9 research outputs found

    QOS GROUP BASED OPTIMAL RETRANSMISSION MEDIUM ACCESS PROTOCOL FOR WIRELESS SENSOR NETWORKS

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    This paper presents, a Group Based Optimal Retransmission Medium Access (GORMA) Protocol is designed that combines protocol of Collision Avoidance (CA) and energy management for low-cost, shortrange, low-data rate and low-energy sensor nodes applications in environment monitoring, agriculture, industrial plants etc. In this paper, the GORMA protocol focuses on efficient MAC protocol to provide autonomous Quality of Service (QoS) to the sensor nodes in one-hop QoS retransmission group and two QoS groups in WSNs where the source nodes do not have receiver circuits. Hence, they can only transmit data to a sink node, but cannot receive any control signals from the sink node. The proposed protocol GORMA provides QoS to the nodes which work independently on predefined time by allowing them to transmit each packet an optimal number of times within a given period. Our simulation results shows that the performance of GORMA protocol, which maximize the delivery probability of one-hop QoS group and two QoS groups and minimize the energy consumption

    Interactive technologies for preschool game-based instruction: Experiences and future challenges

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    This is the author’s version of a work that was accepted for publication in Entertainment Computing. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Entertainment Computing, vol. 17 (2016). DOI 10.1016/j.entcom.2016.07.001.[EN] According to current kindergarten curricula, game play is an important basis for children development and it is the main driving force when designing educational activities during early childhood. This paper presents a review of the current state of the art of game technologies that support pre-kindergarten and kindergarten children development. Moreover, the most emergent technologies for developing educational games for preschool children are identified and a set of future challenges are discussed. The main goal of this work is to review the state of the art in interactive technologies which will help educators, game designers and Human-Computer Interaction (HCI) experts in the area of game-based kindergarten instruction. 2016 Elsevier B.V. All rights reserved.This work received financial support from Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with the project TIN2014-60077-R (SUPEREMOS). This work is also supported by a predoctoral fellowship within the FPU program from the Spanish Ministry of Education, Culture and Sports to V. Nacher (FPU14/00136) and from GVA (ACIF/2014/214) to F. Garcia-Sanjuan.Nácher-Soler, VE.; García Sanjuan, F.; Jaén Martínez, FJ. (2016). Interactive technologies for preschool game-based instruction: Experiences and future challenges. Entertainment Computing. 17:19-29. https://doi.org/10.1016/j.entcom.2016.07.001S19291

    DE LAS REDES INALÁMBRICAS DE GEOSENSORES A LA WEB DE SENSORES

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    RESUMENEn el presente artículo se realiza una breve descripción del estado del arte de las redes inalámbricas de geosensores, hasta la Web de sensores, y los servicios de notificación y registro que el Consorcio Abierto Geoespacial (Open Geospatial Consortium, OGC) ha definido para la implementación de dichos servicios. Se parte de una concepción de la redes inalámbricas, luego se va a las redes inalámbricas de geosensores, la aplicación de estas en la parte ambiental, así como una descripción de Sensor Web enablement, la computación grid, las arquitecturas orientadas a servicios (Service Oriented Architecture, SOA), y como estos conceptos convergen en la Web de sensores, y específicamente se habla de dos servicios: notificación y registro.PALABRAS CLAVE: Redes Inalámbricas de Geosensores, Sensor Web Enablement, Arquitectura orientada a servicios, Web sensor, Servicios Web de notificación y registro.  ABSTRACT It comes true with present article one brief description of the status of the art of the wireless nets of geosensors, to the Web of sensors, and then little serviceof    notification    and    record    that    the    OGC    has defined for the implementation of the aforementioned services.It is started with a wireless network conception and then goes to geosensors wireless networks, the application of these in the environmental part, as well as Sensor Web enablement, grid computing, SOA, and as these concepts converge in the sensor Web, and specifically it talk about two services: Notification and registry.KEYWORDS: Wireless Geosensor Networks, Sensor Web Enablement, Service Oriented Architecture, Sensor Web, Notification and registry Web services

