912 resultados para location based services


Relevância:

80.00% 80.00%

Publicador:

Resumo:

In this lecture we look at how innovation in games has moved from the creation of new genres, to the incorporation of new technology, that has unlocked new ways to play games. In particular we look at casual and social games, motion controllers, virtual reality, augmented reality, location-based games, mixed reality, and alternate reality.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This paper argues for the importance of retaining a map library presence on UK university campuses at a time when many are under threat of closure, and access to geospatial data is increasingly moving to web-based services. It is suggested that the need for local expertise is undiminished and map curators need to redefine themselves as geoinformation specialists, preserving their paper map collections, but also meeting some of the challenges of GIS, and contributing to national developments in the construction of distributed geolibraries and the provision of metadata, especially with regard to local data sets.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The problems encountered by individuals with disabilities when accessing large public buildings is described and a solution based on the generation of virtual models of the built environment is proposed. These models are superimposed on a control network infrastructure, currently utilised in intelligent building applications such as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installation which allows the virtual representation of a large building to be decomposed into an interconnecting series of smaller models. This paper describes two methods of interacting with the virtual model, firstly a two dimensional aural representation that can be used as the basis of a portable navigational device. Secondly an augmented reality called DAMOCLES that overlays additional information on a user’s normal field of view. The provision of virtual environments offers new possibilities in the man-machine interface so that intuitive access to network based services and control functions can be given to a user.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

It is often assumed that humans generate a 3D reconstruction of the environment, either in egocentric or world-based coordinates, but the steps involved are unknown. Here, we propose two reconstruction-based models, evaluated using data from two tasks in immersive virtual reality. We model the observer’s prediction of landmark location based on standard photogrammetric methods and then combine location predictions to compute likelihood maps of navigation behaviour. In one model, each scene point is treated independently in the reconstruction; in the other, the pertinent variable is the spatial relationship between pairs of points. Participants viewed a simple environment from one location, were transported (virtually) to another part of the scene and were asked to navigate back. Error distributions varied substantially with changes in scene layout; we compared these directly with the likelihood maps to quantify the success of the models. We also measured error distributions when participants manipulated the location of a landmark to match the preceding interval, providing a direct test of the landmark-location stage of the navigation models. Models such as this, which start with scenes and end with a probabilistic prediction of behaviour, are likely to be increasingly useful for understanding 3D vision.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

While watching TV, viewers use the remote control to turn the TV set on and off, change channel and volume, to adjust the image and audio settings, etc. Worldwide, research institutes collect information about audience measurement, which can also be used to provide personalization and recommendation services, among others. The interactive digital TV offers viewers the opportunity to interact with interactive applications associated with the broadcast program. Interactive TV infrastructure supports the capture of the user-TV interaction at fine-grained levels. In this paper we propose the capture of all the user interaction with a TV remote control-including short term and instant interactions: we argue that the corresponding captured information can be used to create content pervasively and automatically, and that this content can be used by a wide variety of services, such as audience measurement, personalization and recommendation services. The capture of fine grained data about instant and interval-based interactions also allows the underlying infrastructure to offer services at the same scale, such as annotation services and adaptative applications. We present the main modules of an infrastructure for TV-based services, along with a detailed example of a document used to record the user-remote control interaction. Our approach is evaluated by means of a proof-of-concept prototype which uses the Brazilian Digital TV System, the Ginga-NCL middleware.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Traditional irrigation projects do not locally determine the water availability in the soil. Then, irregular irrigation cycles may occur: some with insufficient amount that leads to water deficit, other with excessive watering that causes lack of oxygen in plants. Due to the nonlinear nature of this problem and the multivariable context of irrigation processes, fuzzy logic is suggested to replace commercial ON-OFF irrigation system with predefined timing. Other limitation of commercial solutions is that irrigation processes either consider the different watering needs throughout plant growth cycles or the climate changes. In order to fulfill location based agricultural needs, it is indicated to monitor environmental data using wireless sensors connected to an intelligent control system. This is more evident in applications as precision agriculture. This work presents the theoretical and experimental development of a fuzzy system to implement a spatially differentiated control of an irrigation system, based on soil moisture measurement with wireless sensor nodes. The control system architecture is modular: a fuzzy supervisor determines the soil moisture set point of each sensor node area (according to the soil-plant set) and another fuzzy system, embedded in the sensor node, does the local control and actuates in the irrigation system. The fuzzy control system was simulated with SIMULINK® programming tool and was experimentally built embedded in mobile device SunSPOTTM operating in ZigBee. Controller models were designed and evaluated in different combinations of input variables and inference rules base

