10,945 research outputs found

    Shared visiting in Equator city

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    In this paper we describe an infrastructure and prototype system for sharing of visiting experiences across multiple media. The prototype supports synchronous co-visiting by physical and digital visitors, with digital access via either the World Wide Web or 3-dimensional graphics

    Sharing Human-Generated Observations by Integrating HMI and the Semantic Sensor Web

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    Current ā€œInternet of Thingsā€ concepts point to a future where connected objects gather meaningful information about their environment and share it with other objects and people. In particular, objects embedding Human Machine Interaction (HMI), such as mobile devices and, increasingly, connected vehicles, home appliances, urban interactive infrastructures, etc., may not only be conceived as sources of sensor information, but, through interaction with their users, they can also produce highly valuable context-aware human-generated observations. We believe that the great promise offered by combining and sharing all of the different sources of information available can be realized through the integration of HMI and Semantic Sensor Web technologies. This paper presents a technological framework that harmonizes two of the most influential HMI and Sensor Web initiatives: the W3Cā€™s Multimodal Architecture and Interfaces (MMI) and the Open Geospatial Consortium (OGC) Sensor Web Enablement (SWE) with its semantic extension, respectively. Although the proposed framework is general enough to be applied in a variety of connected objects integrating HMI, a particular development is presented for a connected car scenario where driversā€™ observations about the traffic or their environment are shared across the Semantic Sensor Web. For implementation and evaluation purposes an on-board OSGi (Open Services Gateway Initiative) architecture was built, integrating several available HMI, Sensor Web and Semantic Web technologies. A technical performance test and a conceptual validation of the scenario with potential users are reported, with results suggesting the approach is soun

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    MusA: Using Indoor Positioning and Navigation to Enhance Cultural Experiences in a museum

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    In recent years there has been a growing interest into the use of multimedia mobile guides in museum environments. Mobile devices have the capabilities to detect the user context and to provide pieces of information suitable to help visitors discovering and following the logical and emotional connections that develop during the visit. In this scenario, location based services (LBS) currently represent an asset, and the choice of the technology to determine users' position, combined with the definition of methods that can effectively convey information, become key issues in the design process. In this work, we present MusA (Museum Assistant), a general framework for the development of multimedia interactive guides for mobile devices. Its main feature is a vision-based indoor positioning system that allows the provision of several LBS, from way-finding to the contextualized communication of cultural contents, aimed at providing a meaningful exploration of exhibits according to visitors' personal interest and curiosity. Starting from the thorough description of the system architecture, the article presents the implementation of two mobile guides, developed to respectively address adults and children, and discusses the evaluation of the user experience and the visitors' appreciation of these application

    CHORUS Deliverable 4.5: Report of the 3rd CHORUS Conference

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    The third and last CHORUS conference on Multimedia Search Engines took place from the 26th to the 27th of May 2009 in Brussels, Belgium. About 100 participants from 15 European countries, the US, Japan and Australia learned about the latest developments in the domain. An exhibition of 13 stands presented 16 research projects currently ongoing around the world

    Collaboration in the Semantic Grid: a Basis for e-Learning

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    The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning

    Mobile Agent based Market Basket Analysis on Cloud

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    This paper describes the design and development of a location-based mobile shopping application for bakery product shops. Whole application is deployed on cloud. The three-tier architecture consists of, front-end, middle-ware and back-end. The front-end level is a location-based mobile shopping application for android mobile devices, for purchasing bakery products of nearby places. Front-end level also displays association among the purchased products. The middle-ware level provides a web service to generate JSON (JavaScript Object Notation) output from the relational database. It exchanges information and data between mobile application and servers in cloud. The back-end level provides the Apache Tomcat Web server and MySQL database. The application also uses the Google Cloud Messaging for generating and sending notification of orders to shopkeeper.Comment: 6 pages, 7 figure

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    A Data Annotation Architecture for Semantic Applications in Virtualized Wireless Sensor Networks

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    Wireless Sensor Networks (WSNs) have become very popular and are being used in many application domains (e.g. smart cities, security, gaming and agriculture). Virtualized WSNs allow the same WSN to be shared by multiple applications. Semantic applications are situation-aware and can potentially play a critical role in virtualized WSNs. However, provisioning them in such settings remains a challenge. The key reason is that semantic applications provisioning mandates data annotation. Unfortunately it is no easy task to annotate data collected in virtualized WSNs. This paper proposes a data annotation architecture for semantic applications in virtualized heterogeneous WSNs. The architecture uses overlays as the cornerstone, and we have built a prototype in the cloud environment using Google App Engine. The early performance measurements are also presented.Comment: This paper has been accepted for presentation in main technical session of 14th IFIP/IEEE Symposium on Integrated Network and Service Management (IM 2015) to be held on 11-15 May, 2015, Ottawa, Canad
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