13,014 research outputs found

    Smart objects as building blocks for the internet of things

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    The combination of the Internet and emerging technologies such as nearfield communications, real-time localization, and embedded sensors lets us transform everyday objects into smart objects that can understand and react to their environment. Such objects are building blocks for the Internet of Things and enable novel computing applications. As a step toward design and architectural principles for smart objects, the authors introduce a hierarchy of architectures with increasing levels of real-world awareness and interactivity. In particular, they describe activity-, policy-, and process-aware smart objects and demonstrate how the respective architectural abstractions support increasingly complex application

    “I can haz emoshuns?”: understanding anthropomorphosis of cats among internet users

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    The attribution of human-like traits to non-human animals, termed anthropomorphism, can lead to misunderstandings of animal behaviour, which can result in risks to both human and animal wellbeing and welfare. In this paper, we, during an inter-disciplinary collaboration between social computing and animal behaviour researchers, investigated whether a simple image-tagging application could improve the understanding of how people ascribe intentions and emotions to the behaviour of their domestic cats. A web-based application, Tagpuss, was developed to present casual users with photographs drawn from a database of 1631 images of domestic cats and asked them to ascribe an emotion to the cat portrayed in the image. Over five thousand people actively participated in the study in the space of four weeks, generating over 50,000 tags. Results indicate Tagpuss can be used to identify cat behaviours that lay-people find difficult to distinguish. This highlights further expert scientific exploration that focuses on educating cat owners to identify possible problems with their cat’s welfare

    Software Defined Media: Virtualization of Audio-Visual Services

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    Internet-native audio-visual services are witnessing rapid development. Among these services, object-based audio-visual services are gaining importance. In 2014, we established the Software Defined Media (SDM) consortium to target new research areas and markets involving object-based digital media and Internet-by-design audio-visual environments. In this paper, we introduce the SDM architecture that virtualizes networked audio-visual services along with the development of smart buildings and smart cities using Internet of Things (IoT) devices and smart building facilities. Moreover, we design the SDM architecture as a layered architecture to promote the development of innovative applications on the basis of rapid advancements in software-defined networking (SDN). Then, we implement a prototype system based on the architecture, present the system at an exhibition, and provide it as an SDM API to application developers at hackathons. Various types of applications are developed using the API at these events. An evaluation of SDM API access shows that the prototype SDM platform effectively provides 3D audio reproducibility and interactiveness for SDM applications.Comment: IEEE International Conference on Communications (ICC2017), Paris, France, 21-25 May 201

    Robotic Wireless Sensor Networks

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    In this chapter, we present a literature survey of an emerging, cutting-edge, and multi-disciplinary field of research at the intersection of Robotics and Wireless Sensor Networks (WSN) which we refer to as Robotic Wireless Sensor Networks (RWSN). We define a RWSN as an autonomous networked multi-robot system that aims to achieve certain sensing goals while meeting and maintaining certain communication performance requirements, through cooperative control, learning and adaptation. While both of the component areas, i.e., Robotics and WSN, are very well-known and well-explored, there exist a whole set of new opportunities and research directions at the intersection of these two fields which are relatively or even completely unexplored. One such example would be the use of a set of robotic routers to set up a temporary communication path between a sender and a receiver that uses the controlled mobility to the advantage of packet routing. We find that there exist only a limited number of articles to be directly categorized as RWSN related works whereas there exist a range of articles in the robotics and the WSN literature that are also relevant to this new field of research. To connect the dots, we first identify the core problems and research trends related to RWSN such as connectivity, localization, routing, and robust flow of information. Next, we classify the existing research on RWSN as well as the relevant state-of-the-arts from robotics and WSN community according to the problems and trends identified in the first step. Lastly, we analyze what is missing in the existing literature, and identify topics that require more research attention in the future

    Web 2.0, new literacies, and the idea of learning through participation

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    In this paper I identify some current elaborations on the theme of participation and digital literacy in order to open further debate on the relationship between interaction, collaboration, and learning in online environments. Motivated by an interest in using new technologies in the context of formal learning (Merchant, 2009), I draw on in-school and out-of-school work in Web 2.0 spaces. This work is inflected by the new literacies approach (Lankshear and Knobel, 2006a), and here I provide an overview of the ways in which learning through participation is characterised by those adopting this and other related perspectives. I include a critical examination of the idea of ‘participatory’ culture as articulated in the field of media studies, focusing particularly on the influential work of Jenkins (2006a; 2006b). In order to draw these threads together around conceptualizations of learning, I summarise ways in which participation is described in the literature on socially-situated cognition. This is used to generate some tentative suggestions about how learning and literacy in Web 2.0 spaces might be envisioned and how ideas about participation might inform curriculum planning and design

