181 research outputs found

    Ambient intelligence: applications and privacy policies

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    Proceedings of: 12th International Conference on Practical Applications of Agents and Multi-Agent Systems, University of Salamanca (Spain), 4th-6th June, 2014. Workshop on Intelligent Systems for Context-based Information Fusion (ISCIF 2014)In this paper, we present a complete overview of Ambient Intelligence (AmI) focused in its applications, considering the involved domain and technologies. The applications include AmI at home, care of elderly and people with disabilities, healthcare, education, business, public services, leisure and entertainment. The aim of this survey of AmI’s applications is to show its socials and ethical implications and specially privacy issues. Intelligent Environments (IE) collect and process a massive amount of person-related and sensitive data. These data must ensure privacy of the users. An important concern in AmI's applications is privacy. Addressing design by privacy, an important challenge to consider is the development of an architecture that includes the different privacy policies and how can we fusion them in a specific application domain. Ensuring privacy in Intelligent Environments is a difficult problem to solve, as there are different perceptions of privacy and its role in computing for each user. In the so called ‘design by privacy’ we have to identify the relevant design issues that should be addressed for its developing. Here we present an approach to the dimensions to consider, in order to provide privacy in the design of Ambient Intelligence’s applications.This work has been supported in part by the projects: CAM “Contexts” (S2009/TIC-1485), MINECO “Falcon” (TEC2011-28626-C02-02), MINECO “Tease” (TEC2012-37832-C02-01)

    The potential of tag-based contextualization mechanisms to leverage the sale of regional products and promote the regions through products

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    In small and rural regions, where we can many times find top quality products, there is, many times, a greater difficulty in promoting their products. This difficulty begins in the nature of the companies that manufacture these products. These companies are typically family-owned or small-sized, not having large capacity to carry out very elaborate marketing strategies. They often depend of the tourist attractiveness of the regions themselves to leverage their sales. This paper discuss the challenges for the promotion of regional products and rural regions, review the role of smartphones and the main tag-based contextualization mechanisms and their potential for leverage the sale of rural regional products and, finally, presents a cooperationbased conceptual model, where are combined contextualization-tags and mobile devices to promote regional products, leverage sales and promote rural regions by attracting new visitants, making regional products a window-mechanism to the promotion of rural regions heritage and tourism-related services

    IoT Resources and Their Practical Application, A Comprehensive Study

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    The Internet of Things (IoT) has become a paradigm shifter, connecting an enormous number of smart devices and facilitating seamless data exchange for a diverse array of applications. The availability and effective use of the IoT ecosystem's resources are key factors in determining how its practical applications will develop as they mature. The IoT resources and their practical application across several areas are thoroughly explored in this paper. The paper begins by classifying and describing the various sensor types, their applications in various fields, and IoT resources, highlighting their contributions to real-time data collection, processing, and transmission. It then goes on to demonstrate a wide range of real-world uses for these resources, such as smart cities, education, agriculture, business, healthcare, environment monitoring, transportation, and industrial automation. However, utilizing IoT resources effectively is not without difficulties. Critical difficulties such as resource allocation, scalability, security, interoperability, and privacy concerns are identified and discussed in the paper. Furthermore, the paper also highlights future directions and emerging trends in IoT resource management, including edge computing, cloud computing, human machine integration, and compatibility with other systems. These developments aim to increase the dependability of IoT applications in diverse settings and optimize resource allocation. This paper's conclusion highlights the crucial role that IoT resources play in advancing real-world applications across a variety of areas. Researchers, practitioners, policymakers, and other stakeholders may collaborate together to effectively leverage the full potential of IoT resources to build intelligent, effective ecosystems that meet the needs of contemporary society by solving difficulties and utilizing developing trends

    La ricostruzione virtuale del paesaggio di Torre Guaceto (Brindisi, Italia)

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    This paper describes the design and development of mobile applications that use Augmented Reality technology (AR) and virtual reality (VR) to improve the dissemination of the archaeological evidence found at the State Nature Reserve and Protected Marine Area of Torre Guaceto (Brindisi); the finds are part of the Bronze Age fortified settlement of Scogli di Apani. In more general terms, they also help in understanding the natural and anthropic character of its coastal territory during the second millennium B.C.La pubblicazione descrive la progettazione e lo sviluppo di applicazioni per dispositivi mobili che sfruttano le tecnologie della Realtà Aumentata (AR) e della Realtà Virtuale( VR) finalizzate a migliorare la divulgazione e la comprensione delle evidenze archeologiche presenti presso la Riserva Naturale dello Stato e Area Marina Protetta di Torre Guaceto (Brindisi), facenti parte dell’insediamento fortificato dell’età del Bronzo di Scogli di Apani e, più in generale, indirizzate alla conoscenza dei caratteri naturali e antropici del suo territorio costiero nel corso del II millennio a.C

