2,948 research outputs found

    Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms

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    The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications

    A study of existing Ontologies in the IoT-domain

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    Several domains have adopted the increasing use of IoT-based devices to collect sensor data for generating abstractions and perceptions of the real world. This sensor data is multi-modal and heterogeneous in nature. This heterogeneity induces interoperability issues while developing cross-domain applications, thereby restricting the possibility of reusing sensor data to develop new applications. As a solution to this, semantic approaches have been proposed in the literature to tackle problems related to interoperability of sensor data. Several ontologies have been proposed to handle different aspects of IoT-based sensor data collection, ranging from discovering the IoT sensors for data collection to applying reasoning on the collected sensor data for drawing inferences. In this paper, we survey these existing semantic ontologies to provide an overview of the recent developments in this field. We highlight the fundamental ontological concepts (e.g., sensor-capabilities and context-awareness) required for an IoT-based application, and survey the existing ontologies which include these concepts. Based on our study, we also identify the shortcomings of currently available ontologies, which serves as a stepping stone to state the need for a common unified ontology for the IoT domain.Comment: Submitted to Elsevier JWS SI on Web semantics for the Internet/Web of Thing

    Internet of things

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    Manual of Digital Earth / Editors: Huadong Guo, Michael F. Goodchild, Alessandro Annoni .- Springer, 2020 .- ISBN: 978-981-32-9915-3Digital Earth was born with the aim of replicating the real world within the digital world. Many efforts have been made to observe and sense the Earth, both from space (remote sensing) and by using in situ sensors. Focusing on the latter, advances in Digital Earth have established vital bridges to exploit these sensors and their networks by taking location as a key element. The current era of connectivity envisions that everything is connected to everything. The concept of the Internet of Things(IoT)emergedasaholisticproposaltoenableanecosystemofvaried,heterogeneous networked objects and devices to speak to and interact with each other. To make the IoT ecosystem a reality, it is necessary to understand the electronic components, communication protocols, real-time analysis techniques, and the location of the objects and devices. The IoT ecosystem and the Digital Earth (DE) jointly form interrelated infrastructures for addressing today’s pressing issues and complex challenges. In this chapter, we explore the synergies and frictions in establishing an efïŹcient and permanent collaboration between the two infrastructures, in order to adequately address multidisciplinary and increasingly complex real-world problems. Although there are still some pending issues, the identiïŹed synergies generate optimism for a true collaboration between the Internet of Things and the Digital Earth

    Smart Heritage for Urban Sustainability: A Review of Current Definitions and Future Developments

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    Smart heritage is still novel in heritage discourse, with a few relevant review articles. In this regard, a specific interpretation of smart architectural heritage and a framework for instructing its development is lacking. This article reviews the literature on smart heritage in sustainable development to fill the knowledge gap. As a methodology for this study, the integrative review approach and thematic analysis are adopted to review references located at the crossroads of historic, smart, and sustainable disciplines. The review and interpretation draw on literature from relevant fields to understand implementations, current states, and support to interpret smart heritage. Review outcomes indicate that smart heritage is becoming dynamic as technologies are increasingly applied to more detailed heritage branches. This article lists the factors that heritage should possess to be defined as smart, and it provides a framework that might be followed to achieve the aims of this discourse by stating that smart heritage discussions are relevant to smart cities, as they may have a mutual effect and interact to promote each other.

    The Internet of Things supporting the Cultural Heritage domain: analysis, design and implementation of a smart framework enhancing the smartness of cultural spaces

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    Nowadays embedded systems have reached a great level of maturity and diffusion thanks to their small size, low power consumption, large connectivity and variety of application in everyday contexts. These systems, if properly structured and configured, can signifi- cantly increase the smartness of the environments where they are deployed, monitoring and continuously collecting data to be processed and elaborated. In this perspective, the Internet of Things (IoT) paradigm supports the transition from a closed world, in which an object is characterized by a descriptor, to an open world, in which objects interact with the surrounding environment, because they have become ”intelligent”. Accordingly, not only people will be connected to the internet, but objects such as cars, fridges, televisions, water management systems, buildings, monuments and so on will be connected as well. The Cultural Heritage represents a worldwide resource of inestimable value, attracting millions of visitors every year to monuments, museums and art exhi- bitions. Fundamental aspects of this resource to be investigated are its promotion and people enjoyment. Indeed, to achieve an enjoyment of a cultural space that is attractive and sustainable, it is necessary to realize ubiquitous and multimedia solutions for users’ interaction to enrich their visiting experience and improve the knowledge transmission process of a cultural site. The main target of this PhD Thesis is the study of the IoT paradigm, devoted to the design of a smart framework supporting the fruition, enjoyment and tutelage of the Cultural Heritage domain. In order to assess the proposed approach, a real case study is presented and discussed. In detail, it represents the deployment of our framework during an art exhibition, named The Beauty or the Truth within the Monumental Complex of San Domenico Maggiore, Naples (Italy). Following the Internet of Things paradigm, the proposed intelligent framework relies on the integration of a Sensor Network of Smart Objects with Wi-Fi and Bluetooth Low Energy technologies to identify, locate and support users. In this way technology can become a mediator between visitors and fruition, an instrument of connection between people, objects, and spaces to create new social, economic and cultural opportunities

