Satir communicative styles model.

  15. The Two Cultures of Electricity: Between Entertainment and Edification in Victorian Science

    Science.gov (United States)

    Morus, Iwan Rhys

    2007-06-01

    Reviewing Fleeming Jenkin's Electricity and Magnetism in Nature in 1873 an anonymous reviewer (probably James Clerk Maxwell) remarked that "at the present time there are two sciences of electricity — one that of the lecture-room and the popular treatise; the other that of the testing-office and the engineer's specifications." In this paper I want to look behind Maxwell's remark and examine the relationship between the "two sciences" of electricity during the third quarter or so of the 19th century. In particular I want to look at them in terms of their instrumental technologies. How did apparatus travel between the lecture-room or exhibition-hall and the testing-office or the laboratory? How did skills cross between these different spaces? How did the earlier Victorian culture of electricity as "entertainment and edification" become transformed into late 19th century metrological culture? How did these cultures overlap and how did they differ?

  16. Formalizing the potential of stereoscopic 3D user experience in interactive entertainment

    Science.gov (United States)

    Schild, Jonas; Masuch, Maic

    2015-03-01

    The use of stereoscopic 3D vision affects how interactive entertainment has to be developed as well as how it is experienced by the audience. The large amount of possibly impacting factors and variety as well as a certain subtlety of measured effects on user experience make it difficult to grasp the overall potential of using S3D vision. In a comprehensive approach, we (a) present a development framework which summarizes possible variables in display technology, content creation and human factors, and (b) list a scheme of S3D user experience effects concerning initial fascination, emotions, performance, and behavior as well as negative feelings of discomfort and complexity. As a major contribution we propose a qualitative formalization which derives dependencies between development factors and user effects. The argumentation is based on several previously published user studies. We further show how to apply this formula to identify possible opportunities and threats in content creation as well as how to pursue future steps for a possible quantification.

  17. A Ubiquitous Sensor Network Platform for Integrating Smart Devices into the Semantic Sensor Web

    Science.gov (United States)

    de Vera, David Díaz Pardo; Izquierdo, Álvaro Sigüenza; Vercher, Jesús Bernat; Gómez, Luis Alfonso Hernández

    2014-01-01

    Ongoing Sensor Web developments make a growing amount of heterogeneous sensor data available to smart devices. This is generating an increasing demand for homogeneous mechanisms to access, publish and share real-world information. This paper discusses, first, an architectural solution based on Next Generation Networks: a pilot Telco Ubiquitous Sensor Network (USN) Platform that embeds several OGC® Sensor Web services. This platform has already been deployed in large scale projects. Second, the USN-Platform is extended to explore a first approach to Semantic Sensor Web principles and technologies, so that smart devices can access Sensor Web data, allowing them also to share richer (semantically interpreted) information. An experimental scenario is presented: a smart car that consumes and produces real-world information which is integrated into the Semantic Sensor Web through a Telco USN-Platform. Performance tests revealed that observation publishing times with our experimental system were well within limits compatible with the adequate operation of smart safety assistance systems in vehicles. On the other hand, response times for complex queries on large repositories may be inappropriate for rapid reaction needs. PMID:24945678

  18. Empowering Pre-Service Teachers to Produce Ubiquitous Flipped Classes

    Directory of Open Access Journals (Sweden)

    Soraya García-Sánchez

    2017-01-01

    Full Text Available This work focuses on technological and educational outcomes that resulted from the production of foreign language educational videos by 90 pre-service instructors enrolled in an official Master’s Degree in Secondary Education programme. This teaching practice, conducted during two consecutive years, was set in a ubiquitous learning environment with the intention of effectively linking digital technology with pedagogy by means of producing flipped classroom units. The findings reveal that these pre-service teachers successfully combined instructional dynamics with digital skills to produce flipped classes adapted to the young generation’s needs. The classroom becomes, therefore, a more participatory learner-centred scenario with a variety of interactive and collaborative activities performed by foreign language students.

  19. Transparency of intentions decreases privacy concerns in ubiquitous surveillance.

    Science.gov (United States)

    Oulasvirta, Antti; Suomalainen, Tiia; Hamari, Juho; Lampinen, Airi; Karvonen, Kristiina

    2014-10-01

    An online experiment (n=1,897) was carried out to understand how data disclosure practices in ubiquitous surveillance affect users' privacy concerns. Information about the identity and intentions of a data collector was manipulated in hypothetical surveillance scenarios. Privacy concerns were found to differ across the scenarios and moderated by knowledge about the collector's identity and intentions. Knowledge about intentions exhibited a stronger effect. When no information about intentions was disclosed, the respondents postulated negative intentions. A positive effect was found for disclosing neutral intentions of an organization or unknown data collector, but not for a private data collector. The findings underline the importance of disclosing intentions of data use to users in an easily understandable manner.

  20. Observations on sustainable and ubiquitous healthcare informatics from Florence Nightingale.

    Science.gov (United States)

    Betts, Helen J; Wright, Graham

    2009-01-01

    As nurses around the world prepare to celebrate the centenary of the death of Florence Nightingale in 2010 this paper reviews her work on using information, especially statistics, to analyze and manage patient care and links that to current developments in informatics. It then examines assistive technologies and how they may impact on nursing practice in the future and links these developments to the writings of Florence Nightingale. The paper concludes by suggesting that in progressing towards sustainable and ubiquitous healthcare informatics we need to study history in order to learn from the lessons of Florence Nightingale and other healthcare pioneers.

