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The advantages of the coupling-of-modes (COM) formalism and the transmission-matrix approach are combined to create exact and computationally efficient analysis and synthesis CAD tools for the design of SAW-resonator filters. The models for the filter components, especially gratings, interdigital transducers (IDTs). and multistrip couplers (MSCs), are based on the COM approach, which delivers closed-form expressions. In order to determine the relevant COM parameters, the integrated COM differential equations are compared with analytically derived expressions from the transmission-matrix approach. The most important second-order effects such as energy storage, propagation loss and mechanical and electrical loading are fully taken into account. As an example, the authors investigate a two-pole, acoustically coupled resonator filter at 914.5 MHz on AT quartz. Excellent agreement between theory and measurement is found.
Structures for interconnecting active microwave semiconductor-devices, e.g. FET's and MIC's, with the electrical surrounding or with each other have to be designed more and more carefully when increasing the desired upper frequency limit. Therefore, several connecting structures for device embedding have been examined. Mainly, their applicability for the frequency range from 10 GHz to 100 GHz was considered. Additionally, different equivalent circuits were developed to approximately describe their behaviour for CAD-applications.
Today's network landscape consists of quite different network technologies, wide range of end-devices with large scale of capabilities and power, and immense quantity of information and data represented in different formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices and will increase their diversity and variety. A lot of efforts are being done in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including mobile considering individual situation of the end user. This is very difficult because various kinds of devices used by different users or in different times/parallel by the same user which are not predictable and have to be recognized by the system in order to identify device capabilities. Not only the devices but also Content and User Interfaces are big issues because they could include different kinds of data format like text, image, audio, video, 3D Virtual Reality data and other upcoming formats. A very suitable and useful example of the use of such a system is mobile learning because of the large amount of varying devices with significantly different features and functionalities. This is true not only to support different learners, e.g. all learners within one learning community, but also to support the same learner using different equipment parallel and/or at different times. Those applications may be significantly enhanced by including virtual reality content presentation. Whatever the purposes are, it is impossible to develop and adapt content for all kind of devices including mobiles individually due to different capabilities of the devices, cost issues and author‘s requirement. A solution should be found to enable the automation of the content adaptation process.
The concept of m-learning which differs from other forms of e-learning covers a wide range of possibilities opened up by the convergence of new mobile technologies, wireless communication structure and distance learning development. This process of converging has launched some new goals to support m-learning where heterogeneity of devices, their operating systems (Linux, Windows, Symbian, Android etc) and supported markup languages (WML, XHTML etc), adaptive content, preferences or characteristics of user have become some of the major problems to be solved. To facilitate the learning process even more and to establish literally anytime anywhere learning, learning material/content should be available to the user always even if the user is in offline. Multiple devices used by the same user should also be synchronized among themselves and with server to provide updated learning content and to give a freedom to the user to choose any device as per his/her convenience. In this paper software architecture has been proposed to solve these problems and has been implemented by using a multidimensional flashcard learning system which synchronizes among all the devices that are being used by the user.
Network landscape of recent time contains many different network technologies, a wide range of end-devices with a large scale of capabilities and power, and an immense quantity of information and data represented in different formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices, will increase their diversity and variety. In this paper software architecture has been proposed to establish device and content format independent communication including 3D imaging and virtual reality data as content. As experimental validation the concept is implemented in collaborative Language Learning Game (LLG), which is a learning tool for language acquisition.
Today's network landscape consists of many different network technologies, a wide range of end-devices with a large scale of capabilities and power, and an immense quantity of information and data represented in different formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices and will increase their diversity and variety. In this paper software architecture has been proposed to establish device and content format independent communication, implemented in Language Learning Game (LLG).