4,365 research outputs found

    Performance IEEE 802.14.5 and zigbee protocol on realtime monitoring augmented reality based wireless sensor network system

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    The internet of Thing (IoT)technology has much development in this era. It has various wireless media transmission systems such as ESP and XBEE. Some IoT device can monitor website or application. On the other hand, Augmented Reality (AR) is a technology that used more on the entertainment sector. Here, we try to use AR to monitor the xbee based IoT device. As a result, there is the different result between Zigbee Protocol and IEEE 802.14.5 real time monitoring system. The optimum estimation of realtime time tolerance of those monitoring systems is >1500 ms (IEEE 804.14.5) and > 50 ms (Zigbee protocol)

    Supporting Device Discovery and Spontaneous Interaction with Spatial References

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    The RELATE interaction model is designed to support spontaneous interaction of mobile users with devices and services in their environment. The model is based on spatial references that capture the spatial relationship of a user’s device with other co-located devices. Spatial references are obtained by relative position sensing and integrated in the mobile user interface to spatially visualize the arrangement of discovered devices, and to provide direct access for interaction across devices. In this paper we discuss two prototype systems demonstrating the utility of the model in collaborative and mobile settings, and present a study on usability of spatial list and map representations for device selection

    Emerging technologies for learning report (volume 3)

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    Reanimating cultural heritage through digital technologies

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    Digital technologies are becoming extremely important for web-based cultural heritage applications. This thesis presents novel digital technology solutions to 'access and interact' with digital heritage objects and collections. These innovative solutions utilize service orientation (web services), workflows, and social networking and Web 2.0 mashup technologies to innovate the creation, interpretation and use of collections dispersed in a global museumscape, where community participation is achieved through social networking. These solutions are embedded in a novel concept called Digital Library Services for Playing with Shared Heritage (DISPLAYS). DISPLAYS is concerned with creating tools and services to implement a digital library system, which allows the heritage community and museum professionals alike to create, interpret and use digital heritage content in visualization and interaction environments using web technologies based on social networking. In particular, this thesis presents a specific implementation of DISPLAYS called the Reanimating Cultural Heritage system, which is modelled on the five main functionalities or services defined in the DISPLAYS architecture, content creation, archival, exposition, presentation and interaction, for handling digital heritage objects. The main focus of this thesis is the design of the Reanimating Cultural Heritage system's social networking functionality that provides an innovative solution for integrating community access and interaction with the Sierra Leone digital heritage repository composed of collections from the British Museum, Glasgow Museums and Brighton Museum and Art Gallery. The novel use of Web 2.0 mashups in this digital heritage repository also allows the seamless integration of these museum collections to be merged with user or community generated content, while preserving the quality of museum collections data. Finally, this thesis tests and evaluates the usability of the Reanimating Cultural Heritage social networking system, in particular the suitability of the digital technology solution deployed. Testing is performed with a user group composed of several users, and the results obtained are presented

    Augmented reality device for first response scenarios

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    A prototype of a wearable computer system is proposed and implemented using commercial off-shelf components. The system is designed to allow the user to access location-specific information about an environment, and to provide capability for user tracking. Areas of applicability include primarily first response scenarios, with possible applications in maintenance or construction of buildings and other structures. Necessary preparation of the target environment prior to system\u27s deployment is limited to noninvasive labeling using optical fiducial markers. The system relies on computational vision methods for registration of labels and user position. With the system the user has access to on-demand information relevant to a particular real-world location. Team collaboration is assisted by user tracking and real-time visualizations of team member positions within the environment. The user interface and display methods are inspired by Augmented Reality1 (AR) techniques, incorporating a video-see-through Head Mounted Display (HMD) and fingerbending sensor glove.*. 1Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. (Source: Wikipedia) *This dissertation is a compound document (contains both a paper copy and a CD as part of the dissertation). The CD requires the following system requirements: Adobe Acrobat; Microsoft Office; Windows MediaPlayer or RealPlayer

    New Business Models Enabled by Digital Technologies:A perspective from the fashion sector

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    Challenging the sceptical view that consumers would not buy apparel and accessories without feeling the fabric and testing for size and look, online fashion sales is growing fast. Yet, the myriad of recent business model developments in the sector depicts a disorderly environment lacking frameworks and typologies to facilitate understanding and explain different business propositions. This document reports the findings of a sectoral exploratory study that was developed in the fashion retail sector. The main objective of the project was to provide the parent project NEMODE with a perspective of new business model developments and improvements that emerged in the fashion retail sector through developments in the digital economy. The report points out example cases showing business model innovations in the sector, the core functionalities the models implement and key digital technologies and platforms enabling the core functionalities of the business models. The project was an exploratory investigation that was developed in a short period of time (3 months). Thus, an exploratory approach involving environmental scanning was the investigation method used to identify business model innovations in the sector. The environmental scanning comprised searches on the internet, literature review of academic journals, business reports and press articles, and visits to fashion retailers in the UK. The study focused upon business models in the fashion retail sector which are using digital technologies to implement conceptual models based upon personal subscription, mass customisation, social merchandising and collaborative consumption concepts and functionalities. The main findings of the study show a widespread adoption of customer-oriented and social networking concepts and practices across different business models in the sector, which now faces a more complex scenario of relationships to manage. The study also shows that many fashion retailers are using digital technologies to “dematerialize” fitting or dressing rooms in form of “virtual fitting rooms” or “interactive mirrors” in order to create optimum value/cost outcomes. On the other hand, the “materialization” of customised designs through 3D printers is liberating people from constraints of time, space, actor and constellation. It is also possible to notice different degrees of technological mobilisations (i.e. different technological densities) created by different fashion retailers and these densities seem to be gradually shaping new “time-space-actor-constellations” models in the fashion retail sector where digital technologies play a vital role
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