100 resultados para Smart Home Environment (SHE)


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We consider a cloud data storage involving three entities, the cloud customer, the cloud business centre which provides services, and the cloud data storage centre. Data stored in the data storage centre comes from a variety of customers and some of these customers may compete with each other in the market place or may own data which comprises confidential information about their own clients. Cloud staff have access to data in the data storage centre which could be used to steal identities or to compromise cloud customers. In this paper, we provide an efficient method of data storage which prevents staff from accessing data which can be abused as described above. We also suggest a method of securing access to data which requires more than one staff member to access it at any given time. This ensures that, in case of a dispute, a staff member always has a witness to the fact that she accessed data.

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This paper presents a human daily activity classification approach based on the sensory data collected from a single tri-axial accelerometer worn on waist belt. The classification algorithm was realized to distinguish 6 different activities including standing, jumping, sitting-down, walking, running and falling through three major steps: wavelet transformation, Principle Component Analysis (PCA)-based dimensionality reduction and followed by implementing a radial basis function (RBF) kernel Support Vector Machine (SVM) classifier. Two trials were conducted to evaluate different aspects of the classification scheme. In the first trial, the classifier was trained and evaluated by using a dataset of 420 samples collected from seven subjects by using a k-fold cross-validation method. The parameters σ and c of the RBF kernel were optimized through automatic searching in terms of yielding the highest recognition accuracy and robustness. In the second trial, the generation capability of the classifier was also validated by using the dataset collected from six new subjects. The average classification rates of 95% and 93% are obtained in trials 1 and 2, respectively. The results in trial 2 show the system is also good at classifying activity signals of new subjects. It can be concluded that the collective effects of the usage of single accelerometer sensing, the setting of the accelerometer placement and efficient classifier would make this wearable sensing system more realistic and more comfortable to be implemented for long-term human activity monitoring and classification in ambulatory environment, therefore, more acceptable by users.

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We discuss the design goals for an integrated media creation environment (IMCE) aimed at enabling the average user to create media artifacts with professional qualities. The resulting requirements are implemented and we demonstrate the efficacy of the resulting system with the generation of two simple home movies. The significance for the average user seeking to create home movies lies in the flexible and automatic application of film principles to the task, removal of tedious low-level editing by means of well-formed media transformations in terms of high-level film constructs (e.g., tempo), and content repurposing powered by those same transformations added to the rich semantic information maintained at each phase of the process.

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 While a growing number of higher education institutions are providing online modes of study for both on- and off-campus students, there are very real differences in demography, technology experiences, reasons for study, etc. between on- and off-campus students, and research into engagement with online learning environments (OLEs) indicate differences in the way that on- and off-campus students interact with OLEs. In Australia, Deakin University is a major provider of distance and online education, and provides a case study of a higher education institution with a mature and large-scale OLE implementation providing support to both on- and off-campus students. Deakin Studies Online (DSO) is Deakin University’s OLE. Based on a representative sample of 1322 responses to the 2011 DSO evaluation survey, this paper presents a large-scale, up-to-date and fine-grained investigation of impact of mode of study on the student experience of using an OLE. It was found that the primary place of access to DSO for both groups was home, mobile access to DSO seems likely to be of growing importance to both groups, and there was no statistically significant difference in the mean satisfaction ratings between on- and off-campus students for virtually all DSO functions. Off-campus students gave significantly higher mean ratings of importance (though not satisfaction) to a range of DSO functions that could be viewed as ‘value adders’ by off-campus students, enhancing their overall learning experience. For more than half of the DSO functions surveyed, on-campus students reported statistically significant higher mean frequency of access than off-campus students. The finding that elements of the institutional OLE are not universally perceived and used the same way by all students groups challenges the value of standard, one-size-fits-all institutional policies and templates relating to the use of OLEs.

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This paper describes a novel suggestive interface embedded in a smart camera prototype aimed at aiding home movie makers. We focus on the problem of generating shot capture suggestions suitable to the user's filming context, intended audience and style, and formulate a novel aesthetic measure by which to judge proposed suggestions. Tight coupling between media and software allows the aesthetic measure to be sensitive to previous footage captures, including those taken without the system's prompting, in a manner allowing flexible, end-to-end migration of the authoring task from user to machine. An approximate method is used to find timely, near-optimal solutions to the aesthetic measure. Qualitative evaluation in the form of a user study shows it to be a promising approach to the flexible home movie authoring context.

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This paper describes an approach to representing normal activities in a smart house based on the concept of anxiety. Anxiety is computed as a function of time and is kept low by interactions of an occupant with the various devices in a house. Abnormality is indicated by a lack of activity or the wrong activity which will cause anxiety to rise ultimately raising an alarm, querying the occupant and/or alerting a carer in real-time. Anxiety is formulated using probabilistic models that describe how people interact with devices in combinations. These models can be learnt interactively as the smart house acts pessimistically enquiring of the occupant if what they are doing is normal. Results are presented for a number of kitchen scenarios and for different formulations of anxiety.

