42,725 research outputs found

    Short Synthetic Terminators for Assembly of Transcription Units in vitro and Stable Chromosomal Integration in Yeast S. cerevisiae

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    The authors thank the assistance of the Iain Fraser Cytometry Centre at the University of Aberdeen. We also thank Claire MacGregor, Diane Massie and Yvonne Turnbull for technical assistance, Alexander Lorenz and Ryohei Sekido for critical reading of the manuscript and Richard Newton for preliminary results. This work was supported by Scottish Universities Life Sciences Alliance (SULSA).Peer reviewedPostprin

    RFID Localisation For Internet Of Things Smart Homes: A Survey

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    The Internet of Things (IoT) enables numerous business opportunities in fields as diverse as e-health, smart cities, smart homes, among many others. The IoT incorporates multiple long-range, short-range, and personal area wireless networks and technologies into the designs of IoT applications. Localisation in indoor positioning systems plays an important role in the IoT. Location Based IoT applications range from tracking objects and people in real-time, assets management, agriculture, assisted monitoring technologies for healthcare, and smart homes, to name a few. Radio Frequency based systems for indoor positioning such as Radio Frequency Identification (RFID) is a key enabler technology for the IoT due to its costeffective, high readability rates, automatic identification and, importantly, its energy efficiency characteristic. This paper reviews the state-of-the-art RFID technologies in IoT Smart Homes applications. It presents several comparable studies of RFID based projects in smart homes and discusses the applications, techniques, algorithms, and challenges of adopting RFID technologies in IoT smart home systems.Comment: 18 pages, 2 figures, 3 table

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    Software-only TDOA/RTF positioning for 3G WCDMA wireless network

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    A hybrid location finding technique based oil time difference of arrival (TDOA) with round-trip time (RTT) measurements is proposed for a wideband code division Multiple access (WCDMA) network. In this technique, a mobile station measures timing from at least three base stations using user equipment receive-transmit (UE Rx-Tx) time difference and at least three base stations measure timing from the mobile station using RTT. The timing measurements of mobile and base stations are then combined to solve for both the location of the mobile and the synchronization offset between base stations. A software-only geolocation system based on the above mobile/base stations timing measurements is implemented in Matlab platform and the performance of the system is investigated using large-scale propagation models
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