935 resultados para Realtà aumentata Pervasive computing Internet Things Augmented Worlds


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Peer-reviewed

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L'adoption des technologies de réseaux sans-fil de type WiFi a connu une croissance impressionnante ces dernières années. Cette vague de popularité ne semble pas vouloir s'estomper, il est estimé que 84 millions d’appareils seront vendus en 2007 totalisant des revenus de 3.7 milliards de dollars. Devant cette forte demande, les fabricants d’appareils de télécommunications ont songés à développer des produits encore plus performants. Appuyé par la norme IEEE 802.16, un consortium du nom de WiMAX Forum a regroupé 350 membres dans le but de promouvoir des produits standardisés portant la marque WiMAX. À l'inverse des premières versions du WiFi, le WiMAX sera doté de mécanismes de sécurité beaucoup plus fiables. L'avantage du WiMAX, comme pour plusieurs de ses concurrents, repose sur sa capacité d'opérer sur une large bande de fréquences, réglementées ou non. Sa portée théorique de 50 Km et son débit escompté de 75 Mbit/s a capté l'attention des fournisseurs de services qui cherchent à réduire leurs coûts d'exploitations mais également de divers organismes gouvernementaux qui espèrent améliorer les services de communications dans les communautés des régions éloignées. Grâce à l'appui du ministre des Affaires indiennes et du nord canadien, le territoire du Nunavut a mis sur pied un réseau à large bande qui dessert actuellement l’ensemble de ses 29 communautés sur tout son territoire. La possibilité de couvrir une superficie de plusieurs kilomètres ramène à la surface le concept d’omniprésence ou de « Pervasive computing ». Cette notion représente l’intégration des technologies dans notre entourage afin de rendre nos interactions avec celle-ci plus naturelles. Nos déplacements dans cet environnement pourraient être facilités puisque les ordinateurs seraient en mesure de détecter et réagir à notre présence pour nous offrir des solutions personnalisées. Les déploiements de réseaux de type WiMAX sont déjà en cours dans plusieurs pays, d'après la situation actuelle du marché, il est envisageable de voir une forte adoption de cette forme de diffusion d’informations dans les prochaines années. Le présent document trace un résumé des applications liées au WiMAX et discute de certaines problématiques engendrées par ce type de réseau.

