1,348 research outputs found

    Interactive AR-based tool for gamification of smart touristic places

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    Augmented Reality is a computer-generated image technology that transcends the user’sview of the real world, thereby providing complex vision, it adds to the real world digitalelements depending where the user is looking and how he is interacting with the realworld.One of the main goal is to produce an AR app in ”Biblioteca Museu Victor Balaguer”, atouristic site based in Vilanova i La Geltru (Barcelona,Spain). An AR application has beenbuilt using Android studio and Unity3D platforms evaluated and tested in the Museumgoing through many 3D modules, videos and images rendered and augmented in the realworld of the museum.Unity, which is the main platform used to build this AR app has different levels of renderingsover the real world. It varies from photos to videos rendered upon the real environmentpassing through 3D modules and animations and 360 degree scenes.AR applications canbe built on many devices other than a mobile phone. In this report we will see an implemen-tation of another application on Magic Leap glasses using the Lumin platform integratedwith Unity 3D. The output of the same Lumin application was visualized using the Oculusdevices to test the result in a virtual reality world.In this report we will take a look on some current state-of-the-art in AR, describing thework performed in many other touristic places all around the world passing by enlighteningthe main differences between their project and the project explained in this document. Al-though the AR field has entered into medical, visualization, military and other technologicalprograms, we will only touch the tourism part of the field. As any other touristic project, thisapp aims to encourage the touristic domain in some places that are not alive like it shouldbe, which will end by turning back more money and benefits than these sites were earningbefore. For that we implemented a plan and a business canvas model that explains howthese applications will make these changes.The results shows that the combination of many framework together can lead to a newkind of AR gamification. The interaction between the user and the AR environment isaccomplished from one side and between users from another. The mobile game appdescribes the site of ́Biblioteca Museu Victor Balaguer ́adding some fun for the users inthe way of interacting with the real world of the Museum. This app is already programmedand tested on the field. The last stage of our game show an app developed on MagicLeap One that contributes and transmits Point clouds from one site of the Mediterraneanto another, providing the user the ability to see and talk with another user at the same tim

    ARTIFICIAL INTELLIGENCE-ENABLED EDGE-CENTRIC SOLUTION FOR AUTOMATED ASSESSMENT OF SLEEP USING WEARABLES IN SMART HEALTH

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    ARTIFICIAL INTELLIGENCE-ENABLED EDGE-CENTRIC SOLUTION FOR AUTOMATED ASSESSMENT OF SLEEP USING WEARABLES IN SMART HEALT

    Secure Pick Up: Implicit Authentication When You Start Using the Smartphone

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    We propose Secure Pick Up (SPU), a convenient, lightweight, in-device, non-intrusive and automatic-learning system for smartphone user authentication. Operating in the background, our system implicitly observes users' phone pick-up movements, the way they bend their arms when they pick up a smartphone to interact with the device, to authenticate the users. Our SPU outperforms the state-of-the-art implicit authentication mechanisms in three main aspects: 1) SPU automatically learns the user's behavioral pattern without requiring a large amount of training data (especially those of other users) as previous methods did, making it more deployable. Towards this end, we propose a weighted multi-dimensional Dynamic Time Warping (DTW) algorithm to effectively quantify similarities between users' pick-up movements; 2) SPU does not rely on a remote server for providing further computational power, making SPU efficient and usable even without network access; and 3) our system can adaptively update a user's authentication model to accommodate user's behavioral drift over time with negligible overhead. Through extensive experiments on real world datasets, we demonstrate that SPU can achieve authentication accuracy up to 96.3% with a very low latency of 2.4 milliseconds. It reduces the number of times a user has to do explicit authentication by 32.9%, while effectively defending against various attacks.Comment: Published on ACM Symposium on Access Control Models and Technologies (SACMAT) 201

    Field Work’s Optimization for the Digital Capture of Large University Campuses, Combining Various Techniques of Massive Point Capture

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    The aim of the study is to obtain fast digitalization of large urban settings. The data of two university campuses in two cities in northern Spain was captured. Challenges were imposed by the lockdown situation caused by the COVID-19 pandemic, which limited mobility and affected the field work for data readings. The idea was to significantly reduce time spent in the field, using a number of resources, and increasing efficiency as economically as possible. The research design is based on the Design Science Research (DSR) concept as a methodological approach to design the solutions generated by means of 3D models. The digitalization of the campuses is based on the analysis, evolution and optimization of LiDAR ALS points clouds captured by government bodies, which are open access and free. Additional TLS capture techniques were used to complement the clouds, with the study of support of UAV-assisted automated photogrammetric techniques. The results show that with points clouds overlapped with 360 images, produced with a combination of resources and techniques, it was possible to reduce the on-site working time by more than two thirds.This research was funded by the Nouvelle-Aquitaine/Euskadi/Navarre Euro-region (AECT). Project co-financed through the second session of the 2019 AECT call for projects

