10,026 research outputs found

    Internet of things

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    Manual of Digital Earth / Editors: Huadong Guo, Michael F. Goodchild, Alessandro Annoni .- Springer, 2020 .- ISBN: 978-981-32-9915-3Digital Earth was born with the aim of replicating the real world within the digital world. Many efforts have been made to observe and sense the Earth, both from space (remote sensing) and by using in situ sensors. Focusing on the latter, advances in Digital Earth have established vital bridges to exploit these sensors and their networks by taking location as a key element. The current era of connectivity envisions that everything is connected to everything. The concept of the Internet of Things(IoT)emergedasaholisticproposaltoenableanecosystemofvaried,heterogeneous networked objects and devices to speak to and interact with each other. To make the IoT ecosystem a reality, it is necessary to understand the electronic components, communication protocols, real-time analysis techniques, and the location of the objects and devices. The IoT ecosystem and the Digital Earth (DE) jointly form interrelated infrastructures for addressing today’s pressing issues and complex challenges. In this chapter, we explore the synergies and frictions in establishing an efficient and permanent collaboration between the two infrastructures, in order to adequately address multidisciplinary and increasingly complex real-world problems. Although there are still some pending issues, the identified synergies generate optimism for a true collaboration between the Internet of Things and the Digital Earth

    Enabling ubiquitous data mining in intensive care: Features selection and data pre-processing

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    Ubiquitous Data Mining and Intelligent Decision Support Systems are gaining interest by both computer science researchers and intensive care doctors. Previous work contributed with Data Mining models to predict organ failure and outcome of patients in order to support and guide the clinical decision based on the notion of critical events and the data collected from monitors in real-time. This paper addresses the study of the impact of the Modified Early Warning Score, a simple physiological score that may allow improvements in the quality and safety of management provided to surgical ward patients, in the prediction sensibility. The feature selection and data pre-processing are also detailed. Results show that for some variables associated to this score the impact is minimal.Fundação para a Ciência e a Tecnologia (FCT

    Wearable and Implantable Wireless Sensor Network Solutions for Healthcare Monitoring

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    Wireless sensor network (WSN) technologies are considered one of the key research areas in computer science and the healthcare application industries for improving the quality of life. The purpose of this paper is to provide a snapshot of current developments and future direction of research on wearable and implantable body area network systems for continuous monitoring of patients. This paper explains the important role of body sensor networks in medicine to minimize the need for caregivers and help the chronically ill and elderly people live an independent life, besides providing people with quality care. The paper provides several examples of state of the art technology together with the design considerations like unobtrusiveness, scalability, energy efficiency, security and also provides a comprehensive analysis of the various benefits and drawbacks of these systems. Although offering significant benefits, the field of wearable and implantable body sensor networks still faces major challenges and open research problems which are investigated and covered, along with some proposed solutions, in this paper

    Serious Game with Augmented Reality - Programming on Indoor/Outdoor systems: A case study on Galeria da Biodiversidade da Universidade do Porto

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    Os museus são instituições culturais dedicadas a preservar e interpretar as provas tangíveis primárias da humanidade e do ambiente, como o Museu de História Natural de Londres. Como um dos objetivos principais dos museus é educar a população, envolver os visitantes é fundamental e por isso têm surgido novas formas de captar a atenção dos visitantes. Além disso, os jogos pervasivos oferecem uma forma de melhorar a experiência de um utilizador em qualquer contexto. Ao estender a experiência de jogo para o mundo real, tal como durante um visita num museu, o utilizador torna-se mais do que um observador, tornando-se num jogador que interage com o espaço à sua volta. No entanto, atualmente os museus ainda adotam métodos tradicionais de exibição das suas exposições, que não captam a atenção dos visitantes, especialmente para o público. No caso da Galeria da Biodiversidade, as vitrines com folhas não permitem nenhum tipo de interação, o que não atrai muitos visitantes. Para além disso, a ligação entre as folhas em exposição e as árvores plantadas no exterior, no Jardim Botânico, também passa despercebida, se os visitantes não estiverem numa visita guiada. O objetivo deste projeto é explorar soluções tecnológicas de Realidade Aumentada que estabelecem uma ligação entre espaços interiores e exteriores, que requerem diferentes acessos a Realidade Aumentada (RA) para a localização, tais como GPS e beacons Bluetooth, aplicando também elementos de design de jogos e princípios de desenvolvimento de jogos. Este projeto permite a ludificação da experiência do museu, e simultaneamente estabelecer a ligação entre as folhas em exposição na Galeria da Biodiversidade e as suas respetivas árvores plantadas no exterior, no Jardim Botânico, melhorando tanto a atratividade da exposição como o conhecimento adquirido pelos visitantes. Os resultados irão provavelmente aumentar o envolvimento dos visitantes com a exposição, tornando-a mais memorável. A abordagem proposta será testada na área expositiva das vitrines das folhas na Galeria da Biodiversidade e no exterior na área do Jardim Botânico do Porto.Museums are cultural institutions dedicated to preserving and interpreting the primary tangible evidence of humankind and the environment, such as the Natural History Museum in London. Since one of the main goals for museums is to educate the population, engaging visitors is paramount and so ways to grab the attention of visitors are being invented. Furthermore, pervasive gaming offers a way to enhance the experience of a user in any context. By extending the gaming experience to the real world, such as a museum visit, the visitors become more than observers, they become players who interact with the scene around them. However, museums still adopt traditional methods of displaying exhibits, which fail to catch the attention of some visitors, especially when it comes to younger people. In the case of Galeria da Biodiversidade, the showcases displaying leaves do not allow any kind of interaction, failing to attract many visitors. As a consequence, they are less likely to fully experience the museum. Additionally, the connection between the leaves in display and the trees planted outside, on Jardim Botânico, also goes unnoticed, if visitors are not on a guided tour. The aim of this project is to explore methods that connect indoor and outdoor environments, which require different accesses for localization, such as GPS and Bluetooth beacons, while applying game-design elements and game principles. This project explores the gamification of the museum experience, while also drawing a connection between the leaves in the exhibition and their respective trees planted outside of the Galeria da Biodiversidade, on Jardim Botânico, improving both the attractiveness of the exhibit and the knowledge acquired by the visitors. Results will likely increase the engagement with the exhibit, making it a more memorable visit. The proposed approach will be tested in the exposition area of the leaves vitrines in Galeria da Biodiversidade and on the exterior garden of Jardim Botânico da Universidade do Porto
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