85 research outputs found

    Ontology-Based Context-Aware Service Discovery for Pervasive Environments

    Get PDF
    Existing service discovery protocols use a service matching process in order to offer services of interest to the clients. Potentially, the context information of the services and client can be used to improve the quality of service matching. To make use of context information in service matching, service discovery needs to address certain challenges. Firstly, it is required that the context information should have unambiguous representation. Secondly, the mobile devices should be able to disseminate context information seamlessly in the fixed network. And thirdly, dynamic nature of the context information should be taken into account. The proposed Context Aware Service Discovery (CASD) architecture deals with these challenges by means of an ontological representation and processing of context information, a concept of nomadic mobile context source and a mechanism of persistent service discovery respectively. This paper discusses proposed CASD architecture, its implementation and suggests further enhancements

    ADVANCED PERSONALIZATION OF LOCATION BASED SERVICES

    Get PDF
    This article explores possible solutions for improving Location Based Services (LBS). For the purpose of this paper context, user profile, previous choices and the choice profiles of similar users are aspects taken into consideration. A possible implementation of an LBS system, in the form of a public transport route finding application based on genetic algorithms is also presented. The proposed application uses semantic tagging to integrate data from multiple sources and sensors into a single interpretation.Knowledge Management, Geographic Information Systems, Location-based Services, Semantic Web

    Interactive tangible objects as play pieces in a digital tabletop game

    Get PDF
    In this paper we present a new type of tangible interface for a digital tabletop game. This interface consists of an interactive tangible object; a play piece representing a bridge in the game ‘Weathergods’ [1]. The game players can not only physically change the appearance of the bridge to manipulate the digital world, the digital world in return can also affect the appearance of this play piece

    A reflective middleware for controlling smart objects from mobile devices

    Full text link
    Mobile devices are mainly used for communication, entertainment, and as electronic assistants. However, their increasing computational, storage, communicational and multimedia capabilities make them suitable for previously unexpected scenarios such as Ambient Intelligence (AmI). Thus, mobile devices may be used as intermediaries between us and the smart objects (everyday objects augmented with computational services) in our surroundings. This paper describes the design and implementation of a middleware to transform mobile devices into universal remote controllers of smart objects. 1

    Ambient rf energy scavenging: Gsm and wlan power density measurements

    Get PDF
    Abstract-To assess the feasibility of ambient RF energy scavenging, a survey of expected power density levels distant from GSM-900 and GSM-1800 base stations has been conducted and power density measurements have been performed in a WLAN environment. It appears that for distances ranging from 25m to 100m from a GSM base station, power density levels ranging from 0.1mW/m 2 to 3.0mW/m 2 may be expected. First measurements in a WLAN environment indicate even lower power density values, making GSM and WLAN unlikely to produce enough ambient RF energy for wirelessly powering miniature sensors. A single GSM telephone however has proven to deliver enough energy for wirelessly powering small applications on moderate distances
    • 

    corecore