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Structural Health Monitoring (SHM) has diverse potential applications, and many groups work in the development of tools and techniques for monitoring structural performance. These systems use arrays of sensors and can be integrated with remote or local computers. There are several different approaches that can be used to obtain information about the existence, location and extension of faults by non destructive tests. In this paper an experimental technique is proposed for damage location based on an observability grammian matrix. The dynamic properties of the structure are identified through experimental data using the eigensystem realization algorithm (ERA). Experimental tests were carried out in a structure through varying the mass of some elements. Output signals were obtained using accelerometers.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The mobile application proposed in this undergraduate project, classified as a Location-Based Service and named Traveller, was developed to support users of mobile phones equipped with GPS in unknown locations by providing information about weather, location of users and stores in urban areas. The mobile devices whose this project is intended are those equipped with Android. The programming language Java was selected and the Eclipse development environment was used along with the toolkit for developing Android (ADT - Android Development Tools)

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The web services (WS) technology provides a comprehensive solution for representing, discovering, and invoking services in a wide variety of environments, including Service Oriented Architectures (SOA) and grid computing systems. At the core of WS technology lie a number of XML-based standards, such as the Simple Object Access Protocol (SOAP), that have successfully ensured WS extensibility, transparency, and interoperability. Nonetheless, there is an increasing demand to enhance WS performance, which is severely impaired by XML's verbosity. SOAP communications produce considerable network traffic, making them unfit for distributed, loosely coupled, and heterogeneous computing environments such as the open Internet. Also, they introduce higher latency and processing delays than other technologies, like Java RMI and CORBA. WS research has recently focused on SOAP performance enhancement. Many approaches build on the observation that SOAP message exchange usually involves highly similar messages (those created by the same implementation usually have the same structure, and those sent from a server to multiple clients tend to show similarities in structure and content). Similarity evaluation and differential encoding have thus emerged as SOAP performance enhancement techniques. The main idea is to identify the common parts of SOAP messages, to be processed only once, avoiding a large amount of overhead. Other approaches investigate nontraditional processor architectures, including micro-and macrolevel parallel processing solutions, so as to further increase the processing rates of SOAP/XML software toolkits. This survey paper provides a concise, yet comprehensive review of the research efforts aimed at SOAP performance enhancement. A unified view of the problem is provided, covering almost every phase of SOAP processing, ranging over message parsing, serialization, deserialization, compression, multicasting, security evaluation, and data/instruction-level processing.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Ubiquitous Computing promises seamless access to a wide range of applications and Internet based services from anywhere, at anytime, and using any device. In this scenario, new challenges for the practice of software development arise: Applications and services must keep a coherent behavior, a proper appearance, and must adapt to a plenty of contextual usage requirements and hardware aspects. Especially, due to its interactive nature, the interface content of Web applications must adapt to a large diversity of devices and contexts. In order to overcome such obstacles, this work introduces an innovative methodology for content adaptation of Web 2.0 interfaces. The basis of our work is to combine static adaption - the implementation of static Web interfaces; and dynamic adaptation - the alteration, during execution time, of static interfaces so as for adapting to different contexts of use. In hybrid fashion, our methodology benefits from the advantages of both adaptation strategies - static and dynamic. In this line, we designed and implemented UbiCon, a framework over which we tested our concepts through a case study and through a development experiment. Our results show that the hybrid methodology over UbiCon leads to broader and more accessible interfaces, and to faster and less costly software development. We believe that the UbiCon hybrid methodology can foster more efficient and accurate interface engineering in the industry and in the academy.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This paper describes a logic-based formalism for qualitative spatial reasoning with cast shadows (Perceptual Qualitative Relations on Shadows, or PQRS) and presents results of a mobile robot qualitative self-localisation experiment using this formalism. Shadow detection was accomplished by mapping the images from the robot’s monocular colour camera into a HSV colour space and then thresholding on the V dimension. We present results of selflocalisation using two methods for obtaining the threshold automatically: in one method the images are segmented according to their grey-scale histograms, in the other, the threshold is set according to a prediction about the robot’s location, based upon a qualitative spatial reasoning theory about shadows. This theory-driven threshold search and the qualitative self-localisation procedure are the main contributions of the present research. To the best of our knowledge this is the first work that uses qualitative spatial representations both to perform robot self-localisation and to calibrate a robot’s interpretation of its perceptual input.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The need for high bandwidth, due to the explosion of new multi\-media-oriented IP-based services, as well as increasing broadband access requirements is leading to the need of flexible and highly reconfigurable optical networks. While transmission bandwidth does not represent a limit due to the huge bandwidth provided by optical fibers and Dense Wavelength Division Multiplexing (DWDM) technology, the electronic switching nodes in the core of the network represent the bottleneck in terms of speed and capacity for the overall network. For this reason DWDM technology must be exploited not only for data transport but also for switching operations. In this Ph.D. thesis solutions for photonic packet switches, a flexible alternative with respect to circuit-switched optical networks are proposed. In particular solutions based on devices and components that are expected to mature in the near future are proposed, with the aim to limit the employment of complex components. The work presented here is the result of part of the research activities performed by the Networks Research Group at the Department of Electronics, Computer Science and Systems (DEIS) of the University of Bologna, Italy. In particular, the work on optical packet switching has been carried on within three relevant research projects: the e-Photon/ONe and e-Photon/ONe+ projects, funded by the European Union in the Sixth Framework Programme, and the national project OSATE funded by the Italian Ministry of Education, University and Scientific Research. The rest of the work is organized as follows. Chapter 1 gives a brief introduction to network context and contention resolution in photonic packet switches. Chapter 2 presents different strategies for contention resolution in wavelength domain. Chapter 3 illustrates a possible implementation of one of the schemes proposed in chapter 2. Then, chapter 4 presents multi-fiber switches, which employ jointly wavelength and space domains to solve contention. Chapter 5 shows buffered switches, to solve contention in time domain besides wavelength domain. Finally chapter 6 presents a cost model to compare different switch architectures in terms of cost.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

