7,408 research outputs found

    Challenges in the Design and Implementation of IoT Testbeds in Smart-Cities : A Systematic Review

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    Advancements in wireless communication and the increased accessibility to low-cost sensing and data processing IoT technologies have increased the research and development of urban monitoring systems. Most smart city research projects rely on deploying proprietary IoT testbeds for indoor and outdoor data collection. Such testbeds typically rely on a three-tier architecture composed of the Endpoint, the Edge, and the Cloud. Managing the system's operation whilst considering the security and privacy challenges that emerge, such as data privacy controls, network security, and security updates on the devices, is challenging. This work presents a systematic study of the challenges of developing, deploying and managing urban monitoring testbeds, as experienced in a series of urban monitoring research projects, followed by an analysis of the relevant literature. By identifying the challenges in the various projects and organising them under the V-model development lifecycle levels, we provide a reference guide for future projects. Understanding the challenges early on will facilitate current and future smart-cities IoT research projects to reduce implementation time and deliver secure and resilient testbeds

    Machine Learning Meets Mental Training -- A Proof of Concept Applied to Memory Sports

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    This work aims to combine these two fields together by presenting a practical implementation of machine learning to the particular form of mental training that is the art of memory, taken in its competitive version called "Memory Sports". Such a fusion, on the one hand, strives to raise awareness about both realms, while on the other it seeks to encourage research in this mixed field as a way to, ultimately, drive forward the development of this seemingly underestimated sport.Comment: 75 pages, 47 figures, 2 tables, 26 code excerpt

    Advances in Micro- and Nanomechanics

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    This book focuses on recent advances in both theoretical and experimental studies of material behaviour at the micro- and nano-scales. Special attention is given to experimental studies of nanofilms, nanoparticles and nanocomposites as well as tooth defects. Various experimental techniques were used. Magneto- and thermoelastic coupling were considered, as were nonlocal models of thin structures

    The practical and ethical considerations of digitising Haitian literary archives

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    Archives in Haiti are in danger from a multitude of threats including natural and manmade disasters, environmental crises, and political unrest. This thesis proposes the creation of an online digital archive for Haitian literary artefacts in an attempt to both preserve these documents and improve their accessibility; it is hoped that in doing so, it will encourage the study of Haitian literature and help to address Haiti’s malignment in the Western sphere. The practical and ethical considerations of such a project are discussed, with issues examined through the lenses of postcolonialism and software engineering in order to make practical recommendations for the archive’s development. Requirements specific to Haiti are discussed in the context of the software development process, with techniques suggested to overcome potential obstacles including accessibility and remote testing. The digitisation process is also examined as well as its application to archival literary materials. We will also consider the limitations of digital representations of physical objects, the role that location plays in an artefact’s significance, and the importance of the oral as well as the written in Haitian cultural representation

    Digital orientation and environmental performance in times of technological change

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    Digitalization is increasingly seen as a strategic means for firms to yield competitive and environmental advantages. Still, current empirical research does not yet provide ample evidence on how a firm's strategic posture towards digitalization connects to environmental performance. This study examines the link between digital orientation and environmental performance as well as the moderating role of technological turbulence. The natural-resource-based view and literature on strategic orientations provide the conceptual foundations. The hypotheses are tested with data from 515 U.S. Standard and Poor's 500 companies with 2,800 firm observations from 2009 to 2019. The results indicate that, first, a firm's digital orientation has a significant and positive effect on environmental performance and, second, this effect is even more pronounced in technologically turbulent business environments. In sum, our findings suggest that managers can improve their firm's environmental performance and competitive position by increasing the digital orientation within their organizations. We thus add to the literature on the natural-resource-based view by identifying digital orientation as a strategy aligned with the natural environment. Finally, we derive practical implications for managers and policymakers aiming to bring together digitalization and green strategies

    International Academic Symposium of Social Science 2022

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    This conference proceedings gathers work and research presented at the International Academic Symposium of Social Science 2022 (IASSC2022) held on July 3, 2022, in Kota Bharu, Kelantan, Malaysia. The conference was jointly organized by the Faculty of Information Management of Universiti Teknologi MARA Kelantan Branch, Malaysia; University of Malaya, Malaysia; Universitas Pembangunan Nasional Veteran Jakarta, Indonesia; Universitas Ngudi Waluyo, Indonesia; Camarines Sur Polytechnic Colleges, Philippines; and UCSI University, Malaysia. Featuring experienced keynote speakers from Malaysia, Australia, and England, this proceeding provides an opportunity for researchers, postgraduate students, and industry practitioners to gain knowledge and understanding of advanced topics concerning digital transformations in the perspective of the social sciences and information systems, focusing on issues, challenges, impacts, and theoretical foundations. This conference proceedings will assist in shaping the future of the academy and industry by compiling state-of-the-art works and future trends in the digital transformation of the social sciences and the field of information systems. It is also considered an interactive platform that enables academicians, practitioners and students from various institutions and industries to collaborate