    The Internet of Things supporting the Cultural Heritage domain: analysis, design and implementation of a smart framework enhancing the smartness of cultural spaces

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    Nowadays embedded systems have reached a great level of maturity and diffusion thanks to their small size, low power consumption, large connectivity and variety of application in everyday contexts. These systems, if properly structured and configured, can signifi- cantly increase the smartness of the environments where they are deployed, monitoring and continuously collecting data to be processed and elaborated. In this perspective, the Internet of Things (IoT) paradigm supports the transition from a closed world, in which an object is characterized by a descriptor, to an open world, in which objects interact with the surrounding environment, because they have become ”intelligent”. Accordingly, not only people will be connected to the internet, but objects such as cars, fridges, televisions, water management systems, buildings, monuments and so on will be connected as well. The Cultural Heritage represents a worldwide resource of inestimable value, attracting millions of visitors every year to monuments, museums and art exhi- bitions. Fundamental aspects of this resource to be investigated are its promotion and people enjoyment. Indeed, to achieve an enjoyment of a cultural space that is attractive and sustainable, it is necessary to realize ubiquitous and multimedia solutions for users’ interaction to enrich their visiting experience and improve the knowledge transmission process of a cultural site. The main target of this PhD Thesis is the study of the IoT paradigm, devoted to the design of a smart framework supporting the fruition, enjoyment and tutelage of the Cultural Heritage domain. In order to assess the proposed approach, a real case study is presented and discussed. In detail, it represents the deployment of our framework during an art exhibition, named The Beauty or the Truth within the Monumental Complex of San Domenico Maggiore, Naples (Italy). Following the Internet of Things paradigm, the proposed intelligent framework relies on the integration of a Sensor Network of Smart Objects with Wi-Fi and Bluetooth Low Energy technologies to identify, locate and support users. In this way technology can become a mediator between visitors and fruition, an instrument of connection between people, objects, and spaces to create new social, economic and cultural opportunities

    Context-Based Cultural Visits

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    Over the last two decades, there have been tremendous advances in mobile technologies, which have increased the interest in studying and developing mobile augmented reality systems, especially in the field of Cultural Heritage. Nowadays, people rely even more on smartphones, for example, when visiting a new city to search for information about monuments and landmarks, and the visitor expects precise and tailored information to his needs. Therefore, researchers started to investigate innovative approaches for presenting and suggesting digital content related to cultural and historical places around the city, incorporating contextual information about the visitor and his needs. This document presents a novel mobile augmented reality application, NearHeritage, that was developed within the scope of the master's thesis on Electrical and Computers Engineering from the Faculty of Engineering of Porto University (FEUP), in collaboration with INESC TEC. The research carried out was focused on the importance of utilising modern technologies to assist the visitors in finding and exploring Cultural Heritage. In this way, it is provided not only the nearby points-of-interest of a city but also detailed information about each POI. The solution presented uses built-in sensors and hardware of Android devices and takes advantage of various APIs (Foursquare API, Google Maps API and IntelContextSensing) to retrieve information about the landmarks and the visitor context. Also, these are crucial hardware components for implementing the full potential of augmented reality tools to create innovative contents that increase the overall user experience. All the experiments were conducted in Porto, Portugal, and the final results showcase that the concept of a MAR application can improve the user experience in discovering and learning more about Cultural Heritage around the world, creating an interactive, enjoyable and unforgettable adventure

    Experiencing the Ancient Agora of Athens through Emotionally-led Interactive Stories with Tangibles

