4,320 research outputs found

    S-AVE Semantic Active Vision Exploration and Mapping of Indoor Environments for Mobile Robots

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    Semantic mapping is fundamental to enable cognition and high-level planning in robotics. It is a difficult task due to generalization to different scenarios and sensory data types. Hence, most techniques do not obtain a rich and accurate semantic map of the environment and of the objects therein. To tackle this issue we present a novel approach that exploits active vision and drives environment exploration aiming at improving the quality of the semantic map

    Strategies and challenges to facilitate situated learning in virtual worlds post-Second Life

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    Virtual worlds can establish a stimulating environment to support a situated learning approach in which students simulate a task within a safe environment. While in previous years Second Life played a major role in providing such a virtual environment, there are now more and more alternative—often OpenSim-based—solutions deployed within the educational community. By drawing parallels to social networks, we discuss two aspects: how to link individually hosted virtual worlds together in order to implement context for immersion and how to identify and avoid “fake” avatars so people behind these avatars can be held accountable for their actions

    Enhancing interaction in mixed reality

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    With continuous technological innovation, we observe mixed reality emerging from research labs into the mainstream. The arrival of capable mixed reality devices transforms how we are entertained, consume information, and interact with computing systems, with the most recent being able to present synthesized stimuli to any of the human senses and substantially blur the boundaries between the real and virtual worlds. In order to build expressive and practical mixed reality experiences, designers, developers, and stakeholders need to understand and meet its upcoming challenges. This research contributes a novel taxonomy for categorizing mixed reality experiences and guidelines for designing mixed reality experiences. We present the results of seven studies examining the challenges and opportunities of mixed reality experiences, the impact of modalities and interaction techniques on the user experience, and how to enhance the experiences. We begin with a study determining user attitudes towards mixed reality in domestic and educational environments, followed by six research probes that each investigate an aspect of reality or virtuality. In the first, a levitating steerable projector enables us to investigate how the real world can be enhanced without instrumenting the user. We show that the presentation of in-situ instructions for navigational tasks leads to a significantly higher ability to observe and recall real-world landmarks. With the second probe, we enhance the perception of reality by superimposing information usually not visible to the human eye. In amplifying the human vision, we enable users to perceive thermal radiation visually. Further, we examine the effect of substituting physical components with non-functional tangible proxies or entirely virtual representations. With the third research probe, we explore how to enhance virtuality to enable a user to input text on a physical keyboard while being immersed in the virtual world. Our prototype tracked the user’s hands and keyboard to enable generic text input. Our analysis of text entry performance showed the importance and effect of different hand representations. We then investigate how to touch virtuality by simulating generic haptic feedback for virtual reality and show how tactile feedback through quadcopters can significantly increase the sense of presence. Our final research probe investigates the usability and input space of smartphones within mixed reality environments, pairing the user’s smartphone as an input device with a secondary physical screen. Based on our learnings from these individual research probes, we developed a novel taxonomy for categorizing mixed reality experiences and guidelines for designing mixed reality experiences. The taxonomy is based on the human sensory system and human capabilities of articulation. We showcased its versatility and set our research probes into perspective by organizing them inside the taxonomic space. The design guidelines are divided into user-centered and technology-centered. It is our hope that these will contribute to the bright future of mixed reality systems while emphasizing the new underlining interaction paradigm.Mixed Reality (vermischte Realitäten) gehen aufgrund kontinuierlicher technologischer Innovationen langsam von der reinen Forschung in den Massenmarkt über. Mit der Einführung von leistungsfähigen Mixed-Reality-Geräten verändert sich die Art und Weise, wie wir Unterhaltungsmedien und Informationen konsumieren