358 resources related to Mobile Media
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ICC 2021 - IEEE International Conference on Communications
IEEE ICC is one of the two flagship IEEE conferences in the field of communications; Montreal is to host this conference in 2021. Each annual IEEE ICC conference typically attracts approximately 1,500-2,000 attendees, and will present over 1,000 research works over its duration. As well as being an opportunity to share pioneering research ideas and developments, the conference is also an excellent networking and publicity event, giving the opportunity for businesses and clients to link together, and presenting the scope for companies to publicize themselves and their products among the leaders of communications industries from all over the world.
The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted papers will be peer reviewed. Accepted high quality papers will be presented in oral and postersessions, will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE
2020 IEEE 17th Annual Consumer Communications & Networking Conference (CCNC)
IEEE CCNC 2020 will present the latest developments and technical solutions in the areas of home networking, consumer networking, enabling technologies (such as middleware) and novel applications and services. The conference will include a peer-reviewed program of technical sessions, special sessions, business application sessions, tutorials, and demonstration sessions.
The International Conference on Consumer Electronics (ICCE) is soliciting technical papersfor oral and poster presentation at ICCE 2018. ICCE has a strong conference history coupledwith a tradition of attracting leading authors and delegates from around the world.Papers reporting new developments in all areas of consumer electronics are invited. Topics around the major theme will be the content ofspecial sessions and tutorials.
Multimedia technologies, systems and applications for both research and development of communications, circuits and systems, computer, and signal processing communities.
The IEEE Aerospace and Electronic Systems Magazine publishes articles concerned with the various aspects of systems for space, air, ocean, or ground environments.
Broadcast technology, including devices, equipment, techniques, and systems related to broadcast technology, including the production, distribution, transmission, and propagation aspects.
Covers topics in the scope of IEEE Transactions on Communications but in the form of very brief publication (maximum of 6column lengths, including all diagrams and tables.)
IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...
Each tutorial reviews currents communications topics in network management and computer and wireless communications. Available tutorials, which are 2.5 to 5 hours in length contains the original visuals and voice-over by the presenter. IEEE Communications Surveys & Tutorials features two distinct types of articles: original articles and reprints. The original articles are exclusively written for IEEE Communications Surveys & Tutorials ...
2017 International Conference on Applied System Innovation (ICASI), 2017
With the development of globalization intensified, China's social and economic level continues to improve, cultural exchanges are also showing more and more prosperous scene. In this context, China's digital media industry is also the rapid development, especially in recent years, mobile phone technology constantly updated, the emergence of new media, have greatly promoted the mobile media industry development. However, due ...
2013 6th International Conference on Information Management, Innovation Management and Industrial Engineering, 2013
With the pilots of Triple play launched successively in China, the mobile phone, tablet, PC, smart TV and other media terminals are more and more important. People paid more attention to the integration of multi-screen gradually. The new screen, such as the mobile phone, the table PCs and the smart TV, should combine its own and others' advantages to find ...
IEEE MultiMedia, 2014
Smartphone cameras are often used to take pictures and videos because so many people now carry their smartphones everywhere. Therefore, smartphone camera quality plays an important role in overall smartphone evaluation and usage. Although smartphone camera quality has been continually improving, mobile media processing can provide significant enhancements. The authors discuss mobile media processing techniques, including color and contrast enhancement, ...
IEEE MultiMedia, 2012
Smartphones have come a long way over the past 10 years—from containing a simple database of calendar entries and contacts to including a digital camera, digital compass, GPS, and thousands of apps available with the touch of a button on the screen. People like smartphones for many reasons, particularly because of their mobility, friendly user interface, large number of useful ...
2017 IEEE International Conference on Intelligence and Security Informatics (ISI), 2017
Because of the characteristics of the availability and practicability, mobile media technology had got a rapid development in the whole world. So, people now often use mobile devices through a mobile application (APP). Based on this, this study established a mobile application customer engagement model to carry on the investigation and research about mobile application of customers' recommendation. The results ...