  1. Twelve previously unknown phage genera are ubiquitous in global oceans.

    Science.gov (United States)

    Holmfeldt, Karin; Solonenko, Natalie; Shah, Manesh; Corrier, Kristen; Riemann, Lasse; Verberkmoes, Nathan C; Sullivan, Matthew B

    2013-07-30

    Viruses are fundamental to ecosystems ranging from oceans to humans, yet our ability to study them is bottlenecked by the lack of ecologically relevant isolates, resulting in "unknowns" dominating culture-independent surveys. Here we present genomes from 31 phages infecting multiple strains of the aquatic bacterium Cellulophaga baltica (Bacteroidetes) to provide data for an underrepresented and environmentally abundant bacterial lineage. Comparative genomics delineated 12 phage groups that (i) each represent a new genus, and (ii) represent one novel and four well-known viral families. This diversity contrasts the few well-studied marine phage systems, but parallels the diversity of phages infecting human-associated bacteria. Although all 12 Cellulophaga phages represent new genera, the podoviruses and icosahedral, nontailed ssDNA phages were exceptional, with genomes up to twice as large as those previously observed for each phage type. Structural novelty was also substantial, requiring experimental phage proteomics to identify 83% of the structural proteins. The presence of uncommon nucleotide metabolism genes in four genera likely underscores the importance of scavenging nutrient-rich molecules as previously seen for phages in marine environments. Metagenomic recruitment analyses suggest that these particular Cellulophaga phages are rare and may represent a first glimpse into the phage side of the rare biosphere. However, these analyses also revealed that these phage genera are widespread, occurring in 94% of 137 investigated metagenomes. Together, this diverse and novel collection of phages identifies a small but ubiquitous fraction of unknown marine viral diversity and provides numerous environmentally relevant phage-host systems for experimental hypothesis testing.

  2. Blood, Monstrosity and Violent Imagery: Grand-Guignol, the French Theatre of Horror as a Form of Violent Entertainment

    Directory of Open Access Journals (Sweden)

    Tanja Jurković

    2013-12-01

    Full Text Available During the sixty-year period of its existence, Grand-Guignol, the French theatre of horror, gained a status of a legendary theatre which dealt with horrors and terrors of human mind, successfully connecting faits divers (common, everyday facts with the erotic and titillating scenes of violence on stage. The performance style, the writing, the special effects, and the directorship over the course of years, made this theatre a legendary place where blood flowed in streams and people fainted during performances, in this way making its indelible mark in horror genre today. In this paper, the author is trying to focus the attention on the theatre of Grand-Guignol as a form of violent entertainment and the way the representations of violence and horror enacted on its stage affected the audience, through Goldstein’s theory of the importance of visual imagery in different media today. Furthermore, through comparison of violent acts presented on the stage of the Grand-Guignol and the atmosphere they create in the viewer’s mind with some of the aspects of Artaud’s vision of his theatre of cruelty, the author attempts to show how this form of violent entertainment in the theatrical media influences the vision of that same violence within the audience, with the sense of security as the main idea in which the viewers feel safe to enjoy, envision and in a way become the participants in the performances enacted on the small stage of the Grand-Guignol.

  3. Reconstruction Under Fire: Unifying Civil and Military Counterinsurgency

    Science.gov (United States)

    2009-01-01

    following analysis, however, focuses on AQI. Al Qaeda’s goal is global, and AQI had been, until mid-2007, its most successful franchise . AQI’s goal in Iraq...gathering at the ubiquitous coffee house, attending weddings and funerals, watching or engaging in entertain- ment, worshipping at religious centers. It is...networks. See Libicki et al. (2008). Integrated analysis, Integrated approach 85 targeting.19 This innovation should help civilian and military

  4. Implementação de uma rede de domótica baseada em ethernet e CANopen

    OpenAIRE

    Gonçalves, Tiago Costa

    2011-01-01

    In the coming years will surely attend to a growing demand for innovative, versatile, economical, high performance and easy use for home automation applications. Motivations to provide the housing to some degree of intelligence derived from the requirements on increasing the level of comfort, security, entertainment, energy efficiency and autonomy, rational use of water resources and ubiquitous access to different types of information services. This thesis describes the i...

  5. On Weighted Regions and Social Crowds : Autonomous-agent Navigation in Virtual Worlds

    OpenAIRE

    Jaklin, N.S.

    2016-01-01

    Virtual environments have gained in importance in many aspects of the world we live in today. Immersive virtual worlds are ubiquitous in modern movies, video games, and online communities. They are also important in non-entertainment applications such as training and education software, simulations of mass events, evacuation scenarios, human factor analysis, and urban city planning. Training and education software itself comprises various application areas, ranging from teaching children with...

  6. Localisation, Communication and Networking with VLC: Challenges and Opportunities

    OpenAIRE

    Zhang, Rong

    2017-01-01

    The forthcoming Fifth Generation (5G) era raises the expectation for ubiquitous wireless connectivity to enhance human experiences in information and knowledge sharing as well as in entertainment and social interactions. The promising Visible Light Communications (VLC) lies in the intersection field of optical and wireless communications, where substantial amount of new knowledge has been generated by multi-faceted investigations ranging from the understanding of optical communications and si...

  7. Social Interaction Needs and Entertainment Approaches to Pregnancy Well-Being in mHealth Technology Design for Low-Income Transmigrant Women: Qualitative Codesign Study.

    Science.gov (United States)

    AlJaberi, Hana

    2018-04-13

    Low-income Caribbean transmigrant women face unique health challenges during pregnancy that set forth multidimensional implications for the design of mobile health (mHealth). Acknowledgment of the unique health needs of low-income Caribbean immigrant women in the United States and what that entails regarding technology design remains rarely examined in the literature of mHealth technologies. The goal of this study was to reveal the needs and gaps in mHealth interventions for pregnant immigrant women not yet realized in this field. These understandings reveal design opportunities for mHealth. The use of the qualitative participatory action research approach of codesign workshops in this study resulted in design solutions by the participants after reflecting on their earlier focus group discussions. The highlights are not the resulting designs per se but rather the inferences derived from the researcher reflecting on these designs. The designs exposed two themes relevant to this paper. First, the participants desired the inclusion and rebuilding of social and organizational relationships in mHealth. The resulting designs formulate an understanding of the women's health-related social support needs and how technology can facilitate them. Second, the participants wanted entertainment with an element of social participation incorporated in mHealth pregnancy management interventions. This brings attention to the role entertainment can add to the impact mHealth can deliver for pregnancy well-being. The study concluded with an examination of social and entertainment design implications that reveal pregnant immigrant women's virtual health-related sharing habits, choice of sharing interaction scenarios during pregnancy (eg, local, long distance, one-way, two-way, and many-many), and choice of sharing media (eg, text, voice, and video). Additionally, the study revealed exclusions to social sharing capabilities in health technologies for these women. ©Hana Al