und wie wir mit Computersystemen interagieren. Verschiedene existierende Geräte sind in der Lage, jeden der menschlichen Sinne mit synthetischen Reizen zu stimulieren. Hierdurch verschwimmt zunehmend die Grenze zwischen der realen und der virtuellen Welt. Um eindrucksstarke und praktische Mixed-Reality-Erfahrungen zu kreieren, müssen Designer und Entwicklerinnen die künftigen Herausforderungen und neuen Möglichkeiten verstehen. In dieser Dissertation präsentieren wir eine neue Taxonomie zur Kategorisierung von Mixed-Reality-Erfahrungen sowie Richtlinien für die Gestaltung von solchen. Wir stellen die Ergebnisse von sieben Studien vor, in denen die Herausforderungen und Chancen von Mixed-Reality-Erfahrungen, die Auswirkungen von Modalitäten und Interaktionstechniken auf die Benutzererfahrung und die Möglichkeiten zur Verbesserung dieser Erfahrungen untersucht werden. Wir beginnen mit einer Studie, in der die Haltung der nutzenden Person gegenüber Mixed Reality in häuslichen und Bildungsumgebungen analysiert wird. In sechs weiteren Fallstudien wird jeweils ein Aspekt der Realität oder Virtualität untersucht. In der ersten Fallstudie wird mithilfe eines schwebenden und steuerbaren Projektors untersucht, wie die Wahrnehmung der realen Welt erweitert werden kann, ohne dabei die Person mit Technologie auszustatten. Wir zeigen, dass die Darstellung von in-situ-Anweisungen für Navigationsaufgaben zu einer deutlich höheren Fähigkeit führt, Sehenswürdigkeiten der realen Welt zu beobachten und wiederzufinden. In der zweiten Fallstudie erweitern wir die Wahrnehmung der Realität durch Überlagerung von Echtzeitinformationen, die für das menschliche Auge normalerweise unsichtbar sind. Durch die Erweiterung des menschlichen Sehvermögens ermöglichen wir den Anwender:innen, Wärmestrahlung visuell wahrzunehmen. Darüber hinaus untersuchen wir, wie sich das Ersetzen von physischen Komponenten durch nicht funktionale, aber greifbare Replikate oder durch die vollständig virtuelle Darstellung auswirkt. In der dritten Fallstudie untersuchen wir, wie virtuelle Realitäten verbessert werden können, damit eine Person, die in der virtuellen Welt verweilt, Text auf einer physischen Tastatur eingeben kann. Unser Versuchsdemonstrator detektiert die Hände und die Tastatur, zeigt diese in der vermischen Realität an und ermöglicht somit die verbesserte Texteingaben. Unsere Analyse der Texteingabequalität zeigte die Wichtigkeit und Wirkung verschiedener Handdarstellungen. Anschließend untersuchen wir, wie man Virtualität berühren kann, indem wir generisches haptisches Feedback für virtuelle Realitäten simulieren. Wir zeigen, wie Quadrokopter taktiles Feedback ermöglichen und dadurch das Präsenzgefühl deutlich steigern können. Unsere letzte Fallstudie untersucht die Benutzerfreundlichkeit und den Eingaberaum von Smartphones in Mixed-Reality-Umgebungen. Hierbei wird das Smartphone der Person als Eingabegerät mit einem sekundären physischen Bildschirm verbunden, um die Ein- und Ausgabemodalitäten zu erweitern. Basierend auf unseren Erkenntnissen aus den einzelnen Fallstudien haben wir eine neuartige Taxonomie zur Kategorisierung von Mixed-Reality-Erfahrungen sowie Richtlinien für die Gestaltung von solchen entwickelt. Die Taxonomie basiert auf dem menschlichen Sinnessystem und den Artikulationsfähigkeiten. Wir stellen die vielseitige Verwendbarkeit vor und setzen unsere Fallstudien in Kontext, indem wir sie innerhalb des taxonomischen Raums einordnen. Die Gestaltungsrichtlinien sind in nutzerzentrierte und technologiezentrierte Richtlinien unterteilt. Es ist unsere Anliegen, dass diese Gestaltungsrichtlinien zu einer erfolgreichen Zukunft von Mixed-Reality-Systemen beitragen und gleichzeitig die neuen Interaktionsparadigmen hervorheben

    Improving the Performance of Mobile Ad Hoc Network Using a Combined Credit Risk and Collaborative Watchdog Method

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    In mobile ad hoc networks nodes can move freely and link node failures occur frequently This leads to frequent network partitions which may significantly degrade the performance of data access in ad hoc networks When the network partition occurs mobile nodes in one network are not able to access data hosted by nodes in other networks In mobile ad hoc network some nodes may selfishly decide only to cooperate partially or not at all with other nodes These selfish nodes could then reduce the overall data accessibility in the network In this work the impact of selfish nodes in a mobile ad hoc network from the perspective of replica allocation is examined We term this selfish replica allocation A combined credit risk method collaborative watchdog is proposed to detect the selfish node and also apply the SCF tree based replica allocation method to handle the selfish replica allocation appropriately The proposed method improves the data accessibility reduces communication cost and average query delay and also to reduce the detection time and to improve the accuracy of watchdogs in the collaborative metho

