88 research outputs found

    Robo-ethics design approach for cultural heritage: Case study - Robotics for museum purpose

    Get PDF
    The thesis shows the study behind the design process and the realization of the robotic solution for museum purposes called Virgil. The research started with the literature review on museums management and the critic analysis of signi cant digital experiences in the museum eld. Then, it continues analyzing the museum and its relation with the territory and the cultural heritage. From this preliminary analysis stage, signi cant issue related to museum management analysis comes out: nowadays many museum areas are not accessible to visitors because of issues related to security or architectural barriers. Make explorable these areas is one of the important topics in the cultural debate related to the visiting experience. This rst stage gave the knowledge to develop the outlines which brought to the realization of an ef cient service design then realized following robot ethical design values. One of the pillars of the robot ethical design is the necessity to involve all the stakeholders in the early project phases, for this reason, the second stage of the research was the study of the empathic relations between museum and visitors. In this phase, facilitator factors of this relation are de ned and transformed into guidelines for the product system performances. To perform this stage, it has been necessary create a relation between all the stakeholders of the project, which are: Politecnico di Torino, Tim (Telecom Italia Mobile) JOL CRAB research laboratory and Terre dei Savoia which is the association in charge of the Racconiggi’s Castle, the context scenario of the research. The third stage of the research, provided the realization of a prototype of the robot, in this stage telepresence robot piloted the Museum Guide it is used to show, in real time, the inaccessible areas of the museum enriched with multimedia contents. This stage concludes with the nal test user, from the test session feedback analysis, many of people want to drive themselves the robot. To give an answer to user feedback an interactive game has been developed. The game is based both on the robot ability to be driven by the visitors and also on the capacity of the robot to be used as a platform for the digital telling. To be effective, the whole experience it has been designed and tested with the support of high school students, which are one of the categories less interested in the traditional museum visit. This experience wants to demonstrate that the conscious and ethical use of the robotic device is effectively competitive, in term of performances, with the other solutions of digital visit: because it allows a more interactive digital experience in addition to the satisfaction of the physical visit at the museum

    Application of mixed and virtual reality in geoscience and engineering geology

    Get PDF
    Visual learning and efficient communication in mining and geotechnical practices is crucial, yet often challenging. With the advancement of Virtual Reality (VR) and Mixed Reality (MR) a new era of geovisualization has emerged. This thesis demonstrates the capabilities of a virtual continuum approach using varying scales of geoscience applications. An application that aids analyses of small-scale geological investigation was constructed using a 3D holographic drill core model. A virtual core logger was also developed to assist logging in the field and subsequent communication by visualizing the core in a complementary holographic environment. Enriched logging practices enhance interpretation with potential economic and safety benefits to mining and geotechnical infrastructure projects. A mine-scale model of the LKAB mine in Sweden was developed to improve communication on mining induced subsidence between geologists, engineers and the public. GPS, InSAR and micro-seismicity data were hosted in a single database, which was geovisualized through Virtual and Mixed Reality. The wide array of applications presented in this thesis illustrate the potential of Mixed and Virtual Reality and improvements gained on current conventional geological and geotechnical data collection, interpretation and communication at all scales from the micro- (e.g. thin section) to the macro- scale (e.g. mine)

    DIVE on the internet

    Get PDF
    This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data

    Facebooking for Feminism: Social Network Sites as Feminist Learning Spaces

    Get PDF
    Social media such as Facebook have become a significant space where social interactions increasingly take place. Within these spaces, users construct and engage with information that may facilitate social movements such as feminism. This study explored ways feminists learn, challenge, and reproduce discourses related to gender and feminism through Facebook. This research is positioned within current literature and theory related to gendered contexts of social media engagement and feminist social movement learning. Using qualitative interviews and a digital focus group, I investigated the experiences of 9 women who either learn about or engage with feminism through Facebook. Using critical feminist discourse analysis, I coded and analyzed themes that related to ways feminism is represented, constructed, navigated, and limited through Facebook. Specifically, I considered ways in which feminism can be learned, ways Facebook can be used as a learning platform, and ways gendered power relations can influence feminist engagement online. I advocate for continued exploration of and engagement with feminist uses of Facebook

