4,136 research outputs found

    In Homage of Change

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    A pervasive augmented reality serious game

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    This paper presents a pervasive augmented reality serious game that can be used to enhance entertainment using a multimodal tracking interface. The main objective of the research is to design and implement generic pervasive interfaces that are user-friendly and can be used by a wide range of users including people with disabilities. A pervasive AR racing game has been designed and implemented. The goal of the game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Users can interact using a pinch glove, a Wiimote, through tangible ways as well as through I/O controls of the UMPC. Initial evaluation results showed that multimodal-based interaction games can be beneficial in serious games

    Ubiquitous and context-aware computing modelling : study of devices integration in their environment

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Information Systems and Technologies ManagementIn an almost imperceptible way, ubiquitous and context-aware computing make part of our everyday lives, as the world has developed in an interconnected way between humans and technological devices. This interconnectedness raises the need to integrate humans’ interaction with the different devices they use in different social contexts and environments. In the proposed research, it is suggested the development of new scenario building based on a current ubiquitous computing model dedicated to the environment context-awareness. We will also follow previous research made on the formal structure computation model based on social paradigm theory, dedicated to embed devices into different context environments with social roles developed by Santos (2012/2015). Furthermore, several socially relevant context scenarios are to be identified and studied. Once identified, we gather and document the requirements that devices should have, according to the model, in order to achieve a correct integration in their contextual environment

    JSB Composability and Web Services Interoperability Via Extensible Modeling & Simulation Framework (XMSF), Model Driven Architecture (MDA), Component Repositories, and Web-based Visualization

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    Study Report prepared for the U. S. Air Force, Joint Synthetic Battlespace Analysis of Technical Approaches (ATA) Studies & Prototyping Overview: This paper summarizes research work conducted by organizations concerned with interoperable distributed information technology (IT) applications, in particular the Naval Postgraduate School (NPS) and Old Dominion University (ODU). Although the application focus is distributed modeling & simulation (M&S) the results and findings are in general easily applicable to other distributed concepts as well, in particular the support of operations by M&S applications, such as distributed mission operations. The core idea of this work is to show the necessity of applying open standards for component description, implementation, and integration accompanied by aligned management processes and procedures to enable continuous interoperability for legacy and new M&S components of the live, virtual, and constructive domain within the USAF Joint Synthetic Battlespace (JSB). JSB will be a common integration framework capable of supporting the future emerging simulation needs ranging from training and battlefield rehearsal to research, system development and acquisition in alignment with other operational requirements, such as integration of command and control, support of operations, integration of training ranges comprising real systems, etc. To this end, the study describes multiple complementary Integrated Architecture Framework approaches and shows, how the various parts must be orchestrated in order to support the vision of JSB effectively and efficiently. Topics of direct relevance include Web Services via Extensible Modeling & Simulation Framework (XMSF), the Object Management Group (OMG)’s Model Driven Architecture (MDA), XML-based resource repositories, and Web-based X3D visualization. To this end, the report shows how JSB can − Utilize Web Services throughout all components via XMSF methodologies, − Compose diverse system visualizations using Web-based X3D graphics, − Benefit from distributed modeling methods using MDA, and − Best employ resource repositories for broad and consistent composability. Furthermore, the report recommends the establishment of necessary management organizations responsible for the necessary alignment of management processes and procedures within the JSB as well as with neighbored domains. Continuous interoperability cannot be accomplished by technical standards alone. The application of technical standards targets the implementation level of the system of systems, which results in an interoperable solution valid only for the actual 2 implementation. To insure continuity, the influence of updates, upgrades and introduction of components on the system of systems must be captured in the project management procedures of the participating systems. Finally, the report proposes an exemplifying set of proof-of-capability demonstration prototypes and a five-year technical/institutional transformation plan. All key references are online available at http://www.movesinstitute.org/xmsf/xmsf.html (if not explicitly stated otherwise)

    Multimodal augmented reality tangible gaming

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    This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Initial evaluation results showed that multimodal-based interaction games can be beneficial in gaming. Based on these results, an augmented reality pile game was implemented with goal of completing a circuit of pipes (from a starting point to an end point on a grid). Initial evaluation showed that tangible interaction is preferred to keyboard interaction and that tangible games are much more enjoyable

    Towards Parallel Educational Worlds

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    Proceedings of: 2011 IEEE Global Engineering Education Conference (EDUCON 2011): Learning Environments and Ecosystems in Engineering Education. Amman, Jordan, 4-6 April 2011.Augmented Reality, 3D virtual worlds, etc.: the technology has evolved tremendously and so has its application to the field of education. Digital technologies have advanced to the point, where we are reproducing digitally more and more aspects of our life. We have parallel worlds: on the one hand the real world, and on the other virtual worlds, that can in fact be linked to the real one. They have different properties, but they can enrich and complement each other. In this paper, we explore the possibilities and challenges of these parallel worlds for educational uses.The eMadrid Excellence Network is being funded by the Madrid Regional Government (Comunidad de Madrid) with grant No. S2009/TIC-165. We wish to acknowledge stimulating discussions with our partners in the context of the network. Partial support has also been received from the Learn3 project (TIN2008-05163) and the SOLITE project (CYTED 508AC0341).Publicad

    Design and Implementation of Mobile Educational Games: Networks for Innovation

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    Research networks foster creativity and break down institutional barriers, but introduce geographic barriers to communication and collaboration. In designing mobile educational games, our distributed team took advantage of diverse talent pools and differing perspectives to drive forward a core vision of our design targets. Our strategies included intense design workshops, use of online meeting rooms, group paper and software prototyping, and dissemination of prototypes to other teams for refinement and repurposing. Our group showed strong activity at the university-centered nodes with periods of highly effective dissemination between these nodes and to outside groups; we used workshop invitations to gather new ideas and perspectives, to refine the core vision, to forge inter-project links, and to stay current on what was happening in other networks. Important aspects of our final deliverables came from looselyassociated network members who engaged via collaborative design exercises in workshops, emphasizing the need to bring the network together and the importance of outside influences as ideas evolve. Our final deliverable, a mobile educational game and a series of parallel technology demonstrations, reflect the mix of influences and the focus on iterated development that our network maintained

    Internet of Nano-Things, Things and Everything: Future Growth Trends

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    The current statuses and future promises of the Internet of Things (IoT), Internet of Everything (IoE) and Internet of Nano-Things (IoNT) are extensively reviewed and a summarized survey is presented. The analysis clearly distinguishes between IoT and IoE, which are wrongly considered to be the same by many commentators. After evaluating the current trends of advancement in the fields of IoT, IoE and IoNT, this paper identifies the 21 most significant current and future challenges as well as scenarios for the possible future expansion of their applications. Despite possible negative aspects of these developments, there are grounds for general optimism about the coming technologies. Certainly, many tedious tasks can be taken over by IoT devices. However, the dangers of criminal and other nefarious activities, plus those of hardware and software errors, pose major challenges that are a priority for further research. Major specific priority issues for research are identified
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