Remote monitoring of physical effort has a great importance in the treatment of some cardiopathies. Nowadays, wearable motion-tracking devices represent an easy solution to acquire relevant data. We demonstrate a system based on a commercial sensor that sends real-time information to a hospital via a mobile gateway -the patient's cell phone-in the same Bluetooth WPAN.
T-Learning makes it possible to deliver educational content to home TVs. TV operators, which manage huge populations of devices such as set-top-boxes (STBs) in user homes, are considering t-Learning as an interesting option for expanding the service they offer. However, typical STB hardware configurations are limited in terms of satisfying operator needs and do not easily support all types of applications or content. In this work, we consider graphic educational games, which are not directly executable on typical STBs. To cover this gap and guarantee an enjoyable user experience, we present an architecture based on a combination of streaming and remote desktop protocols that relies on virtualized servers deployed in a cloud computing infrastructure. It features an original image-encoding signalling mechanism that identifies multimedia content in educational games and permits seamless protocol switching at the client side. This architecture is a complete technological solution to virtualize heavy educational games and execute them smoothly on STB light clients over Internet Protocol Television networks. We present performance results that show that our proposal is an efficient scalable solution to deliver t-Learning to home environments. Header Length Playing mode URL HEADER 40 1 VIRTUALIZED EDUCATIONAL MULTIMEDIA GAMES FOR IPTV 155 Ubuntu 10.04 as the host operating system. VMWare hypervisor ESX 4.0 to virtualize the t-Learning servers.Each virtualized t-Learning server consisted of the following:Several CPU and memory configurations from VMWare ESX hypervisor (Section 5.2.2). Ubuntu 10.04 as the operating system. Java Runtime Environment 1.6. Google Chrome 12.0.742.112 as the browser to launch the games (Java applets) remotely.Xvfb v.11 virtual graphic card. X11vnc 0.9.12 server modified to support our dual protocol.And, finally, the game played had the following characteristics:Java applet loaded through remote Google Chrome. Size: 5 MB. Normal playback duration: 5 min approx. Video playback (streaming) size: 30 MB; format: TS; duration: 3 min; playback duration: 1 min. Audio playback (streaming) size: 8 MB; format: MP3; duration: 5 min; playback duration: 1 min.
Performance tests
Local versus virtualized execution.To evaluate the proposed solution in terms of client resource consumption, we compared the performance of game local playback, directly over the Java Virtual Machine, with a remote run through our VNC IPTV client. The comparison is meaningless in simple STBs, which can only run games remotely (they do not support Java to run them directly), but it is interesting in platforms without that limitation. Therefore, we decided to run this test on a PC.To carry out this test, we played a representative game with varied multimedia content in both scenarios. Figure 7 shows a sample screenshot from the game.Because games can be played in a web page as embedded Java applications (Java applets), we used an Internet browser to launch the game o...
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