45,991 research outputs found

    Media independent transport service for ambient intelligence

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    The evolution on ambient intelligence technologies, such as sensor networks, propelled a universe of very diverse types of both data and hardware equipment creating one of the most heterogeneous network environments. This diversity brings to light the main issue we aim to address in this paper: the need for a common ground that enables communications between the different heterogeneous equipments and technologies. Starting from the well-established IEEE 802.21 Media Independent Handover standard, we propose its mechanisms and structure to be extended to provide the needed common ground for communication in ambient intelligence scenarios. In this work, we extend 802.21 to include sensor information, enabling different types of equipment and network technologies to communicate with each other under a common standard contributing to a truly heterogeneous network framework. To conclude, we address its viability through a comparison with other known solutions for communication on sensing devices

    Math-VR: mathematics serious game for madrasah students using combination of virtual reality and ambient intelligence

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    The challenge to increasing understanding of mathematics lessons for students in madrasah schools makes the learning process require the support of adaptive alternative learning media. In this study, we propose a serious game-based learning media supported by virtual reality and ambient intelligence technology to equip students with adaptive responses to subject matter scenarios. Ambient intelligence works based on recommendations generated by the Multi-Criteria Recommender System (MCRS). In calculating a similarity between users and reference data, MCRS uses cosine-based similarity calculations, and average similarity is used for ranking. We developed this learning media experiment called Math-VR using the Unity game engine. The experimental test results show that MCRS-based ambient intelligence technology can provide an adaptive response to the choice of geometry subject matter recommendations for students according to their pre-test results. The analysis results show that the recommendation system as part of ambient intelligence has the highest accuracy rate of 0.92 when using 80 reference data

    DESIGNING AN INTELLIGENT HOME MEDIA CENTER

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    This paper presents design and implementation of a personal intelligent home media center. The primary goal was to increase the quality of life with the use of ambient intelligence in smart homes. The solution presented here uses client-server architecture with network-attached storage for storing all multimedia contents. Sensors are used to identify person’s presence and ambient intelligence techniques to recommend the most suitable multimedia content to end-users. The major advantages of this personal intelligent home media center are speed, intelligence, inexpensive components and scalability. The implementation was done in within one home media center, for the evaluation purposes

    Teaching media accessibility : three case-studies

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    Media access and information access have been part of a proactive policy at different UAB sectors, from student's welfare office, building administration and architecture to research and training. The aim of this paper is to present three experiences related to the teaching of media accessibility at the Universitat Autònoma de Barcelona, focusing on student's cooperative work and lecture organisation. The focus will be on a newly-created MA course on Accessibility and Interactivity within the MA in Multimedia Ambient Intelligence, an online MA in Audiovisual Translation, and an undergraduate course in Audiovisual Translation and Localisation

    Presenting the networked home: a content analysis of promotion material of Ambient Intelligence applications

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    Ambient Intelligence (AmI) for the home uses information and communication technologies to make users’ everyday life more comfortable. AmI is still in its developmental phase and is headed towards the first stages of diffusion. \ud Characteristics of AmI design can be observed, among others, in the promotion material of initial producers. A literature study revealed that AmI originally envisioned a central role for the user, convenience that AmI offers them and that attention should be paid to critical policy issues such as privacy and a potential loss of freedom. A content analysis of current promotion material of several high-tech companies revealed that these original ideas are not all reflected in the material. Attributes which were used most in the promotion material were ‘connectedness’, ‘control’, ‘easiness’ and ‘personalization’. An analysis of the pictures in the promotion material showed that almost half of the pictures contained no humans but appliances. These results only partly correspond to the original vision on AmI, since the emphasis is now on technology. The results represent a serious problem, since both users, as well as critical policy issues are underexposed in the current promotion material

    Smart Exposition Rooms: The Ambient Intelligence View

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    We introduce our research on smart environments, in particular research on smart meeting rooms and investigate how research approaches here can be used in the context of smart museum environments. We distinguish the identification of domain knowledge, its use in sensory perception, its use in interpretation and modeling of events and acts in smart environments and we have some observations on off-line browsing and on-line remote participation in events in smart environments. It is argued that large-scale European research in the area of ambient intelligence will be an impetus to the research and development of smart galleries and museum spaces

    Mixed reality participants in smart meeting rooms and smart home enviroments

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    Human–computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments
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