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    Οι χώροι πολιτιστικής κληρονομιάς είναι δημοφιλή τουριστικά αξιοθέατα, αλλά αποτελεί σύνηθες φαινόμενο για τους επισκέπτες να φεύγουν από τους χώρους αυτούς με ένα αίσθημα απεμπλοκής λόγω του μεγάλου όγκου των πληροφοριών που παρέχονται και μη συνδεδεμένοι συναισθηματικά με την κληρονομία. Οι επιμελητές των μουσείων καταβάλλουν σημαντικές προσπάθειες για να ικανοποιήσουν τις ανάγκες των επισκεπτών τους εξερευνώντας τους τρόπους εξυπηρέτησης της εκπαιδευτικής αποστολής των θεσμικών οργάνων τους. Τα τελευταία χρόνια η ανάπτυξη έργων ψηφιακής τεχνολογίας στοχεύει στην άμβλυνση τέτοιων προβλημάτων, καθιστώντας την επίσκεψη του μουσείου πιο ελκυστική. Παρόλα αυτά, οι ψηφιακές εφαρμογές σε πολλές περιπτώσεις υποστηρίζουν προηγούμενες διδακτικές προσεγγίσεις και υπολείπονται από τον επαναπροσδιορισμό του τρόπου με τον οποίο οι επισκέπτες γνωρίζουν την πολιτιστική κληρονομιά. Αυτή η πτυχιακή εξετάζει πώς η συσχέτιση της ενσωματωμένης και απτής αλληλεπίδρασης με την αφήγηση που προκαλείται από συναισθήματα μπορεί να επηρεάσει τον τρόπο με τον οποίο οι άνθρωποι βιώνουν τους χώρους πολιτιστικής κληρονομιάς και τα μουσεία. Οι ψηφιακές εμπειρίες με βάση την αφήγηση σχεδιάστηκαν και υλοποιήθηκαν τόσο για τον υπαίθριο αρχαιολογικό χώρο της Αρχαίας Αγοράς της Αθήνας όσο και για το εσωτερικό μουσείο. Η υπαίθρια εμπειρία στόχευε στη διερεύνηση της χρήσης μιας ενιαίας ιστορίας που εκτείνεται σε ένα μεγάλο ανοικτό χώρο και αξιολογήθηκε επί τόπου από μια μικρή αλλά διεπιστημονική ομάδα χρηστών. Η εσωτερική εμπειρία χρησιμοποιεί ένα απτό αντικείμενο και μια εφαρμογή που λαμβάνει γνώση της θέσης για να καθοδηγήσει την αλληλεπίδραση μέσω σύντομων ιστοριών βασισμένων στο συναίσθημα και αξιολογήθηκε από 12 χρήστες. Τα αποτελέσματα της έρευνας μας δίνουν πληροφορίες για τα στοιχεία των εμπειριών που τις καθιστούν αποτελεσματικές ή όχι στο πλούσιο πλαίσιο ενός πολιτιστικού περιβάλλοντος.Cultural heritage sites are popular tourist attractions, yet it is common for visitors to leave feeling disengaged by the large amount of information provided, and emotionally detached. Curators are making considerable efforts to cater to their visitors’ needs while exploring ways to serve their institutions’ educational mission. Nowadays, the development of digital technology projects aims to alleviate such problems, making the museum visit more engaging. However, even so, digital applications in many cases sustain earlier didactic approaches and fall short from significantly redefining the way that visitors experience cultural heritage. This thesis examines how the association of embodied and tangible interaction with emotion-driven storytelling can affect the way people experience cultural heritage sites and museums. Digital storytelling experiences were designed and implemented for both the outdoor archeological site of the Ancient Agora of Athens and its indoor museum. The outdoor experience aimed at exploring the use of a single story spanning across a large open space and was evaluated on site by a small but multidisciplinary user group. The indoor experience makes use of a custom tangible object and of a location-aware application to guide interaction through short emotionally-led stories, and was evaluated by 12 users. Our findings provide insights on those elements of the experiences that make them effective or not in the rich context of a cultural setting

    An energy-efficient internet of things (IoT) architecture for preventive conservation of cultural heritage

