1,512 research outputs found

    Managing big data experiments on smartphones

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    The explosive number of smartphones with ever growing sensing and computing capabilities have brought a paradigm shift to many traditional domains of the computing field. Re-programming smartphones and instrumenting them for application testing and data gathering at scale is currently a tedious and time-consuming process that poses significant logistical challenges. Next generation smartphone applications are expected to be much larger-scale and complex, demanding that these undergo evaluation and testing under different real-world datasets, devices and conditions. In this paper, we present an architecture for managing such large-scale data management experiments on real smartphones. We particularly present the building blocks of our architecture that encompassed smartphone sensor data collected by the crowd and organized in our big data repository. The given datasets can then be replayed on our testbed comprising of real and simulated smartphones accessible to developers through a web-based interface. We present the applicability of our architecture through a case study that involves the evaluation of individual components that are part of a complex indoor positioning system for smartphones, coined Anyplace, which we have developed over the years. The given study shows how our architecture allows us to derive novel insights into the performance of our algorithms and applications, by simplifying the management of large-scale data on smartphones

    Towards a Systematic Repository of Knowledge About Managing Collaborative Design Conflicts

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    Increasingly, complex artifacts such as cars, planes and even software are designed using large-scale and often highly distributed collaborative processes. A key factor in the effectiveness of these processes concerns how well conflicts are managed. Better approaches need to be developed and adopted, but the lack of systematization and dissemination of the knowledge in this field has been a big barrier to the cumulativeness of research in this area as well as to incorporating these ideas into design practice. This paper describes a growing repository of conflict management expertise, built as an augmentation of the MIT Process Handbook, that is designed to address these challenges.

    Promoting Data Journalism with Purpose-Made Systems: A case study of the benefits of purpose-made data journalism systems among Norwegian Data Journalists

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    The research project presented in this thesis is a case study investigating the usefulness of purpose-made data journalism systems. The study consists of two investigations, the first informal and exploratory, and the other more extensive and rigorous. The study features interviews with Norwegian data journalists based in the city of Bergen, which constitutes the main source of data. As part of the research, a prototype purpose-made data journalism system has been developed, based on preliminary findings from the exploratory investigation. The research carried out indicates that there is potential for developing computer systems designed to solve certain specific data journalism systems, concluding with a proposed application.Masteroppgave i informasjonsvitenskapINFO390MASV-IKTMASV-INF

    Gamification Analytics: Support for Monitoring and Adapting Gamification Designs

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    Inspired by the engaging effects in video games, gamification aims at motivating people to show desired behaviors in a variety of contexts. During the last years, gamification influenced the design of many software applications in the consumer as well as enterprise domain. In some cases, even whole businesses, such as Foursquare, owe their success to well-designed gamification mechanisms in their product. Gamification also attracted the interest of academics from fields, such as human-computer interaction, marketing, psychology, and software engineering. Scientific contributions comprise psychological theories and models to better understand the mechanisms behind successful gamification, case studies that measure the psychological and behavioral outcomes of gamification, methodologies for gamification projects, and technical concepts for platforms that support implementing gamification in an efficient manner. Given a new project, gamification experts can leverage the existing body of knowledge to reuse previous, or derive new gamification ideas. However, there is no one size fits all approach for creating engaging gamification designs. Gamification success always depends on a wide variety of factors defined by the characteristics of the audience, the gamified application, and the chosen gamification design. In contrast to researchers, gamification experts in the industry rarely have the necessary skills and resources to assess the success of their gamification design systematically. Therefore, it is essential to provide them with suitable support mechanisms, which help to assess and improve gamification designs continuously. Providing suitable and efficient gamification analytics support is the ultimate goal of this thesis. This work presents a study with gamification experts that identifies relevant requirements in the context of gamification analytics. Given the identified requirements and earlier work in the analytics domain, this thesis then derives a set of gamification analytics-related activities and uses them to extend an existing process model for gamification projects. The resulting model can be used by experts to plan and execute their gamification projects with analytics in mind. Next, this work identifies existing tools and assesses them with regards to their applicability in gamification projects. The results can help experts to make objective technology decisions. However, they also show that most tools have significant gaps towards the identified user requirements. Consequently, a technical concept for a suitable realization of gamification analytics is derived. It describes a loosely coupled analytics service that helps gamification experts to seamlessly collect and analyze gamification-related data while minimizing dependencies to IT experts. The concept is evaluated successfully via the implementation of a prototype and application in two real-world gamification projects. The results show that the presented gamification analytics concept is technically feasible, applicable to actual projects, and also valuable for the systematic monitoring of gamification success

    Development of KinectᔀᎿ applications for assembly simulation and ergonomic analysis