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Die ubiquitäre Datenverarbeitung ist ein attraktives Forschungsgebiet des vergangenen und aktuellen Jahrzehnts. Es handelt von unaufdringlicher Unterstützung von Menschen in ihren alltäglichen Aufgaben durch Rechner. Diese Unterstützung wird durch die Allgegenwärtigkeit von Rechnern ermöglicht die sich spontan zu verteilten Kommunikationsnetzwerken zusammen finden, um Informationen auszutauschen und zu verarbeiten. Umgebende Intelligenz ist eine Anwendung der ubiquitären Datenverarbeitung und eine strategische Forschungsrichtung der Information Society Technology der Europäischen Union. Das Ziel der umbebenden Intelligenz ist komfortableres und sichereres Leben. Verteilte Kommunikationsnetzwerke für die ubiquitäre Datenverarbeitung charakterisieren sich durch Heterogenität der verwendeten Rechner. Diese reichen von Kleinstrechnern, eingebettet in Gegenstände des täglichen Gebrauchs, bis hin zu leistungsfähigen Großrechnern. Die Rechner verbinden sich spontan über kabellose Netzwerktechnologien wie wireless local area networks (WLAN), Bluetooth, oder UMTS. Die Heterogenität verkompliziert die Entwicklung und den Aufbau von verteilten Kommunikationsnetzwerken. Middleware ist eine Software Technologie um Komplexität durch Abstraktion zu einer homogenen Schicht zu reduzieren. Middleware bietet eine einheitliche Sicht auf die durch sie abstrahierten Ressourcen, Funktionalitäten, und Rechner. Verteilte Kommunikationsnetzwerke für die ubiquitäre Datenverarbeitung sind durch die spontane Verbindung von Rechnern gekennzeichnet. Klassische Middleware geht davon aus, dass Rechner dauerhaft miteinander in Kommunikationsbeziehungen stehen. Das Konzept der dienstorienterten Architektur ermöglicht die Entwicklung von Middleware die auch spontane Verbindungen zwischen Rechnern erlaubt. Die Funktionalität von Middleware ist dabei durch Dienste realisiert, die unabhängige Software-Einheiten darstellen. Das Wireless World Research Forum beschreibt Dienste die zukünftige Middleware beinhalten sollte. Diese Dienste werden von einer Ausführungsumgebung beherbergt. Jedoch gibt es noch keine Definitionen wie sich eine solche Ausführungsumgebung ausprägen und welchen Funktionsumfang sie haben muss. Diese Arbeit trägt zu Aspekten der Middleware-Entwicklung für verteilte Kommunikationsnetzwerke in der ubiquitären Datenverarbeitung bei. Der Schwerpunkt liegt auf Middleware und Grundlagentechnologien. Die Beiträge liegen als Konzepte und Ideen für die Entwicklung von Middleware vor. Sie decken die Bereiche Dienstfindung, Dienstaktualisierung, sowie Verträge zwischen Diensten ab. Sie sind in einem Rahmenwerk bereit gestellt, welches auf die Entwicklung von Middleware optimiert ist. Dieses Rahmenwerk, Framework for Applications in Mobile Environments (FAME²) genannt, beinhaltet Richtlinien, eine Definition einer Ausführungsumgebung, sowie Unterstützung für verschiedene Zugriffskontrollmechanismen um Middleware vor unerlaubter Benutzung zu schützen. Das Leistungsspektrum der Ausführungsumgebung von FAME² umfasst: • minimale Ressourcenbenutzung, um auch auf Rechnern mit wenigen Ressourcen, wie z.B. Mobiltelefone und Kleinstrechnern, nutzbar zu sein • Unterstützung für die Anpassung von Middleware durch Änderung der enthaltenen Dienste während die Middleware ausgeführt wird • eine offene Schnittstelle um praktisch jede existierende Lösung für das Finden von Diensten zu verwenden • und eine Möglichkeit der Aktualisierung von Diensten zu deren Laufzeit um damit Fehlerbereinigende, optimierende, und anpassende Wartungsarbeiten an Diensten durchführen zu können Eine begleitende Arbeit ist das Extensible Constraint Framework (ECF), welches Design by Contract (DbC) im Rahmen von FAME² nutzbar macht. DbC ist eine Technologie um Verträge zwischen Diensten zu formulieren und damit die Qualität von Software zu erhöhen. ECF erlaubt das aushandeln sowie die Optimierung von solchen Verträgen.

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To enhance the throughput of ad hoc networks, dual-hop relay-enabled transmission schemes have recently been proposed. Since in ad hoc networks throughput is normally related to their energy consumption, it is important to examine the impact of using relay-enabled transmissions on energy consumption. In this paper, we present an analytical energy consumption model for dual-hop relay-enabled medium access control (MAC) protocols. Based on the recently reported relay-enabled distributed coordination function (rDCF), we have shown the efficacy of the proposed analytical model. This is a generalized model and can be used to predict energy consumption in saturated relay-enabled ad hoc networks via energy decomposition. This is helpful in designing MAC protocols for cooperative communications and it is shown that using a relay results not only in a better throughput but also better energy efficiency.

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Due to their popularity, dense deployments of wireless local area networks (WLANs) are becoming a common feature of many cities around the world. However, with only a limited number of channels available, the problem of increased interference can severely degrade the performance of WLANs if an effective channel assignment scheme is not employed. Previous studies on channel assignment in WLANs almost always assume that all access points (AP) employ the same channel assignment scheme which is clearly unrealistic. On the other hand, to the best of our knowledge, the interaction between different channel assignment schemes has also not been studied before. Therefore, in this paper, we investigate the effectiveness of our earlier proposed asynchronous channel assignment scheme in these heterogeneous WLANs scenarios. Simulation results show that our proposed scheme is still able to provide robust performance gains even in these scenarios.