    DE LAS REDES INALÁMBRICAS DE GEOSENSORES A LA WEB DE SENSORES

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    RESUMENEn el presente artículo se realiza una breve descripción del estado del arte de las redes inalámbricas de geosensores, hasta la Web de sensores, y los servicios de notificación y registro que el Consorcio Abierto Geoespacial (Open Geospatial Consortium, OGC) ha definido para la implementación de dichos servicios. Se parte de una concepción de la redes inalámbricas, luego se va a las redes inalámbricas de geosensores, la aplicación de estas en la parte ambiental, así como una descripción de Sensor Web enablement, la computación grid, las arquitecturas orientadas a servicios (Service Oriented Architecture, SOA), y como estos conceptos convergen en la Web de sensores, y específicamente se habla de dos servicios: notificación y registro.PALABRAS CLAVE: Redes Inalámbricas de Geosensores, Sensor Web Enablement, Arquitectura orientada a servicios, Web sensor, Servicios Web de notificación y registro.  ABSTRACT It comes true with present article one brief description of the status of the art of the wireless nets of geosensors, to the Web of sensors, and then little serviceof    notification    and    record    that    the    OGC    has defined for the implementation of the aforementioned services.It is started with a wireless network conception and then goes to geosensors wireless networks, the application of these in the environmental part, as well as Sensor Web enablement, grid computing, SOA, and as these concepts converge in the sensor Web, and specifically it talk about two services: Notification and registry.KEYWORDS: Wireless Geosensor Networks, Sensor Web Enablement, Service Oriented Architecture, Sensor Web, Notification and registry Web services

    Impact of Random Deployment on Operation and Data Quality of Sensor Networks

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    Several applications have been proposed for wireless sensor networks, including habitat monitoring, structural health monitoring, pipeline monitoring, and precision agriculture. Among the desirable features of wireless sensor networks, one is the ease of deployment. Since the nodes are capable of self-organization, they can be placed easily in areas that are otherwise inaccessible to or impractical for other types of sensing systems. In fact, some have proposed the deployment of wireless sensor networks by dropping nodes from a plane, delivering them in an artillery shell, or launching them via a catapult from onboard a ship. There are also reports of actual aerial deployments, for example the one carried out using an unmanned aerial vehicle (UAV) at a Marine Corps combat centre in California -- the nodes were able to establish a time-synchronized, multi-hop communication network for tracking vehicles that passed along a dirt road. While this has a practical relevance for some civil applications (such as rescue operations), a more realistic deployment involves the careful planning and placement of sensors. Even then, nodes may not be placed optimally to ensure that the network is fully connected and high-quality data pertaining to the phenomena being monitored can be extracted from the network. This work aims to address the problem of random deployment through two complementary approaches: The first approach aims to address the problem of random deployment from a communication perspective. It begins by establishing a comprehensive mathematical model to quantify the energy cost of various concerns of a fully operational wireless sensor network. Based on the analytic model, an energy-efficient topology control protocol is developed. The protocol sets eligibility metric to establish and maintain a multi-hop communication path and to ensure that all nodes exhaust their energy in a uniform manner. The second approach focuses on addressing the problem of imperfect sensing from a signal processing perspective. It investigates the impact of deployment errors (calibration, placement, and orientation errors) on the quality of the sensed data and attempts to identify robust and error-agnostic features. If random placement is unavoidable and dense deployment cannot be supported, robust and error-agnostic features enable one to recognize interesting events from erroneous or imperfect data

    Positioning and Scheduling of Wireless Sensor Networks - Models, Complexity, and Scalable Algorithms

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    Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children