    Digital Collaborative Language Learning and Augmented Reality

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    This portfolio is a collection of works written by the author as he was studying in the Masters of Second Language Teaching program at Utah State University. The focus of these works is on technology and its impact on language learning. The first few sections consist of an introduction to the portfolio, a few pages dedicated to the author’s philosophy on second language teaching, and details and insights from an observation of a teacher in practice while in the program. The following section comprises the bulk of the portfolio and includes a paper devoted to augmented reality’s place in digital language learning. Then the author’s professional goals and plans centered around his teaching philosophy will be addressed

    Effects of activity time limitation on gesture elicitation for form creation

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    Cognitive processing employed during design includes both time critical and time-consuming types of thinking. The ability to match the pace of design generation or modification with the designers thinking processes can be particularly important with gesture-based interfaces for form creation, especially where representation modes of input and response may influence the choice of activities performed. Particularly in gesture elicitation studies, time-consuming design activities can shift the focus on forming the analogies between problem at hand and prior knowledge and experiences, rather than intuitive gesture suggestions that would be the best fit for the given representation mode. However, design methodologies do not prescribe or discuss time limitations and their use in this context. In this paper, time limitation is explored during a gesture elicitation study for three-dimensional object creation, modification and manipulation, by comparing two study parts, one where time limitation was imposed and one where time was unlimited. Resulting gesture durations in both parts were comparable and elicited gestures were similar in nature and employing same elements of hand motion, supporting the hypothesis that time limitation can be a useful methodological approach when gestures are used for interaction with 3D objects and representation and interaction modalities are matched

    AR-MoCap: Using augmented reality to support motion capture acting

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    Technology is disrupting the way films involving visual effects are produced. Chroma-key, LED walls, motion capture (mocap), 3D visual storyboards, and simulcams are only a few examples of the many changes introduced in the cinema industry over the last years. Although these technologies are getting commonplace, they are presenting new, unexplored challenges to the actors. In particular, when mocap is used to record the actors’ movements with the aim of animating digital character models, an increase in the workload can be easily expected for people on stage. In fact, actors have to largely rely on their imagination to understand what the digitally created characters will be actually seeing and feeling. This paper focuses on this specific domain, and aims to demonstrate how Augmented Reality (AR) can be helpful for actors when shooting mocap scenes. To this purpose, we devised a system named AR-MoCap that can be used by actors for rehearsing the scene in AR on the real set before actually shooting it. Through an Optical See-Through Head- Mounted Display (OST-HMD), an actor can see, e.g., the digital characters of other actors wearing mocap suits overlapped in real- time to their bodies. Experimental results showed that, compared to the traditional approach based on physical props and other cues, the devised system can help the actors to position themselves and direct their gaze while shooting the scene, while also improving spatial and social presence, as well as perceived effectiveness

    Immersive analytics for oncology patient cohorts

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    This thesis proposes a novel interactive immersive analytics tool and methods to interrogate the cancer patient cohort in an immersive virtual environment, namely Virtual Reality to Observe Oncology data Models (VROOM). The overall objective is to develop an immersive analytics platform, which includes a data analytics pipeline from raw gene expression data to immersive visualisation on virtual and augmented reality platforms utilising a game engine. Unity3D has been used to implement the visualisation. Work in this thesis could provide oncologists and clinicians with an interactive visualisation and visual analytics platform that helps them to drive their analysis in treatment efficacy and achieve the goal of evidence-based personalised medicine. The thesis integrates the latest discovery and development in cancer patients’ prognoses, immersive technologies, machine learning, decision support system and interactive visualisation to form an immersive analytics platform of complex genomic data. For this thesis, the experimental paradigm that will be followed is in understanding transcriptomics in cancer samples. This thesis specifically investigates gene expression data to determine the biological similarity revealed by the patient's tumour samples' transcriptomic profiles revealing the active genes in different patients. In summary, the thesis contributes to i) a novel immersive analytics platform for patient cohort data interrogation in similarity space where the similarity space is based on the patient's biological and genomic similarity; ii) an effective immersive environment optimisation design based on the usability study of exocentric and egocentric visualisation, audio and sound design optimisation; iii) an integration of trusted and familiar 2D biomedical visual analytics methods into the immersive environment; iv) novel use of the game theory as the decision-making system engine to help the analytics process, and application of the optimal transport theory in missing data imputation to ensure the preservation of data distribution; and v) case studies to showcase the real-world application of the visualisation and its effectiveness
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