17 research outputs found

    Harnessing XMPP for Machine-to-Machine Communications & Pervasive Applications

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    An ever increasing number of interconnected embedded devices, or Machine-to-Machine (M2M) systems, are changing the way we live, work and play. M2M systems as a whole are typically characterized by the diversity in both the type of device and type of network access technology employed, and such systems are often still today task-specific and built for just one specific application. Smart lighting, remote monitoring and control of all kinds of consumer devices and industrial equipment, safety and security monitoring devices and smart health and fitness products, exemplify this revolution of intercommunicating machines. However, the differences in communication technologies and data formats among such devices and systems are leading to a huge complexity explosion problem and a strongly fragmented market, with no true interoperability. Due to these problems, the full potential of M2M technology has yet to be fulfilled. In this paper, we examine the suitability of the Extensible Messaging and Presence Protocol (XMPP) and experiment with its potential to rise to the challenge of machine-to-machine communications and meet the needs of modern pervasive applications. Experimental implementations and some proof-of-concept solutions are also presented

    Dynamic physicality as a dimension of the design process

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.Includes bibliographical references (p. 161-167).At its core, the concept of Tangible Interfaces leverages the idea of using the movement of the body as an inherent part of the human side of a human-computer interaction, assuming that bodily engagement and tactile manipulation can facilitate deeper understanding and more intuitive experiences. However, as an interaction principle in our era of digital design, motion construction and control has been underutilized and little examined as a design tool, leaving open the possibilities of motion's natural ability to draw our attention, provide physical feedback, and convey information through physical change. This dissertation postulates that the ability to experiment, prototype, and model with programmable kinetic forms is becoming increasingly important as digital technology becomes more readily embedded in our objects and environments and need for tools and systems with which to create, manipulate and finesse motion in response to computational and material input remains an under-developed design area. This thesis aims to establish principles of kinetic design through the exploration of two approaches to motion construction and manipulation: motion prototyping as a methodology for design thinking, learning and communication and physically dynamic state memory as a methodology for organic form finding and transformation in the design process.(cont.) To demonstrate these aims, I present three interface systems: Topobo, a system for motion construction and dynamics physics education with children; Kinetic Sketchup, a system for motion construction and prototyping in architecture and product design; and Bosu, an augmented textile interface offering an experimental approach to digitally augmented organic form finding in fashion and product design.Amanda Jane Parkes.Ph.D

    Next generation analytics for open pervasive display networks

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    Public displays and digital signs are becoming increasingly widely deployed as many spaces move towards becoming highly interactive and augmented environments. Market trends suggest further significant increases in the number of digital signs and both researchers and commercial entities are working on designing and developing novel uses for this technology. Given the level of investment, it is increasingly important to be able to understand the effectiveness of public displays. Current state-of-the-art analytics technology is limited in the extent to which it addresses the challenges that arise from display deployments becoming open (increasing numbers of stakeholders), networked (viewer engagement across devices and locations) and pervasive (high density of displays and sensing technology leading to potential privacy threats for viewers). In this thesis, we provide the first exploration into achieving next generation display analytics in the context of open pervasive display networks. In particular, we investigated three areas of challenge: analytics data capture, reporting and automated use of analytics data. Drawing on the increasing number of stakeholders, we conducted an extensive review of related work to identify data that can be captured by individual stakeholders of a display network, and highlighted the opportunities for gaining insights by combining datasets owned by different stakeholders. Additionally, we identified the importance of viewer-centric analytics that use traditional display-oriented analytics data combined with viewer mobility patterns to produce entirely new sets of analytics reports. We explored a range of approaches to generating viewer-centric analytics including the use of mobility models as a way to create 'synthetic analytics' - an approach that provides highly detailed analytics whilst preserving viewer privacy. We created a collection of novel viewer-centric analytics reports providing insights into how viewers experience a large network of pervasive displays including reports regarding the effectiveness of displays, the visibility of content across the display network, and the visibility of content to viewers. We further identified additional reports specific to those display networks that support the delivery of personalised content to viewers. Additionally, we highlighted the similarities between digital signage and Web analytics and introduced novel forms of digital signage analytics reports created by leveraging existing Web analytics engines. Whilst the majority of analytics systems focus solely on the capture and reporting of analytics insights, we additionally explored the automated use of analytics data. One of the challenges in open pervasive display networks is accommodating potentially competing content scheduling constraints and requirements that originate from the large number of stakeholders - in addition to contextual changes that may originate from analytics insights. To address these challenges, we designed and developed the first lottery scheduling approach for digital signage providing a means to accommodate potentially conflicting scheduling constraints, and supporting context- and event-based scheduling based on analytics data fed back into the digital sign. In order to evaluate the set of systems and approaches presented in this thesis, we conducted large-scale, long-term trials allowing us to show both the technical feasibility of the systems developed and provide insights into the accuracy and performance of different analytics capture technologies. Our work provides a set of tools and techniques for next generation digital signage analytics and lays the foundation for more general people-centric analytics that go beyond the domain of digital signs and enable unique analytical insights and understanding into how users interact across the physical and digital world