  8. Traducción de videojuegos: análisis de la localización de Overwatch (Blizzard Entertainment, 2016)

    OpenAIRE

    Miñana Capón, Miguel Ángel

    2017-01-01

    TFG RECOMENDADO POR EL CENTRO. La finalidad de este Trabajo de Fin de Grado es estudiar los resultados del proceso de localización de los textos en pantalla de Overwatch, un videojuego desarrollado por Blizzard Entertainment en 2016. Con este fin, se divide el trabajo en dos bloques fundamentales. El primer bloque es el marco teórico, en el que se explica la creciente importancia de dos industrias jóvenes, la industria de los videojuegos y la de la localización; se enmarca el concepto de loca...

  9. 2nd FTRA International Conference on Ubiquitous Computing Application and Wireless Sensor Network

    CERN Document Server

    Pan, Yi; Chao, Han-Chieh; Yi, Gangman

    2015-01-01

    IT changes everyday’s life, especially in education and medicine. The goal of ITME 2014 is to further explore the theoretical and practical issues of Ubiquitous Computing Application and Wireless Sensor Network. It also aims to foster new ideas and collaboration between researchers and practitioners. The organizing committee is soliciting unpublished papers for the main conference and its special tracks.

  10. Systems-level Proteomics of Two Ubiquitous Leaf Commensals Reveals Complementary Adaptive Traits for Phyllosphere Colonization*

    Science.gov (United States)

    Müller, Daniel B.; Schubert, Olga T.; Röst, Hannes; Aebersold, Ruedi; Vorholt, Julia A.

    2016-01-01

    Plants are colonized by a diverse community of microorganisms, the plant microbiota, exhibiting a defined and conserved taxonomic structure. Niche separation based on spatial segregation and complementary adaptation strategies likely forms the basis for coexistence of the various microorganisms in the plant environment. To gain insights into organism-specific adaptations on a molecular level, we selected two exemplary community members of the core leaf microbiota and profiled their proteomes upon Arabidopsis phyllosphere colonization. The highly quantitative mass spectrometric technique SWATH MS was used and allowed for the analysis of over two thousand proteins spanning more than three orders of magnitude in abundance for each of the model strains. The data suggest that Sphingomonas melonis utilizes amino acids and hydrocarbon compounds during colonization of leaves whereas Methylobacterium extorquens relies on methanol metabolism in addition to oxalate metabolism, aerobic anoxygenic photosynthesis and alkanesulfonate utilization. Comparative genomic analyses indicates that utilization of oxalate and alkanesulfonates is widespread among leaf microbiota members whereas, aerobic anoxygenic photosynthesis is almost exclusively found in Methylobacteria. Despite the apparent niche separation between these two strains we also found a relatively small subset of proteins to be coregulated, indicating common mechanisms, underlying successful leaf colonization. Overall, our results reveal for two ubiquitous phyllosphere commensals species-specific adaptations to the host environment and provide evidence for niche separation within the plant microbiota. PMID:27457762

  11. Exposures to atmospheric effects in the entertainment industry.

    Science.gov (United States)

    Teschke, Kay; Chow, Yat; van Netten, Chris; Varughese, Sunil; Kennedy, Susan M; Brauer, Michael

    2005-05-01

    Theatrical fogs are commonly used in the entertainment industry to create special atmospheric effects during filming and live productions. We examined exposures to mineral oil-and glycol-based theatrical fogs to determine what fluids and effects were commonly used, to measure the size distributions of the aerosols, and to identify factors associated with personal exposure levels. In nonperformance jobs in a range of production types (television, film, live theater, and concerts),we measured airborne concentrations of inhalable aerosol,aldehydes, and polycyclic aromatic hydrocarbons, and collected observations about the sites and tasks performed. Both mineral oil and glycols were observed in use on about one-half the production days in the study. The most common effect produced was a generalized haze over the entire set. Mean personal inhalable aerosol concentrations were 0.70 mg/m3(range 0.02 to 4.1). The mean proportion of total aerosol mass less than 3.5 microns in aerodynamic diameter was 61%. Exposures were higher when mineral oils, rather than glycols, were used to generate fogs. Higher exposures were also associated with movie and television productions, with using more than one fog machine, with increased time spent in visible fog, and for those employed as "grips." Decreased exposures were associated with increasing room temperature, with increasing distance from fog machines, and for those employed as "sound technicians." Exposures to theatrical fogs are just beginning to be measured. It is important to consider these exposures in light of any health effects observed, since existing occupational exposure limits were developed in other industries where the aerosol composition differs from that of theatrical fogs.

  12. Cultural diversity and entertainment in the media ambience of the spectacle

    Directory of Open Access Journals (Sweden)

    Edson Farias

    2017-06-01

    Full Text Available http://dx.doi.org/10.5007/2175-7984.2017v16n35p178 The scope of this figurative-procedural analysis is the correlation between communication and cultural diversity. Firstly, it is discussed the role played by image in contemporary Western culture. It is affirmed, then, that the audiovisual production integrates the transactions between sociohuman and machinic networks, which not only support and question the forms and means of symbolization, but also correspond to a late example of this same interaction. More specifically, the analysis falls on the interaction of audiovisual production with other modes of production and circulation of symbolic goods, especially in the setting of mediatic environments, in the very act of recomposing other modes of symbolization as contents of these socio-technical environments. The examination of the convergence of televisual media and the carnival ludic-aesthetic eventgenre of the Rio de Janeiro Samba Schools Parade demonstrates that in the reconstitution of the spectacle-show’s ambience, it is possible to observe mechanisms of contemporary entertainment, and especially the mechanism of cultural valuing of a given social expression.