    Interacting with heritage: On the use and potential of IoT within the cultural heritage sector

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    This paper discusses the potential for the use of IoT technologies within cultural heritage, including the creation of new interactive experiences, visit personalisation, visitor data analysis, connected and distributed museum visits and the provision of pre- and post-visit experiences. We argue that cultural heritage offers a key opportunity for the development and deployment of new IoT systems, with potential benefits both for the cultural heritage domain and the IoT community. We present a number of areas of potential work for IoT researchers that are applicable to the heritage domain and to the broader IoT context, including challenges around poor connectivity, identifying and tracking visitors, and providing systems that are easily installed configured and maintained in environments with minimal infrastructure and poor technical support

    Empowering cultural heritage professionals with tools for authoring and deploying personalised visitor experiences

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    This paper presents an authoring environment, which supports cultural heritage professionals in the process of creating and deploying a wide range of different personalised interactive experiences that combine the physical (objects, collection and spaces) and the digital (multimedia content). It is based on a novel flexible formalism that represents the content and the context as independent from one another and allows recombining them in multiple ways thus generating many different interactions from the same elements. The authoring environment was developed in a co-design process with heritage stakeholders and addresses the composition of the content, the definition of the personalisation, and the deployment on a physical configuration of bespoke devices. To simplify the editing while maintaining a powerful representation, the complex creation process is deconstructed into a limited number of elements and phases, including aspects to control personalisation both in content and in interaction. The user interface also includes examples of installations for inspiration and as a means for learning what is possible and how to do it. Throughout the paper, installations in public exhibitions are used to illustrate our points and what our authoring environment can produce. The expressiveness of the formalism and the variety of interactive experiences that could be created was assessed via a range of laboratory tests, while a user-centred evaluation with over 40 cultural heritage professionals assessed whether they feel confident in directly controlling personalisation

    Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts

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    Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype. The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation. The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system. Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users. The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process

    Digital Twin in the IoT context: a survey on technical features, scenarios and architectural models

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    Digital Twin is an emerging concept that is gaining attention in various industries. It refers to the ability to clone a physical object into a software counterpart. The softwarized object, termed logical object, reflects all the important properties and characteristics of the original object within a specific application context. To fully determine the expected properties of the Digital Twin, this paper surveys the state of the art starting from the original definition within the manufacturing industry. It takes into account related proposals emerging in other fields, namely, Augmented and Virtual Reality (e.g., avatars), Multi-agent systems, and virtualization. This survey thereby allows for the identification of an extensive set of Digital Twin features that point to the “softwarization” of physical objects. To properly consolidate a shared Digital Twin definition, a set of foundational properties is identified and proposed as a common ground outlining the essential characteristics (must-haves) of a Digital Twin. Once the Digital Twin definition has been consolidated, its technical and business value is discussed in terms of applicability and opportunities. Four application scenarios illustrate how the Digital Twin concept can be used and how some industries are applying it. The scenarios also lead to a generic DT architectural Model. This analysis is then complemented by the identification of software architecture models and guidelines in order to present a general functional framework for the Digital Twin. The paper, eventually, analyses a set of possible evolution paths for the Digital Twin considering its possible usage as a major enabler for the softwarization process

    Digital business models in cultural tourism

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    Purpose Digitalization had a relevant impact on the cultural tourism sector, both demand and supply. If, on the one hand, advances in digital technologies provided tourists with new mobile services able to amplify the cultural experience, on the other hand, they catalyzed the development of new business models by digital enterprises. This paper has a twofold purpose: to detect business models and key characteristics of mobile apps for cultural tourism and to analyze the offering of app-based services in this sector. Design/methodology/approach The authors defined a methodology to identify, characterize and analyze a particular category of digital products for cultural tourism: app-based services. They are studied in terms of value creation, proposition and capture with the aim to identify the distinctive features of business models. As a result, the authors identified a classification framework on three main dimensions, namely "how to exploit mobile app features to create value for cultural tourists" (value creation), "which valuable services are delivered to cultural tourists" (value proposition) and "how companies are rewarded for the value they offered" (value capture). The authors apply the framework to perform a situation analysis of app-based services in the cultural tourism market. Findings The analysis highlights that digital enterprises offering app-based services do not fully exploit advances in technologies about users' value requirements. Hence, the results of our work suggest some directions that digital enterprises may follow to better exploit mobile app technology. Originality/value To date, little research has been devoted to investigating cultural tourism business models involving the exploitation of mobile app-based services. This research provides a useful framework to analyze fundamental aspects of business models in this sector. Such a framework represents a practical tool that provides fruitful insights for the design of a new generation of app-based services within the so-called "Internet of things" domain
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