    Semantic discovery and reuse of business process patterns

    Get PDF
    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

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

    Get PDF
    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

    Human Body Scattering Effects at Millimeter Waves Frequencies for Future 5G Systems and Beyond

    Full text link
    [ES] Se espera que las futuras comunicaciones móviles experimenten una revolución técnica que vaya más allá de las velocidades de datos de Gbps y reduzca las latencias de las velocidades de datos a niveles muy cercanos al milisegundo. Se han investigado nuevas tecnologías habilitadoras para lograr estas exigentes especificaciones. Y la utilización de las bandas de ondas milimétricas, donde hay mucho espectro disponible, es una de ellas. Debido a las numerosas dificultades técnicas asociadas a la utilización de esta banda de frecuencias, se necesitan complicados modelos de canal para anticipar las características del canal de radio y evaluar con precisión el rendimiento de los sistemas celulares en milimétricas. En concreto, los modelos de propagación más precisos son los basados en técnicas de trazado de rayos deterministas. Pero estas técnicas tienen el estigma de ser computacionalmente exigentes, y esto dificulta su uso para caracterizar el canal de radio en escenarios interiores complejos y dinámicos. La complejidad de la caracterización de estos escenarios depende en gran medida de la interacción del cuerpo humano con el entorno radioeléctrico, que en las ondas milimétricas suele ser destructiva y muy impredecible. Por otro lado, en los últimos años, la industria de los videojuegos ha desarrollado potentes herramientas para entornos hiperrealistas, donde la mayor parte de los avances en esta emulación de la realidad tienen que ver con el manejo de la luz. Así, los motores gráficos de estas plataformas se han vuelto cada vez más eficientes para manejar grandes volúmenes de información, por lo que son ideales para emular el comportamiento de la propagación de las ondas de radio, así como para reconstruir un escenario interior complejo. Por ello, en esta Tesis se ha aprovechado la capacidad computacional de este tipo de herramientas para evaluar el canal radioeléctrico milimétricas de la forma más eficiente posible. Esta Tesis ofrece unas pautas para optimizar la propagación de la señal en milimétricas en un entorno interior dinámico y complejo, para lo cual se proponen tres objetivos principales. El primer objetivo es evaluar los efectos de dispersión del cuerpo humano cuando interactúa con el canal de propagación. Una vez evaluado, se propuso un modelo matemático y geométrico simplificado para calcular este efecto de forma fiable y rápida. Otro objetivo fue el diseño de un reflector pasivo modular en milimétricas, que optimiza la cobertura en entornos de interior, evitando la interferencia del ser humano en la propagación. Y, por último, se diseñó un sistema de apuntamiento del haz predictivo en tiempo real, para que opere con el sistema de radiación en milimétricas, cuyo objetivo es evitar las pérdidas de propagación causadas por el cuerpo humano en entornos interiores dinámicos y complejos.[CA] S'espera que les futures comunicacions mòbils experimenten una revolució tècnica que vaja més enllà de les velocitats de dades de Gbps i reduïsca les latències de les velocitats de dades a nivells molt pròxims al milisegundo. S'han investigat noves tecnologies habilitadoras per a aconseguir estes exigents especificacions. I la utilització de les bandes d'ones millimètriques, on hi ha molt espectre disponible, és una d'elles. A causa de les nombroses dificultats tècniques associades a la utilització d'esta banda de freqüències, es necessiten complicats models de canal per a anticipar les característiques del canal de ràdio i avaluar amb precisió el rendiment dels sistemes cellulars en millimètriques. En concret, els models de propagació més precisos són els basats en tècniques de traçat de rajos deterministes. Però estes tècniques tenen l'estigma de ser computacionalment exigents, i açò dificulta el seu ús per a caracteritzar el canal de ràdio en escenaris interiors complexos i dinàmics. La complexitat de la caracterització d'estos escenaris depén en gran manera de la interacció del cos humà amb l'entorn radioelèctric, que en les ones millimètriques sol ser destructiva i molt impredicible. D'altra banda, en els últims