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We discuss the design and implementation of an integrated media creation environment, and demonstrate its efficacy in the generation of two simple home movies. The significance for the average user seeking to create home movies lies in the flexible and automatic application of film principles to the task, removal of tedious low-level editing by means of wellformed media transformations in terms of high-level film constructs (e.g. tempo), and content repurposing powered by those same transformations added to the rich semantic information maintained at each phase of the process.

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Given the rapidly ageing population, interest is growing in robots to enable older people to remain living at home. We conducted a systematic review and critical evaluation of the scientific literature, from 1990 to the present, on the use of robots in aged care. The key research questions were as follows: (1) what is the range of robotic devices available to enable older people to remain mobile, independent, and safe? and, (2) what is the evidence demonstrating that robotic devices are effective in enabling independent living in community dwelling older people? Following database searches for relevant literature an initial yield of 161 articles was obtained. Titles and abstracts of articles were then reviewed by 2 independent people to determine suitability for inclusion. Forty-two articles met the criteria for question 1. Of these, 4 articles met the criteria for question 2. Results showed that robotics is currently available to assist older healthy people and people with disabilities to remain independent and to monitor their safety and social connectedness. Most studies were conducted in laboratories and hospital clinics. Currently limited evidence demonstrates that robots can be used to enable people to remain living at home, although this is an emerging smart technology that is rapidly evolving.

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This paper reports on part of a teacher/researcher’s PhD action research study. It explains the complexity of features that social media brings to the teaching and learning process while discussing the simplicity and power of its use. Through the action research cycle, learning programs were designed to take advantage of the unique communicative methods offered by social media and web 2.0 whilst maintaining the value of face-to-face learning. Students used social media spaces such as blogs, groups and discussion forums as well as developing their own profiles and avatars to communicate online by making friends, leaving comments and uploading content which included publishing, peer reviewing and self assessment. The author argues that, by designing learning that valued and combined the attributes of social media, Web 2.0 and face-to-face teaching she was able to produce a more student-centred approach; hence, developing a ‘Hybrid’ learning environment which supported many 21st Century skills.

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Maggie MacKellar in her book Core of my Heart, my Country writes 'What is sense of place? Why is relationship with place so fundamental to our identity as individuals and as communities?' MacKellar rightly acknowledges that 'A sense of place is a complex connection between land and self. Place is both inside and outside; it takes us beyond ourselves, yet allows us to make sense of ourselves. Attachments to place are born into us, but they are also formed through movement, through labour, through words.' My mother Maria Radzimirski-Herzog considered herself truly Swiss and thoroughly Australian. Through one migrant's story this paper explores something of the complex intertwining of place, memory and identity. It grapples with the notion of belonging to one's country of birth and one's adopted country via a rich understanding of place. In Maria's case, place becomes inextricably bound with who she became as a person. In the early 1940s, Maria explored Switzerland on bike and on foot during war-time restrictions on cars and she came to know it intimately. She photographed the land and the mountains; she documented her journeys. Spirn writes perceptively that 'Significance does not depend on human perception or imagination alone.' For Maria significance was, to use Spirn's words, 'there to be discovered, inherent and ascribed, shaped by what senses perceive, what instinct and experience read as significant, what minds know'. For Maria, Landscape was not 'mere scenery'. The ability to see, to listen, to be present in place, stood her in good stead in her adopted country, Australia. Maria called place into being for her children: through her lived experiences, her memories, her story telling, through language, traditions and history, Maria shared her Swiss identity with her children. But imperceptibly she also taught them how to understand her new homeland Australia, their birth country. How did Maria become Australian? Was that her creative response to exile from Switzerland? How did she come to feel at home in both countries, to understand both places? How did they seep into her and she into them? Through my own research on place I have discovered that assessing 'sense of place' is not an exact science but a creative analysis of the attributes of a place. The methodology I have adopted to explore the complex interrelationships between place, memory and identity allows recovery and reclamation, rediscovery, juxtaposing the subjective and the objective, the co-presence of different evidence. This paper draws on place research, on personal papers, letters and photographs, and the author's own experiences and memories. Through story and narrative it interweaves autobiography and biography with theoretical scholarship, to illuminate one migrant's journey from estrangement to a sense of place in her adopted country, Australia.

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Objective. To examine the independent, competing, and interactive effects of perceived availability of specific types of media in the home and neighborhood sport facilities on adolescents’ leisure-time physical activity (PA).

Methods. Survey data from 34 369 students in 42 Hong Kong secondary schools were collected (2006–07). Respondents reported moderate-to-vigorous leisure-time PA, presence of sport facilities in the neighborhood and of media equipment in the home. Being sufficiently physically active was defined as engaging in at least 30 minutes of non-school leisure-time PA on a daily basis. Logistic regression and post-estimation linear combinations of regression coefficients were used to examine the independent and competing effects of sport facilities and media equipment on leisure-time PA.

