8,225 research outputs found

    The development of mobile augmented reality for laptop maintenance (MAR4LM)

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    Currently, laptops have become a necessity to most of the people as laptop provides mobility and helps in doing the task that a normal desktop PC can do.However, the malfunction of the laptop hardware will distract the user work and decrease the productivity.By utilizing Augmented Reality (AR) that combine real world and virtual world, a laptop maintenance application can be made in reality.The objective of this paper is to discuss on how to develop Mobile Augmented Reality for Laptop Maintenance (MAR4LM) applications.This AR application specifically develop for smart phones based on the android platform.Therefore, this study presents a way to understand and discuss the process of using this new technology on the android platforms.This application has been proven in increasing the understanding of the users about their laptop and doing maintenance on their own self.In addition, laptop maintenance tasks will become straightforward, easy to use, interactive, and easily available anywhere and anytime

    Business Case and Technology Analysis for 5G Low Latency Applications

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    A large number of new consumer and industrial applications are likely to change the classic operator's business models and provide a wide range of new markets to enter. This article analyses the most relevant 5G use cases that require ultra-low latency, from both technical and business perspectives. Low latency services pose challenging requirements to the network, and to fulfill them operators need to invest in costly changes in their network. In this sense, it is not clear whether such investments are going to be amortized with these new business models. In light of this, specific applications and requirements are described and the potential market benefits for operators are analysed. Conclusions show that operators have clear opportunities to add value and position themselves strongly with the increasing number of services to be provided by 5G.Comment: 18 pages, 5 figure

    Emerging technologies for learning report (volume 3)

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    Multi-Sensor Context-Awareness in Mobile Devices and Smart Artefacts

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    The use of context in mobile devices is receiving increasing attention in mobile and ubiquitous computing research. In this article we consider how to augment mobile devices with awareness of their environment and situation as context. Most work to date has been based on integration of generic context sensors, in particular for location and visual context. We propose a different approach based on integration of multiple diverse sensors for awareness of situational context that can not be inferred from location, and targeted at mobile device platforms that typically do not permit processing of visual context. We have investigated multi-sensor context-awareness in a series of projects, and report experience from development of a number of device prototypes. These include development of an awareness module for augmentation of a mobile phone, of the Mediacup exemplifying context-enabled everyday artifacts, and of the Smart-Its platform for aware mobile devices. The prototypes have been explored in various applications to validate the multi-sensor approach to awareness, and to develop new perspectives of how embedded context-awareness can be applied in mobile and ubiquitous computing

    An Inertial Device-based User Interaction with Occlusion-free Object Handling in a Handheld Augmented Reality

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    Augmented Reality (AR) is a technology used to merge virtual objects with real environments in real-time. In AR, the interaction which occurs between the end-user and the AR system has always been the frequently discussed topic. In addition, handheld AR is a new approach in which it delivers enriched 3D virtual objects when a user looks through the device’s video camera. One of the most accepted handheld devices nowadays is the smartphones which are equipped with powerful processors and cameras for capturing still images and video with a range of sensors capable of tracking location, orientation and motion of the user. These modern smartphones offer a sophisticated platform for implementing handheld AR applications. However, handheld display provides interface with the interaction metaphors which are developed with head-mounted display attached along and it might restrict with hardware which is inappropriate for handheld. Therefore, this paper will discuss a proposed real-time inertial device-based interaction technique for 3D object manipulation. It also explains the methods used such for selection, holding, translation and rotation. It aims to improve the limitation in 3D object manipulation when a user can hold the device with both hands without requiring the need to stretch out one hand to manipulate the 3D object. This paper will also recap of previous works in the field of AR and handheld AR. Finally, the paper provides the experimental results to offer new metaphors to manipulate the 3D objects using handheld devices

    Fall prevention intervention technologies: A conceptual framework and survey of the state of the art

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    In recent years, an ever increasing range of technology-based applications have been developed with the goal of assisting in the delivery of more effective and efficient fall prevention interventions. Whilst there have been a number of studies that have surveyed technologies for a particular sub-domain of fall prevention, there is no existing research which surveys the full spectrum of falls prevention interventions and characterises the range of technologies that have augmented this landscape. This study presents a conceptual framework and survey of the state of the art of technology-based fall prevention systems which is derived from a systematic template analysis of studies presented in contemporary research literature. The framework proposes four broad categories of fall prevention intervention system: Pre-fall prevention; Post-fall prevention; Fall injury prevention; Cross-fall prevention. Other categories include, Application type, Technology deployment platform, Information sources, Deployment environment, User interface type, and Collaborative function. After presenting the conceptual framework, a detailed survey of the state of the art is presented as a function of the proposed framework. A number of research challenges emerge as a result of surveying the research literature, which include a need for: new systems that focus on overcoming extrinsic falls risk factors; systems that support the environmental risk assessment process; systems that enable patients and practitioners to develop more collaborative relationships and engage in shared decision making during falls risk assessment and prevention activities. In response to these challenges, recommendations and future research directions are proposed to overcome each respective challenge.The Royal Society, grant Ref: RG13082

    Exploring context-sensitive collaborative augmented reality applications

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    In smart spaces limited amount of physical resources are available. Also, system should be able to offer relevant information according to user’s personal preferences. At the same time smart environments could serve many users with same requirement of relevancy and operate on limited resources. Sometimes it may not be possible to share resource in a way that respects all users without compromising collaboration. This thesis is focused on solving the problem of shared resource from the perspective of augmented reality. Selected standpoint is on mobile collaborative augmented reality and context-awareness. A small user study has been arranged as part of thesis to bring out information about user’s thoughts and emotions while using a simple prototype application. In addition, a small literature review about main concepts is conducted. There is a short analysis of some collaborative augmented reality applications presented based on recent literature. Results of the thesis show that even with small experiments it is possible to discover new information from users. Results also provide tentative answers to presented research questions. Main findings are that users have high expectations towards context-awareness and augmented reality technologies. They also expect applications to offer relevant, validated and also surprising information in each situation. This thesis has some evidence about suitability of augmented reality in context-aware applications that are targeted to support human-to human collaboration. With augmented reality it is possible to offer individual standpoints for users while they are inspecting limited, shared resources. Endorsement of user’s ability to monitor their environment is one challenge in large smart environments. Finally, software engineer can take user’s expectations into account when designing context-aware systems for smart environments. Also, developer could implement system that takes advantage of different human sensory modalities
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