    Data and the city – accessibility and openness. a cybersalon paper on open data

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    This paper showcases examples of bottom–up open data and smart city applications and identifies lessons for future such efforts. Examples include Changify, a neighbourhood-based platform for residents, businesses, and companies; Open Sensors, which provides APIs to help businesses, startups, and individuals develop applications for the Internet of Things; and Cybersalon’s Hackney Treasures. a location-based mobile app that uses Wikipedia entries geolocated in Hackney borough to map notable local residents. Other experiments with sensors and open data by Cybersalon members include Ilze Black and Nanda Khaorapapong's The Breather, a "breathing" balloon that uses high-end, sophisticated sensors to make air quality visible; and James Moulding's AirPublic, which measures pollution levels. Based on Cybersalon's experience to date, getting data to the people is difficult, circuitous, and slow, requiring an intricate process of leadership, public relations, and perseverance. Although there are myriad tools and initiatives, there is no one solution for the actual transfer of that data

    2011, UMaine News Press Releases

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    This is a catalog of press releases put out by the University of Maine Division of Marketing and Communications between January 3, 2011 and December 30, 2011

    Shortest Route at Dynamic Location with Node Combination-Dijkstra Algorithm

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    Abstract— Online transportation has become a basic requirement of the general public in support of all activities to go to work, school or vacation to the sights. Public transportation services compete to provide the best service so that consumers feel comfortable using the services offered, so that all activities are noticed, one of them is the search for the shortest route in picking the buyer or delivering to the destination. Node Combination method can minimize memory usage and this methode is more optimal when compared to A* and Ant Colony in the shortest route search like Dijkstra algorithm, but can’t store the history node that has been passed. Therefore, using node combination algorithm is very good in searching the shortest distance is not the shortest route. This paper is structured to modify the node combination algorithm to solve the problem of finding the shortest route at the dynamic location obtained from the transport fleet by displaying the nodes that have the shortest distance and will be implemented in the geographic information system in the form of map to facilitate the use of the system. Keywords— Shortest Path, Algorithm Dijkstra, Node Combination, Dynamic Location (key words

    Challenges for engineering students working with authentic complex problems

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    Engineers are important participants in solving societal, environmental and technical problems. However, due to an increasing complexity in relation to these problems new interdisciplinary competences are needed in engineering. Instead of students working with monodisciplinary problems, a situation where students work with authentic complex problems in interdisciplinary teams together with a company may scaffold development of new competences. The question is: What are the challenges for students structuring the work on authentic interdisciplinary problems? This study explores a three-day event where 7 students from Aalborg University (AAU) from four different faculties and one student from University College North Denmark (UCN), (6th-10th semester), worked in two groups at a large Danish company, solving authentic complex problems. The event was structured as a Hackathon where the students for three days worked with problem identification, problem analysis and finalizing with a pitch competition presenting their findings. During the event the students had workshops to support the work and they had the opportunity to use employees from the company as facilitators. It was an extracurricular activity during the summer holiday season. The methodology used for data collection was qualitative both in terms of observations and participants’ reflection reports. The students were observed during the whole event. Findings from this part of a larger study indicated, that students experience inability to transfer and transform project competences from their previous disciplinary experiences to an interdisciplinary setting

    Exploring the practical use of a collaborative robot for academic purposes

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    This article presents a set of experiences related to the setup and exploration of potential educational uses of a collaborative robot (cobot). The basic principles that have guided the work carried out have been three. First and foremost, study of all the functionalities offered by the robot and exploration of its potential academic uses both in subjects focused on industrial robotics and in subjects of related disciplines (automation, communications, computer vision). Second, achieve the total integration of the cobot at the laboratory, seeking not only independent uses of it but also seeking for applications (laboratory practices) in which the cobot interacts with some of the other devices already existing at the laboratory (other industrial robots and a flexible manufacturing system). Third, reuse of some available components and minimization of the number and associated cost of required new components. The experiences, carried out following a project-based learning methodology under the framework of bachelor and master subjects and thesis, have focused on the integration of mechanical, electronic and programming aspects in new design solutions (end effector, cooperative workspace, artificial vision system integration) and case studies (advanced task programming, cybersecure communication, remote access). These experiences have consolidated the students' acquisition of skills in the transition to professional life by having the close collaboration of the university faculty with the experts of the robotics company.Postprint (published version
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