990 resultados para Schermi, adattativi, pervasive, kinect, framework, ingegnerizzazione, OpenNI


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Ingegnerizzazione di sistemi software per schermi pervasivi che riconoscono l'attenzione degli osservatori e adattano ad essi i propri contenuti, interagendo tramite interfacce naturali. Viene proposto un framework per facilitare lo sviluppo di applicazioni che utilizzano kinect e OpenNI. Sulla base del framework realizzato viene presentato anche lo sviluppo di un prototipo per uno di questi sistemi, calato nel contesto accademico.

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O desenvolvimento para a plataforma Microsoft Kinect (ou simplesmente Kinect) vem se intensificando à medida que o hardware apresenta-se constantemente como parte integrante de soluções para problemas importantes nas áreas de Computação Médica, Realidade Virtual ou mesmo seu propósito básico inicial: a indústria de Entretenimento. Com a sua popularização, as ferramentas básicas de desenvolvimento oferecidas pela Microsoft têm apresentado ao público geral complicações que poderiam ser evitadas, como a correta configuração e inicialização dos recursos oferecidos pelo hardware. Assim, este trabalho tem como objetivo desenvolver e avaliar um framework específico para a plataforma Kinect, que auxilie usuários que estão começando a desenvolver aplicações para essa plataforma, apresentando os principais componentes e como eles foram testados e avaliados pelos usuários. Este trabalho também apresenta uma pesquisa realizada com os jogos mais vendidos e melhores avaliados do Kinect, visando extrarir os principais componentes neles presentes para formar a estrutura do framework.

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La tesi nasce da un'attività di ricerca approfondita su alcune tecnologie innovative e all'avanguardia nell'ambito del mobile computing e dell'Internet of Things. Tra queste il focus principale è orientato allo studio del Bluetooth Low Energy, nuova specifica di Bluetooth caratterizzata principalmente da un consumo di energia assai ridotto. In particolare, si è approfondito il suo funzionamento nel caso dei beacon, piccoli dispositivi che permettono una localizzazione mediante l'invio di un segnale BLE. Inoltre è stata analizzata la possibilità di interazione con Android, poiché oggigiorno non si può evitare di pensare a come queste tecnologie possano interfacciarsi con il mondo degli smartphone e dei tablet. Come conseguenza di tale attività di ricerca è stato analizzato un caso di studio che permettesse di applicare le tecnologie studiate e la loro interazione. Si è pensato quindi a un piccolo sistema distribuito per schermi adattativi (capaci di modificare i contenuti visualizzati in relazione ad eventi esterni) affinché ogni schermo mostrasse dinamicamente l'orario delle lezioni di ciascuno studente all'avvicinarsi di quest'ultimo, e solo per il tempo di permanenza nei pressi dello schermo. Si è quindi progettato e sviluppato un prototipo, e infine durante il testing si sono potute verificare le attuali potenzialità di queste tecnologie e trarre conclusioni sulla possibilità della loro futura diffusione e di impiego in contesti differenti.

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Descrizione delle Natural User Interface e del framework OpenNI 2.0 compreso di caso applicativo.

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There is growing interest in the use of context-awareness as a technique for developing pervasive computing applications that are flexible, adaptable, and capable of acting autonomously on behalf of users. However, context-awareness introduces various software engineering challenges, as well as privacy and usability concerns. In this paper, we present a conceptual framework and software infrastructure that together address known software engineering challenges, and enable further practical exploration of social and usability issues by facilitating the prototyping and fine-tuning of context-aware applications.

