3,274 research outputs found

    Context-awareness for mobile sensing: a survey and future directions

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    The evolution of smartphones together with increasing computational power have empowered developers to create innovative context-aware applications for recognizing user related social and cognitive activities in any situation and at any location. The existence and awareness of the context provides the capability of being conscious of physical environments or situations around mobile device users. This allows network services to respond proactively and intelligently based on such awareness. The key idea behind context-aware applications is to encourage users to collect, analyze and share local sensory knowledge in the purpose for a large scale community use by creating a smart network. The desired network is capable of making autonomous logical decisions to actuate environmental objects, and also assist individuals. However, many open challenges remain, which are mostly arisen due to the middleware services provided in mobile devices have limited resources in terms of power, memory and bandwidth. Thus, it becomes critically important to study how the drawbacks can be elaborated and resolved, and at the same time better understand the opportunities for the research community to contribute to the context-awareness. To this end, this paper surveys the literature over the period of 1991-2014 from the emerging concepts to applications of context-awareness in mobile platforms by providing up-to-date research and future research directions. Moreover, it points out the challenges faced in this regard and enlighten them by proposing possible solutions

    Advanced Map Matching Technologies and Techniques for Pedestrian/Wheelchair Navigation

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    Due to the constantly increasing technical advantages of mobile devices (such as smartphones), pedestrian/wheelchair navigation recently has achieved a high level of interest as one of smartphones’ potential mobile applications. While vehicle navigation systems have already reached a certain level of maturity, pedestrian/wheelchair navigation services are still in their infancy. By comparing vehicle navigation systems, a set of map matching requirements and challenges unique in pedestrian/wheelchair navigation is identified. To provide navigation assistance to pedestrians and wheelchair users, there is a need for the design and development of new map matching techniques. The main goal of this research is to investigate and develop advanced map matching technologies and techniques particular for pedestrian/wheelchair navigation services. As the first step in map matching, an adaptive candidate segment selection algorithm is developed to efficiently find candidate segments. Furthermore, to narrow down the search for the correct segment, advanced mathematical models are applied. GPS-based chain-code map matching, Hidden Markov Model (HMM) map matching, and fuzzy-logic map matching algorithms are developed to estimate real-time location of users in pedestrian/wheelchair navigation systems/services. Nevertheless, GPS signal is not always available in areas with high-rise buildings and even when there is a signal, the accuracy may not be high enough for localization of pedestrians and wheelchair users on sidewalks. To overcome these shortcomings of GPS, multi-sensor integrated map matching algorithms are investigated and developed in this research. These algorithms include a movement pattern recognition algorithm, using accelerometer and compass data, and a vision-based positioning algorithm to fill in signal gaps in GPS positioning. Experiments are conducted to evaluate the developed algorithms using real field test data (GPS coordinates and other sensors data). The experimental results show that the developed algorithms and the integrated sensors, i.e., a monocular visual odometry, a GPS, an accelerometer, and a compass, can provide high-quality and uninterrupted localization services in pedestrian/wheelchair navigation systems/services. The map matching techniques developed in this work can be applied to various pedestrian/wheelchair navigation applications, such as tracking senior citizens and children, or tourist service systems, and can be further utilized in building walking robots and automatic wheelchair navigation systems