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    Marker-less motion capture technology has been harnessed for several years to track human movements for developing various applications. Recently, with the launch of Microsoft Kinect, researchers have been keenly interested in developing applications using this device. Since Kinect is very inexpensive (only $110 at the time of writing this thesis), it is a low-cost and a promising substitute for the comparatively expensive marker-based motion capture systems. Though it is principally designed for home entertainment, numerous applications can be developed with the capabilities of Kinect. The skeleton data of a human being tracked by a single Kinect device is enough to simulate the human movements, in some cases. However, it is highly desirable to develop a multiple Kinect system to enhance the tracking volume and to address an issue of occlusions. This thesis presents a novel approach for addressing the issue of interference of infrared light patterns while using multiple Kinect devices for human motion capture without lowering the frame rate. This research also presents a software solution to obtain skeleton data from multiple Kinect devices using Kinect for Windows SDK. It also discusses the development of an application involving auto scaling of a human model in digital human modeling software by Siemens Jack and human motion simulation using skeleton tracking data from Kinect to assist the industries with a flexible tool for ergonomic analysis. Further, the capability of this application for obtaining assembly simulations of fastening operations on an aircraft fuselage is also presented. --Abstract, page iii

    Computer-Aided Design (CAD) Tools to Support the Human Factors Design Teams

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    The scope of this assessment was to develop a library of basic 1-Gravity (G) human posture and motion elements used to construct complex virtual simulations of ground processing and maintenance tasks for spaceflight vehicles, including launch vehicles, crewed spacecraft, robotic spacecraft, satellites, and other payloads. The report herein describes the task, its purpose, performance, findings, NASA Engineering and Safety Center (NESC) recommendations, and conclusions in the definition and assemblage of the postures and motions database (PMD)

    Towards a systematic repository of knowledge about managing collaborative design conflicts

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    "October 1999."Includes bibliographical references (p. 15-16).Mark Klein

    Simulation and Visualization of Thermal Metaphor in a Virtual Environment for Thermal Building Assessment

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    La référence est présente sur HAL mais est incomplÚte (il manque les co-auteurs et le fichier pdf).The current application of the design process through energy efficiency in virtual reality (VR) systems is limited mostly to building performance predictions, as the issue of the data formats and the workflow used for 3D modeling, thermal calculation and VR visualization. The importance of energy efficiency and integration of advances in building design and VR technology have lead this research to focus on thermal simulation results visualized in a virtual environment to optimize building design, particularly concerning heritage buildings. The emphasis is on the representation of thermal data of a room simulated in a virtual environment (VE) in order to improve the ways in which thermal analysis data are presented to the building stakeholder, with the aim of increasing accuracy and efficiency. The approach is to present more immersive thermal simulation and to project the calculation results in projective displays particularly in Immersion room (CAVE-like). The main idea concerning the experiment is to provide an instrument of visualization and interaction concerning the thermal conditions in a virtual building. Thus the user can immerge, interact, and perceive the impact of the modifications generated by the system, regarding the thermal simulation results. The research has demonstrated it is possible to improve the representation and interpretation of building performance data, particularly for thermal results using visualization techniques.Direktorat Riset dan Pengabdian Masyarakat (DRPM) Universitas Indonesia Research Grant No. 2191/H2.R12/HKP.05.00/201

    Kabsch marker estimation algorithm - a multi-robot marker-based localization algorithm within the industry 4.0 context

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    This paper introduces the Kabsch Marker Estimation Algorithm (KMEA), a new, robust multi-marker localization method designed for Autonomous Mobile Robots (AMRs) within Industry 4.0 (I4.0) settings. By integrating the Kabsch Algorithm, our approach significantly enhances localization robustness by aligning detected fiducial markers with their known positions. Unlike conventional methods that rely on a limited subset of visible markers, the KMEA uses all available markers, without requiring the camera's extrinsic parameters, thereby improving robustness. The algorithm was validated in an I4.0 automated warehouse mockup, with a four-stage methodology compared to a previously established marker estimation algorithm for reference. On the one hand, the results have demonstrated the KMEA's similar performance in standard controlled scenarios, with millimetric precision across a set of error metrics and a mean relative error (MRE) of less than 1%. On the other hand, KMEA, when faced with challenging test scenarios with outliers, showed significantly superior performance compared to the baseline algorithm, where it maintained a millimetric to centimetric scale in error metrics, whereas the other suffered extreme degradation. This was emphasized by the average reduced results of error metrics from 86.9% to 92% in Parts III and IV of the test methodology, respectively. These results were achieved using low-cost hardware, indicating the possibility of even greater accuracy with advanced equipment. The paper details the algorithm's development, theoretical framework, comparative advantages over existing methods, discusses the test results, and concludes with comments regarding its potential for industrial and commercial applications by its scalability and reliability.info:eu-repo/semantics/publishedVersio
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