7 research outputs found

    ANALISIS DAN PERANCANGAN PROTOTYPE SMART HOME DENGAN SISTEM CLIENT SERVER BERBASIS PLATFORM ANDROID MELALUI KOMUNIKASI WIRELESS

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    Abstrak Smart Home merupakan perpaduan antara teknologi informasi dan teknologi komputasi yang di terapkan di dalam rumah ataupun bangunan yang dihuni oleh manusia dengan mengandalkan efisiensi, otomatisasi perangkat, kenyamanan, keamanan, dan penghematan perangkat elektronik rumah. Sesuai dengan perkembangan teknologi, saat ini produksi smart home sudah banyak berkembang dengan berbagai macam konsep dan sistem yang di bangun. Smart home dapat di integrasikan dengan produksi teknologi lain yang saat ini sedang banyak digunakan seperti mengintegrasikannya dengan Arduino Uno dan dengan Operating System yang bersifat open source dalam mobile platform yaitu Android. Pada Tugas akhir ini, telah dirancang sebuah prototype dari Smart Home dengan sistem client-server berbasis arduino uno dengan user interface android yang akan melakukan komunikasi data melalui wireless (tanpa kabel). Tahap pengerjaan dimulai dengan membangun server , membangun interface, serta sistem kendali smart home nya. Di sisi server akan menggunakan bahasa pemrograman C dan C++ sedangkan pada sisi user menggunakan bahasa pemrograman java. Pada server akan menggunakan sebuah metode atau protokol Common Gateway Interface yang berfungi sebagai penghubung antara platform android dengan modul arduino uno yang digunakan. Server dan client akan berkomunikasi melalui wireless setelah dilakukan pensettingan IP sehingga mempunyai jaringan lokal yang sama. Dengan menggunakan sistem yang telah di terapkan ini memungkinkan Smart Home ini dapat di akses oleh multiclient. Hasil penelitian menunjukkan terdapat delay yang di pengaruhi oleh jarak, jenis ruangan dan obstacle. Nilai rata-rata delay terendah yaitu 0,061641 s dan delay tertinggi sebesar 0,1242242 s. Sementara RSSI tertinggi bernilai -52 dBm dan terlemah bernilai -86 dBm . Keluaran yang diharapkan untuk studi yang lebih lanjut adalah untuk mendapatkan suatu analisa yang mampu menjadi referensi konsep Smart Home atau home automation yang lebih efisien yang dapat diterapkan dalam pengaplikasian real. Kata Kunci : Smart Home , Common Gateway Interface , Android , Client-Serve

    Evaluating interface characteristics for shared lighting systems in the office environment

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    IoT developments make shared systems, such as lighting systems, increasingly connected. From an interaction perspective, this offers opportunities for personal control. Especially for lighting, the benefits of personal control have been underlined by research. However, how to design interfaces that realise these potential benefits is much less investigated. This paper presents a long-term qualitative study in which three interfaces for a shared lighting system are evaluated by 17 people working in an open plan office. The interfaces are designed to vary on a number of characteristics, including the distribution over space, interaction modality, and sequence of interaction. Based on the results, we provide new insights in the impact of interface characteristics on lighting use and experience. We find, i.a., that having an interface on a personal multi-purpose device or on a central interface solely dedicated to lighting, influences whether people make individual or more collective lighting adjustments and decisions

    Evaluating interface characteristics for shared lighting systems in the office environment

    Get PDF
    IoT developments make shared systems, such as lighting systems, increasingly connected. From an interaction perspective, this offers opportunities for personal control. Especially for lighting, the benefits of personal control have been underlined by research. However, how to design interfaces that realise these potential benefits is much less investigated. This paper presents a long-term qualitative study in which three interfaces for a shared lighting system are evaluated by 17 people working in an open plan office. The interfaces are designed to vary on a number of characteristics, including the distribution over space, interaction modality, and sequence of interaction. Based on the results, we provide new insights in the impact of interface characteristics on lighting use and experience. We find, i.a., that having an interface on a personal multi-purpose device or on a central interface solely dedicated to lighting, influences whether people make individual or more collective lighting adjustments and decisions