  13. Wheelchairmanship Project. A Program to Educate Personnel in the Transportation, Hotel and Restaurant, and Entertainment Industries in Improved Techniques for Serving Disabled People. Final Report.

    Science.gov (United States)

    Smith, Anita P.; And Others

    In a project designed to train customer service personnel in improved methods of assisting the physically disabled, audio-visual training materials were developed and presented during 2-week courses involving 1,058 employees at transportation, hotel/restaurant, and entertainment centers in 25 cities. The participants judged the training program…

  14. Sex with sweethearts: Exploring factors associated with inconsistent condom use among unmarried female entertainment workers in Cambodia.

    Science.gov (United States)

    Yi, Siyan; Tuot, Sovannary; Chhoun, Pheak; Pal, Khuondyla; Ngin, Chanrith; Chhim, Kolab; Brody, Carinne

    2017-01-05

    Despite the success in promoting condom use in commercial relationships, condom use with regular, noncommercial partners remains low among key populations in Cambodia. This study explores factors associated inconsistent condom use with sweethearts among unmarried sexually active female entertainment workers (FEWs). In 2014, the probability proportional to size sampling method was used to randomly select 204 FEWs from entertainment venues in Phnom Penh and Siem Reap for face-to-face interviews. Multivariate logistic regression analysis was conducted to examine independent determinants of inconsistent condom use. Of total, 31.4% of the respondents reported consistent condom use with sweethearts in the past three months. After adjustment, respondents who reported inconsistent condom use with sweethearts remained significantly less likely to report having received any form of sexual and reproductive health education (AOR = 0.49, 95% CI = 0.22-0.99), but more likely to report having been tested for HIV in the past six months (AOR = 2.19, 95% CI = 1.03-4.65). They were significantly more likely to report having used higher amount of alcohol in the past three months (AOR = 1.29, 95% CI = 1.01-1.99) and currently using a contraceptive method other than condoms such as pills (AOR = 4.46, 95% CI = 1.34-10.52) or other methods (AOR = 9.75, 95% CI = 2.07-9.86). The rate of consistent condom use in romantic relationships among unmarried FEWs in this study is considerably low. The importance of consistent condom use with regular, non-commercial partners should be emphasized in the education sessions and materials, particularly for FEWs who use non-barrier contraceptive methods.

  15. Evidence supporting a promotora-delivered entertainment education intervention for improving mothers' dietary intake: the Entre Familia: Reflejos de Salud Study.

    Science.gov (United States)

    Ayala, Guadalupe X; Ibarra, Leticia; Horton, Lucy; Arredondo, Elva M; Slymen, Donald J; Engelberg, Moshe; Rock, Cheryl L; Hernandez, Erika; Parada, Humberto; Elder, John P

    2015-01-01

    Entertainment education and the promotora model are 2 evidence-based health communication strategies. This study examined their combined effect on promoting healthy eating among mothers in a family-based intervention. Participants were 361 Mexican-origin families living in Imperial County, California, who were randomly assigned to an intervention or delayed treatment condition. The intervention involved promotoras (community health workers) who delivered 11 home visits and 4 telephone calls. Home visits included a 12-minute episode of a 9-part situation comedy depicting a family struggling with making healthy eating choices; an accompanying family workbook was reviewed to build skills and left with the family. Baseline and immediate postintervention data were collected from the mothers, including the primary outcome of daily servings of fruits and vegetables. Other dietary and psychosocial factors related to healthy eating were examined. At postintervention, mothers in the intervention reported increases in daily vegetable servings (p ≤ .05); however, no changes were observed in fruit consumption. Improvements were observed in behavioral strategies to increase fiber (p ≤ .001) and to decrease fat intake (p ≤ .001), unhealthy eating behaviors (p ≤ .001), and individual (p ≤ .05) and family-related (p ≤ .01) perceived barriers to healthy eating. Entertainment education and promotoras engaged families and improved mothers' diets. Further research should examine the dose needed for greater changes.

  16. Demographic and Substance Use Factors Associated with Non-Violent Alcohol-Related Injuries among Patrons of Australian Night-Time Entertainment Districts

    Directory of Open Access Journals (Sweden)

    Kerri Coomber

    2017-01-01

    Full Text Available This study examined the relationship between patron demographics, substance use, and experience of recent alcohol-related accidents and injuries that were not due to interpersonal violence in night-time entertainment districts. Cross-sectional interviews (n = 4016 were conducted around licensed venues in entertainment districts of five Australian cities. Demographic factors associated with non-violent alcohol-related injuries were examined, including gender, age, and occupation. The association between substance use on the night of interview; blood alcohol concentration (BAC, pre-drinking, energy drink consumption, and illicit drug use; and experience of injury was also explored. Thirteen percent of participants reported an alcohol-related injury within the past three months. Respondents aged younger than 25 years were significantly more likely to report an alcohol-related injury. Further, a significant occupation effect was found indicating the rate of alcohol-related injury was lower in managers/professionals compared to non-office workers. The likelihood of prior alcohol-related injury significantly increased with BAC, and self-reported pre-drinking, energy drink, or illicit drug consumption on the night of interview. These findings provide an indication of the demographic and substance use-related associations with alcohol-related injuries and, therefore, potential avenues of population-level policy intervention. Policy responses to alcohol-related harm must also account for an assessment and costing of non-violent injuries.

  17. Demographic and Substance Use Factors Associated with Non-Violent Alcohol-Related Injuries among Patrons of Australian Night-Time Entertainment Districts.

