26 resultados para Indoor games
em Universidad Politécnica de Madrid
Resumo:
Augmented reality (AR) is been increasingly used in mobile devices. Most of the available applications are set to work outdoors, mainly due to the availability of a reliable positioning system. Nevertheless, indoor (smart) spaces offer a lot of opportunities of creating new service concepts. In particular, in this paper we explore the applicability of mobile AR to hospitality environments (hotels and similar establishments). From the state-of-the-art of technologies and applications, a portfolio of services has been identified and a prototype using off-the-shelf technologies has been designed. Our objective is to identify the next technological challenges to overcome in order to have suitable underlying infrastructures and innovative services which enhance the traveller?s experience.
Resumo:
We propose an optimization-based framework to minimize the energy consumption in a sensor network when using an indoor localization system based on the combination of received signal strength (RSS) and pedestrian dead reckoning (PDR). The objective is to find the RSS localization frequency and the number of RSS measurements used at each localization round that jointly minimize the total consumed energy, while ensuring at the same time a desired accuracy in the localization result. The optimization approach leverages practical models to predict the localization error and the overall energy consumption for combined RSS-PDR localization systems. The performance of the proposed strategy is assessed through simulation, showing energy savings with respect to other approaches while guaranteeing a target accuracy.
Resumo:
This work describes the probabilistic modelling af a Bayesian-based mechanism to improve location estimates of an already deployed location system by fusing its outputs with low-cost binary sensors. This mechanism takes advantege of the localization captabilities of different technologies usually present in smart environments deployments. The performance of the proposed algorithm over a real sensor deployment is evaluated using simulated and real experimental data.
Resumo:
In this paper, we propose a particle filtering (PF) method for indoor tracking using radio frequency identification (RFID) based on aggregated binary measurements. We use an Ultra High Frequency (UHF) RFID system that is composed of a standard RFID reader, a large set of standard passive tags whose locations are known, and a newly designed, special semi-passive tag attached to an object that is tracked. This semi-passive tag has the dual ability to sense the backscatter communication between the reader and other passive tags which are in its proximity and to communicate this sensed information to the reader using backscatter modulation. We refer to this tag as a sense-a-tag (ST). Thus, the ST can provide the reader with information that can be used to determine the kinematic parameters of the object on which the ST is attached. We demonstrate the performance of the method with data obtained in a laboratory environment.
Resumo:
In this paper we present a novel Radio Frequency Identification (RFID) system for accurate indoor localization. The system is composed of a standard Ultra High Frequency (UHF), ISO-18006C compliant RFID reader, a large set of standard passive RFID tags whose locations are known, and a newly developed tag-like RFID component that is attached to the items that need to be localized. The new semi-passive component, referred to as sensatag (sense-a-tag), has a dual functionality wherein it can sense the communication between the reader and standard tags which are in its proximity, and also communicate with the reader like standard tags using backscatter modulation. Based on the information conveyed by the sensatags to the reader, localization algorithms based on binary sensor principles can be developed. We present results from real measurements that show the accuracy of the proposed system.
Resumo:
This paper shows the research done at the School of Industrial Engineers (ETSII) of the Technical University of Madrid (UPM), in two consecutive academic courses. In this negotiation game each team is formed by three students playing different roles, with a different degree of complexity. The game is played three different times changing the conditions and doing the Zones of Possible Agreement (ZOPA) smaller so the negotiation is going “harder” and it was more difficult for the team to achieve an agreement. Roles were distributed according to the student’s experience, since it was understood that difficulty of the roles was different, especially when there was set a time limit for negotiation. The combination of playing and training has shown that students without particularly good negotiating skills at the beginning of the experiment attained better final results than those who have natural negotiating skills, but no benefit of training.
Resumo:
In this paper we discuss the early stage design of MIXER, a technology enhance educational application focused at supporting children in learning about cultural conflict, achieved through the use of a game with an effective embodied AI agent. MIXER is being developed re-using existing technology applied to a different context and purpose with the aim of creating an educational and enjoyable experience for 9-11 year olds. This paper outlines MIXER’s underpinning technology and theory. It presents early stage design and development, highlighting current research directions.
Resumo:
Photovoltaic modules based on thin film technology are gaining importance in the photovoltaic market, and module installers and plant owners have increasingly begun to request methods of performing module quality control. These modules pose additional problems for measuring power under standard test conditions (STC), beyond problems caused by the temperature of the module and the ambient variables. The main difficulty is that the modules’ power rates may vary depending both on the amount of time they have been exposed to the sun during recent hours and on their history of sunlight exposure. In order to assess the current state of the module, it is necessary to know its sunlight exposure history. Thus, an easily accomplishable testing method that ensures the repeatability of the measurements of the power generated is needed. This paper examines different tests performed on commercial thin film PV modules of CIS, a-Si and CdTe technologies in order to find the best way to obtain measurements. A method for obtaining indoor measurements of these technologies that takes into account periods of sunlight exposure is proposed. Special attention is paid to CdTe as a fast growing technology in the market.
Resumo:
Para Brasil, actualmente una de las 10 economías más grandes del mundo, los Juegos Olímpicos y Paralímpicos de 2016 representan una oportunidad única. El artículo contrasta Río de Janeiro 2016 con México 1968, los primeros juegos en América Latina, y provee una mirada de cómo los juegos deberían proveer regeneración urbana así como un mejoramiento de la imagen de la ciudad, una imagen constantemente dañada, para una audiencia internacional.