    Titanic smart objects

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    Contextual mobile adaptation

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    Ubiquitous computing (ubicomp) involves systems that attempt to fit in with users’ context and interaction. Researchers agree that system adaptation is a key issue in ubicomp because it can be hard to predict changes in contexts, needs and uses. Even with the best planning, it is impossible to foresee all uses of software at the design stage. In order for software to continue to be helpful and appropriate it should, ideally, be as dynamic as the environment in which it operates. Changes in user requirements, contexts of use and system resources mean software should also adapt to better support these changes. An area in which adaptation is clearly lacking is in ubicomp systems, especially those designed for mobile devices. By improving techniques and infrastructure to support adaptation it is possible for ubicomp systems to not only sense and adapt to the environments they are running in, but also retrieve and install new functionality so as to better support the dynamic context and needs of users in such environments. Dynamic adaptation of software refers to the act of changing the structure of some part of a software system as it executes, without stopping or restarting it. One of the core goals of this thesis is to discover if such adaptation is feasible, useful and appropriate in the mobile environment, and how designers can create more adaptive and flexible ubicomp systems and associated user experiences. Through a detailed study of existing literature and experience of several early systems, this thesis presents design issues and requirements for adaptive ubicomp systems. This thesis presents the Domino framework, and demonstrates that a mobile collaborative software adaptation framework is achievable. This system can recommend future adaptations based on a history of use. The framework demonstrates that wireless network connections between mobile devices can be used to transport usage logs and software components, with such connections made either in chance encounters or in designed multi–user interactions. Another aim of the thesis is to discover if users can comprehend and smoothly interact with systems that are adapting. To evaluate Domino, a multiplayer game called Castles has been developed, in which game buildings are in fact software modules that are recommended and transferred between players. This evaluation showed that people are comfortable receiving semi–automated software recommendations; these complement traditional recommendation methods such as word of mouth and online forums, with the system’s support freeing users to discuss more in–depth aspects of the system, such as tactics and strategies for use, rather than forcing them to discover, acquire and integrate software by themselves

    Improving command selection in smart environments by exploiting spatial constancy

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    With the a steadily increasing number of digital devices, our environments are becoming increasingly smarter: we can now use our tablets to control our TV, access our recipe database while cooking, and remotely turn lights on and off. Currently, this Human-Environment Interaction (HEI) is limited to in-place interfaces, where people have to walk up to a mounted set of switches and buttons, and navigation-based interaction, where people have to navigate on-screen menus, for example on a smart-phone, tablet, or TV screen. Unfortunately, there are numerous scenarios in which neither of these two interaction paradigms provide fast and convenient access to digital artifacts and system commands. People, for example, might not want to touch an interaction device because their hands are dirty from cooking: they want device-free interaction. Or people might not want to have to look at a screen because it would interrupt their current task: they want system-feedback-free interaction. Currently, there is no interaction paradigm for smart environments that allows people for these kinds of interactions. In my dissertation, I introduce Room-based Interaction to solve this problem of HEI. With room-based interaction, people associate digital artifacts and system commands with real-world objects in the environment and point toward these real-world proxy objects for selecting the associated digital artifact. The design of room-based interaction is informed by a theoretical analysis of navigation- and pointing-based selection techniques, where I investigated the cognitive systems involved in executing a selection. An evaluation of room-based interaction in three user studies and a comparison with existing HEI techniques revealed that room-based interaction solves many shortcomings of existing HEI techniques: the use of real-world proxy objects makes it easy for people to learn the interaction technique and to perform accurate pointing gestures, and it allows for system-feedback-free interaction; the use of the environment as flat input space makes selections fast; the use of mid-air full-arm pointing gestures allows for device-free interaction and increases awareness of other’s interactions with the environment. Overall, I present an alternative selection paradigm for smart environments that is superior to existing techniques in many common HEI-scenarios. This new paradigm can make HEI more user-friendly, broaden the use cases of smart environments, and increase their acceptance for the average user
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