2,406 research outputs found

    VANET Applications: Hot Use Cases

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    Current challenges of car manufacturers are to make roads safe, to achieve free flowing traffic with few congestions, and to reduce pollution by an effective fuel use. To reach these goals, many improvements are performed in-car, but more and more approaches rely on connected cars with communication capabilities between cars, with an infrastructure, or with IoT devices. Monitoring and coordinating vehicles allow then to compute intelligent ways of transportation. Connected cars have introduced a new way of thinking cars - not only as a mean for a driver to go from A to B, but as smart cars - a user extension like the smartphone today. In this report, we introduce concepts and specific vocabulary in order to classify current innovations or ideas on the emerging topic of smart car. We present a graphical categorization showing this evolution in function of the societal evolution. Different perspectives are adopted: a vehicle-centric view, a vehicle-network view, and a user-centric view; described by simple and complex use-cases and illustrated by a list of emerging and current projects from the academic and industrial worlds. We identified an empty space in innovation between the user and his car: paradoxically even if they are both in interaction, they are separated through different application uses. Future challenge is to interlace social concerns of the user within an intelligent and efficient driving

    Information scraps: how and why information eludes our personal information management tools

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    In this paper we describe information scraps -- a class of personal information whose content is scribbled on Post-it notes, scrawled on corners of random sheets of paper, buried inside the bodies of e-mail messages sent to ourselves, or typed haphazardly into text files. Information scraps hold our great ideas, sketches, notes, reminders, driving directions, and even our poetry. We define information scraps to be the body of personal information that is held outside of its natural or We have much still to learn about these loose forms of information capture. Why are they so often held outside of our traditional PIM locations and instead on Post-its or in text files? Why must we sometimes go around our traditional PIM applications to hold on to our scraps, such as by e-mailing ourselves? What are information scraps' role in the larger space of personal information management, and what do they uniquely offer that we find so appealing? If these unorganized bits truly indicate the failure of our PIM tools, how might we begin to build better tools? We have pursued these questions by undertaking a study of 27 knowledge workers. In our findings we describe information scraps from several angles: their content, their location, and the factors that lead to their use, which we identify as ease of capture, flexibility of content and organization, and avilability at the time of need. We also consider the personal emotive responses around scrap management. We present a set of design considerations that we have derived from the analysis of our study results. We present our work on an application platform, jourknow, to test some of these design and usability findings

    Near Field Communication

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    Near Field Communication (NFC) is a technology that enables a device to communicate with another at a maximum distance of around 20cm or less. Currently, mobile phone manufacturers, banking institutions and mobile network providers are attempting to apply this technology to Smartphones and other handheld devices because of the opportunity to enable the consumer to use commercial services more easily. This paper discusses the expected increase in mobile payments using Near Field Communication, possible uses and the risks associated with carrying out transactions over a wireless network. We also discuss a real world implementation of an NFC based loyalty card system for retail.DOI:http://dx.doi.org/10.11591/ijece.v2i3.23