    Augmented reality and its aspects: a case study for heating systems

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    Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do ParanáThanks to the advances of technology in various domains, and the mixing between real and virtual worlds. Allowed this master’s thesis to explore concepts related to virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR). The development and comparison of Android applications and Microsoft HoloLens aimed to solve a deadlock in the recognition of instructions by the users. We used an interactive manual of assembly and disassembly for taps of residential heaters. Therefore, this work deals with three main parts. Firstly, the exploration of the concepts of VR, AR, MR, and XR. Secondly, 3D modeling and animations techniques. Finally, the development of applications using Vuforia, Wikitude, and MRTK. The users tried our application “HeaterGuideAR” to verify the effectiveness of the instruction passed by the interactive manual. Only a few users had some difficulties at the beginning of the trials. Thus, it was necessary to provide aid tools. However, other users were able to disassemble the faucet without any external help. We suggest continuing this work with more explorations, models, and situations.Graças aos últimos avanços tecnológicos em diversas áreas deram a possibilidade de fazer a mistura do mundo real com o virtual. É com este intuito que esta tese de mestrado veio expor os conceitos relacionados à realidade virtual (RV), realidade aumentada (RA), realidade mista (RM) e realidade estendida (RE). O desenvolvimento e comparação de aplicativos Android e Microsoft HoloLens teve como objetivo resolver um impasse no entendimento de instruções por parte dos usuários. Utilizamos um manual interativo para montagem e desmontagem de torneiras de aquecedores residenciais. Este trabalho, portanto, lida com três partes principais. Na primeira, a exploração dos conceitos de RV, RA, RM e RE. Na segunda, modelagem 3D e técnicas de animações. E por fim, o desenvolvimento de aplicações usando Vuforia, Wikitude e MRTK. A aplicação “HeaterGuideAR” foi testada pelos usuários afim de verificar a eficácia da instrução passada pelo manual interativo. Apenas alguns usuários tiveram algumas dificuldades no início dos testes. Sendo que, foi necessário fornecer algumas ferramentas de auxílio. Mesmo assim, outros usuários conseguiram desmontar a torneira sem ajuda externa. Sugerimos continuar este trabalho com mais explorações, modelos e situações.Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do Paran

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Differential Analysis of Acoustical Smartphone Recording Capabilities - a Contribution towards Smartphone-modulated Perception of Tinnitus

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    Loud noise is a common risk factor for physical and mental health in our industrialized world, which can trigger different sorts of health issues like permanent hearing loss and tinnitus. To mitigate noise-induced problems in daily life, smartphones can be used as an easy way to observe noise levels. As recording quality differs depending on smartphone models and calibration techniques, standardized methods are needed to acquire comparable results. To examine such possibilities in more detail, several acoustical experiments were performed regarding the recording capabilities of in-build smartphone microphones compared to an external microphone to figure out optimal smartphone recording conditions as this further increases measurement accuracy. Additionally, various different calibration approaches differing in effort and accuracy are evaluated. Results show that smartphones are capable of measuring sound pressure levels accurately with only small deviations of about +-3 dB(A). Moreover, smartphone microphones are heavily frequency dependent, which is why an approach was presented to normalize for these variations. Gathered calibration data was further brought in conjunction with sound perception data of tinnitus probands, to show an application in health issues. The presented methods provide a straightforward approach to measure sound levels with a smartphone and compare them to other device conditions, opening the use of smartphones in the modulation of sound perception in tinnitus and other conditions

    Software Usability

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    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users

    Designing an Educational and Intelligent Human-Computer Interface for Older Adults

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    As computing devices continue to become more heavily integrated into our lives, proper design of human-computer interfaces becomes a more important topic of discussion. Efficient and useful human-computer interfaces need to take into account the abilities of the humans who will be using such interfaces, and adapt to difficulties that different users may face – such as the particular difficulties older users must face. However, various issues in the design of human-computer interfaces for older users yet exist: a wide variance of ability is displayed by older adults, which can be difficult to design for. Motions and notions found intuitive by younger users can be anything but for the older user. Properly-designed devices must also assist without injuring the pride and independence of the users – thus, it’s understood that devices designed “for the elderly” may encounter a poor reception when introduced to the ageing community. Affective computing gives current researchers in HCI a useful opportunity to develop applications with interfaces that detect mood and attention via nonverbal cues and take appropriate actions accordingly. Current work in affective computing applications with older adult users points to possibilities reducing feelings of loneliness in the older adult population via these affective applications. However, we believe that everyday applications – such as chat programs or operating systems – can also take advantage of affective computing principles to make themselves more accessible for older adults, via communication enhancement. In this thesis, we document a variety of work in the field of developing human-computer interfaces for the older adult user, and the various requirements each of these studies confirm regarding human-computer interaction design for the elderly. We then explain how integration of affective computing can positively affect these designs, and outline a design approach for proper human-computer interfaces for the elderly which take into account affective computing principles. We then develop a case study around a chat application – ChitChat – which takes these principles and guidelines into account from the beginning, and give several examples of real-world applications also built with these guidelines. Finally, we conclude by summarizing the broader impacts of this work
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