15,127 research outputs found
City Data Fusion: Sensor Data Fusion in the Internet of Things
Internet of Things (IoT) has gained substantial attention recently and play a
significant role in smart city application deployments. A number of such smart
city applications depend on sensor fusion capabilities in the cloud from
diverse data sources. We introduce the concept of IoT and present in detail ten
different parameters that govern our sensor data fusion evaluation framework.
We then evaluate the current state-of-the art in sensor data fusion against our
sensor data fusion framework. Our main goal is to examine and survey different
sensor data fusion research efforts based on our evaluation framework. The
major open research issues related to sensor data fusion are also presented.Comment: Accepted to be published in International Journal of Distributed
Systems and Technologies (IJDST), 201
Information fusion for context awareness in intelligent environments
The development of intelligent environments requires handling of data
perceived from users, received from environments and gathered from objects.
Such data is often used to implement machine learning tasks in order to predict
actions or to anticipate needs and wills, as well as to provide additional context
in applications. Thus, it is often needed to perform operations upon collected
data, such as pre-processing, information fusion of sensor data, and manage
models from machine learning. These machine learning models may have
impact on the performance of platforms and systems used to obtain intelligent
environments. In this paper, it is addressed the issue of the development of
middleware for intelligent systems, using techniques from information fusion
and machine learning that provide context awareness and reduce the impact of
information acquisition on both storage and energy efficiency. This discussion
is presented in the context of PHESS, a project to ensure energetic sustainability,
based on intelligent agents and multi-agent systems, where these techniques
are applied
Knowledge will Propel Machine Understanding of Content: Extrapolating from Current Examples
Machine Learning has been a big success story during the AI resurgence. One
particular stand out success relates to learning from a massive amount of data.
In spite of early assertions of the unreasonable effectiveness of data, there
is increasing recognition for utilizing knowledge whenever it is available or
can be created purposefully. In this paper, we discuss the indispensable role
of knowledge for deeper understanding of content where (i) large amounts of
training data are unavailable, (ii) the objects to be recognized are complex,
(e.g., implicit entities and highly subjective content), and (iii) applications
need to use complementary or related data in multiple modalities/media. What
brings us to the cusp of rapid progress is our ability to (a) create relevant
and reliable knowledge and (b) carefully exploit knowledge to enhance ML/NLP
techniques. Using diverse examples, we seek to foretell unprecedented progress
in our ability for deeper understanding and exploitation of multimodal data and
continued incorporation of knowledge in learning techniques.Comment: Pre-print of the paper accepted at 2017 IEEE/WIC/ACM International
Conference on Web Intelligence (WI). arXiv admin note: substantial text
overlap with arXiv:1610.0770
Affect and believability in game characters:a review of the use of affective computing in games
Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
Innovative learning in action (ILIA) issue one: Internationalising the curriculum
Welcome to the first edition of the University of Salfordâs âInnovative Learning in Actionâ (ILIA). The journal will be published bi-annually and is intended to provide recognition for and to celebrate the good practice of staff who - across campus - strive to innovate
in pursuit of the quality learning experience. The dissemination of good practice will provide positive
encouragement to those considering new approaches to student learning and support and act as a springboard
for collaboration, shared experience, mutual support and reflection within and across schools and faculties.
The journal aims to be inclusive, therefore the Editorial Board welcomes a varied range of contributions from
those who are seasoned and experienced researchers in the field, to those who are embarking upon their first engagement with publishing in the domain; from tried and tested innovations which may be transferable to other disciplines to work in progress and embryonic developments; from academic and related staff to those
performing roles in support of student learning. The tone of the journal is quite informal, providing an illustrative rather than exhaustive overview of innovations
and authors are encouraged to describe and reflect upon their experiences in their own individual styles.
The theme of this first edition is âInternationalising the Curriculumâ a concept that is at the very heart of the
Universityâs Learning and Teaching Strategy:
ââŠpreparing students for careers that will be in the global economy and to enrich the wider student experience by integrating the knowledge and experience of our international students.â
(University of Salford, Strategic Framework 2003-2004)
Contributions that explore innovative programmes and collaborations underway at the University provide a
range of perspectives on curriculum development and design, signifying ways in which other colleagues might
pursue an international agenda in their teaching and learning practice
CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap
After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in
multimedia search engines, we have identified and analyzed gaps within European research effort during our second year.
In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio-
economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown
of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on
requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the
community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our
Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as
National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core
technological gaps that involve research challenges, and âenablersâ, which are not necessarily technical research
challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal
challenges
Empowering Talented Students: An Italian Experience of an Enriched Curriculum in Engineering
This paper summarizes the design, the activities performed and the main results achieved by an innovative teaching program, set-up for the talented freshmen in Engineering Bachelor's courses at an Italian technical University, the Politecnico di Torino, Italy, starting from 2013.
The project structure is here detailed, year-by-year, with a focus on both the reinforcement of an Engineering standard curriculum, and to the hybrid activities, also in non-technical areas, such as soft-skills, critical thinking, humanities, and creativity. The strategies and methods for the students' selection have been discussed, and the University human resource efforts and the costs involved are justified. The results achieved during a three-year experience, based on structured survey to collect students' feedback, are then critically analysed with the purpose to suggest implementation and further development
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Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
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