8 resultados para Mobile and ubiquitous computing

em Universidad de Alicante


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Virtual Worlds Generator is a grammatical model that is proposed to define virtual worlds. It integrates the diversity of sensors and interaction devices, multimodality and a virtual simulation system. Its grammar allows the definition and abstraction in symbols strings of the scenes of the virtual world, independently of the hardware that is used to represent the world or to interact with it. A case study is presented to explain how to use the proposed model to formalize a robot navigation system with multimodal perception and a hybrid control scheme of the robot.

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We present new tools for the segmentation and analysis of musical scores in the OpenMusic computer-aided composition environment. A modular object-oriented framework enables the creation of segmentations on score objects and the implementation of automatic or semi-automatic analysis processes. The analyses can be performed and displayed thanks to customizable classes and callbacks. Concrete examples are given, in particular with the implementation of a semi-automatic harmonic analysis system and a framework for rhythmic transcription.

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El artículo presenta una investigación en la que se analizan, desde una perspectiva lexicométrica y factorial, los aspectos lingüísticos y paralingüísticos más relevantes de la escritura digital síncrona del adolescente español, en uno de los programas de mensajería instantánea más utilizados en la actualidad (WhatsApp©). La escritura en soportes digitales móviles (smartphones y tabletas) es una de las actividades más realizadas en nuestra sociedad y constituye un componente esencial de la competencia comunicativa en la Sociedad de la Información. La comunicación digital forma parte de nuestras vidas y el análisis del uso comunicativo digital y ubicuo con dispositivos y programas tiene amplias repercusiones sociales, lingüísticas y pedagógicas. La investigación se ha contextualizado en una muestra de 417 conversaciones de WhatsApp de estudiantes de enseñanza secundaria, de entre 13 y 16 años, en cuatro provincias españolas. La metodología de investigación ha sido de corte cuantitativa para abordar el análisis lexicométrico del corpus lingüístico-digital con referencia a los elementos lingüísticos y paralingüísticos más relevantes; para, posteriormente, realizar el análisis de las correlaciones entre diferentes variables independientes que expliquen patrones lingüísticos y de uso en la escritura digital. Los resultados muestran que la escritura digital en este tipo de programas tiene una serie de características específicas ortotipográficas y audiovisuales condicionadas por variables de uso, el tamaño de la pantalla del dispositivo, la horas de conversación y la relación establecida entre los interlocutores.

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The sustainability strategy in urban spaces arises from reflecting on how to achieve a more habitable city and is materialized in a series of sustainable transformations aimed at humanizing different environments so that they can be used and enjoyed by everyone without exception and regardless of their ability. Modern communication technologies allow new opportunities to analyze efficiency in the use of urban spaces from several points of view: adequacy of facilities, usability, and social integration capabilities. The research presented in this paper proposes a method to perform an analysis of movement accessibility in sustainable cities based on radio frequency technologies and the ubiquitous computing possibilities of the new Internet of Things paradigm. The proposal can be deployed in both indoor and outdoor environments to check specific locations of a city. Finally, a case study in a controlled context has been simulated to validate the proposal as a pre-deployment step in urban environments.

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Self-organising neural models have the ability to provide a good representation of the input space. In particular the Growing Neural Gas (GNG) is a suitable model because of its flexibility, rapid adaptation and excellent quality of representation. However, this type of learning is time-consuming, especially for high-dimensional input data. Since real applications often work under time constraints, it is necessary to adapt the learning process in order to complete it in a predefined time. This paper proposes a Graphics Processing Unit (GPU) parallel implementation of the GNG with Compute Unified Device Architecture (CUDA). In contrast to existing algorithms, the proposed GPU implementation allows the acceleration of the learning process keeping a good quality of representation. Comparative experiments using iterative, parallel and hybrid implementations are carried out to demonstrate the effectiveness of CUDA implementation. The results show that GNG learning with the proposed implementation achieves a speed-up of 6× compared with the single-threaded CPU implementation. GPU implementation has also been applied to a real application with time constraints: acceleration of 3D scene reconstruction for egomotion, in order to validate the proposal.

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Integrity assurance of configuration data has a significant impact on microcontroller-based systems reliability. This is especially true when running applications driven by events which behavior is tightly coupled to this kind of data. This work proposes a new hybrid technique that combines hardware and software resources for detecting and recovering soft-errors in system configuration data. Our approach is based on the utilization of a common built-in microcontroller resource (timer) that works jointly with a software-based technique, which is responsible to periodically refresh the configuration data. The experiments demonstrate that non-destructive single event effects can be effectively mitigated with reduced overheads. Results show an important increase in fault coverage for SEUs and SETs, about one order of magnitude.

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The development of applications as well as the services for mobile systems faces a varied range of devices with very heterogeneous capabilities whose response times are difficult to predict. The research described in this work aims to respond to this issue by developing a computational model that formalizes the problem and that defines adjusting computing methods. The described proposal combines imprecise computing strategies with cloud computing paradigms in order to provide flexible implementation frameworks for embedded or mobile devices. As a result, the imprecise computation scheduling method on the workload of the embedded system is the solution to move computing to the cloud according to the priority and response time of the tasks to be executed and hereby be able to meet productivity and quality of desired services. A technique to estimate network delays and to schedule more accurately tasks is illustrated in this paper. An application example in which this technique is experimented in running contexts with heterogeneous work loading for checking the validity of the proposed model is described.

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In this project, we propose the implementation of a 3D object recognition system which will be optimized to operate under demanding time constraints. The system must be robust so that objects can be recognized properly in poor light conditions and cluttered scenes with significant levels of occlusion. An important requirement must be met: the system must exhibit a reasonable performance running on a low power consumption mobile GPU computing platform (NVIDIA Jetson TK1) so that it can be integrated in mobile robotics systems, ambient intelligence or ambient assisted living applications. The acquisition system is based on the use of color and depth (RGB-D) data streams provided by low-cost 3D sensors like Microsoft Kinect or PrimeSense Carmine. The range of algorithms and applications to be implemented and integrated will be quite broad, ranging from the acquisition, outlier removal or filtering of the input data and the segmentation or characterization of regions of interest in the scene to the very object recognition and pose estimation. Furthermore, in order to validate the proposed system, we will create a 3D object dataset. It will be composed by a set of 3D models, reconstructed from common household objects, as well as a handful of test scenes in which those objects appear. The scenes will be characterized by different levels of occlusion, diverse distances from the elements to the sensor and variations on the pose of the target objects. The creation of this dataset implies the additional development of 3D data acquisition and 3D object reconstruction applications. The resulting system has many possible applications, ranging from mobile robot navigation and semantic scene labeling to human-computer interaction (HCI) systems based on visual information.