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Pervasive computing is a continually, and rapidly, growing field, although still remains in relative infancy. The possible applications for the technology are numerous, and stand to fundamentally change the way users interact with technology. However, alongside these are equally numerous potential undesirable effects and risks. The lack of empirical naturalistic data in the real world makes studying the true impacts of this technology difficult. This paper describes how two independent research projects shared such valuable empirical data on the relationship between pervasive technologies and users. Each project had different aims and adopted different methods, but successfully used the same data and arrived at the same conclusions. This paper demonstrates the benefit of sharing research data in multidisciplinary pervasive computing research where real world implementations are not widely available.

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Brain injuries, including stroke, can be debilitating incidents with potential for severe long term effects; many people stop making significant progress once leaving in-patient medical care and are unable to fully restore their quality of life when returning home. The aim of this collaborative project, between the Royal Berkshire NHS Foundation Trust and the University of Reading, is to provide a low cost portable system that supports a patient's condition and their recovery in hospital or at home. This is done by providing engaging applications with targeted gameplay that is individually tailored to the rehabilitation of the patient's symptoms. The applications are capable of real-time data capture and analysis in order to provide information to therapists on patient progress and to further improve the personalized care that an individual can receive.

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Existing distributed hydrologic models are complex and computationally demanding for using as a rapid-forecasting policy-decision tool, or even as a class-room educational tool. In addition, platform dependence, specific input/output data structures and non-dynamic data-interaction with pluggable software components inside the existing proprietary frameworks make these models restrictive only to the specialized user groups. RWater is a web-based hydrologic analysis and modeling framework that utilizes the commonly used R software within the HUBzero cyber infrastructure of Purdue University. RWater is designed as an integrated framework for distributed hydrologic simulation, along with subsequent parameter optimization and visualization schemes. RWater provides platform independent web-based interface, flexible data integration capacity, grid-based simulations, and user-extensibility. RWater uses RStudio to simulate hydrologic processes on raster based data obtained through conventional GIS pre-processing. The program integrates Shuffled Complex Evolution (SCE) algorithm for parameter optimization. Moreover, RWater enables users to produce different descriptive statistics and visualization of the outputs at different temporal resolutions. The applicability of RWater will be demonstrated by application on two watersheds in Indiana for multiple rainfall events.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The wide use of e-technologies represents a great opportunity for underserved segments of the population, especially with the aim of reintegrating excluded individuals back into society through education. This is particularly true for people with different types of disabilities who may have difficulties while attending traditional on-site learning programs that are typically based on printed learning resources. The creation and provision of accessible e-learning contents may therefore become a key factor in enabling people with different access needs to enjoy quality learning experiences and services. Another e-learning challenge is represented by m-learning (which stands for mobile learning), which is emerging as a consequence of mobile terminals diffusion and provides the opportunity to browse didactical materials everywhere, outside places that are traditionally devoted to education. Both such situations share the need to access materials in limited conditions and collide with the growing use of rich media in didactical contents, which are designed to be enjoyed without any restriction. Nowadays, Web-based teaching makes great use of multimedia technologies, ranging from Flash animations to prerecorded video-lectures. Rich media in e-learning can offer significant potential in enhancing the learning environment, through helping to increase access to education, enhance the learning experience and support multiple learning styles. Moreover, they can often be used to improve the structure of Web-based courses. These highly variegated and structured contents may significantly improve the quality and the effectiveness of educational activities for learners. For example, rich media contents allow us to describe complex concepts and process flows. Audio and video elements may be utilized to add a “human touch” to distance-learning courses. Finally, real lectures may be recorded and distributed to integrate or enrich on line materials. A confirmation of the advantages of these approaches can be seen in the exponential growth of video-lecture availability on the net, due to the ease of recording and delivering activities which take place in a traditional classroom. Furthermore, the wide use of assistive technologies for learners with disabilities injects new life into e-learning systems. E-learning allows distance and flexible educational activities, thus helping disabled learners to access resources which would otherwise present significant barriers for them. For instance, students with visual impairments have difficulties in reading traditional visual materials, deaf learners have trouble in following traditional (spoken) lectures, people with motion disabilities have problems in attending on-site programs. As already mentioned, the use of wireless technologies and pervasive computing may really enhance the educational learner experience by offering mobile e-learning services that can be accessed by handheld devices. This new paradigm of educational content distribution maximizes the benefits for learners since it enables users to overcome constraints imposed by the surrounding environment. While certainly helpful for users without disabilities, we believe that the use of newmobile technologies may also become a fundamental tool for impaired learners, since it frees them from sitting in front of a PC. In this way, educational activities can be enjoyed by all the users, without hindrance, thus increasing the social inclusion of non-typical learners. While the provision of fully accessible and portable video-lectures may be extremely useful for students, it is widely recognized that structuring and managing rich media contents for mobile learning services are complex and expensive tasks. Indeed, major difficulties originate from the basic need to provide a textual equivalent for each media resource composing a rich media Learning Object (LO). Moreover, tests need to be carried out to establish whether a given LO is fully accessible to all kinds of learners. Unfortunately, both these tasks are truly time-consuming processes, depending on the type of contents the teacher is writing and on the authoring tool he/she is using. Due to these difficulties, online LOs are often distributed as partially accessible or totally inaccessible content. Bearing this in mind, this thesis aims to discuss the key issues of a system we have developed to deliver accessible, customized or nomadic learning experiences to learners with different access needs and skills. To reduce the risk of excluding users with particular access capabilities, our system exploits Learning Objects (LOs) which are dynamically adapted and transcoded based on the specific needs of non-typical users and on the barriers that they can encounter in the environment. The basic idea is to dynamically adapt contents, by selecting them from a set of media resources packaged in SCORM-compliant LOs and stored in a self-adapting format. The system schedules and orchestrates a set of transcoding processes based on specific learner needs, so as to produce a customized LO that can be fully enjoyed by any (impaired or mobile) student.