IEEE Top Trends for 2012 at CES: Nahum Gershon, IEEE Senior Member
A 28nm, 475mW, 0.4-to-1.7GHz Embedded Transceiver Front-End Enabling High-Speed Data Streaming Within Home Cable Networks: RFIC Industry Showcase
Technologies for 5G course, Part 4 - IEEE Smart Tech Workshop
Technologies for 5G course, Part 2 - IEEE Smart Tech Workshop
Technologies for 5G course, Part 3 - IEEE Smart Tech Workshop
Technologies for 5G course, Part 1 - IEEE Smart Tech Workshop
ISSCC 2012 - Eli Harari Plenary
Operator Keynote: Jong Kwan Park - B5GS 2019
Hal Abelson on Computer Science Education
Seeing the Invisibles: A Backstage Tour of Information Forensics
IEEE 125th Anniversary Media Event: Wireless Power
LPIRC: Developing Mobile Computer Vision Models
IEEE N3XT @ SXSW 2016: Dutch Media Innovators
IEEE 125th Anniversary Media Event: Pattern Recognition
The role of aggregation guided by fuzzy quantifiers in Information Retrieval and in Social Media Analytics
IEEE 125th Anniversary Media Event: Embracing Human Technology Interactions
Brooklyn 5G Summit: Enabling 5G Gigabit Interactivity Everywhere
IEEE 125th Anniversary Media Event: Cancer Prediction
IEEE 125th Anniversary Media Event: Probabilistic Chips Slate
With the development of globalization intensified, China's social and economic level continues to improve, cultural exchanges are also showing more and more prosperous scene. In this context, China's digital media industry is also the rapid development, especially in recent years, mobile phone technology constantly updated, the emergence of new media, have greatly promoted the mobile media industry development. However, due to cross-strait political, economic, cultural differences, inevitably led to the development of the mobile media industry is different. This article will focus on cross-strait mobile media industry development status quo.
With the pilots of Triple play launched successively in China, the mobile phone, tablet, PC, smart TV and other media terminals are more and more important. People paid more attention to the integration of multi-screen gradually. The new screen, such as the mobile phone, the table PCs and the smart TV, should combine its own and others' advantages to find innovative mechanisms for their own development. In this paper, we explore the basic strategy of the existing mobile terminal application layout design and study the multiscreen adaptive scheme of responsive adaptive multi-screen layout through the analysis of the current industry background. The biggest stage of the Media Query is the high-end handheld devices. With the rapid development of mobile Internet, Media query will play a better role in the future.
Smartphone cameras are often used to take pictures and videos because so many people now carry their smartphones everywhere. Therefore, smartphone camera quality plays an important role in overall smartphone evaluation and usage. Although smartphone camera quality has been continually improving, mobile media processing can provide significant enhancements. The authors discuss mobile media processing techniques, including color and contrast enhancement, backlight image compensation, deblurring, denoising, and video stabilization, within the framework of smartphone camera quality improvement.
Smartphones have come a long way over the past 10 years—from containing a simple database of calendar entries and contacts to including a digital camera, digital compass, GPS, and thousands of apps available with the touch of a button on the screen. People like smartphones for many reasons, particularly because of their mobility, friendly user interface, large number of useful applications, interactive games, and higher bandwidth with the help of 3G networks. From a technical point of view, the fundamental reason behind the popularity of smartphones is that they are not only a communications device, but also provide a powerful sensing and computing platform. A growing number of computing tasks previously executed on PCs are now being performed on smartphones. Because of all this, smartphones are increasingly attracting attention from researchers, with research efforts in mobile media streaming, video retargeting, location-based systems, and mobile vision systems, among others. PositionIt, a mobile media-based remote target-localization and tracking system, is one part of a comprehensive system that uses networked smartphones to localize a remote target of interest by fusing data sensed by microphones, cameras, and other embedded sensors.
Because of the characteristics of the availability and practicability, mobile media technology had got a rapid development in the whole world. So, people now often use mobile devices through a mobile application (APP). Based on this, this study established a mobile application customer engagement model to carry on the investigation and research about mobile application of customers' recommendation. The results showed that mobile customer perceived support and commitment affected the continuous customer engagement, and customer commitment was the intermediary variable of customer perceived support and customer recommendation.