    Augmented Reality for the Mobile Police Force

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    Portuguese law enforcement organizations currently face a significant technology gap. Research has shown that some law organizations, such as Polícia Judiciária (PJ) and Polícia de Segurança Pública (PSP), often criticize the lack of technology to support the Police work in all kinds of fields, from criminality prevention to minor infractions. This study aims to determine how augmented reality (AR) technology can be used to ease/improve the day-to-day tasks of the law enforcement forces and how do the end-users perceive this new type of information. Based on a review of the literature and implementations on AR technologies to aid law enforcement organizations, a proof-of-concept smartphone application was developed in order to aid the police infraction ticket issuing process. The developed solution was analysed to infer its usability. As such, various users tests were conducted with a total of thirty users including police personnel and nonassociated users. The users were then asked to answer a questionnaire contemplating the System Usability Scale (SUS) questions. The responses were analysed and then combined with the Quantitative Evaluation Framework (QEF) in order to extrapolate the proof-of-concept’s final value. The results suggest that the ticket issuing process was fully integrated in the proofof-concept and was well received amongst the users. The system contemplates the possibility to scale to other devices other than the smartphone, for example surveillance cameras or wearables, as well as including new features to perform different tasks such as recognizing vehicles through AR and Depth.A introdução da tecnologia na sociedade alterou o paradigma de como as tarefas são realizadas. Uma grande parte dos setores económicos decidiu apostar na automatização e mecanização de processos, reduzindo assim os encargos em recursos humanos, bem como o número de erros humanos. Apesar do uso de tecnologias ser recorrente em várias áreas e serviços, as forças policiais continuam a ter o seu uso negligenciado. Muitas das tarefas policiais, como a passagem de infrações ou contra-ordenações, são feitas através da introdução manual de dados num sistema generalizado implantado num computador de bordo ou através da passagem de uma contra-ordenação por escrito que é posteriormente introduzida no sistema aquando a chegada do agente à esquadra do seu destacamento. O processo em questão acaba por ser bastante moroso, como também propenso à realização de erros humanos. O descontentamento das Forças policiais como a Polícia Judiciária (PJ) ou a Polícia de Segurança Pública (PSP) é visível nas contestações feitas relacionadas com a falta de suporte tecnológico em variadas operações policiais. Este estudo tem como objetivo determinar como as tecnologias de Augmented Reality (AR) podem ser utilizadas de modo a otimizar as tarefas policiais e como a introdução da mesma é percecionada pelos utilizadores nas tarefas em questão. A investigação foca-se no desenvolvimento de uma aplicação de AR para smartphone como uma prova de conceito com o intuito de assistir as forças policiais na passagem de infrações e contra-ordenações. Consequentemente, foi realizada uma investigação sobre a tecnologia de AR e as suas categorias. Após serem detalhadas as nuances da AR, foi efetuada uma investigação na literatura e implementações de trabalhos relacionados contendo sistemas que implementam AR com o objetivo primário de assistir as forças policiais em variadas tarefas. Desta forma, foi possível detalhar algumas das possíveis tecnologias que acabaram por ser utilizadas para o desenvolvimento da aplicação supramencionada. Aquando da finalização do estudo dos trabalhos relacionados, foi analisado o contexto de negócio da prova de conceito a desenvolver, validando a necessidade e o contexto onde o sistema desenvolvido viria ser inserido. A aplicação foi desenvolvida em Unity com recurso à framework ARFoundation, que possibilitou o incorporamento e sobreposição de dados virtuais sobre a vista real observada pelo utilizador. O sistema foi desenhado de forma a realizar a deteção automática de matrículas expondo a informação detetada na forma de componentes AR no ecrã do utilizador, possibilitando a posterior submissão de uma infração se a matrícula selecionada pelo utilizador estiver contida na base de dados. A prova de conceito é composta por seis conceitos de negócio, sendo estes: a interface gráfica para o utilizador; o módulo de Optical Character Recognition (OCR), responsável pela deteção e comparação de carateres alfanuméricos pre-registados no sistema: o Plate Recognition Training, responsável pelo aprendizagem dos contornos e localizações das matrículas; a câmara, responsável pela obtenção do vídeo em tempo real para deteção; o integration system, responsável por integrar todos os módulos supramencionados; e por último, o resources/fileSystem, responsável por armazenar todos os dados necessários para o funcionamento da aplicação. Após a implementação do sistema, o mesmo foi submetido a vários testes de utilizador com recurso a um conjunto predefinido de ações, de modo a aferir a integração e usabilidade da aplicação. Foram feitos testes com trinta utilizadores, incluindo alguns agentes policiais. Posteriormente, os utilizadores supracitados foram convidados à realização de um questionário. As respostas foram analisadas de forma a apurar o valor de usabilidade final referente à prova de conceito. Os resultados obtidos confirmam que o processo de submissão de infrações foi totalmente integrado na prova de conceito e que o sistema foi positivamente avaliado pelos utilizadores. O sistema contempla a possibilidade de ser integrado em diferentes dispositivos em adição ao smartphone, como por exemplo câmaras de videovigilância ou wearables. O sistema está ainda preparado para ser escalado e incluir novas funcionalidades para realizar diferentes tarefas policiais, como a de reconhecer veículos através de AR e Profundidade, sendo que este conceito foi brevemente explorado nesta tese

    Chatbots for learning: A review of educational chatbots for the Facebook Messenger

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    With the exponential growth in the mobile device market over the last decade, chatbots are becoming an increasingly popular option to interact with users, and their popularity and adoption are rapidly spreading. These mobile devices change the way we communicate and allow ever-present learning in various environments. This study examined educational chatbots for Facebook Messenger to support learning. The independent web directory was screened to assess chatbots for this study resulting in the identification of 89 unique chatbots. Each chatbot was classified by language, subject matter and developer's platform. Finally, we evaluated 47 educational chatbots using the Facebook Messenger platform based on the analytic hierarchy process against the quality attributes of teaching, humanity, affect, and accessibility. We found that educational chatbots on the Facebook Messenger platform vary from the basic level of sending personalized messages to recommending learning content. Results show that chatbots which are part of the instant messaging application are still in its early stages to become artificial intelligence teaching assistants. The findings provide tips for teachers to integrate chatbots into classroom practice and advice what types of chatbots they can try out.Web of Science151art. no. 10386

