3,416 research outputs found

    Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions

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    This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts

    Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms

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    The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications

    You Can't Hide Behind Your Headset: User Profiling in Augmented and Virtual Reality

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    Virtual and Augmented Reality (VR, AR) are increasingly gaining traction thanks to their technical advancement and the need for remote connections, recently accentuated by the pandemic. Remote surgery, telerobotics, and virtual offices are only some examples of their successes. As users interact with VR/AR, they generate extensive behavioral data usually leveraged for measuring human behavior. However, little is known about how this data can be used for other purposes. In this work, we demonstrate the feasibility of user profiling in two different use-cases of virtual technologies: AR everyday application (N=34N=34) and VR robot teleoperation (N=35N=35). Specifically, we leverage machine learning to identify users and infer their individual attributes (i.e., age, gender). By monitoring users' head, controller, and eye movements, we investigate the ease of profiling on several tasks (e.g., walking, looking, typing) under different mental loads. Our contribution gives significant insights into user profiling in virtual environments

    A Cyberpunk 2077 perspective on the prediction and understanding of future technology

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    Science fiction and video games have long served as valuable tools for envisioning and inspiring future technological advancements. This position paper investigates the potential of Cyberpunk 2077, a popular science fiction video game, to shed light on the future of technology, particularly in the areas of artificial intelligence, edge computing, augmented humans, and biotechnology. By analyzing the game's portrayal of these technologies and their implications, we aim to understand the possibilities and challenges that lie ahead. We discuss key themes such as neurolink and brain-computer interfaces, multimodal recording systems, virtual and simulated reality, digital representation of the physical world, augmented and AI-based home appliances, smart clothing, and autonomous vehicles. The paper highlights the importance of designing technologies that can coexist with existing preferences and systems, considering the uneven adoption of new technologies. Through this exploration, we emphasize the potential of science fiction and video games like Cyberpunk 2077 as tools for guiding future technological advancements and shaping public perception of emerging innovations.Comment: 12 pages, 7 figure

    Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants

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    The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry researchers from Europe, the US, and Asia with a diverse background, including wearable and ubiquitous computing, computer vision, developmental psychology, optics, and human-computer interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions, group work, general discussions, and socialising. The key results of this seminar are 1) the identification of key research challenges and summaries of breakout groups on multimodal eyewear computing, egocentric vision, security and privacy issues, skill augmentation and task guidance, eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4) an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d, as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)

    Analysis of Cloud Based Keystroke Dynamics for Behavioral Biometrics Using Multiclass Machine Learning

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    With the rapid proliferation of interconnected devices and the exponential growth of data stored in the cloud, the potential attack surface for cybercriminals expands significantly. Behavioral biometrics provide an additional layer of security by enabling continuous authentication and real-time monitoring. Its continuous and dynamic nature offers enhanced security, as it analyzes an individual's unique behavioral patterns in real-time. In this study, we utilized a dataset consisting of 90 users' attempts to type the 11-character string 'Exponential' eight times. Each attempt was recorded in the cloud with timestamps for key press and release events, aligned with the initial key press. The objective was to explore the potential of keystroke dynamics for user authentication. Various features were extracted from the dataset, categorized into tiers. Tier-0 features included key-press time and key-release time, while Tier-1 derived features encompassed durations, latencies, and digraphs. Additionally, Tier-2 statistical measures such as maximum, minimum, and mean values were calculated. The performance of three popular multiclass machine learning models, namely Decision Tree, Multi-layer Perceptron, and LightGBM, was evaluated using these features. The results indicated that incorporating Tier-1 and Tier-2 features significantly improved the models' performance compared to relying solely on Tier-0 features. The inclusion of Tier-1 and Tier-2 features allows the models to capture more nuanced patterns and relationships in the keystroke data. While Decision Trees provide a baseline, Multi-layer Perceptron and LightGBM outperform them by effectively capturing complex relationships. Particularly, LightGBM excels in leveraging information from all features, resulting in the highest level of explanatory power and prediction accuracy. This highlights the importance of capturing both local and higher-level patterns in keystroke data to accurately authenticate users
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