    Science.gov (United States)

    Coomber, Kerri; Mayshak, Richelle; Hyder, Shannon; Droste, Nicolas; Curtis, Ashlee; Pennay, Amy; Gilmore, William; Lam, Tina; Chikritzhs, Tanya; Miller, Peter G

    2017-01-12

    This study examined the relationship between patron demographics, substance use, and experience of recent alcohol-related accidents and injuries that were not due to interpersonal violence in night-time entertainment districts. Cross-sectional interviews ( n = 4016) were conducted around licensed venues in entertainment districts of five Australian cities. Demographic factors associated with non-violent alcohol-related injuries were examined, including gender, age, and occupation. The association between substance use on the night of interview; blood alcohol concentration (BAC), pre-drinking, energy drink consumption, and illicit drug use; and experience of injury was also explored. Thirteen percent of participants reported an alcohol-related injury within the past three months. Respondents aged younger than 25 years were significantly more likely to report an alcohol-related injury. Further, a significant occupation effect was found indicating the rate of alcohol-related injury was lower in managers/professionals compared to non-office workers. The likelihood of prior alcohol-related injury significantly increased with BAC, and self-reported pre-drinking, energy drink, or illicit drug consumption on the night of interview. These findings provide an indication of the demographic and substance use-related associations with alcohol-related injuries and, therefore, potential avenues of population-level policy intervention. Policy responses to alcohol-related harm must also account for an assessment and costing of non-violent injuries.

  18. Personal diabetes management system based on ubiquitous computing technology.

    Science.gov (United States)

    Park, Kyung-Soon; Kim, Nam-Jin; Hong, Joo-Hyun; Park, Mi-Sook; Cha, Eun-Jung; Lee, Tae-Soo

    2006-01-01

    Assisting diabetes patients to self manage blood glucose test and insulin injection is of great importance for their healthcare. This study presented a PDA based system to manage the personal glucose level data interfaced with a small glucometer through a serial port. The data stored in the PDA can be transmitted by cradle or wireless communication to the remote web-server, where further medical analysis and service is provided. This system enables more efficient and systematic management of diabetes patients through self management and remote medical practice.

  19. Design of event-driven automatic gain control and high-speed data path for multichannel optical receiver arrays

    OpenAIRE

    Verbrugghe, Jochen

    2015-01-01

    The internet has become the ubiquitous tool that has transformed the lives of all of us. New broadband applications in the field of entertainment, commerce, industry, healthcare and social interactions demand increasingly higher data rates and quality of the networks and ICT infrastructure. In addition, high definition video streaming and cloud services will continue to push the demand for bandwidth. These applications are reshaping the internet into a content-centric network. The challenge i...

  20. Successful enrichment of the ubiquitous freshwater acI Actinobacteria.

    Science.gov (United States)

    Garcia, Sarahi L; McMahon, Katherine D; Grossart, Hans-Peter; Warnecke, Falk

    2014-02-01

    Actinobacteria of the acI lineage are often the numerically dominant bacterial phylum in surface freshwaters, where they can account for > 50% of total bacteria. Despite their abundance, there are no described isolates. In an effort to obtain enrichment of these ubiquitous freshwater Actinobacteria, diluted freshwater samples from Lake Grosse Fuchskuhle, Germany, were incubated in 96-well culture plates. With this method, a successful enrichment containing high abundances of a member of the lineage acI was established. Phylogenetic classification showed that the acI Actinobacteria of the enrichment belonged to the acI-B2 tribe, which seems to prefer acidic lakes. This enrichment grows to low cell densities and thus the oligotrophic nature of acI-B2 was confirmed. © 2013 Society for Applied Microbiology and John Wiley & Sons Ltd.

  1. Systems-level Proteomics of Two Ubiquitous Leaf Commensals Reveals Complementary Adaptive Traits for Phyllosphere Colonization.

    Science.gov (United States)

    Müller, Daniel B; Schubert, Olga T; Röst, Hannes; Aebersold, Ruedi; Vorholt, Julia A

    2016-10-01

    Plants are colonized by a diverse community of microorganisms, the plant microbiota, exhibiting a defined and conserved taxonomic structure. Niche separation based on spatial segregation and complementary adaptation strategies likely forms the basis for coexistence of the various microorganisms in the plant environment. To gain insights into organism-specific adaptations on a molecular level, we selected two exemplary community members of the core leaf microbiota and profiled their proteomes upon Arabidopsis phyllosphere colonization. The highly quantitative mass spectrometric technique SWATH MS was used and allowed for the analysis of over two thousand proteins spanning more than three orders of magnitude in abundance for each of the model strains. The data suggest that Sphingomonas melonis utilizes amino acids and hydrocarbon compounds during colonization of leaves whereas Methylobacterium extorquens relies on methanol metabolism in addition to oxalate metabolism, aerobic anoxygenic photosynthesis and alkanesulfonate utilization. Comparative genomic analyses indicates that utilization of oxalate and alkanesulfonates is widespread among leaf microbiota members whereas, aerobic anoxygenic photosynthesis is almost exclusively found in Methylobacteria. Despite the apparent niche separation between these two strains we also found a relatively small subset of proteins to be coregulated, indicating common mechanisms, underlying successful leaf colonization. Overall, our results reveal for two ubiquitous phyllosphere commensals species-specific adaptations to the host environment and provide evidence for niche separation within the plant microbiota. © 2016 by The American Society for Biochemistry and Molecular Biology, Inc.

  2. Time-Space Flexibility and Work: Analyzing the “Anywhere and Anytime Office” in the Entertainment, New Media, and Arts Sector

    OpenAIRE

    Leila Valoura

    2013-01-01

    The applied cultural analysis work presented in this article was conducted with independent professionals who work in a flexible time-space format – known as telework – for the entertainment, new media, and arts sector in the Los Angeles area. Most participants are associates of the production and post-production boutique “Studio Can” as well as the curatorial new media and arts nonprofit organization “PalMarte.” When working in a flexible time-space format, boundaries between leisure/family ...