Results. Perceived availability of sport facilities was positively (ORboys = 1.17; ORgirls = 1.26), and that of computer/Internet negatively (ORboys = 0.48; ORgirls = 0.41), associated with being sufficiently active. A significant positive association between video game console and being sufficiently active was found in girls (ORgirls = 1.19) but not in boys. Compared with adolescents without sport facilities and media equipment, those who reported sport facilities only were more likely to be physically active (ORboys = 1.26; ORgirls = 1.34), while those who additionally reported computer/Internet were less likely to be physically active (ORboys = 0.60; ORgirls = 0.54).

Conclusions. Perceived availability of sport facilities in the neighborhood may positively impact on adolescents’ level of physical activity. However, having computer/Internet may cancel out the effects of active opportunities in the neighborhood. This suggests that physical activity programs for adolescents need to consider limiting the access to computer-mediated communication as an important intervention component.

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Travellers undertake a process of reorientation and realignment that is particular to each destination. This process intensifies when travelling long distances across borders, cultures and climates, as travellers utilise performative, embodied and creative methods that respond to each new environment. Certain destinations, such as those with unique and extreme natural environments, induce a socio-cultural imaginary that primes travellers for what kind of experience they might have. Large, immersive landscapes and climates congeal with expectations of what each destination requires in order to navigate through it. Common bearings of distance and scale are skewed, as travellers are positioned within areas of vastness. In these moments immersive experiences contrast with daily processes, such as the act of packing a bag, as this heightened sensory awareness exacerbates the subtle material and spatial negotiations. Utilising interviews and photographic documentation of travellers to Iceland and Nepal, this paper develops the proposal that certain destinations intensify our attunement to these moments of reorientation, facilitating situated and creative methods.

As recent developments in the fields of mobilities and tourism draws attention to material interactions during travel, and current ‘new materialism’ movements in theory and practice reveal alternative affective methods of engagement, an exploration of interactions with/in immersive sites is needed in order to evaluate the potential that these kinds of transitions offer everyday experiences of movement. Nigel Thrift’s proposition of Non-Representational Theory provides clarity on the ways in which spatial awareness influences such transitions and environmental experiences. Using his acknowledgement of a more ontologically driven responsiveness to space, this permits a shift away from the presupposed containment of spaces as isolated destinations, toward a relational spatiality that encompasses all actors – including environments – as vital elements in the generative processes of situating our movements.

Creative strategies that afford sensory, aesthetic and embodied performances provide ways to examine these experiences, providing a multitude of possibilities as individual experiences shift towards collective and collaborative performances, as we are immersed within a range of human and non-human actors. This paper explores the transition away from ‘consuming’ environments, and advocates for the need to turn towards a situated collaboration with environments, propelling an awareness of sustainable and creative travel practices. An understanding of affirmative differences is required within travel cultures, rather than expressing transitions as confined within the ‘home’ versus ‘away’ dichotomy that lingers from elite western travel narratives. In order to undertake the many movements required, this paper draws on the theoretical approaches of sustainable nomadism as described by Rosi Braidotti to highlight the linkages of environmental and bodily experiences.

Through multidisciplinary literature, interviews and personal reflections, this paper proposes that certain destinations amplify processes of alignment with the environment, developing affective, embodied and situated experiences that overcome the human/non-human divide.

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This work is motivated by two important trends in consumer computing: (i) the growing pervasiveness of mobile computing devices, and (ii) the users’ desire for increasingly complex but readily acquired and manipulated information content. Specifically, we develop and describe a system for 3D model creation of an object, using only a standard mobile device such as a smart phone. Our approach applies the structured light projection methodology and exploits multiple image input such as frames from a video sequence. In comparison with previous work, a significant further challenge addressed here is that of lower quality input data and limited hardware (processing power and memory, camera and projector quality). Novelties include: (i) a comparison of projection pattern detection approaches in the context of a mobile environment – a robust method combining colour detection and a phase congruency descriptor is evaluated, (ii) a model for single view reconstruction which exploits epipolar, coplanarity and topological constraints, (iii) the use of mobile device sensor data in the iterative closest point algorithm used to register multiple partial 3D reconstructions, and (iv) two heuristics for determining the order in which buffered single view based reconstructions are merged. Our experiments demonstrate that visually appealing results are obtained in a speedy manner which does not require specialist knowledge or expertise from the user.

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Stroke is a common neurological condition which is becoming increasingly common as the population ages. This entails healthcare monitoring systems suitable for home use, with remote access for medical professionals and emergency responders. The mobile phone is becoming the easy access tool for self-evaluation of health, but it is hindered by inherent problems including computational power and storage capacity. This research proposes a novel cloud based architecture of a biomedical system for a wearable motion kinematic analysis system which mitigates the above mentioned deficiencies of mobile devices. The system contains three subsystems: 1. Bio Kin WMS for measuring the acceleration and rotation of movement 2. Bio Kin Mobi for Mobile phone based data gathering and visualization 3. Bio Kin Cloud for data intensive computations and storage. The system is implemented as a web system and an android based mobile application. The web system communicates with the mobile application using an encrypted data structure containing sensor data and identifiable headings. The raw data, according to identifiable headings, is stored in the Amazon Relational Database Service which is automatically backed up daily. The system was deployed and tested in Amazon Web Services.