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    [EN] Internet of Things (IoT) technologies can facilitate the preventive conservation of cultural heritage (CH) by enabling the management of data collected from electronic sensors. This work presents an IoT architecture for this purpose. Firstly, we discuss the requirements from the artwork standpoint, data acquisition, cloud processing and data visualization to the end user. The results presented in this work focuses on the most critical aspect of the architecture, which are the sensor nodes. We designed a solution based on LoRa and Sigfox technologies to produce the minimum impact in the artwork, achieving a lifespan of more than 10 years. The solution will be capable of scaling the processing and storage resources, deployed either in a public or on-premise cloud, embedding complex predictive models. This combination of technologies can cope with different types of cultural heritage environments.This work was partially funded by the Generalitat Valenciana project AICO/2016/058 and by the Plan Nacional de I+D, Comision Interministerial de Ciencia y TecnologiA (FEDER-CICYT) under the project HAR2013-47895-C2-1-P.Perles Ivars, A.; Pérez Marín, E.; Mercado Romero, R.; Segrelles Quilis, JD.; Blanquer Espert, I.; Zarzo Castelló, M.; García Diego, FJ. (2018). An energy-efficient internet of things (IoT) architecture for preventive conservation of cultural heritage. Future Generation Computer Systems. 81:566-581. https://doi.org/10.1016/j.future.2017.06.030S5665818

    Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts

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    Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype. The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation. The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system. Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users. The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process

    O papel da quarta revolução industrial no turismo acessível: estudo e conceptualização de uma aplicação web

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    The world is experiencing the beginning of the fourth Industrial Revolution, responsible for implementing a new digitalization era. This revolution originated in manufacturing, with industry 4.0 bringing a new reality to organizations. However, the scope of this new technological revolution is vast, and other sectors can benefit from the new digital era. In the Services Industry, tourism is an example of that, as Tourism 4.0 is the result of the impact of the fourth industrial revolution in this sector. Tourism 4.0 is the result of the impact of the fourth industrial revolution in tourism. An interesting challenge that this technological era brings to tourism is the social inclusion of people with disabilities. The accessible tourism market reveals huge potential, but despite this, this market is still largely ignored. Several technologies that promoted the fourth industrial revolution present capabilities to promote accessible tourism by improving tourism’s access conditions to people with disabilities. The present work developed a study in accessible tourism, understanding the main requirements for this market, and conceptualizing a Web application, for promoting accessibility in tourism. This Web application work as a mediator between the principal stakeholders. To gather requirements for the system, a triangulation matrix was elaborated using three methodological approaches: i) Literature Review; ii) website accessibility analysis of hotels located in the central region of Portugal; and iii) content analysis of some concurrent platforms. The requirements triangulation matrix allowed the identification of what requirements are crucial for the system success, which were used to conceptualize the solution with UML notation. This work intends to demonstrate the technological impacts of the fourth industrial revolution on society, especially on the promotion of a more accessible tourismO mundo encontra-se hoje no início da quarta revolução industrial, responsável pela promoção de uma nova era caracterizada pela digitalização. Apesar desta revolução ter surgido no setor industrial, com o conceito de Indústria 4.0, a sua aplicação é muito mais vasta, existindo outros sectores que podem igualmente beneficiar desta nova era tecnológica. O setor dos serviços, nomeadamente o Turismo, é um exemplo disso, e o conceito de Turismo 4.0 é o resultado do impacto da quarta revolução industrial nesse setor. Um desafio interessante que esta nova era tecnológica traz para o turismo é o da inclusão social, promovendo o turismo para todos. De facto, o mercado do turismo acessível, apesar de ter imenso potencial, tem sido relegado no contexto dos negócios. Por outro lado, o potencial tecnológico associado a esta nova revolução industrial sugere uma grande capacidade na promoção do turismo acessível, na medida em que podem facilitar as condições de acesso ao turismo, por parte de pessoas com algum tipo de incapacidade e ou necessidade especial. O presente trabalho visa conduzir um estudo na área do turismo acessível, por forma compreender os principais requisitos deste tipo de mercado e, consequentemente, conceptualizar uma aplicação Web, com o propósito de promover a acessibilidade no turismo, funcionando como um mediador de informação entre os principais stakeholders. Para a obtenção dos requisitos do sistema foi feita: i) uma revisão da literatura; ii) um estudo que avalia a acessibilidade dos websites dos hotéis da zona centro de Portugal, e, ainda iii) um estudo com base em análise de conteúdo de algumas plataformas potencialmente concorrentes. Os resultados são apresentados na forma de uma matriz de triangulação, onde é possível identificar a fonte dos requisitos identificados, sendo posteriormente utilizados para conceptualizar a solução proposta com recurso à notação UML. Pretende-se com este trabalho demonstrar o potencial e o efeito que as tecnologias existentes na era designada por quarta revolução industrial podem ter na sociedade, nomeadamente na promoção de um turismo para todosMestrado em Engenharia e Gestão Industria
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