  3. Quasistatic Cavity Resonance for Ubiquitous Wireless Power Transfer.

    Science.gov (United States)

    Chabalko, Matthew J; Shahmohammadi, Mohsen; Sample, Alanson P

    2017-01-01

    Wireless power delivery has the potential to seamlessly power our electrical devices as easily as data is transmitted through the air. However, existing solutions are limited to near contact distances and do not provide the geometric freedom to enable automatic and un-aided charging. We introduce quasistatic cavity resonance (QSCR), which can enable purpose-built structures, such as cabinets, rooms, and warehouses, to generate quasistatic magnetic fields that safely deliver kilowatts of power to mobile receivers contained nearly anywhere within. A theoretical model of a quasistatic cavity resonator is derived, and field distributions along with power transfer efficiency are validated against measured results. An experimental demonstration shows that a 54 m3 QSCR room can deliver power to small coil receivers in nearly any position with 40% to 95% efficiency. Finally, a detailed safety analysis shows that up to 1900 watts can be transmitted to a coil receiver enabling safe and ubiquitous wireless power.

  4. Quasistatic Cavity Resonance for Ubiquitous Wireless Power Transfer.

    Directory of Open Access Journals (Sweden)

    Matthew J Chabalko

    Full Text Available Wireless power delivery has the potential to seamlessly power our electrical devices as easily as data is transmitted through the air. However, existing solutions are limited to near contact distances and do not provide the geometric freedom to enable automatic and un-aided charging. We introduce quasistatic cavity resonance (QSCR, which can enable purpose-built structures, such as cabinets, rooms, and warehouses, to generate quasistatic magnetic fields that safely deliver kilowatts of power to mobile receivers contained nearly anywhere within. A theoretical model of a quasistatic cavity resonator is derived, and field distributions along with power transfer efficiency are validated against measured results. An experimental demonstration shows that a 54 m3 QSCR room can deliver power to small coil receivers in nearly any position with 40% to 95% efficiency. Finally, a detailed safety analysis shows that up to 1900 watts can be transmitted to a coil receiver enabling safe and ubiquitous wireless power.

  5. Quasistatic Cavity Resonance for Ubiquitous Wireless Power Transfer

    Science.gov (United States)

    Shahmohammadi, Mohsen; Sample, Alanson P.

    2017-01-01

    Wireless power delivery has the potential to seamlessly power our electrical devices as easily as data is transmitted through the air. However, existing solutions are limited to near contact distances and do not provide the geometric freedom to enable automatic and un-aided charging. We introduce quasistatic cavity resonance (QSCR), which can enable purpose-built structures, such as cabinets, rooms, and warehouses, to generate quasistatic magnetic fields that safely deliver kilowatts of power to mobile receivers contained nearly anywhere within. A theoretical model of a quasistatic cavity resonator is derived, and field distributions along with power transfer efficiency are validated against measured results. An experimental demonstration shows that a 54 m3 QSCR room can deliver power to small coil receivers in nearly any position with 40% to 95% efficiency. Finally, a detailed safety analysis shows that up to 1900 watts can be transmitted to a coil receiver enabling safe and ubiquitous wireless power. PMID:28199321

  6. Conceptualização de um evento à luz do brand entertainment e ativação de marcas

    OpenAIRE

    Costa, Guilherme Ribeiro

    2015-01-01

    Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing. O presente trabalho de projeto procura ativar a marca League of Legends, conhecida mundialmente, e estreitar e reforçar as ligações com a sua comunidade portuguesa através do brand entertainment e, em específico através da ferramenta “eventos”. Trata-se de desenvolver este evento e as suas atividades, tendo por base conferências de...

  7. Visibility and accessbility of a component-based approach for ubiquitous computing applications : the e-gadgets case

    NARCIS (Netherlands)

    Mavrommati, I.; Kameas, A.; Markopoulos, P.

    2003-01-01

    The paper firstly presents the concepts and infrastructure developed within the extrovert-Gadgets research project, which enable end-users to realize Ubiquitous Computing applications. Then, it discusses user-acceptance considerations of the proposed concepts based on the outcome of an early

  8. Identification of rat Rosa26 locus enables generation of knock-in rat lines ubiquitously expressing tdTomato.

    Science.gov (United States)

    Kobayashi, Toshihiro; Kato-Itoh, Megumi; Yamaguchi, Tomoyuki; Tamura, Chihiro; Sanbo, Makoto; Hirabayashi, Masumi; Nakauchi, Hiromitsu

    2012-11-01

    Recent discovery of a method for derivation and culture of germline-competent rat pluripotent stem cells (PSCs) enables generation of transgenic rats or knock-out rats via genetic modification of such PSCs. This opens the way to use rats, as is routine in mice, for analyses of gene functions or physiological features. In mouse or human, one widely used technique to express a gene of interest stably and ubiquitously is to insert that gene into the Rosa26 locus via gene targeting of PSCs. Rosa26 knock-in mice conditionally expressing a reporter or a toxin gene have contributed to tracing or ablation of specific cell lineages. We successfully identified a rat orthologue of the mouse Rosa26 locus. Insertion of tdTomato, a variant of red fluorescent protein, into the Rosa26 locus of PSCs of various rat strains allows ubiquitous expression of tdTomato. Through germline transmission of one Rosa26-tdTomato knock-in embryonic stem cell line, we also obtained tdTomato knock-in rats. These expressed tdTomato ubiquitously throughout their bodies, which indicates that the rat Rosa26 locus conserves functions of its orthologues in mouse and human. The new tools described here (targeting vectors, knock-in PSCs, and rats) should be useful for a variety of research using rats.