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    Tesis por compendio[ES] La tecnología multi-táctil se ha convertido en una de las más emergentes tras experimentar un enorme crecimiento desde sus pasos iniciales en los años ochenta hasta su amplia aceptación y uso en la actualidad. Por una parte, la tecnología multi-táctil se basa en el estilo de interacción de manipulación directa el cual proporciona a los usuarios la ventaja de ver los objetos y las acciones de interés, sustituir comandos escritos por acciones de señalado y, además, permite la realización de acciones rápidas, reversibles e incrementales evitando el uso de instrucciones complejas. Por otra parte, diversos trabajos han evaluado las virtudes derivadas de utilizar conjuntamente la manipulación directa con el toque directo mostrando que es posible evitar los problemas inherentes a otras técnicas de interacción como el ratón y el teclado. Por lo tanto, aprovechando la interacción natural e intuitiva proporcionada por la tecnología multi-táctil, ésta parece una forma ideal para dar soporte a la creación de escenarios educativos dirigidos a niños en edad preescolar. Sin embargo, a pesar de la existencia de diversos estudios que evalúan la idoneidad de utilizar el estilo de interacción de manipulación directa, existe una falta de trabajos abordando el uso dispositivos basados en superficies táctiles con niños de una temprana edad. Asimismo, en la actualidad existe una creciente tendencia a diseñar aplicaciones educativas y lúdicas dirigidas a niños en edad preescolar utilizando dispositivos multi-táctiles como los teléfonos inteligentes o las tabletas. Además, diversos informes señalan que los niños son usuarios frecuentes de este tipo de dispositivos y los utilizan incluso antes de ser capaces de hablar. Sin embargo, a pesar de este crecimiento en el uso de la tecnología multi-táctil y su aparente idoneidad para ser utilizado en el desarrollo de aplicaciones educativas para niños en edad preescolar, no existen unas interacciones universales y estandarizadas para preescolares a la hora de utilizar dispositivos táctiles ya que habitualmente sólo se utilizan dos gestos básicos (básicamente, el toque con un dedo para seleccionar y el arrastre con un dedo para el movimiento). Por lo tanto, existe una clara necesidad de llevar a cabo estudios empíricos para contribuir y avanzar en el diseño de aplicaciones que den un soporte adecuado y encaje con las habilidades de los niños en su temprano desarrollo. Por tanto, esta tesis propone, diseña y evalúa diversas estrategias de usabilidad y comunicabilidad adaptadas a los niños en edad preescolar para establecer la base para el diseño y desarrollo de futuras aplicaciones basadas en dispositivos táctiles dirigidas a preescolares. Estas estrategias llevarán a la adecuada definición de guías de diseño que permitirán a los niños aprovechar al máximo la tecnología multi-táctil, harán posible el desarrollo de nuevas y atractivas aplicaciones y, eventualmente, también podrán ayudar al desarrollo cognitivo y motor de los niños.[CA] La tecnologia multi-tàctil s'ha convertit en una de les més emergents després d'experimentar un enorme creixement des dels seus passos inicials als anys vuitanta fins l'actualitat on es àmpliament acceptada i utilitzada. D'una banda, la tecnologia multi-tàctil es basa en l'estil d'interacció de manipulació directa, el qual proporciona als usuaris l'avantatge de veure els objectes i les accions d'interès, substituir comandos escrits per accions d'assenyalament i, a més, permet la realització d'accions, ràpides, reversibles i incrementals evitant l'ús d'instruccions complexes. D'altra banda, diversos treballs han avaluat les virtuts derivades d'utilitzar conjuntament la manipulació directa amb el toc directe mostrant que és possible evitar els problemes inherents a altres tècniques d'interacció com el ratolí i el teclat. Per tant, aprofitant la interacció natural i intuïtiva proporcionada per la tecnologia multi-tàctil, aquesta sembla una forma ideal per donar suport a la creació d'escenaris educatius per a xiquets en edat preescolar. No obstant això, malgrat l'existència de diversos estudis que avaluen la idoneïtat d'utilitzar l'estil d'interacció de manipulació directa, existeix una manca de treballs abordant l'ús de dispositius basats en superfícies tàctils amb xiquets d'edat primerenca. Així mateix, en l'actualitat existeix una creixent tendència a dissenyar aplicacions educatives i lúdiques dirigides a xiquets en edat preescolar utilitzant dispositius tàctils com els telèfons intel¿ligents o les tauletes. A més, diversos informes assenyalen que els xiquets són usuaris freqüents d'aquests tipus de dispositius i els utilitzen fins i tot abans de ser capaços de parlar. Malgrat aquest creixement en l'ús de la tecnologia multi-tàctil i la seua aparent idoneïtat per a ser utilitzada