587 research outputs found

    Internet of Things Strategic Research Roadmap

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    Internet of Things (IoT) is an integrated part of Future Internet including existing and evolving Internet and network developments and could be conceptually defined as a dynamic global network infrastructure with self configuring capabilities based on standard and interoperable communication protocols where physical and virtual “things” have identities, physical attributes, and virtual personalities, use intelligent interfaces, and are seamlessly integrated into the information network

    A scalable middleware-based infrastructure for energy management and visualization in city districts

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    Following the Smart City views, citizens, policy makers and energy distribution companies need a reliable and scalable infrastructure to manage and analyse energy consumption data in a city district context. In order to move forward this view, a city district model is needed, which takes into account different data-sources such as Building Information Models, Geographic Information Systems and real-time information coming from heterogeneous devices in the district. The Internet of Things paradigm is creating new business opportunities for low-cost, low-power and high-performance devices. Nevertheless, because of the "smart devices" heterogeneity, in order to provide uniform access to their functionalities, an abstract point of view is needed. Therefore, we propose an distributed software infrastructure, exploiting service-oriented middleware and ontology solutions to cope with the management, simulation and visualization of district energy data

    RESTful framework for collaborative internet of things based on IEC 61850

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    El contenido de los capítulos 2 y 3 está sujeto a confidencialidad 161 p.En 1991, Mark Weiser formuló el paradigma de Computación Ubicua definiendo el concepto de Entorno Inteligente como un espacio físico repleto de dispositivos, muy integrados en el entorno, y con capacidades de identificación, sensorización y actuación. Internet de las Cosas (IoT) expande el ámbito de localización de estos dispositivos y servicios ubicuos, representados como cosas, de un entorno local a internet como red global. Para la implementación de estos escenarios de aplicación, la colaboración entre las cosas es uno de los principales retos de investigación. El objetivo de esta colaboración es ser capaces de satisfacer necesidades globales mediante la combinación de servicios individuales. Esta Tesis propone una arquitectura colaborativa entre las cosas desplegadas en internet.Las tecnologías alrededor de los Servicios Web SOAP/XML, adecuadas para IoT, soportan aspectos claves para un sistema colaborativo como la publicación, descubrimiento, control y gestión de eventos de los dispositivos. Como alternativa, REST ha ganado terreno en este ámbito por ser considerada una opción más ligera, sencilla y natural para la comunicación en internet. Sin embargo, no existen protocolos para descubrimiento y gestión de eventos para recursos REST. Esta Tesis aborda dicha carencia proponiendo una especificación de estos protocolos para arquitecturas REST. Otro aspecto importante es la representación, a nivel de aplicación, de las cosas distribuidas. Entre las propuestas para la estandarización de los modelos de información y comunicación en este dominio que podrían aplicarse, de manera similar, a IoT, destaca el estándar IEC 61850. Sin embargo, los protocolos de comunicación definidos por el estándar no son adecuados para IoT. Esta Tesis analiza la idoneidad del IEC 61850 para escenarios IoT y propone un protocolo de comunicación REST para sus servicios.Por último, se trata la problemática asociada a la confiabilidad que debe proporcionar una arquitectura IoT para dominios de aplicación relacionados con la salud o sistemas de seguridad funcional (Safety)

    Case studies for a new IoT programming paradigm: Fluidware

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    A number of scientific and technological advancements enabled turning the Internet of Things vision into reality. However, there is still a bottleneck in designing and developing IoT applications and services: each device has to be programmed individually, and services are deployed to specific devices. The Fluidware approach advocates that to truly scale and raise the level of abstraction a novel perspective is needed, focussing on device ensembles and dynamic allocation of resources. In this paper, we motivate the need for such a paradigm shift through three case studies emphasising a mismatch between state of art solutions and desired properties to achieve

    Model-Driven Methodology for Rapid Deployment of Smart Spaces based on Resource-Oriented Architectures

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    Advances in electronics nowadays facilitate the design of smart spaces based on physical mash-ups of sensor and actuator devices. At the same time, software paradigms such as Internet of Things (IoT) and Web of Things (WoT) are motivating the creation of technology to support the development and deployment of web-enabled embedded sensor and actuator devices with two major objectives: (i) to integrate sensing and actuating functionalities into everyday objects, and (ii) to easily allow a diversity of devices to plug into the Internet. Currently, developers who are applying this Internet-oriented approach need to have solid understanding about specific platforms and web technologies. In order to alleviate this development process, this research proposes a Resource-Oriented and Ontology-Driven Development (ROOD) methodology based on the Model Driven Architecture (MDA). This methodology aims at enabling the development of smart spaces through a set of modeling tools and semantic technologies that support the definition of the smart space and the automatic generation of code at hardware level. ROOD feasibility is demonstrated by building an adaptive health monitoring service for a Smart Gym

