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Author(s): |
Renan Gonçalves Cattelan
Total Authors: 1
|
Document type: | Doctoral Thesis |
Press: | São Carlos. |
Institution: | Universidade de São Paulo (USP). Instituto de Ciências Matemáticas e de Computação (ICMC/SB) |
Defense date: | 2009-06-26 |
Examining board members: |
Maria da Graça Campos Pimentel;
Carlos André Guimarães Ferraz;
Renata Pontin de Mattos Fortes;
José Gonçalves Pereira Filho;
Luis Carlos Trevelin
|
Advisor: | Maria da Graça Campos Pimentel |
Abstract | |
Capture and access (C&A) applications explore the ubiquitous computing paradigm to support the automated capture of information in live experiences and the corresponding generation of documents that can be stored, retrieved, visualized and extended along time. These applications are potentially capable of simplifying the authoring of multimedia documents by allowing the automatic combination and synchronization of information collected using personal and shared computational devices available in the environment. C&A applications also bring the opportunity for the incorporation of software systems that use such installed computational base to support on-going human activities, promoting new forms of collaboration and interaction among their users and enabling the recording of events, the generation of documents allowing their reconstitution and the sharing of the captured artifacts. This thesis addresses in a joint manner the different issues involved with the automated capture of human activities. First, the traditional vision is extended with the suggestion of automatically capturing not only conventional medias, but the general user interactive process as a whole, allowing the authoring and customization of interactive digital content and associated annotations. At the same time, collaborative aspects are treated with the development and use of a distributed communication infrastructure. Based on a peer-to-peer computing platform, the proposed components and services support collaborative activities and content sharing among users. The resulting systems and abstractions are experimented through their use in real scenarios comprising learning, mobile computing and interactive digital TV environments (AU) |