    Smart data management with BIM for Architectural Heritage

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    In the last years smart buildings topic has received much attention as well as Building Information Modelling (BIM) and interoperability as independent fields. Linking these topics is an essential research target to help designers and stakeholders to run processes more efficiently. Working on a smart building requires the use of Innovation and Communication Technology (ICT) to optimize design, construction and management. In these terms, several technologies such as sensors for remote monitoring and control, building equipment, management software, etc. are available in the market. As BIM provides an enormous amount of information in its database and theoretically it is able to work with all kind of data sources using interoperability, it is essential to define standards for both data contents and format exchange. In this way, a possibility to align research activity with Horizon 2020 is the investigation of energy saving using ICT. Unfortunately, comparing the Architecture Engineering and Construction (AEC) Industry with other sectors it is clear how in the building field advanced information technology applications have not been adopted yet. However in the last years, the adoption of new methods for the data management has been investigated by many researchers. So, basing on the above considerations, the main purpose of this thesis is investigate the use of BIM methodology relating to existing buildings concerning on three main topics: • Smart data management for architectural heritage preservation; • District data management for energy reduction; • The maintenance of highrises. For these reasons, data management acquires a very important value relating to the optimization of the building process and it is considered the most important goal for this research. Taking into account different kinds of architectural heritage, the attention is focused on the existing and historical buildings that usually have characterized by several constraints. Starting from data collection, a BIM model was developed and customized in function of its objectives, and providing information for different simulation tests. Finally, data visualization was investigated through the Virtual Reality(VR) and Augmented Reality (AR). Certainly, the creation of a 3D parametric model implies that data is organized according to the use of individual users that are involved in the building process. This means that each 3D model can be developed with different Levels of Detail/Development (LODs) basing on the goal of the data source. Along this thesis the importance of LODs is taken into account related to the kind of information filled in a BIM model. In fact, basing on the objectives of each project a BIM model can be developed in a different way to facilitate the querying data for the simulations tests.\ud The three topics were compared considering each step of the building process workflow, highlighting the main differences, evaluating the strengths and weaknesses of BIM methodology. In these terms, the importance to set a BIM template before the modelling step was pointed out, because it provides the possibility to manage information in order to be collected and extracted for different purposes and by specific users. Moreover, basing on the results obtained in terms of the 3D parametric model and in terms of process, a proper BIM maturity level was determined for each topic. Finally, the value of interoperability was arisen from these tests considering that it provided the opportunity to develop a framework for collaboration, involving all parties of the building industry

    Electronic Imaging & the Visual Arts. EVA 2013 Florence

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    Important Information Technology topics are presented: multimedia systems, data-bases, protection of data, access to the content. Particular reference is reserved to digital images (2D, 3D) regarding Cultural Institutions (Museums, Libraries, Palace – Monuments, Archaeological Sites). The main parts of the Conference Proceedings regard: Strategic Issues, EC Projects and Related Networks & Initiatives, International Forum on “Culture & Technology”, 2D – 3D Technologies & Applications, Virtual Galleries – Museums and Related Initiatives, Access to the Culture Information. Three Workshops are related to: International Cooperation, Innovation and Enterprise, Creative Industries and Cultural Tourism

    Host-based detection and analysis of Android malware: implication for privilege exploitation

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    The Rapid expansion of mobile Operating Systems has created a proportional development in Android malware infection targeting Android which is the most widely used mobile OS. factors such Android open source platform, low-cost influence the interest of malware writers targeting this mobile OS. Though there are a lot of anti-virus programs for malware detection designed with varying degrees of signatures for this purpose, many don’t give analysis of what the malware does. Some anti-virus engines give clearance during installations of repackaged malicious applications without detection. This paper collected 28 Android malware family samples with a total of 163 sample dataset. A general analysis of the entire sample dataset was created given credence to their individual family samples and year discovered. A general detection and classification of the Android malware corpus was performed using K-means clustering algorithm. Detection rules were written with five major functions for automatic scanning, signature enablement, quarantine and reporting the scan results. The LMD was able to scan a file size of 2048mb and report accurately whether the file is benign or malicious. The K-means clustering algorithm used was set to 5 iteration training phases and was able to classify accurately the malware corpus into benign and malicious files. The obtained result shows that some Android families exploit potential privileges on mobile devices. Information leakage from the victim’s device without consent and payload deposits are some of the results obtained. The result calls proactive measures rather than proactive in tackling malware infection on Android based mobile devices

    Smartphone Based Personalized Balance Training Platform

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    ME450 Capstone Design and Manufacturing Experience: Winter 2021Older adults are at high risk of falls, mainly due to the loss of balance control. It is important for them to regain balance control through balance training exercises for quality living. These exercises are conventionally done in a clinic-based setting under the supervision of a physical therapist (PT). However, this method comes with limitations such as cost, insurance reimbursement policies, and travel. Thus, there is a need for a portable balance training platform that can be used by older adults at home. Our team is developing a platform as such that can not only provide balance training to our users but can also measure kinematic data from multiple body parts and capture self-performance ratings after exercises are performed - these data are uploaded to a secure cloud account. The platform can also support a machine learning framework that generates a list of recommended exercises and simulated PT ratings for the users based on their performance during the balance training exercise sessions.Jamie Ferris, Safa Jabri, Christopher DiCesare, Xun Huan: Sienko Research Grouphttp://deepblue.lib.umich.edu/bitstream/2027.42/167652/1/Team_8-Smartphone_Based_Personalized_Balance_Training_Platform.pd
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