anys, la indústria dels videojocs ha desenrotllat potents ferramentes per a entorns hiperrealistes, on la major part dels avanços en esta emulació de la realitat tenen a veure amb el maneig de la llum. Així, els motors gràfics d'estes plataformes s'han tornat cada vegada més eficients per a manejar grans volums d'informació, per la qual cosa són ideals per a emular el comportament de la propagació de les ones de ràdio, així com per a reconstruir un escenari interior complex. Per això, en esta Tesi s'ha aprofitat la capacitat computacional d'este tipus de ferramentes per a avaluar el canal radioelèctric millimètriques de la manera més eficient possible. Esta Tesi oferix unes pautes per a optimitzar la propagació del senyal en millimètriques en un entorn interior dinàmic i complex, per a la qual cosa es proposen tres objectius principals. El primer objectiu és avaluar els efectes de dispersió del cos humà quan interactua amb el canal de propagació. Una vegada avaluat, es va proposar un model matemàtic i geomètric simplificat per a calcular este efecte de forma fiable i ràpida. Un altre objectiu va ser el disseny d'un reflector passiu modular en millimètriques, que optimitza la cobertura en entorns d'interior, evitant la interferència del ser humà en la propagació, per a així evitar pèrdues de propagació addicionals. I, finalment, es va dissenyar un sistema d'apuntament del feix predictiu en temps real, perquè opere amb el sistema de radiació en millimètriques, l'objectiu del qual és evitar les pèrdues de propagació causades pel cos humà en entorns interiors dinàmics i complexos.[EN] Future mobile communications are expected to experience a technical revolution that goes beyond Gbps data rates and reduces data rate latencies to levels very close to a millisecond. New enabling technologies have been researched to achieve these demanding specifications. The utilization of mmWave bands, where a lot of spectrum is available, is one of them. Due to the numerous technical difficulties associated with using this frequency band, complicated channel models are necessary to anticipate the radio channel characteristics and to accurately evaluate the performance of cellular systems in mmWave. In particular, the most accurate propagation models are those based on deterministic ray tracing techniques. But these techniques have the stigma of being computationally intensive, and this makes it difficult to use them to characterize the radio channel in complex and dynamic indoor scenarios. The complexity of characterizing these scenarios depends largely on the interaction of the human body with the radio environment, which at mmWaves is often destructive and highly unpredictable. On the other hand, in recent years, the video game industry has developed powerful tools for hyper-realistic environments, where most of the progress in this reality emulation has to do with the handling of light. Therefore, the graphic engines of these platforms have become more and more efficient to handle large volumes of information, becoming ideal to emulate the radio wave propagation behavior, as well as to reconstruct a complex interior scenario. Therefore, in this Thesis one has taken advantage of the computational capacity of this type of tools to evaluate the mmWave radio channel in the most efficient way possible. This Thesis offers some guidelines to optimize the signal propagation in mmWaves in a dynamic and complex indoor environment, for which three main objectives are proposed. The first objective has been to evaluate the scattering effects of the human body when it interacts with the propagation channel. Once evaluated, a simplified mathematical and geometrical model has been proposed to calculate this effect in a reliable and fast way. Another objective has been the design of a modular passive reflector in mmWaves, which optimizes the coverage in indoor environments, avoiding human interference in the propagation, in order to avoid its harmful scattering effects. And finally, a real-time predictive beam steering system has been designed for the mmWaves radiation system, in order to avoid propagation losses caused by the human body in dynamic and complex indoor environments.Romero Peña, JS. (2022). Human Body Scattering Effects at Millimeter Waves Frequencies for Future 5G Systems and Beyond [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/19132

    Representation Challenges

    Get PDF
    • …
    corecore