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Many research fields are pushing the engineering of large-scale, mobile, and open systems towards the adoption of techniques inspired by self-organisation: pervasive computing, but also distributed artificial intelligence, multi-agent systems, social networks, peer-topeer and grid architectures exploit adaptive techniques to make global system properties emerge in spite of the unpredictability of interactions and behaviour. Such a trend is visible also in coordination models and languages, whenever a coordination infrastructure needs to cope with managing interactions in highly dynamic and unpredictable environments. As a consequence, self-organisation can be regarded as a feasible metaphor to define a radically new conceptual coordination framework. The resulting framework defines a novel coordination paradigm, called self-organising coordination, based on the idea of spreading coordination media over the network, and charge them with services to manage interactions based on local criteria, resulting in the emergence of desired and fruitful global coordination properties of the system. Features like topology, locality, time-reactiveness, and stochastic behaviour play a key role in both the definition of such a conceptual framework and the consequent development of self-organising coordination services. According to this framework, the thesis presents several self-organising coordination techniques developed during the PhD course, mainly concerning data distribution in tuplespace-based coordination systems. Some of these techniques have been also implemented in ReSpecT, a coordination language for tuple spaces, based on logic tuples and reactions to events occurring in a tuple space. In addition, the key role played by simulation and formal verification has been investigated, leading to analysing how automatic verification techniques like probabilistic model checking can be exploited in order to formally prove the emergence of desired behaviours when dealing with coordination approaches based on self-organisation. To this end, a concrete case study is presented and discussed.