en el desenvolupament d'aplicacions educatives per a xiquets en edat preescolar, no existeixen unes interaccions universals i estandarditzades per a preescolars a l'hora d'utilitzar dispositius tàctils ja que habitualment només s'utilitzen dos gestos bàsics (bàsicament, el toc amb un dit per a seleccionar i l'arrossegament amb un dit per al moviment). Per tant, hi ha una clara necessitat de dur a terme estudis empírics per a contribuir i avançar en el disseny d'aplicacions que donen un suport adequat i s'ajusten amb les habilitats dels xiquets en el seu primerenc desenvolupament. Per tant, la tesi proposa, dissenya i avalua diverses estratègies de usabilitat i comunicabilitat adaptades als xiquets en edat preescolar per tal d'establir la base per al disseny i desenvolupament de futures aplicacions basades en dispositius tàctils dirigides a preescolars. Aquestes estratègies portaran a l'adequada definició de guies de disseny que permetran als xiquets aprofitar al màxim la tecnologia multi-tàctil, faran possible el desenvolupament de noves i atractives aplicacions i, eventualment, podran també ajudar al desenvolupament cognitiu i motor dels xiquets.[EN] Multi-touch technology has become one of the most emergent technologies and has had an enormous growth since its initial steps in the eighties to be widespread accepted and used in the present. On the one hand, multi-touch technology relies on the direct manipulation interaction style which gives users the advantage to view the objects and actions of interest, replace typed commands by pointing actions and to perform rapid, reversible and incremental actions avoiding using complex instructions. On the other hand, several works have evaluated the virtues when joining direct manipulation with direct-touching showing that it solves the problems inherent in other interaction devices, such as those involving mouse or keyboard. Hence, taking advantage of the intuitive and natural interaction provided by multi-touch technology it seems an ideal way to support educational scenarios targeted to kindergarten children. Although several works have assessed the suitability of using the direct manipulation style with children, there is a lack of works addressing the use of touchscreen devices by this specific type of users. Moreover, there is a growing trend of designing educational and playful applications targeted to kindergarten children based on touchscreen devices such as smartphones and tablets. In addition, several reports point out that children use touchscreen devices even before they are able to speak and they are frequent users of devices such as smartphones and tablets. However, despite this growth in the use of multi-touch technology by children and its apparent suitability to be used to develop applications targeted to young children, there is a lack of standardized and universally accepted interactions for young children when using touchscreen devices since only two basic gestures are commonly used (basically, consisting of only one-finger touch for selection and one-finger drag for movement). Hence, there is a need of carrying out empirical studies to help and advance in the design of applications that adequately support and fit with children's development and skills. Therefore, this thesis proposes, designs and evaluates several usability and communicability strategies tailored to children in their early development stage to establish the design and development of future applications targeted to kindergarten children. These strategies will lead to define appropriate design strategies that enable infants to take full advantage of multi-touch technology, would make it possible to develop attractive new applications and, eventually, could also aid children's cognitive and motor development.Nácher Soler, VE. (2019). Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/116833TESISCompendi

    Concept of a Robust & Training-free Probabilistic System for Real-time Intention Analysis in Teams

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    Die Arbeit beschäftigt sich mit der Analyse von Teamintentionen in Smart Environments (SE). Die fundamentale Aussage der Arbeit ist, dass die Entwicklung und Integration expliziter Modelle von Nutzeraufgaben einen wichtigen Beitrag zur Entwicklung mobiler und ubiquitärer Softwaresysteme liefern können. Die Arbeit sammelt Beschreibungen von menschlichem Verhalten sowohl in Gruppensituationen als auch Problemlösungssituationen. Sie untersucht, wie SE-Projekte die Aktivitäten eines Nutzers modellieren, und liefert ein Teamintentionsmodell zur Ableitung und Auswahl geplanten Teamaktivitäten mittels der Beobachtung mehrerer Nutzer durch verrauschte und heterogene Sensoren. Dazu wird ein auf hierarchischen dynamischen Bayes’schen Netzen basierender Ansatz gewählt
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