1,731 research outputs found

    CGAMES'2009

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    The SATIN component system - a metamodel for engineering adaptable mobile systems

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    Mobile computing devices, such as personal digital assistants and mobile phones, are becoming increasingly popular, smaller, and more capable. We argue that mobile systems should be able to adapt to changing requirements and execution environments. Adaptation requires the ability-to reconfigure the deployed code base on a mobile device. Such reconfiguration is considerably simplified if mobile applications are component-oriented rather than monolithic blocks of code. We present the SATIN (system adaptation targeting integrated networks) component metamodel, a lightweight local component metamodel that offers the flexible use of logical mobility primitives to reconfigure the software system by dynamically transferring code. The metamodel is implemented in the SATIN middleware system, a component-based mobile computing middleware that uses the mobility primitives defined in the metamodel to reconfigure both itself and applications that it hosts. We demonstrate the suitability of SATIN in terms of lightweightedness, flexibility, and reusability for the creation of adaptable mobile systems by using it to implement, port, and evaluate a number of existing and new applications, including an active network platform developed for satellite communication at the European space agency. These applications exhibit different aspects of adaptation and demonstrate the flexibility of the approach and the advantages gaine

    Context-Aware Mobile Games Using Android, Arduino and HTML5

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    Mobiilitehnoloogiate areng ja nutitelefonide kiire levik loob uusi vĂ”imalusi mobiilirakenduste arendamiseks ning palju rĂ”hku pannakse mĂ€ngudele. Loodavad mĂ€ngud muutuvad aga keerulisemaks, sest ĂŒha enam kasutatakse keskkonnast tulevat informatsiooni, et kohandada mĂ€ngu vastavalt kasutaja asukohale ja kontekstile. MĂ€nge, mis seovad kasutaja fĂŒĂŒsile asukoha ja oleku virtuaalmaailmaga keskkonnateadlikuks mĂ€nguks. Üha enam luuakse rakendusi veebiplatvormile, mitte kindlatele operatsioonisĂŒsteemidele, sest veebitehnoloogiad vĂ”imaldavad luua vĂ”rdvÀÀrse funktsionaalsuse ning kasutajamugavusega rakendusi. VeebipĂ”histe rakenduste suurimaks eeliseks on see, et nende tööks on vaja ainult veebibrauserit ning igale operastioonisĂŒteemile ei pea kirjutama eraldi programmi. Antud tehnoloogiad on jĂ”udnud ka mobiilimaailma, kus iga operatsioonisĂ”steemi jaoks peab arendama eraldiseisva rakenduse, sest iga tootja sĂŒsteem on teistest erinev. Antud bakalaurusetöö eesmĂ€rgiks on luua veebitehnoloogiaid kasutades mobiilimĂ€ng, mille juhtimiseks kasutatakse nutitelefonis olevaid sensoreid ning lisaks Arduino mikrokontrolleritest tulevat vĂ€liskeskoona informatsiooni. Antud bakalaurusetöö suurimaks panuseks on PhoneGap raamistikule loodud moodul, mis vĂ”imaldab pĂ€rida Arduino mikrokontrollerist saadetud sensorite informatsiooni kliendipoolsest koodist, mis tavaliste lahendustega pole vĂ”imalik.Latest technological achievements in mobile and open-source electronics platforms made it possible to develop pervasive applications that use environmental information to enhance software usability aspects in real-time, like in the case of context-aware mobile games. However, the development of this kind of pervasive applications is tied to speci c aspects owned by each mobile platform (e.g. programming language, SDK and tools, etc.). Moreover, a considerable effort and knowledge in low-level programming techniques is required for porting the applications between platforms, and thus in general most of the solutions are targeted at particular platform. In order to investigate the possibility of creating portable pervasive applications that combine sensor information from the multiple micromechanical artefacts embedded within the smartphones, we used contextual sensor data provided by Arduino Microcontroller. The current thesis proposed extending the existing implementation of PhoneGap to create hybrid mobile applications based on HTML5 that are easy to port, maintain and reuse