  9. UBIQUITOUS POLLUTION FROM HEALTH AND COSMETIC ...

    Science.gov (United States)

    Those chemical pollutants that are regulated under various international, federal, and state programs represent but a small fraction of the universe of chemicals that occur in the environment as a result of both natural processses and human influence. Although this galaxy of targeted chemicals might be miniuscule compared with the universe of both known and yet-to-be identified chemicals, an implicit assumption is that these selective lists of chemicals are responsible for the most significant share of risk with respect to environmental or economic impairment or to human health.Pharmaceuticals and person care products (PPCPs) comprise a particularly large and diverse array of unregulated pollutants that occur in the environment from the combined activities and actions of multitudes of individuals as well as from veterinary and agricultural use. Although the concentration of any individual PPCP are generally less than ppt-ppb), evidence is accumulateing that these trace-level pollutants are ubiquitous, they can have a continuous presence regardless of environment half-lives (especially where sanitary wastewaters enter the environment), and the numbers of distinct and varied chemical entities could be extremely large (given that thousands are in commerical use). The research focused on in the subtasks is the development and application of state-of the-art technologies to meet the needs of the public, Office of Water, and ORD in the area of Water Quality. Locat

  10. Entertainment-education and recruitment of cornea donors: the role of emotion and issue involvement.

    Science.gov (United States)

    Bae, Hyuhn-Suhck

    2008-01-01

    This study examined the role of emotional responses and viewer's level of issue involvement to an entertainment-education show about cornea donation in order to predict intention to register as cornea donors. Results confirmed that sympathy and empathy responses operated as a catalyst for issue involvement, which emerged as an important intermediary in the persuasion process. Issue involvement also was found to be a common causal antecedent of attitude, subjective norm, and perceived behavioral control, the last two of which predict intentions unlike attitude, which does not. The revised path model confirmed that involvement directly influences intention. The findings of this study suggest that adding emotion and involvement in the Theory of Planned Behavior (TPB) enhances the explanatory power of the theory in predicting intentions, which indicates the possibility of combining the Elaboration Likelihood Model (ELM) and the TPB in the prediction of human behaviors.

  11. Freeform Compliant CMOS Electronic Systems for Internet of Everything Applications

    KAUST Repository

    Shaikh, Sohail F.; Ghoneim, Mohamed T.; Sevilla, Galo T.; Nassar, Joanna M.; Hussain, Aftab M.; Hussain, Muhammad Mustafa

    2017-01-01

    of flexibility and stretchability in electronics for emerging Internet of Everything application can unleash smart application horizon in unexplored areas, such as robotics, healthcare, smart cities, transport, and entertainment systems. While flexible

  12. Estimating the risk for suicide following the suicide deaths of 3 Asian entertainment celebrities: a meta-analytic approach.

    Science.gov (United States)

    Fu, King-Wa; Yip, Paul S F

    2009-06-01

    Evidence suggests that there is an increase in the suicide rate following incidents of celebrity suicide in different countries, but there are no data on the overall suicide risk across countries. The duration of increased suicide rates is usually assumed to be on a monthly basis, but the weekly increase remains uncertain. This study aims at estimating the risk for suicide after the suicide deaths of entertainment celebrities in Asia during the first 4 weeks after the celebrity suicides and on a weekly basis. An ecological, retrospective time-series analysis and a meta-analysis of the suicide deaths in 3 Asian regions: Hong Kong (from 2001 to 2003), Taiwan, and South Korea (both from 2003 to 2005). The combined risks for suicide were found to be 1.43 (95% CI = 1.23 to 1.66), 1.29 (95% CI = 1.12 to 1.50), and 1.25 (95% CI = 1.08 to 1.45) in the first, second, and third week, respectively, after suicides of entertainment celebrities, while adjusting for secular trends, seasonality, economic situation, and temporal autocorrelation. The same-gender and same-method specific increases suggest that as people identify more with the celebrity, their risk for suicide rises. A medium-term rise in suicides up to 24 weeks after the incidents of celebrity suicide is also evident. This study is the first to estimate risk for suicides following celebrity suicides across 3 Asian regions. The results provide important information for public health policy makers in assessing the elevated risk associated with excessive media coverage of celebrity suicide and developing timely evidence-based interventions. Copyright 2009 Physicians Postgraduate Press, Inc.

  13. 78 FR 73993 - Special Conditions: Cessna Model 680 Series Airplanes; Aircraft Electronic System Security...

    Science.gov (United States)

    2013-12-10

    ... design feature associated with the architecture and connectivity capabilities of the airplanes' computer... vulnerabilities to the airplanes' systems. The proposed network architecture includes the following connectivity.... Operator business and administrative support systems, and 3. Passenger entertainment systems, and access by...

  14. Depression and its correlations with health-risk behaviors and social capital among female migrants working in entertainment venues in China.

    Science.gov (United States)

    Yang, Qiaohong; Operario, Don; Zaller, Nickolas; Huang, Wen; Dong, Yanyan; Zhang, Hongbo

    2018-01-01

    Among the dramatic increased internal migration in China in past three decades, a considerable proportion of young females migrated to urban areas and found employment in "entertainment venues", who may be vulnerable to psychological distress. This study examines the prevalence of depression and explores its associations with health-risk behaviors and social capital among this subgroup. 358 female migrants were recruited from entertainment venues in a rapidly growing urban city in China. A survey which included measures of depressive symptoms, health-risk behaviors, social capital, and socio-demographic characteristics was administered. Multivariable logistic regression was conducted to identify the independent correlates of depression. Of participants, 31.0% had clinically significant depressive symptoms (CES-D score ≥ 16). In multivariable models, greater likelihood of depressive symptoms was associated with working in massage centers/hotels (OR = 3.20, 95% CI: 1.80-5.70), having probable alcohol dependence (OR = 2.25, 95% CI: 1.22-4.16), self-reported lifetime use of illicit drugs (OR = 2.98, 95% CI: 1.26-7.06), growing up in a non-nuclear family (OR = 2.46, 95% CI: 1.18-5.16), and poor social capital (OR = 6.01, 95% CI = 2.02-17.87). Intervention strategies to address the high prevalence of depression among female migrants are needed, and should also aim to reduce problematic alcohol and drug use, improve social capital, and target women working in massage centers or hotels.

