3,214 research outputs found

    Simulation, modelling and packet sniffing facilities for IoT: A systematic analysis

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    Man and Machine in terms of heterogeneous devices and sensors collaborate giving birth to the Internet of Things, Internet of future. Within a short span of time 30billions intelligent devices in form of smart applications will get connected making it difficult to test and debug in terms of time and cost.Simulators play vital role in verifying application and providing security before actually deploying it in real environment.Due to constraint environment in terms of memory, computation, and energy this review paper under a single umbrella will throw insight on comprehensive and in-depth analysis keeping in mind various barriers, critical design characteristics along with the comparison of candidate simulator and packet sniffing tool. Post simulated analysis play vital role in deciding behavior of data and helping research community to satisfy quality of service parameters.This review makes it feasible to make an appropriate choice for simulators and network analyzer tool easy fulfilling needs and making IoT a realit

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Design and Implementation of a Contactless Smart House Network System

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    The Internet of Things (IoT) technology is every object around us and it is used to connect these objects to the Internet to verify Machine to Machine (M2M) communication. The smart house system is the most important application of IoT technology; it is increase the quality of life and decrease the efforts. There were many problems that faced the existing smart house networking systems, including the high cost of implementation and upgrading, high power consumption, and supported limited features. Therefore, this paper presents the design and implementation of smart house network system (SHNS) using Raspberry Pi and Arduino platforms as network infrastructure with ZigBee technology as wireless communication. SHNS consists of two main parts: the main station part and the wireless house nodes part. The local wireless communication between the house nodes and the main station is done through ZigBee technology with low power and low data rate. The mode of operation of these house nodes can be configured dynamically by the end user and determined multicast or broadcast operation according to the user requirements. The implementation and upgrading of SHNS are costless, flexible and required less power comparing with other reviewed systems

    Crowdsourcing Swarm Manipulation Experiments: A Massive Online User Study with Large Swarms of Simple Robots

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    Micro- and nanorobotics have the potential to revolutionize many applications including targeted material delivery, assembly, and surgery. The same properties that promise breakthrough solutions---small size and large populations---present unique challenges to generating controlled motion. We want to use large swarms of robots to perform manipulation tasks; unfortunately, human-swarm interaction studies as conducted today are limited in sample size, are difficult to reproduce, and are prone to hardware failures. We present an alternative. This paper examines the perils, pitfalls, and possibilities we discovered by launching SwarmControl.net, an online game where players steer swarms of up to 500 robots to complete manipulation challenges. We record statistics from thousands of players, and use the game to explore aspects of large-population robot control. We present the game framework as a new, open-source tool for large-scale user experiments. Our results have potential applications in human control of micro- and nanorobots, supply insight for automatic controllers, and provide a template for large online robotic research experiments.Comment: 8 pages, 13 figures, to appear at 2014 IEEE International Conference on Robotics and Automation (ICRA 2014

    Comparison of two approaches for web-based 3D visualization of smart building sensor data

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    Abstract. This thesis presents a comparative study on two different approaches for visualizing sensor data collected from smart buildings on the web using 3D virtual environments. The sensor data is provided by sensors that are deployed in real buildings to measure several environmental parameters including temperature, humidity, air quality and air pressure. The first approach uses the three.js WebGL framework to create the 3D model of a smart apartment where sensor data is illustrated with point and wall visualizations. Point visualizations show sensor values at the real locations of the sensors using text, icons or a mixture of the two. Wall visualizations display sensor values inside panels placed on the interior walls of the apartment. The second approach uses the Unity game engine to create the 3D model of a 4-floored hospice where sensor data is illustrated with aforementioned point visualizations and floor visualizations, where the sensor values are shown on the floor around the location of the sensors in form of color or other effects. The two approaches are compared with respect to their technical performance in terms of rendering speed, model size and request size, and with respect to the relative advantages and disadvantages of the two development environments as experienced in this thesis

    CREATING TOUCHPANEL GRAPHICS FOR CONTROL SYSTEMS

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    More often than system designers would like to admit, a discrepancy lies between the implementation of audiovisual control systems and their apparent ease of use to a novice or casual user. System designers and programmers are often hampered by the software tools provided by industry manufacturers and cannot reliably create desirable graphical interfaces that match the level of systems they are asked to program and install. Popular consumer trends in portable touchscreen devices, pioneered on devices such as the Apple iPhone, light a way forward into a new era of elegantly solving the audiovisual control system graphical user interface problem. Since expensive specialized hardware can be replaced by readily available consumer devices and a wide variety of tools exists with which to create content, possible alternatives to the current methods of designing the graphical user interface for the audiovisual system are ripe for discovery. Using the latest release of Autodesk Maya 2011, with features such as Python and Pymel, we have developed scripts to generate graphical user interface content for use with audiovisual control systems hardware. Also explored is the potential for a standalone development environment such that audiovisual designers and programmers are not required to operate Maya or adjust scripts to generate content. Given this new level of control over the graphical user interface, coupled with the flexibility of the control system central processor programming, a truly powerful, intuitive, and groundbreaking control interface can finally be realized