    Media Culture 2020: collaborative teaching and blended learning using social media and cloud-based technologies

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    The Media Culture 2020 project was considered to be a great success by all the partners, academics and especially the students who took part. It is a true example of an intercultural, multidisciplinary, blended learning experience in higher education that achieved it goals of breaking down classroom walls and bridging geographical distance and cultural barriers. The students with different skills, coming from different countries and cultures, interacting with other enlarges the possibilities of creativity, collaboration and quality work. The blend of both synchronous and asynchronous teaching methods fostered an open, blended learning environment, one that extended the traditional boundaries of the classroom in time and space. The interactive and decentralized nature of digital tools enabled staff and students to communicate and strengthen social ties, alongside participation in the production of new knowledge and media content. For students and lecturers, the implementation of social media and cloud platforms offered an innovative solution to both teaching and learning in a collaborative manner. By leveraging the interactive and decentralised capabilities of a range of technologies in an educational context, this model of digital scholarship facilitates an open and dynamic working environment. Blended teaching methods allow for expansive collaboration, whereby information and knowledge can be accessed and disseminated across a number of networked devices

    State of The Art and Hot Aspects in Cloud Data Storage Security

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    Along with the evolution of cloud computing and cloud storage towards matu- rity, researchers have analyzed an increasing range of cloud computing security aspects, data security being an important topic in this area. In this paper, we examine the state of the art in cloud storage security through an overview of selected peer reviewed publications. We address the question of defining cloud storage security and its different aspects, as well as enumerate the main vec- tors of attack on cloud storage. The reviewed papers present techniques for key management and controlled disclosure of encrypted data in cloud storage, while novel ideas regarding secure operations on encrypted data and methods for pro- tection of data in fully virtualized environments provide a glimpse of the toolbox available for securing cloud storage. Finally, new challenges such as emergent government regulation call for solutions to problems that did not receive enough attention in earlier stages of cloud computing, such as for example geographical location of data. The methods presented in the papers selected for this review represent only a small fraction of the wide research effort within cloud storage security. Nevertheless, they serve as an indication of the diversity of problems that are being addressed

    Flexible Classroom Design And Its Effects On Student-Centered Teaching And Learning

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    Despite the vast amount of research around the development of modern instructional practices in public education, there is little motivation into adapting the classroom environment to match. This has resulted in a persisting passive model of teaching due to common misconceptions about how students learn and the impacts of classroom design. The purpose of this capstone project is to present the significant influences of the classroom environment by investigating the research question, how can physical classroom design be used to facilitate the implementation of modern teaching practices and create the most effective instructional environment for student learning? Contemporary teaching and learning methods were researched in addition to the classroom design parameters that could facilitate these processes, before concluding the necessity for flexibility both in pedagogy and environment. This capstone discovered that the classroom furniture is the most effective way to facilitate this and create more active student-centered learning. Through the presentation of this research, as well as examples of modern and future furniture designs, this project demonstrates the possibilities and effects of a flexible classroom design. Notwithstanding the evidence, this research and the resulting furniture designs are only effective if used by the very education professionals that will be responsible for instituting a more active student-centered learning environment

    Power-management policies for mobile computing

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    Abbiamo studiato architetture di rete per il power-saving in ambito di wireless LAN infrastrutturate. Abbiamo proposto protocolli power-saving di livello middleware, indipendenti dalla tecnologia wireless impiegata. Tali protocolli sono stati valutati approfonditamente, risultando molto efficienti. Abbiamo poi valutato in maniera estensiva il meccanismo di power-saving dello standard 802.11. Ne abbiamo evidenziato i limiti, ed abbiamo definito un framework cross-layer di power-management. Tale framewok integra i protocolli middleware studiati inizialmente e lo standard 802.11. L'incremento delle prestazioni ottenute rispetto allo standard 802.11 arriva al 90% in termini di power saving
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