4,346 research outputs found

    An Indoor Navigation System Using a Sensor Fusion Scheme on Android Platform

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    With the development of wireless communication networks, smart phones have become a necessity for people’s daily lives, and they meet not only the needs of basic functions for users such as sending a message or making a phone call, but also the users’ demands for entertainment, surfing the Internet and socializing. Navigation functions have been commonly utilized, however the navigation function is often based on GPS (Global Positioning System) in outdoor environments, whereas a number of applications need to navigate indoors. This paper presents a system to achieve high accurate indoor navigation based on Android platform. To do this, we design a sensor fusion scheme for our system. We divide the system into three main modules: distance measurement module, orientation detection module and position update module. We use an efficient way to estimate the stride length and use step sensor to count steps in distance measurement module. For orientation detection module, in order to get the optimal result of orientation, we then introduce Kalman filter to de-noise the data collected from different sensors. In the last module, we combine the data from the previous modules and calculate the current location. Results of experiments show that our system works well and has high accuracy in indoor situations

    The memory space: Exploring future uses of Web 2.0 and mobile internet through design interventions.

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    The QuVis Quantum Mechanics Visualization project aims to address challenges of quantum mechanics instruction through the development of interactive simulations for the learning and teaching of quantum mechanics. In this article, we describe evaluation of simulations focusing on two-level systems developed as part of the Institute of Physics Quantum Physics resources. Simulations are research-based and have been iteratively refined using student feedback in individual observation sessions and in-class trials. We give evidence that these simulations are helping students learn quantum mechanics concepts at both the introductory and advanced undergraduate level, and that students perceive simulations to be beneficial to their learning.Comment: 15 pages, 5 figures, 1 table; accepted for publication in the American Journal of Physic

    Patent Analytics Based on Feature Vector Space Model: A Case of IoT

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    The number of approved patents worldwide increases rapidly each year, which requires new patent analytics to efficiently mine the valuable information attached to these patents. Vector space model (VSM) represents documents as high-dimensional vectors, where each dimension corresponds to a unique term. While originally proposed for information retrieval systems, VSM has also seen wide applications in patent analytics, and used as a fundamental tool to map patent documents to structured data. However, VSM method suffers from several limitations when applied to patent analysis tasks, such as loss of sentence-level semantics and curse-of-dimensionality problems. In order to address the above limitations, we propose a patent analytics based on feature vector space model (FVSM), where the FVSM is constructed by mapping patent documents to feature vectors extracted by convolutional neural networks (CNN). The applications of FVSM for three typical patent analysis tasks, i.e., patents similarity comparison, patent clustering, and patent map generation are discussed. A case study using patents related to Internet of Things (IoT) technology is illustrated to demonstrate the performance and effectiveness of FVSM. The proposed FVSM can be adopted by other patent analysis studies to replace VSM, based on which various big data learning tasks can be performed

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    A Study on Vehicle Trajectory Analysis

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    Successful developments of effective real-time traffic management and information systems demand high quality real time traffic information. In the era of intelligent transportation convergence, traffic monitoring requires traffic sensory technologies. The present analysis extracted data from Mobile Century experiment. The data obtained in the experiment was pre-processed. Based on the pre processed data experimental road map has generated. Individual vehicle tracking has done using trajectory analysis. Finally an attempt has been made for extracting association rules from mobile century dataset using Apriori algorithm

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Horizon Report 2009

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    El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)

    Ancient Cartographies as a Basis for Geolocation Models in Public Space: The Case of Giambattista Nolli and its Heritage Application

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    In 1748, the architect and surveyor Giambattista Nolli mapped an abstract reality of the city of Rome. As a challenge to the inherited projections, it represented the city mixing streets, halls, corridors, churches, baths and markets as part of a unique public space network. A new way to design public space and rethink the whole urban system was opened by the possibility of containing in these representations a single layer with all kinds of public space (including the interior of public buildings). Despite this, Nolli's plan remained as a useless instrument since the hegemony of automobile mobility appeared as a pre-eminent system. This research tries to understand how the application of the ancient cartographies' methodology can improve the pedestrian mobility of historic cities by means of enhancing the graphic value of the system of Giambattista Nolli. Nowadays, free public space is represented as empty and built ones, as solid. This proposal would revert this reified conception of the city, understanding this baroque representation as an instrument of identification and assessment of the transitional heritage. The clues unveiled by Nolli seem to be able to integrate the plans of public buildings within the urban tissue, which would result in a step towards the full integration of cartography and mobility. The success of the comprehensive tools offered by large servers such as Alphabet inc. (Google) or Bing Maps confirm the suitability of the combination of new technologies and Big Data with urban planning, reaching the synchronisation of Smart Cities. Nowadays, open public space can be 'walked in' from any electronic device, consequently, the application of the "Nolli methodology" would implement the model of urban geolocation with the assimilation of inner public spaces. In the creation of a great global map of the public space, a chimaera could be intuited. This would be discussed within a tangible reality: every open public space is already housed in the Big Data and it is accessible through geolocation tools. The inclusion of the of the public buildings' interiors would contribute to develop a greater permeability between city and citizens. Furthermore, this representation would optimize pedestrian travel times and would be able to expand the geolocation system network as a documentary repository
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