    INTERNET –AN AID FOR E-TOURISM

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    Tourism is a rich and varied socio-economic activity that operates in our global society. The development of the Internet has led to the development of digital tourism, becoming the digital aid for the tourist experience. The tourism industry has two components that contribute to globalization: the participants (tourists and operators) and the expenses. Globalization and digitization have made the number of tourists increase every year, with enormous implications for the functioning, structure and strategy of the organizations in the field. Electronic tourism provides the tourist with the opportunity to identify and buy tourist services, as well as with the necessary aid for the globalization of this industry, bringing closer the enterprises involved in tourism activities to potential buyer

    GTmoPass: Two-factor Authentication on Public Displays Using Gaze-touch Passwords and Personal Mobile Devices

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    As public displays continue to deliver increasingly private and personalized content, there is a need to ensure that only the legitimate users can access private information in sensitive contexts. While public displays can adopt similar authentication concepts like those used on public terminals (e.g., ATMs), authentication in public is subject to a number of risks. Namely, adversaries can uncover a user's password through (1) shoulder surfing, (2) thermal attacks, or (3) smudge attacks. To address this problem we propose GTmoPass, an authentication architecture that enables Multi-factor user authentication on public displays. The first factor is a knowledge-factor: we employ a shoulder-surfing resilient multimodal scheme that combines gaze and touch input for password entry. The second factor is a possession-factor: users utilize their personal mobile devices, on which they enter the password. Credentials are securely transmitted to a server via Bluetooth beacons. We describe the implementation of GTmoPass and report on an evaluation of its usability and security, which shows that although authentication using GTmoPass is slightly slower than traditional methods, it protects against the three aforementioned threats

    The emergence of the mobile internet in Japan and the UK: platforms, exchange models, and innovation 1999‐2011

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    In 1999 Japanese mobile operator NTT DoCoMo launched arguably the world’s first successful mobile Internet services portal called “i‐mode”. In Europe at the same time a series of failures diminished the opportunities to attract customers to the mobile Internet. Even though similar Internet technologies were available in Japan and the UK, very different markets for services developed during the initial years 1999‐2003. When the West expected Japanese firms to become dominant players in the mobile digitalisation of services during the introduction of 3G networks, it remained instead a national affair. The dominant views of how markets for mobile services operated seemed flawed.   So‐called delivery platforms were used to connect mobile phones with service contents that were often adapted from the PC world. Designing and operating service delivery platforms became a new niche market. It held a pivotal role for the output of services and competition among providers.   This thesis sets out to answer a set of inter‐related questions: How and where did firms innovate in this new and growing part of the service economy and how are new business models mediated by service delivery platforms? It argues that innovation in the digitalised economy is largely influenced by firms achieving platform leadership through coordination of both technological systems and the creation of multi‐sided exchanges. This thesis demonstrates from cases of multi‐sided markets in operator‐controlled portals, of mobile video and TV and of event ticketing in Japan and the UK that defining the scope of the firm on the network level forms the basis for incremental innovation, the dominant form of service innovation. A parallel focus on coordinating platform technology choices forms the basis for firms to trade fees, advertisements, and user data, enabling control over profitable parts of multi‐sided value networks

    Anticipatory Mobile Computing: A Survey of the State of the Art and Research Challenges

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    Today's mobile phones are far from mere communication devices they were ten years ago. Equipped with sophisticated sensors and advanced computing hardware, phones can be used to infer users' location, activity, social setting and more. As devices become increasingly intelligent, their capabilities evolve beyond inferring context to predicting it, and then reasoning and acting upon the predicted context. This article provides an overview of the current state of the art in mobile sensing and context prediction paving the way for full-fledged anticipatory mobile computing. We present a survey of phenomena that mobile phones can infer and predict, and offer a description of machine learning techniques used for such predictions. We then discuss proactive decision making and decision delivery via the user-device feedback loop. Finally, we discuss the challenges and opportunities of anticipatory mobile computing.Comment: 29 pages, 5 figure
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