L'obiettivo di questa tesi, in base all'analisi di atti di convegni e workshop, lettura di libri e articoli pubblicati in siti Web, in materie di gamification, è per prima cosa, spiegare il concetto della gamification, partendo da alcune definizioni date da ricercatori e progettisti di videogiochi, cercando di capire sia i fattori positivi, sia i fattori negativi. Si vogliono elencare e spiegare gli elementi di gioco che compongono la gamification, con particolare attenzione alle meccaniche, come punti, distintivi, premi e dinamiche, come competenza, espressione di sè, status sociale, elementi collegati tra di loro, analizzando quali meccaniche originano certe dinamiche. Si cercherà anche di analizzare la gamification sotto gli aspetti psicologici e di User Experience che innescano le motivazioni intrinseche ed estrinseche delle persone, le prime azionate dalle meccaniche, le seconde azionate dalle dinamiche della gamification e l'importanza di ciò nella progettazione di applicazioni gamificate. Si vogliono esaminare ed illustrare in generale, progetti i quali adottano tecniche di gamification, che spaziano dal fitness fino ad attività di marketing per capire i benefici riscontrati. Si vuole inoltre scoprire se ci sono dei validi presupposti per sviluppare App gamificate per smarphone, che sfruttino alcune specifiche tecniche dei dispositivi mobili come, connettività, il GPS ed i sensori come ad esempio, l'accelerometro ed altre tecnologie come il lettore NFC, QR-code. Infine, come caso di studio, saranno testate tre app per smarphone, Foursquare, tramite la quale un utente può consultare e lasciare consigli sui luoghi nelle sue vicinanze, Swarm, tramite la quale un utente oltre ad effettuare il check-in in un luogo, può vedere se ci sono amici nelle vicinanze e Waze, tramite la quale un utente può inviare ed apprendere informazioni relative al traffico.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

L'obiettivo di questa tesi è quello di esplorare l'ideazione di sistemi software collaborativi innovativi basati su smart-glasses e forme di realtà aumentata mobile. In particolare, è stato formulato un caso di studio che cattura alcuni aspetti essenziali di questi sistemi: un'applicazione nel quale più utenti dotati di smart glasses si muovono in una zona precisa cercando di raggiungere tutti i punti d'interesse preimpostati in fase di inizializzazione e ottendendo le ricompense contenute dentro agli scrigni situati nei suddetti punti. Lo specifico caso di studio si occupa di approfondire gli aspetti relativi all'Interfaccia Utente, mentre precedentemente erano state affrontate le parti riguardanti la comunicazione e la cooperazione. L'applicazione è location-based e si serve delle tecniche di geolocalizzazione GPS ed è hands-free perché l'interfaccia grafica è mostrata all'utente tramite lo schermo degli smart-glasses.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Few international comparisons of health services are performed using microlevel data. Using such data, this paper compares the need for and receipt of assistance with activities of daily living (ADLs) in comparable samples in the United States and Sweden, a country with a universal system of community-based services.Design and Methods: Data from national surveys of community residents completed at approximately the same time in each nation are used to create comparable measures of need and assistance. Descriptive and logistic regression analyses compare need and assistance patterns across the nations and identify individual factors that explain receipt of assistance and unmet needs.Results:Our results indicate that a simple story of greater use of paid formal services in Sweden and more unpaid informal use in the United States masks a more complex relationship. Assistance with ADLs seems to be more targeted in Sweden; narrow differences in assistance widen considerably when the analysis is limited to those reporting need. Implications:Although these two different health systems result in similar levels of overall ADL assistance, a detailed microlevel comparison reveals key distinctions. Further microlevel comparisons of access, cost, and quality in cross-national data can further aid our understanding of the consequences of health policy.