    Philosophy of Blockchain Technology - Ontologies

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    About the necessity and usefulness of developing a philosophy specific to the blockchain technology, emphasizing on the ontological aspects. After an Introduction that highlights the main philosophical directions for this emerging technology, in Blockchain Technology I explain the way the blockchain works, discussing ontological development directions of this technology in Designing and Modeling. The next section is dedicated to the main application of blockchain technology, Bitcoin, with the social implications of this cryptocurrency. There follows a section of Philosophy in which I identify the blockchain technology with the concept of heterotopia developed by Michel Foucault and I interpret it in the light of the notational technology developed by Nelson Goodman as a notational system. In the Ontology section, I present two developmental paths that I consider important: Narrative Ontology, based on the idea of order and structure of history transmitted through Paul Ricoeur's narrative history, and the Enterprise Ontology system based on concepts and models of an enterprise, specific to the semantic web, and which I consider to be the most well developed and which will probably become the formal ontological system, at least in terms of the economic and legal aspects of blockchain technology. In Conclusions I am talking about the future directions of developing the blockchain technology philosophy in general as an explanatory and robust theory from a phenomenologically consistent point of view, which allows testability and ontologies in particular, arguing for the need of a global adoption of an ontological system for develop cross-cutting solutions and to make this technology profitable. CONTENTS: Abstract Introducere Tehnologia blockchain - Proiectare - Modele Bitcoin Filosofia Ontologii - Ontologii narative - Ontologii de intreprindere Concluzii Note Bibliografie DOI: 10.13140/RG.2.2.24510.3360

    IoT Hub as a Service (HaaS): Data-Oriented Environment for Interactive Smart Spaces

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    Smart devices around us produce a considerable volume of data and interact in a wide range of scenarios that guide the evolution of the Internet of Things (IoT). IoT adds informative and interactive aspects to our living spaces, converting them into smart spaces. However, the development of applications is challenged by the fragmented nature due to the vast number of different IoT things, the format of reported information, communication standards, and the techniques used to design applications. This paper introduces IoT Hub as a Service (HaaS), a data-oriented framework to enable communication interoperability between the ecosystem's entities. The framework abstracts things' information, reported data items, and developers' applications into programmable objects referred to as Cards. Cards represent specific entities and interactions of focus with meta-data. The framework then indexes cards' meta-data to enable interoperability, data management, and application development. The framework allows users to create virtual smart spaces (VSS) to define cards' accessibility and visibility. Within VSS, users can identify accessible data items, things to communicate, and authorized applications. The framework, in this paper, defines four types of Cards to represent: participating IoT things, data items, VSS, and applications. The proposed framework enables the development of synchronous and asynchronous applications. The framework dynamically creates, updates, and links the cards throughout the life-cycle of the different entities. We present the details of the proposed framework and show how our framework is advantageous and applicable

    A Survey on the Web of Things

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    The Web of Things (WoT) paradigm was proposed first in the late 2000s, with the idea of leveraging Web standards to interconnect all types of embedded devices. More than ten years later, the fragmentation of the IoT landscape has dramatically increased as a consequence of the exponential growth of connected devices, making interoperability one of the key issues for most IoT deployments. Contextually, many studies have demonstrated the applicability of Web technologies on IoT scenarios, while the joint efforts from the academia and the industry have led to the proposals of standard specifications for developing WoT systems. Through a systematic review of the literature, we provide a detailed illustration of the WoT paradigm for both researchers and newcomers, by reconstructing the temporal evolution of key concepts and the historical trends, providing an in-depth taxonomy of software architectures and enabling technologies of WoT deployments and, finally, discussing the maturity of WoT vertical markets. Moreover, we identify some future research directions that may open the way to further innovation on WoT systems

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei più comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilità innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di là dello schermo dei computer o degli smartphone. Poiché l’interazione gestuale tangibile è un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalità di interazione con il sistema di infotainment. Per il secondo campo di applicazione, è stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, è stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo
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