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Healthcare, Human Computer Interfaces (HCI), Security and Biometry are the most promising application scenario directly involved in the Body Area Networks (BANs) evolution. Both wearable devices and sensors directly integrated in garments envision a word in which each of us is supervised by an invisible assistant monitoring our health and daily-life activities. New opportunities are enabled because improvements in sensors miniaturization and transmission efficiency of the wireless protocols, that achieved the integration of high computational power aboard independent, energy-autonomous, small form factor devices. Application’s purposes are various: (I) data collection to achieve off-line knowledge discovery; (II) user notification of his/her activities or in case a danger occurs; (III) biofeedback rehabilitation; (IV) remote alarm activation in case the subject need assistance; (V) introduction of a more natural interaction with the surrounding computerized environment; (VI) users identification by physiological or behavioral characteristics. Telemedicine and mHealth [1] are two of the leading concepts directly related to healthcare. The capability to borne unobtrusiveness objects supports users’ autonomy. A new sense of freedom is shown to the user, not only supported by a psychological help but a real safety improvement. Furthermore, medical community aims the introduction of new devices to innovate patient treatments. In particular, the extension of the ambulatory analysis in the real life scenario by proving continuous acquisition. The wide diffusion of emerging wellness portable equipment extended the usability of wearable devices also for fitness and training by monitoring user performance on the working task. The learning of the right execution techniques related to work, sport, music can be supported by an electronic trainer furnishing the adequate aid. HCIs made real the concept of Ubiquitous, Pervasive Computing and Calm Technology introduced in the 1988 by Marc Weiser and John Seeley Brown. They promotes the creation of pervasive environments, enhancing the human experience. Context aware, adaptive and proactive environments serve and help people by becoming sensitive and reactive to their presence, since electronics is ubiquitous and deployed everywhere. In this thesis we pay attention to the integration of all the aspects involved in a BAN development. Starting from the choice of sensors we design the node, configure the radio network, implement real-time data analysis and provide a feedback to the user. We present algorithms to be implemented in wearable assistant for posture and gait analysis and to provide assistance on different walking conditions, preventing falls. Our aim, expressed by the idea to contribute at the development of a non proprietary solutions, driven us to integrate commercial and standard solutions in our devices. We use sensors available on the market and avoided to design specialized sensors in ASIC technologies. We employ standard radio protocol and open source projects when it was achieved. The specific contributions of the PhD research activities are presented and discussed in the following. • We have designed and build several wireless sensor node providing both sensing and actuator capability making the focus on the flexibility, small form factor and low power consumption. The key idea was to develop a simple and general purpose architecture for rapid analysis, prototyping and deployment of BAN solutions. Two different sensing units are integrated: kinematic (3D accelerometer and 3D gyroscopes) and kinetic (foot-floor contact pressure forces). Two kind of feedbacks were implemented: audio and vibrotactile. • Since the system built is a suitable platform for testing and measuring the features and the constraints of a sensor network (radio communication, network protocols, power consumption and autonomy), we made a comparison between Bluetooth and ZigBee performance in terms of throughput and energy efficiency. Test in the field evaluate the usability in the fall detection scenario. • To prove the flexibility of the architecture designed, we have implemented a wearable system for human posture rehabilitation. The application was developed in conjunction with biomedical engineers who provided the audio-algorithms to furnish a biofeedback to the user about his/her stability. • We explored off-line gait analysis of collected data, developing an algorithm to detect foot inclination in the sagittal plane, during walk. • In collaboration with the Wearable Lab – ETH, Zurich, we developed an algorithm to monitor the user during several walking condition where the user carry a load. The remainder of the thesis is organized as follows. Chapter I gives an overview about Body Area Networks (BANs), illustrating the relevant features of this technology and the key challenges still open. It concludes with a short list of the real solutions and prototypes proposed by academic research and manufacturers. The domain of the posture and gait analysis, the methodologies, and the technologies used to provide real-time feedback on detected events, are illustrated in Chapter II. The Chapter III and IV, respectively, shown BANs developed with the purpose to detect fall and monitor the gait taking advantage by two inertial measurement unit and baropodometric insoles. Chapter V reports an audio-biofeedback system to improve balance on the information provided by the use centre of mass. A walking assistant based on the KNN classifier to detect walking alteration on load carriage, is described in Chapter VI.