Resumo:
In order to complement ISFOC’s characterization capabilities, a Helios 3198 CPV Solar Simulator was installed in summer 2010. This Solar Simulator, based on a parabolic mirror and a high-intensity, small area Xenon flash lamp was developed by the Instituto de Energía Solar in Madrid [1] and is manufactured and distributed by Soldaduras Avanzadas [2]. This simulator is used not only for R&D purposes, but as a quality control tool for incoming modules that are to be installed in ISFOC’s CPV plants. In this paper we will discuss the results of recent measurements of close to 5000 modules, the entire production of modules corresponding to a small CPV power plant (200 kWp). We scrutinize the resultant data for signs of drift in the measurements, and analyze the light quality before and after, to check for changes in spectrum or spatial uniformity.)
Resumo:
First, this paper describes a future layered Air Traffic Management (ATM) system centred in the execution phase of flights. The layered ATM model is based on the work currently performed by SESAR [1] and takes into account the availability of accurate and updated flight information ?seen by all? across the European airspace. This shared information of each flight will be referred as Reference Business Trajectory (RBT). In the layered ATM system, exchanges of information will involve several actors (human or automatic), which will have varying time horizons, areas of responsibility and tasks. Second, the paper will identify the need to define the negotiation processes required to agree revisions to the RBT in the layered ATM system. Third, the final objective of the paper is to bring to the attention of researchers and engineers the communalities between multi-player games and Collaborative Decision Making processes (CDM) in a layered ATM system
Resumo:
Institute for Prospective Technological Studies Mission: - to provide customer-driven support to the EU policymaking process - by developing science based responses to policy challenges - having both socio-economic and scientific /technological dimension.
Resumo:
In this article we present a didactic experience developed by the GIE (Group of Educational Innovation) “Pensamiento Matemático” of the Polytechnics University of Madrid (UPM), in order to bring secondary students and university students closer to Mathematics. It deals with the development of a virtual board game called Mate-trivial. The mechanics of the game is to win points by going around the board which consists of four types of squares identified by colours: “Statistics and Probability”, “Calculus and Analysis”, “Algebra and Geometry” and “Arithmetic and Number Theory ”. When landing on a square, a question of its category is set out: a correct answer wins 200 points, if wrong it loses 100 points, and not answering causes no effect on the points, but all the same, two minutes out of the 20 minutes that each game lasts are lost. For the game to be over it is necessary, before those 20 minutes run out, to reach the central square and succeed in the final task: four chained questions, one of each type, which must be all answered correctly. It is possible to choose between two levels to play: Level 1, for pre-university students and Level 2 for university students. A prototype of the game is available at the website “Aula de Pensamiento Matemático” developed by the GIE: http://innovacioneducativa.upm.es/pensamientomatematico/. This activity lies within a set of didactic actions which the GIE is developing in the framework of the project “Collaborative Strategies between University and Secondary School Education for the teaching and learning of Mathematics: An Application to solve problems while playing”, a transversal project financed by the UPM.
Resumo:
We present a new method to accurately locate persons indoors by fusing inertial navigation system (INS) techniques with active RFID technology. A foot-mounted inertial measuring units (IMUs)-based position estimation method, is aided by the received signal strengths (RSSs) obtained from several active RFID tags placed at known locations in a building. In contrast to other authors that integrate IMUs and RSS with a loose Kalman filter (KF)-based coupling (by using the residuals of inertial- and RSS-calculated positions), we present a tight KF-based INS/RFID integration, using the residuals between the INS-predicted reader-to-tag ranges and the ranges derived from a generic RSS path-loss model. Our approach also includes other drift reduction methods such as zero velocity updates (ZUPTs) at foot stance detections, zero angular-rate updates (ZARUs) when the user is motionless, and heading corrections using magnetometers. A complementary extended Kalman filter (EKF), throughout its 15-element error state vector, compensates the position, velocity and attitude errors of the INS solution, as well as IMU biases. This methodology is valid for any kind of motion (forward, lateral or backward walk, at different speeds), and does not require an offline calibration for the user gait. The integrated INS+RFID methodology eliminates the typical drift of IMU-alone solutions (approximately 1% of the total traveled distance), resulting in typical positioning errors along the walking path (no matter its length) of approximately 1.5 m.
Resumo:
The deployment of nodes in Wireless Sensor Networks (WSNs) arises as one of the biggest challenges of this field, which involves in distributing a large number of embedded systems to fulfill a specific application. The connectivity of WSNs is difficult to estimate due to the irregularity of the physical environment and affects the WSN designers? decision on deploying sensor nodes. Therefore, in this paper, a new method is proposed to enhance the efficiency and accuracy on ZigBee propagation simulation in indoor environments. The method consists of two steps: automatic 3D indoor reconstruction and 3D ray-tracing based radio simulation. The automatic 3D indoor reconstruction employs unattended image classification algorithm and image vectorization algorithm to build the environment database accurately, which also significantly reduces time and efforts spent on non-radio propagation issue. The 3D ray tracing is developed by using kd-tree space division algorithm and a modified polar sweep algorithm, which accelerates the searching of rays over the entire space. Signal propagation model is proposed for the ray tracing engine by considering both the materials of obstacles and the impact of positions along the ray path of radio. Three different WSN deployments are realized in the indoor environment of an office and the results are verified to be accurate. Experimental results also indicate that the proposed method is efficient in pre-simulation strategy and 3D ray searching scheme and is suitable for different indoor environments.