    Near Field Communication Applications

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    Near Field Communication (NFC) is a short-range, low power contactless communication between NFC-enabled devices that are held in the closed proximity to each other. NFC technology has been moving rapidly from its initial application areas of mobile payment services and contactless ticketing to the diversity of new areas. Three specific NFC tags highlighted in the thesis have different structures in terms of memory, security and usage in different applications. NFC information tags exploit the data exchange format NDEF standardized by NFC Forum. NFC applications are rapidly stepping into novel and diverse application areas. Often they are deployed in combination with different devices and systems through their integrability and adaptability features. The diverse application areas where NFC tags and cards are used cover smart posters, contactless ticketing, keys and access control, library services, entertainment services, social network services, education, location based services, work force and retail management and healthcare. In designing different NFC applications, it is necessary to take into consideration different design issues such as to choosing the NFC tools and devices according to the technical requirements of the application, considering especially the memory, security and price factors as well as their relation to the purpose and usage of the final product. The security aspect of the NFC tags is remarkably important in selecting the proper NFC device. The race between hackers attacking and breaking the security systems of programmable high level products and manufacturers to produce reliable secure systems and products seems to never end. This has proven to be case, for example, for trying MIFARE Ultralight and DESFire MF3ICD40 tags. An important consideration of studying the different applications of NFC tags and cards during the thesis work was to understand the ubiquitous character of NFC technology.LÀhitunnistus yhteys tekniikka (NFC) on lyhyen tÀhtÀimen, pienitehoinen, kontaktiton yhteydenpito NFC yhteensopivien laitteiden vÀlillÀ, jossa laitteet pidetÀÀn toistensÀ vÀlittömÀssÀ lÀheisyydessÀ tiedon siirtÀmiseksi niiden vÀlillÀ. NFC-teknologia on siirtynyt nopeasti sen alkuperÀisiltÀ toimialueilta eli mobiili maksupalvelujen ja kontaktittomien lippujen sovellusalueilta moninaisille uusille alueille. Kolmella NFC tagillÀ, joita on kÀsitelty tÀssÀ tutkielmassa, on muistin, turvallisuuden ja kÀytön kannalta erilaisiÀ rakenteita, joita kÀytetÀÀn eri sovelluksissa. NFC-tagit kÀyttÀvÀt tiedonvÀlityksessÀ NFC Forumin standardoimaa NDEF-tiedonvaihtoformaattia. NFC sovellukset esiintyvÀt yhÀ enenevÀssÀ mÀÀrin nopeasti kehyttyvillÀ, uudenlaisilla ja monipuolisilla sovellusalueilla, usein yhdessÀ eri laitteiden ja jÀrjestelmien kanssa. NFC on kÀytettÀvissÀ erinÀisten laitteiden kanssa erilaisissa jÀrjestelmÀympÀristöissÀ. Monipuoliset sovellusalueet, joissa muun muassa NFC-tagejÀ ja -kortteja kÀytetÀÀn sisÀltÀvÀt seuraavanlaisia sovelluksia: ÀlykkÀÀt julisteet, kontaktittomat liput, avaimet ja pÀÀsynvalvonta, kirjastopalvelut, viihdepalvelut, sosiaalisen verkoston palvelut, kasvatukseen ja koulutukseen liittyvÀt palvelut, sijaintiperustaiset palvelut, työvoiman ja vÀhittÀiskaupan hallinto-palvelut ja terveyspalvelut. Erilaisten NFC-sovelluksien suunnittelussa on vÀistÀmÀtöntÀ ottaa erilaisia suunnitteluasioita huomioon kuten valita NFC-työkalut ja laitteet sovelluksen teknisten vaatimusten mukaan. Erilaiset tÀrkeÀt tekijÀt kuten muisti, tietoturvallisuusominaisuudet ja hinta ja niiden kaikkien toimivuus lopputuotteen kannalta on otettava huomioon. TietoturvallisuusnÀkökohta on erityisen tÀrkeÀ oikean NFC laitteen valitsemisessa, sillÀ kÀynnissÀ on loputon kilpajuoksu hakkerien, jotka yrittÀvÀt rikkoa ohjelmoitavien korkeatasoisten laitteiden ja tuotteiden tietoturvajÀrjestelmiÀ, ja valmistajien, jotka pyrkivÀt tuottamaan luotettavia varmoja jÀrjestelmiÀ, vÀlillÀ. Tietoturvariskiin liittyviÀ ongelmia on löydetty esimerkiksi MIFARE Ultralight ja DESFire MF3ICD40 tageista. TÀrkeÀ havainto, joka saatiin erilaisten NFC sovelluksien tutkimisesta, oli oivaltaa NFCteknologian potentiaalinen kaikkialle ulottuva, yleiskÀyttöinen luonne

    Internet Predictions

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    More than a dozen leading experts give their opinions on where the Internet is headed and where it will be in the next decade in terms of technology, policy, and applications. They cover topics ranging from the Internet of Things to climate change to the digital storage of the future. A summary of the articles is available in the Web extras section

    Designing Modular Robotic Playware

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    In this paper, we explore the design of modular robotic objects that may enhance playful experiences. The approach builds upon the development of modular robotics to create a kind of playware, which is flexible in both set-up and activity building for the end-user to allow easy creation of games. Key features of this design approach are modularity, flexibility, and construction, immediate feedback to stimulate engagement, activity design by end-users, and creative exploration of play activities. These features permit the use of such modular playware by a vast array of users, including disabled children who often could be prevented from using and taking benefits from modern technologies. The objective is to get any children moving, exchanging, experimenting and having fun, regardless of their cognitive or physical ability levels. The paper describes two prototype systems developed as modular robotic tiles, and discusses the challenges and opportunities of this modular playware when used by children with different cognitive abilities

    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

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