38,253 research outputs found
Semantic Web-based product lifecycle management with protected interactive 3D collaboration via remote rendering
Product Lifecycle Management (PLM) is the activity of managing products over their lifecycle. The goal is to achieve a total integration of all components to better understand products and their environments and to establish competitive advantages. This thesis proposes the use of semantic web technologies to support PLM. An overview of the semantic web briefly describes the basic building blocks. A review of literature reveals many useful applications from automated question answering to information security. The framework for semantic web-based PLM collaboration is examined and an ontology development process is presented in the context of PLM. Software systems were developed to perform semantic web automation and interactive 3D visualization. Applications of semantic web technologies for information retrieval, step by step process support, and design and manufacturing support are demonstrated. A novel 3D collaboration approach that protects 3D virtual assets via remote rendering and the service of a trusted shared mask broker was developed. The novelty of the proposed approach is that companies can collaborate on shared digital mockups without having to share their 3D models. Instead, only the required views for specific tasks are automatically exchanged, thereby eliminating the need for 3D navigation
Recommended from our members
Multimedia broadcast and internet satellite system design and user trial results
The EU funded project, System for Advanced Multimedia Broadcast
and IT Services (SAMBITS), has created an enhanced and synchronised,
multimedia terminal for merging satellite broadcast and internet
telecommunication services in a way that efficiently combines the large
bandwidth of the broadcast channel and the interactivity of the internet.
This paper proposes a novel broadcast and internet service concept, illustrates
this concept with two service scenarios and develops a system architecture to
demonstrate the range of key benefits provided by these new technologies.
It then describes the interactive multimedia terminal that was used for
consuming this new service concept. Finally, the results of the user trials on the
terminal are presented and discussed
Measuring the Affordances of Studying in a Virtual World
There has been much interest at the University of Hertfordshire in the teaching and learning in virtual worlds such as Second Life. The School of Computer Science has established a virtual campus within this system where a broad range of learning and teaching activities take place. These include presenting textual, audio and video learning and teaching materials, delivering virtual lectures, providing simulations and group working areas. Recently there has been a great deal of controversy over such initiatives, for example at my own university lecturers are divided as to the efficacy of such an approach. Some see the initiative as an interesting addition to the range of teaching and learning strategies available, likely to motivate learners. Others see it as a trivial attempt to jump on the latest band wagon, with little pedagogical benefit or justification. My own past research in this area, over several years has related to an estimation of the cognitive load imposed by desktop virtual environments and how this affected learning. Several important variables have been identified in several years of research and their effects measured. In the study presented here, a group of 80 final year computer science students used the Second Life virtual environment in order to support their practical project work. Groups of four learners used the university virtual campus especially modified for this purpose to hold meetings and to manage their software development projects. This study reports on how the group areas were established and used by the learners, the types of activities that took place and the effectiveness of the approach in this context. Quantitative and qualitative research was undertaken and it was found that there were benefits to be had by the use of such virtual environments. Recommendations are made as to the affordances of the Second Life virtual environment for teaching and learning in this context and also discussed are the potential problems inherent in this initiative related to individual differences and the cognitive burden imposed on learners.Peer reviewe
Service-oriented Context-aware Framework
Location- and context-aware services are emerging technologies in mobile and
desktop environments, however, most of them are difficult to use and do not
seem to be beneficial enough. Our research focuses on designing and creating a
service-oriented framework that helps location- and context-aware,
client-service type application development and use. Location information is
combined with other contexts such as the users' history, preferences and
disabilities. The framework also handles the spatial model of the environment
(e.g. map of a room or a building) as a context. The framework is built on a
semantic backend where the ontologies are represented using the OWL description
language. The use of ontologies enables the framework to run inference tasks
and to easily adapt to new context types. The framework contains a
compatibility layer for positioning devices, which hides the technical
differences of positioning technologies and enables the combination of location
data of various sources
Conceptual Linking: Ontology-based Open Hypermedia
This paper describes the attempts of the COHSE project to define and deploy a Conceptual Open Hypermedia Service. Consisting of âą an ontological reasoning service which is used to represent a sophisticated conceptual model of document terms and their relationships; âą a Web-based open hypermedia link service that can offer a range of different link-providing facilities in a scalable and non-intrusive fashion; and integrated to form a conceptual hypermedia system to enable documents to be linked via metadata describing their contents and hence to improve the consistency and breadth of linking of WWW documents at retrieval time (as readers browse the documents) and authoring time (as authors create the documents)
Conceptual Linking: Ontology-based Open Hypermedia
This paper describes the attempts of the COHSE project to define and deploy a Conceptual Open Hypermedia Service. Consisting of âą an ontological reasoning service which is used to represent a sophisticated conceptual model of document terms and their relationships; âą a Web-based open hypermedia link service that can offer a range of different link-providing facilities in a scalable and non-intrusive fashion; and integrated to form a conceptual hypermedia system to enable documents to be linked via metadata describing their contents and hence to improve the consistency and breadth of linking of WWW documents at retrieval time (as readers browse the documents) and authoring time (as authors create the documents)
VANET Applications: Hot Use Cases
Current challenges of car manufacturers are to make roads safe, to achieve
free flowing traffic with few congestions, and to reduce pollution by an
effective fuel use. To reach these goals, many improvements are performed
in-car, but more and more approaches rely on connected cars with communication
capabilities between cars, with an infrastructure, or with IoT devices.
Monitoring and coordinating vehicles allow then to compute intelligent ways of
transportation. Connected cars have introduced a new way of thinking cars - not
only as a mean for a driver to go from A to B, but as smart cars - a user
extension like the smartphone today. In this report, we introduce concepts and
specific vocabulary in order to classify current innovations or ideas on the
emerging topic of smart car. We present a graphical categorization showing this
evolution in function of the societal evolution. Different perspectives are
adopted: a vehicle-centric view, a vehicle-network view, and a user-centric
view; described by simple and complex use-cases and illustrated by a list of
emerging and current projects from the academic and industrial worlds. We
identified an empty space in innovation between the user and his car:
paradoxically even if they are both in interaction, they are separated through
different application uses. Future challenge is to interlace social concerns of
the user within an intelligent and efficient driving
Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)
This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio
- âŠ