  15. The ubiquitous presence of exopolygalacturonase in maize suggests a fundamental cellular function for this enzyme.

    Science.gov (United States)

    Dubald, M; Barakate, A; Mandaron, P; Mache, R

    1993-11-01

    Exopolygalacturonase (exoPG) is a pectin-degrading enzyme abundant in maize pollen. Using immunochemistry and in situ hybridization it is shown that in addition to its presence in pollen, exoPG is also present in sporophytic tissues, such as the tapetum and mesophyll cells. The enzyme is located in the cytoplasm of pollen and of some mesophyll cells. In other mesophyll cells, the tapetum and the pollen tube, exoPG is located in the cell wall. The measurement of enzyme activity shows that exoPG is ubiquitous in the vegetative organs. These results suggest a general function for exoPG in cell wall edification or degradation. ExoPG is encoded by a closely related multigene family. The regulation of the expression of one of the exoPG genes was analyzed in transgenic tobacco. Reporter GUS activity was detected in anthers, seeds and stems but not in leaves or roots of transgenic plants. This strongly suggests that the ubiquitous presence of exoPG in maize is the result of the expression of different exoPG genes.

  16. Processing models for conflicting user requests in ubiquitous corporate smart spaces

    Directory of Open Access Journals (Sweden)

    Levonevskiy Dmitriy

    2018-01-01

    Full Text Available This paper considers processing of conflicting user requests in ubiquitous corporate smart spaces. The formulated problem consists in the contradiction between the limitation of available smart space resources to perform the conflicting user requests and necessity to provide the proper quality of service in corporate smart spaces. The principles of constructing the simulation model are described. The experiments were carried out basing on a model of the SPIIRAS digital signage service. Several task management strategies are discussed, an assessment of their effectiveness is given. The research is aimed at improving the quality of service and user experience in human-computer interaction within the corporate smart spaces.

  17. Fuzzy Computing Model of Activity Recognition on WSN Movement Data for Ubiquitous Healthcare Measurement

    Directory of Open Access Journals (Sweden)

    Shu-Yin Chiang

    2016-12-01

    Full Text Available Ubiquitous health care (UHC is beneficial for patients to ensure they complete therapeutic exercises by self-management at home. We designed a fuzzy computing model that enables recognizing assigned movements in UHC with privacy. The movements are measured by the self-developed body motion sensor, which combines both accelerometer and gyroscope chips to make an inertial sensing node compliant with a wireless sensor network (WSN. The fuzzy logic process was studied to calculate the sensor signals that would entail necessary features of static postures and dynamic motions. Combinations of the features were studied and the proper feature sets were chosen with compatible fuzzy rules. Then, a fuzzy inference system (FIS can be generated to recognize the assigned movements based on the rules. We thus implemented both fuzzy and adaptive neuro-fuzzy inference systems in the model to distinguish static and dynamic movements. The proposed model can effectively reach the recognition scope of the assigned activity. Furthermore, two exercises of upper-limb flexion in physical therapy were applied for the model in which the recognition rate can stand for the passing rate of the assigned motions. Finally, a web-based interface was developed to help remotely measure movement in physical therapy for UHC.

  18. Fuzzy Computing Model of Activity Recognition on WSN Movement Data for Ubiquitous Healthcare Measurement.

    Science.gov (United States)

    Chiang, Shu-Yin; Kan, Yao-Chiang; Chen, Yun-Shan; Tu, Ying-Ching; Lin, Hsueh-Chun

    2016-12-03

    Ubiquitous health care (UHC) is beneficial for patients to ensure they complete therapeutic exercises by self-management at home. We designed a fuzzy computing model that enables recognizing assigned movements in UHC with privacy. The movements are measured by the self-developed body motion sensor, which combines both accelerometer and gyroscope chips to make an inertial sensing node compliant with a wireless sensor network (WSN). The fuzzy logic process was studied to calculate the sensor signals that would entail necessary features of static postures and dynamic motions. Combinations of the features were studied and the proper feature sets were chosen with compatible fuzzy rules. Then, a fuzzy inference system (FIS) can be generated to recognize the assigned movements based on the rules. We thus implemented both fuzzy and adaptive neuro-fuzzy inference systems in the model to distinguish static and dynamic movements. The proposed model can effectively reach the recognition scope of the assigned activity. Furthermore, two exercises of upper-limb flexion in physical therapy were applied for the model in which the recognition rate can stand for the passing rate of the assigned motions. Finally, a web-based interface was developed to help remotely measure movement in physical therapy for UHC.

  19. Barter System for Researchers: A Proposal. Opinion Paper

    Science.gov (United States)

    Tebbutt, Arthur V.

    1970-01-01

    The barter system for researchers consists of two parts: a list linking various research areas with researchers willing to entertain collegial inquiriies, and a clerk to note the number of hours that participants give and receive in the information exchange. (MF)

  20. Evaluation of the Impact of Furniture on Communications Performance for Ubiquitous Deployment of Wireless Sensor Networks in Smart Homes

    Science.gov (United States)

    Bleda, Andrés L.; Jara, Antonio J.; Maestre, Rafael; Santa, Guadalupe; Gómez Skarmeta, Antonio F.

    2012-01-01

    The extensions of the environment with the integration of sensing systems in any space, in conjunction with ubiquitous computing are enabling the so-called Smart Space Sensor Networks. This new generation of networks are offering full connectivity with any object, through the Internet of Things (IoT) and/or the Web, i.e., the Web of Things. These connectivity capabilities are making it feasible to sense the behaviours of people at home and act accordingly. These sensing systems must be integrated within typical elements found at home such as furniture. For that reason, this work considers furniture as an interesting element for the transparent location of sensors. Furniture is a ubiquitous object, i.e., it can be found everywhere at home or the office, and it can integrate and hide the sensors of a network. This work addresses the lack of an exhaustive study of the effect of furniture on signal losses. In addition an easy-to-use tool for estimating the robustness of the communication channel among the sensor nodes and gateways is proposed. Specifically, the losses in a sensor network signal due to the materials found within the communication link are evaluated. Then, this work proposes a software tool that gathers the obtained results and is capable of evaluating the impact of a given set of materials on the communications. This tool also provides a mechanism to optimize the sensor network deployments during the definition of smart spaces. Specifically, it provides information such as: maximum distances between sensor nodes, most suitable type of furniture to integrate sensors, or battery life of sensor nodes. This tool has been validated empirically in the lab, and it is currently being used by several enterprise partners of the Technological Centre of Furniture and Wood in the southeast of Spain. PMID:22778653