    Tracking RFID

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    RFID-Radio Frequency Identification-is a powerful enabling technology with a wide range of potential applications. Its proponents initially overhyped its capabilities and business case: RFID deployment is proceeding along a much slower and less predictable trajectory than was initially thought. Nonetheless, in the end it is plausible that we will find ourselves moving in the direction of a world with pervasive RFID: a world in which objects\u27 wireless self-identification will become much more nearly routine, and networked devices will routinely collect and process the resulting information. RFID-equipped goods and documents present privacy threats: they may reveal information about themselves, and hence about the people carrying them, wirelessly to people whom the subjects might not have chosen to inform. That information leakage follows individuals, and reveals how they move through space. Not only does the profile that RFID technology helps construct contain information about where the subject is and has been, but RFID signifiers travel with the subject in the physical world, conveying information to devices that otherwise would not recognize it and that can take actions based on that information. RFID implementations, thus, can present three related privacy threats, which this article categorizes as surveillance, profiling, and action. RFID privacy consequences will differ in different implementations. It would be a mistake to conclude that an RFID implementation will pose no meaningful privacy threat because a tag does not directly store personally identifiable information, instead containing only a pointer to information contained in a separate database. Aside from any privacy threats presented by the database proprietor, privacy threats from third parties will depend on the extent to which those third parties can buy, barter, or otherwise gain database access. Where a tag neither points to nor carries personal identifying information, the extent of the privacy threat will depend in part on the degree to which data collectors will be able to link tag numbers with personally identifying information. Yet as profiling accelerates in the modem world, aided by the automatic, networked collection of information, information compiled by one data collector will increasingly be available to others as well; linking persistent identifiers to personally identifying information may turn out to be easy. Nor are sophisticated access controls and other cryptographic protections a complete answer to RFID privacy threats. The cost of those protections will make them impractical for many applications, though, and even with more sophisticated technology, security problems will remain. This article suggests appropriate government and regulatory responses to two important categories of RFID implementation. It concludes with a way of looking at, and an agenda for further research on, wireless identification technology more generally

    The RFID PIA – developed by industry, agreed by regulators

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    This chapter discusses the privacy impact assessment (PIA) framework endorsed by the European Commission on February 11th, 2011. This PIA, the first to receive the Commission's endorsement, was developed to deal with privacy challenges associated with the deployment of radio frequency identification (RFID) technology, a key building block of the Internet of Things. The goal of this chapter is to present the methodology and key constructs of the RFID PIA Framework in more detail than was possible in the official text. RFID operators can use this article as a support document when they conduct PIAs and need to interpret the PIA Framework. The chapter begins with a history of why and how the PIA Framework for RFID came about. It then proceeds with a description of the endorsed PIA process for RFID applications and explains in detail how this process is supposed to function. It provides examples discussed during the development of the PIA Framework. These examples reflect the rationale behind and evolution of the text's methods and definitions. The chapter also provides insight into the stakeholder debates and compromises that have important implications for PIAs in general.Series: Working Papers on Information Systems, Information Business and Operation

    Smart Computing and Sensing Technologies for Animal Welfare: A Systematic Review

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    Animals play a profoundly important and intricate role in our lives today. Dogs have been human companions for thousands of years, but they now work closely with us to assist the disabled, and in combat and search and rescue situations. Farm animals are a critical part of the global food supply chain, and there is increasing consumer interest in organically fed and humanely raised livestock, and how it impacts our health and environmental footprint. Wild animals are threatened with extinction by human induced factors, and shrinking and compromised habitat. This review sets the goal to systematically survey the existing literature in smart computing and sensing technologies for domestic, farm and wild animal welfare. We use the notion of \emph{animal welfare} in broad terms, to review the technologies for assessing whether animals are healthy, free of pain and suffering, and also positively stimulated in their environment. Also the notion of \emph{smart computing and sensing} is used in broad terms, to refer to computing and sensing systems that are not isolated but interconnected with communication networks, and capable of remote data collection, processing, exchange and analysis. We review smart technologies for domestic animals, indoor and outdoor animal farming, as well as animals in the wild and zoos. The findings of this review are expected to motivate future research and contribute to data, information and communication management as well as policy for animal welfare

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0
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