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This thesis investigates the radically uncertain formal, business, and industrial environment of current entertainment creators. It researches how a novel communication technology, the Internet, leads to novel entertainment forms, how these lead to novel kinds of businesses that lead to novel industries; and in what way established entertainment forms, businesses, and industries are part of that process. This last aspect is addressed by focusing on one exemplary es-tablished form: movies. Using a transdisciplinary approach and a combination of historical analysis, industry interviews, and an innovative mode of ‘immersive’ textual analysis, a coherent and comprehensive conceptual framework for the creation of and re-search into a specific emerging entertainment form is proposed. That form, products based on it, and the conceptual framework describing it are all re-ferred to as Entertainment Architecture (‘entarch,’ for short). The thesis charac-terises this novel form as Internet-native transmedia entertainment, meaning it fully utilises the unique communicative characteristics of the Internet, and is spread across media. The thesis isolates four constitutive elements within Entertainment Architec-ture: story, play, ‘dance,’ and ‘glue.’ That is, entarch tells a story; offers playful interaction; invites social interaction between producer and consumer, and amongst consumers (‘dance’); and all components of it can be spread across many media, but are so well interconnected and mutually dependent that they are perceived as one product instead of many (‘glue’). This sets entarch apart from current media franchises like Star Wars or Halo, which are perceived as many products spread across many media. Entarch thus embraces the commu-nicative behaviour of Internet-native consumers instead of forcing them to de-sist from it, it harnesses the strengths of various media while avoiding some of their weaknesses, and it can sustain viable businesses. The entarch framework is an innovative contribution to scholarship that al-lows researchers to investigate this emerging entertainment form in a structured way. The thesis demonstrates this by using it to survey business models appro-priate to the entarch environment. The framework can also be used by enter-tainment creators — exemplified in the thesis by moviemakers — to delimit the room for manoeuvre available to them in a changing environment.

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In this paper we describe the use and evaluation of CubIT, a multi-user, very large-scale presentation and collaboration framework. CubIT is installed at the Queensland University of Technology’s (QUT) Cube facility. The “Cube” is an interactive visualisation facility made up of five very large-scale interactive multi-panel wall displays, each consisting of up to twelve 55-inch multi-touch screens (48 screens in total) and massive projected display screens situated above the display panels. The paper outlines the unique design challenges, features, use and evaluation of CubIT. The system was built to make the Cube facility accessible to QUT’s academic and student population. CubIT enables users to easily upload and share their own media content, and allows multiple users to simultaneously interact with the Cube’s wall displays. The features of CubIT are implemented via three user interfaces, a multi-touch interface working on the wall displays, a mobile phone and tablet application and a web-based content management system. The evaluation reveals issues around the public use and functional scope of the system.

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Wireless technologies are continuously evolving. Second generation cellular networks have gained worldwide acceptance. Wireless LANs are commonly deployed in corporations or university campuses, and their diffusion in public hotspots is growing. Third generation cellular systems are yet to affirm everywhere; still, there is an impressive amount of research ongoing for deploying beyond 3G systems. These new wireless technologies combine the characteristics of WLAN based and cellular networks to provide increased bandwidth. The common direction where all the efforts in wireless technologies are headed is towards an IP-based communication. Telephony services have been the killer application for cellular systems; their evolution to packet-switched networks is a natural path. Effective IP telephony signaling protocols, such as the Session Initiation Protocol (SIP) and the H 323 protocol are needed to establish IP-based telephony sessions. However, IP telephony is just one service example of IP-based communication. IP-based multimedia sessions are expected to become popular and offer a wider range of communication capabilities than pure telephony. In order to conjoin the advances of the future wireless technologies with the potential of IP-based multimedia communication, the next step would be to obtain ubiquitous communication capabilities. According to this vision, people must be able to communicate also when no support from an infrastructured network is available, needed or desired. In order to achieve ubiquitous communication, end devices must integrate all the capabilities necessary for IP-based distributed and decentralized communication. Such capabilities are currently missing. For example, it is not possible to utilize native IP telephony signaling protocols in a totally decentralized way. This dissertation presents a solution for deploying the SIP protocol in a decentralized fashion without support of infrastructure servers. The proposed solution is mainly designed to fit the needs of decentralized mobile environments, and can be applied to small scale ad-hoc networks or also bigger networks with hundreds of nodes. A framework allowing discovery of SIP users in ad-hoc networks and the establishment of SIP sessions among them, in a fully distributed and secure way, is described and evaluated. Security support allows ad-hoc users to authenticate the sender of a message, and to verify the integrity of a received message. The distributed session management framework has been extended in order to achieve interoperability with the Internet, and the native Internet applications. With limited extensions to the SIP protocol, we have designed and experimentally validated a SIP gateway allowing SIP signaling between ad-hoc networks with private addressing space and native SIP applications in the Internet. The design is completed by an application level relay that permits instant messaging sessions to be established in heterogeneous environments. The resulting framework constitutes a flexible and effective approach for the pervasive deployment of real time applications.