    Cooperative and Multimodal Capabilities Enhancement in the CERNTAURO Human–Robot Interface for Hazardous and Underwater Scenarios

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    The use of remote robotic systems for inspection and maintenance in hazardous environments is a priority for all tasks potentially dangerous for humans. However, currently available robotic systems lack that level of usability which would allow inexperienced operators to accomplish complex tasks. Moreover, the task’s complexity increases drastically when a single operator is required to control multiple remote agents (for example, when picking up and transporting big objects). In this paper, a system allowing an operator to prepare and configure cooperative behaviours for multiple remote agents is presented. The system is part of a human–robot interface that was designed at CERN, the European Center for Nuclear Research, to perform remote interventions in its particle accelerator complex, as part of the CERNTAURO project. In this paper, the modalities of interaction with the remote robots are presented in detail. The multimodal user interface enables the user to activate assisted cooperative behaviours according to a mission plan. The multi-robot interface has been validated at CERN in its Large Hadron Collider (LHC) mockup using a team of two mobile robotic platforms, each one equipped with a robotic manipulator. Moreover, great similarities were identified between the CERNTAURO and the TWINBOT projects, which aim to create usable robotic systems for underwater manipulations. Therefore, the cooperative behaviours were validated within a multi-robot pipe transport scenario in a simulated underwater environment, experimenting more advanced vision techniques. The cooperative teleoperation can be coupled with additional assisted tools such as vision-based tracking and grasping determination of metallic objects, and communication protocols design. The results show that the cooperative behaviours enable a single user to face a robotic intervention with more than one robot in a safer way

    Myriad : a distributed machine vision application framework

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    This thesis examines the potential for the application of distributed computing frameworks to industrial and also lightweight consumer-level Machine Vision (MV) applications. Traditional, stand-alone MV systems have many benefits in well-defined, tightly- controlled industrial settings, but expose limitations in interactive, de-localised and small-task applications that seek to utilise vision techniques. In these situations, single-computer solutions fail to suffice and greater flexibility in terms of system construction, interactivity and localisation are required. Network-connected and distributed vision systems are proposed as a remedy to these problems, providing dynamic, componentised systems that may optionally be independent of location, or take advantage of networked computing tools and techniques, such as web servers, databases, proxies, wireless networking, secure connectivity, distributed computing clusters, web services and load balancing. The thesis discusses a system named Myriad, a distributed computing framework for Machine Vision applications. Myriad is composed components, such as image processing engines and equipment controllers, which behave as enhanced web servers and communicate using simple HTTP requests. The roles of HTTP-based distributed computing servers in simplifying rapid development of networked applications and integrating those applications with existing networked tools and business processes are explored. Prototypes of Myriad components, written in Java, along with supporting PHP, Perl and Prolog scripts and user interfaces in C , Java, VB and C++/Qt are examined. Each component includes a scripting language named MCS, enabling remote clients (or other Myriad components) to issue single commands or execute sequences of commands locally to the component in a sustained session. The advantages of server- side scripting in this manner for distributed computing tasks are outlined with emphasis on Machine Vision applications, as a means to overcome network connection issues and address problems where consistent processing is required. Furthermore, the opportunities to utilise scripting to form complex distributed computing network topologies and fully-autonomous federated networked applications are described, and examples given on how to achieve functionality such as clusters of image processing nodes. Through the medium of experimentation involving the remote control of a model train set, cameras and lights, the ability of Myriad to perform traditional roles of fixed, stand-alone Machine Vision systems is supported, along with discussion of opportunities to incorporate these elements into network-based dynamic collaborative inspection applications. In an example of 2D packing of remotely-acquired shapes, distributed computing extensions to Machine Vision tasks are explored, along with integration into larger business processes. Finally, the thesis examines the use of Machine Vision techniques and Myriad components to construct distributed computing applications with the addition of vision capabilities, leading to a new class of image-data-driven applications that exploit mobile computing and Pervasive Computing trends
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