20,474 research outputs found

    Improving Big Data Visual Analytics with Interactive Virtual Reality

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    For decades, the growth and volume of digital data collection has made it challenging to digest large volumes of information and extract underlying structure. Coined 'Big Data', massive amounts of information has quite often been gathered inconsistently (e.g from many sources, of various forms, at different rates, etc.). These factors impede the practices of not only processing data, but also analyzing and displaying it in an efficient manner to the user. Many efforts have been completed in the data mining and visual analytics community to create effective ways to further improve analysis and achieve the knowledge desired for better understanding. Our approach for improved big data visual analytics is two-fold, focusing on both visualization and interaction. Given geo-tagged information, we are exploring the benefits of visualizing datasets in the original geospatial domain by utilizing a virtual reality platform. After running proven analytics on the data, we intend to represent the information in a more realistic 3D setting, where analysts can achieve an enhanced situational awareness and rely on familiar perceptions to draw in-depth conclusions on the dataset. In addition, developing a human-computer interface that responds to natural user actions and inputs creates a more intuitive environment. Tasks can be performed to manipulate the dataset and allow users to dive deeper upon request, adhering to desired demands and intentions. Due to the volume and popularity of social media, we developed a 3D tool visualizing Twitter on MIT's campus for analysis. Utilizing emerging technologies of today to create a fully immersive tool that promotes visualization and interaction can help ease the process of understanding and representing big data.Comment: 6 pages, 8 figures, 2015 IEEE High Performance Extreme Computing Conference (HPEC '15); corrected typo

    Situational-Context: A Unified View of Everything Involved at a Particular Situation

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    As the interest in the Web of Things increases, specially for the general population, the barriers to entry for the use of these technologies should decrease. Current applications can be developed to adapt their behaviour to predefined conditions and users preferences, facilitating their use. In the future,Web of Things software should be able to automatically adjust its behaviour to non-predefined preferences or context of its users. In this vision paper we define the Situational-Context as the combination of the virtual profiles of the entities (things or people) that concur at a particular place and time. The computation of the Situational-Context allow us to predict the expected system behaviour and the required interaction between devices to meet the entities’ goals, achieving a better adjustment of the system to variable contexts.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Position paper on realizing smart products: challenges for Semantic Web technologies

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    In the rapidly developing space of novel technologies that combine sensing and semantic technologies, research on smart products has the potential of establishing a research field in itself. In this paper, we synthesize existing work in this area in order to define and characterize smart products. We then reflect on a set of challenges that semantic technologies are likely to face in this domain. Finally, in order to initiate discussion in the workshop, we sketch an initial comparison of smart products and semantic sensor networks from the perspective of knowledge technologies

    Implementation and Evaluation of a Cooperative Vehicle-to-Pedestrian Safety Application

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    While the development of Vehicle-to-Vehicle (V2V) safety applications based on Dedicated Short-Range Communications (DSRC) has been extensively undergoing standardization for more than a decade, such applications are extremely missing for Vulnerable Road Users (VRUs). Nonexistence of collaborative systems between VRUs and vehicles was the main reason for this lack of attention. Recent developments in Wi-Fi Direct and DSRC-enabled smartphones are changing this perspective. Leveraging the existing V2V platforms, we propose a new framework using a DSRC-enabled smartphone to extend safety benefits to VRUs. The interoperability of applications between vehicles and portable DSRC enabled devices is achieved through the SAE J2735 Personal Safety Message (PSM). However, considering the fact that VRU movement dynamics, response times, and crash scenarios are fundamentally different from vehicles, a specific framework should be designed for VRU safety applications to study their performance. In this article, we first propose an end-to-end Vehicle-to-Pedestrian (V2P) framework to provide situational awareness and hazard detection based on the most common and injury-prone crash scenarios. The details of our VRU safety module, including target classification and collision detection algorithms, are explained next. Furthermore, we propose and evaluate a mitigating solution for congestion and power consumption issues in such systems. Finally, the whole system is implemented and analyzed for realistic crash scenarios

    Dynamically Reconfigurable Online Self-organising Fuzzy Neural Network with Variable Number of Inputs for Smart Home Application

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    A self-organising fuzzy-neural network (SOFNN) adapts its structure based on variations of the input data. Conventionally in such self-organising networks, the number of inputs providing the data is fixed. In this paper, we consider the situation where the number of inputs to a network changes dynamically during its online operation. We extend our existing work on a SOFNN such that the SOFNN can self-organise its structure based not only on its input data, but also according to the changes in the number of its inputs. We apply the approach to a smart home application, where there are certain situations when some of the existing events may be removed or new events emerge, and illustrate that our approach enhances cognitive reasoning in a dynamic smart home environment. In this case, the network identifies the removed and/or added events from the received information over time, and reconfigures its structure dynamically. We present results for different combinations of training and testing phases of the dynamic reconfigurable SOFNN using a set of realistic synthesized data. The results show the potential of the proposed method

    Connecting citizens with urban environments through an augmented reality pervasive game

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    The concept of Playable City situates games in public spaces to create connections between the citizens and the urban environment. To this end, Augmented Reality (AR) and pervasive technologies can provide additional information about urban objects or places and support innovative and engaging experiences to increase the user interest in the surrounding area. Understanding how these experiences affect the user interest is crucial for reaching a well-established connection between the people and the spaces around them. Our contribution is a preliminary framework to evaluate how being engaged in a playful activity improves interest and awareness in a specific urban area. The framework is based on the situated motivational affordances to establish a correlation among the users' motivations, the situation, and the employed technological artifact. We use an AR pervasive game to evaluate a playful historical experience as a technology probe. The results suggest that while playing the game, the citizens started to show a growing interest in the historical facts around them. At the same time, they began to raise concerns about other issues like sustainability, socio-environmental, and socioeconomic development.This work is supported by the project sense2MakeSense grant funded by the Spanish State Agency of Research (PID2019-109388GB-I00) and the Madrid Government (Comunidad de Madrid - Spain) under the Multiannual Agreement with UC3M in the line of Excellence of University Professors (Grant Number: EPUC3M17) context of the V PRICIT (Regional Programme of Research and Technological Innovation
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