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Smart and mobile environments require seamless connections. However, due to the frequent process of ''discovery'' and disconnection of mobile devices while data interchange is happening, wireless connections are often interrupted. To minimize this drawback, a protocol that enables an easy and fast synchronization is crucial. Bearing this in mind, Bluetooth technology appears to be a suitable solution to carry on such connections due to the discovery and pairing capabilities it provides. Nonetheless, the time and energy spent when several devices are being discovered and used at the same time still needs to be managed properly. It is essential that this process of discovery takes as little time and energy as possible. In addition to this, it is believed that the performance of the communications is not constant when the transmission speeds and throughput increase, but this has not been proved formally. Therefore, the purpose of this project is twofold: Firstly, to design and build a framework-system capable of performing controlled Bluetooth device discovery, pairing and communications. Secondly, to analyze and test the scalability and performance of the \emph{classic} Bluetooth standard under different scenarios and with various sensors and devices using the framework developed. To achieve the first goal, a generic Bluetooth platform will be used to control the test conditions and to form a ubiquitous wireless system connected to an Android Smartphone. For the latter goal, various stress-tests will be carried on to measure the consumption rate of battery life as well as the quality of the communications between the devices involved.

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Proyecto de Fin de Grado, especialidad en Computación. Se ha desarrollado un software en ROS para detectar posturas y movimientos de personas. Para ello, se utiliza la información del esqueleto proporcionada por el sensor Kinect y la biblioteca OpenNI. Se ha realizado un enfoque basado en técnicas de aprendizaje supervisado para generar modelos que clasifiquen posturas estáticas. En el caso de los movimientos, el enfoque se ha basado en clustering. Estos modelos, una vez generados, se incluyen como parte del software, que reacciona ante las posturas y gestos que realice un usuario.

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Traditional approaches to upper body pose estimation using monocular vision rely on complex body models and a large variety of geometric constraints. We argue that this is not ideal and somewhat inelegant as it results in large processing burdens, and instead attempt to incorporate these constraints through priors obtained directly from training data. A prior distribution covering the probability of a human pose occurring is used to incorporate likely human poses. This distribution is obtained offline, by fitting a Gaussian mixture model to a large dataset of recorded human body poses, tracked using a Kinect sensor. We combine this prior information with a random walk transition model to obtain an upper body model, suitable for use within a recursive Bayesian filtering framework. Our model can be viewed as a mixture of discrete Ornstein-Uhlenbeck processes, in that states behave as random walks, but drift towards a set of typically observed poses. This model is combined with measurements of the human head and hand positions, using recursive Bayesian estimation to incorporate temporal information. Measurements are obtained using face detection and a simple skin colour hand detector, trained using the detected face. The suggested model is designed with analytical tractability in mind and we show that the pose tracking can be Rao-Blackwellised using the mixture Kalman filter, allowing for computational efficiency while still incorporating bio-mechanical properties of the upper body. In addition, the use of the proposed upper body model allows reliable three-dimensional pose estimates to be obtained indirectly for a number of joints that are often difficult to detect using traditional object recognition strategies. Comparisons with Kinect sensor results and the state of the art in 2D pose estimation highlight the efficacy of the proposed approach.

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The dream of pervasive computing is slowly becoming a reality. A number of projects around the world are constantly contributing ideas and solutions that are bound to change the way we interact with our environments and with one another. An essential component of the future is a software infrastructure that is capable of supporting interactions on scales ranging from a single physical space to intercontinental collaborations. Such infrastructure must help applications adapt to very diverse environments and must protect people's privacy and respect their personal preferences. In this paper we indicate a number of limitations present in the software infrastructures proposed so far (including our previous work). We then describe the framework for building an infrastructure that satisfies the abovementioned criteria. This framework hinges on the concepts of delegation, arbitration and high-level service discovery. Components of our own implementation of such an infrastructure are presented.