56 research outputs found
Low-cost method to measure and remotely monitor water tank level
The rising area of Internet of Things (IoT) intends to unify sensors data all over the world through the web. In this context, new technologies emerge to bring integration between society and those data. This paper proposes a low-cost method to measure water tank level and send it to the Internet for remote monitoring. A search was made on patents and papers index databases to verify similar technologies. Using a cheap microcontroller and wires as switches, the water level was measured, this data was uploaded on the cloud through MQTT protocol, in JSON format, and even a relay for a water pump was actuated. Further, some other ways to improve this work and how it differs from existent technologies were discussed
Attitudes expressed in online comments about environmental factors in the tourism sector: an exploratory study
The object of this exploratory study is to identify the positive, neutral and negative
environment factors that affect users who visit Spanish hotels in order to help the hotel managers
decide how to improve the quality of the services provided. To carry out the research a Sentiment
Analysis was initially performed, grouping the sample of tweets (n = 14459) according to the feelings
shown and then a textual analysis was used to identify the key environment factors in these feelings
using the qualitative analysis software Nvivo (QSR International, Melbourne, Australia). The results
of the exploratory study present the key environment factors that affect the users experience when
visiting hotels in Spain, such as actions that support local traditions and products, the maintenance of
rural areas respecting the local environment and nature, or respecting air quality in the areas where
hotels have facilities and offer services. The conclusions of the research can help hotels improve their
services and the impact on the environment, as well as improving the visitors experience based on
the positive, neutral and negative environment factors which the visitors themselves identified
A Service-Oriented Approach to Crowdsensing for Accessible Smart Mobility Scenarios
This work presents an architecture to help designing and deploying smart mobility applications. The proposed solution builds on the experience already matured by the authors in different fields: crowdsourcing and sensing done by users to gather data related to urban barriers and facilities, computation of personalized paths for users with special needs, and integration of open data provided by bus companies to identify the actual accessibility features and estimate the real arrival time of vehicles at stops. In terms of functionality, the first "monolithic" prototype fulfilled the goal of composing the aforementioned pieces of information to support citizens with reduced mobility (users with disabilities and/or elderly people) in their urban movements. In this paper, we describe a service-oriented architecture that exploits the microservices orchestration paradigm to enable the creation of new services and to make the management of the various data sources easier and more effective. The proposed platform exposes standardized interfaces to access data, implements common services to manage metadata associated with them, such as trustworthiness and provenance, and provides an orchestration language to create complex services, naturally mapping their internal workflow to code. The manuscript demonstrates the effectiveness of the approach by means of some case studies
Use Of Smartphones for Ensuring Vulnerable Road User Safety through Path Prediction and Early Warning: An In-Depth Review of Capabilities, Limitations and Their Applications in Cooperative Intelligent Transport Systems
The field of cooperative intelligent transport systems and more specifically pedestrians to vehicles could be characterized as quite challenging, since there is a broad research area to be studied, with direct positive results to society. Pedestrians to vehicles is a type of cooperative intelligent transport system, within the group of early warning collision/safety system. In this article, we examine the research and applications carried out so far within the field of pedestrians to vehicles cooperative transport systems by leveraging the information coming from vulnerable road users’ smartphones. Moreover, an extensive literature review has been carried out in the fields of vulnerable road users outdoor localisation via smartphones and vulnerable road users next step/movement prediction, which are closely related to pedestrian to vehicle applications and research. We identify gaps that exist in these fields that could be improved/extended/enhanced or newly developed, while we address future research objectives and methodologies that could support the improvement/development of those identified gaps
A quality of experience approach in smartphone video selection framework for energy efficiency
Online video streaming is getting more common in the smartphone device nowadays.
Since the Corona Virus (COVID-19) pandemic hit all human across the globe in 2020,
the usage of online streaming among smartphone user are getting more vital.
Nevertheless, video streaming can cause the smartphone energy to drain quickly
without user to realize it. Also, saving energy alone is not the most significant issues
especially if with the lack of attention on the user Quality of Experience (QoE). A
smartphones energy management is crucial to overcome both of these issues. Thus, a
QoE Mobile Video Selection (QMVS) framework is proposed. The QMVS
framework will govern the tradeoff between energy efficiency and user QoE in the
smartphone device. In QMVS, video streaming will be using Dynamic Video Attribute
Pre-Scheduling (DVAP) algorithm to determine the energy efficiency in smartphone
devices. This process manages the video attribute such as brightness, resolution, and
frame rate by turning to Video Content Selection (VCS). DVAP is handling a set of
rule in the Rule Post-Pruning (RPP) method to remove an unused node in list tree of
VCS. Next, QoE subjective method is used to obtain the Mean Opinion Score (MOS)
of users from a survey experiment on QoE. After both experiment results (MOS and
energy) are established, the linear regression technique is used to find the relationship
between energy consumption and user QoE (MOS). The last process is to analyze the
relationship of VCS results by comparing the DVAP to other recent video streaming
applications available. Summary of experimental results demonstrate the significant
reduction of 10% to 20% energy consumption along with considerable acceptance of
user QoE. The VCS outcomes are essential to help users and developer deciding which
suitable video streaming format that can satisfy energy consumption and user QoE
Strategic Resource Management in 5G Network Slicing. (Invited paper)
International audienceNetwork Slicing is one of the essential concepts that has been introduced in 5G networks design to support demand expressed by next generation services. Network slicing will also bring new business opportunities for service providers (SPs) and virtual network operators, allowing them to run their virtual, independent business operations on shared physical infrastructure. We consider a marketplace where service providers (SPs) i.e., slice tenants lease the resources from an infrastructure provider (InP) through a network slicing mechanism. They compete to offer a certain communication service to end-users. We show that the competition between SPs can be model using the multiresource Tullock contest (TC) framework, where SPs exert effort by expending costly resource to attract users. We study the competition between the SPs under a static and dynamic resource sharing scheme. In a dynamic resource sharing scheme, SPs are pre-assigned with fixed shares (budgets) of infrastructure, and they are allowed to redistribute their shares and customise their allocation to maximise their profit. The decision problem of SPs is analysed using non-cooperative game theory, and it is shown that the resultant game admits a unique Nash Equilibrium (NE). Furthermore, a distributed reinforcement algorithm is proposed that allows each SP to reach the game's unique Nash equilibrium. Finally, simulations results are conducted to analyse the interaction between market players and the economic efficacy of the network sharing mechanism
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