Summary form only given. The content of this paper forms part of a wider research on the educational possibilities of mobile media in art museums. Currently, museums are changing their relationship with the public based on the availability of Web 2.0 and new information and communication technologies, particularly the mobile media, involving the use of tablets and smartphones. New ways of communication have been developed by museums and users are invited to contribute to museum contents with their own contributions as well as museums reach out to new audiences through the new media. However, if we focus on a systematic analysis of mobile apps for museums, one of the more rapidly expanding mobile resources, we would like to determine whether educational function is one of the aims of these resources. Moreover, we would also like to find out whether the learning strategies developed to explain art are different than the strategies employed in art museums so far. These kinds of mobile resources provide a wide range of educational strategies not always used to engage art museums audiences. Therefore, the aim of this paper is to reveal the results of the analysis of mobile Apps designed by Art Museums in the Spanish context in order to determine whether they have become a valuable educational resource and to explore what type of learning strategies they have been developed through these technologies to explain art to a wider audience. Firstly, five Apps have been analyzed for this paper: Guggenheim Museum App, the Picasso Museum of Barcelona App, Reina Sofía Museum App, Thyssen Museum App Prado Museum App. The criteria to select this sample were on one hand, the Apps are about the collection and permanent exhibition of the museums and on the other hand, the Apps must be mobile applications not mobile audioguide or Web mobile. Secondly, the Apps have been analyzed by an analysis sheet designed previously for the research. This analysis sheet has two sections. The first one is a descriptive analysis which includes different categories such as country, year publication, category of Art Museum, devices (Smartphones, Tablets or both). Also whether Internet connection is needed, whether the App is free or not and which OS is used (iOS, Android or both). The descriptive analysis also include the context of use related to the museum visit (before, during or independent of the visit), the type of application as well as the target audience. The second section of the analysis sheet evaluates the educational factor of the applications according to several categories. In this case, the categories are the type of content, the type of learning strategies, aims, and resources like images, videos, social media, AR, etc. The outcomes of the descriptive analysis have been analyzed using descriptive statistics technics. Otherwise, the second section, educational factor, is not only a descriptive analysis, but an assessment analysis to determinate whether the Apps could be a valuable educational resource. To assess the educational factor each item of the categories has been coded with a number (1= low, 2= medium and 3= high). As result of this codification process there are five categories to evaluate the educational factor: (1= low, between 1 and 2= medium-low, 2= medium, between 2 and 3= medium-high, 3=high). According to the assessment of the educational factor of the five Mobile Apps selected for this paper, the outcomes reveal that the educational factor are low in the case of Prado Museum App, medium- low in the case of Guggenheim Museum App, the Picasso Museum of Barcelona App, Reina Sofía Museum App. And Thyssen Museum App is the unique App whose educational factor is medium-high. To conclude, it is possible to state that the answer to the title, Art Museums, Mobile Media: a new way to explain art?, would be negative in the case of the Apps of theses Spanish Art Museums. There is a change in the medium but not in the message. However, there are several challenges related to this research, one of these could be to analyze the learning process of the users of this kind of resources or to ask to museums whether they think about the educative potential when they decide to develop a Mobile Apps for their collections.
In this paper, standby mode control for set-top boxes based on network assistance is proposed. A set-top box with the standby mode control uses network-assisted passive standby mode that allows a set-top box to access network access during standby state where a set-top box does not receive broadcast services. The standby mode control helps a set-top box to update its software and firmware in standby state and save power consumption in standby state compared to a previous mechanism.
This paper surveys the emerging paradigm of cloud mobile media. We start with two alternative perspectives for cloud mobile media networks: an end-to-end view and a layered view. Summaries of existing research in this area are organized according to the layered service framework: i) cloud resource management and control in infrastructure-as-a-service (IaaS), ii) cloud-based media services in platform-as-a-service (PaaS), and iii) novel cloud-based systems and applications in software-as-a-service (SaaS). We further substantiate our proposed design principles for cloud-based mobile media using a concrete case study: a cloud-centric media platform (CCMP) developed at Nanyang Technological University. Finally, this paper concludes with an outlook of open research problems for realizing the vision of cloud-based mobile media.
Recently several P2P-based mobile media distribution systems including MOVi (Mobile Opportunistic Video on demand) are proposed as a complimentary solution for mobile VoD services. In this paper, we propose a three-step segment-based scheduling algorithm incorporating the notion of ORC (Opportunistic Regional Clusters) for mobile media distribution. By intelligently designing a centralized scheduling environment that leverages both downlink and opportunistic P2P (peer-to-peer) links, we attempt to increase the efficiency of segment-based scheduling with the support of clustering. The proposed segment-based scheduler utilizes the clusterized version of mobile node attributes for urgency (e.g., remaining buffer time) and segment scarcity (e.g., unavailability within neighboring nodes). With the NS-2 simulation of proposed scheduling scheme against the non-clustered one, we demonstrate up to 8 percent performance improvement.
While social mobile sites such as Twitter and Facebook have opened new possibilities for human interaction, these applications have barely begun to tap the wellspring of potential for collaborative learning with social media. Although many applications encourage people to be persistently aware of what friends and acquaintances do or care about, rarely do they foster a persistent sense of “doing” or “caring” together. We propose that social mobile applications that support distributed learning communities would benefit from a shift in framing, away from the popular “participation” model of mobile media to a “co-creation” model. We describe a mobile media application in development, “Mobltz”, designed to support collaboration via mobile media co- creation.
IEEE Standard for Information technology--Telecommunications and information exchange between systems--Local and metropolitan area networks--Specific requirements Part 11: Wireless LAN Medium Access Control (MAC) and Physical Layer (PHY) Specifications Amendment 6: Wireless Access in Vehicular Environments
IEEE Standard for Local and metropolitan area networks--Part 20: Air Interface for Mobile Broadband Wireless Access Systems Supporting Vehicular Mobility--Physical and Media Access Control Layer Specification Amendment 1: Management Information Base Enhancements and Corrigenda Items