540 research outputs found
5G for Vehicular Use Cases: Analysis of Technical Requirements, Value Propositions and Outlook
The fifth generation (5G) of wireless networks promises to meet the stringent requirements of vehicular use cases that cannot be supported by previous technologies. However, the stakeholders of the automotive industry (e.g., car manufacturers and road operators) are still skeptical about the capability of the telecom industry to take the lead in a market that has been dominated by dedicated intelligent transport systems (ITS) deployments. In this context, this paper constructs a framework where the potential of 5G to support different vehicular use cases is thoroughly examined under a common format from both the technical and business perspectives. From the technical standpoint, a storyboard description is developed to explain when and how different use case scenarios may come into play (i.e., pre-conditions, service flows and post-conditions). Then, a methodology to trial each scenario is developed including a functional architecture, an analysis of the technical requirements and a set of target test cases. From the business viewpoint, an initial analysis of the qualitative value perspectives is conducted considering the stakeholders, identifying the pain points of the existing solutions, and highlighting the added value of 5G in overcoming them. The future evolution of the considered use cases is finally discussed
5G Vertical Use Cases and Trials of Transportation
The 5G networks are still being deployed in many countries creating new business opportunities. 5G networks allow us to include new features and deliver new levels of system capacity and efficiency such as higher speed connectivity, ultra low latency connectivity, improved security, distributed networks, virtualizednetworks and so on. They enable us to have new use cases and scenarios such as automated vehicles, smart city, eHealth, and so on. In this paper, 5G vertical use cases and large scale trials of transportation undertaken at the EU 5G-HEART project trial sites across Europe are introduced. Four representative transport use cases are validated in the 5G-HEART project. They are as follows: (1) Platooning that drives a group of vehicles together, (2) Autonomous driving that avoids collision and achieves safer driving and better traffic efficiency, (3) Remote driving support that allows an user or cloud software to control vehicles remotely, and (4) Vehicle data services that provides us with a better vehicle services byinterconnecting various third-party data to autonomous vehicles using5G networks. User requirements and KPIs are analyzed for 5G transportation use cases. The selected results of 5G-HEART transportation vertical trials are presented
Media of things : supporting the production and consumption of object-based media with the internet of things
Ph. D. Thesis.Visual media consumption habits are in a constant state of flux, predicting which platforms and consumption mediums will succeed and which will fail is a fateful business. Virtual Reality and Augmented Reality could be the 3D TVs that went before them, or they could push forward a new level of content immersion and radically change media production forever. Content producers are constantly trying to adapt to these shifts in habits and respond to new technologies. Smaller independent studios buoyed by their new-found audience penetration through sites like YouTube and Facebook can inherently respond to these emerging technologies faster, not weighed down by the “legacy” many. Broadcasters such as the BBC are keen to evolve their content to respond to the challenges of this new world. Producing content that is both more compelling in terms of immersion, and more responsive to technological advances in terms of input and output mediums. This is where the concept of Object-based Broadcasting was born, content that is responsive to the user consuming their content on a phone over a short period of time whilst also providing an immersive multi-screen experience for a smart home environment.
One of the primary barriers to the development of Object-based Media is in a feasible set of mechanisms to generate supporting assets and adequately exploit the input and output mediums of the modern home. The underlying question here is how we build these experiences, we obviously can’t produce content for each of the thousands of combinations of devices and hardware we have available to us. I view this challenge to content makers as one of a distinct lack of descriptive and abstract detail at both ends of the production pipeline. In investigating the contribution that the Internet of Things may have to this space I first look to create well described assets in productions using embedded sensing. Detecting non-visual actions and generating detail not possible from vision alone. I then look to exploit existing datasets from production and consumption environments to gain greater understanding of generated media assets and a means to coordinate input/output in the home. Finally, I investigate the opportunities for rich and expressive interaction with devices and content in the home exploiting favourable characteristics of existing interfaces to construct a compelling control interface to Smart Home devices and Object-based experiences. I resolve that the Internet of Things is vital to the development of Object-based Broadcasting and its wider roll-out.British Broadcasting Corporatio
Augmented reality as a telemedicine platform for remote procedural training
Traditionally, rural areas in many countries are limited by a lack of access to
health care due to the inherent challenges associated with recruitment and retention
of healthcare professionals. Telemedicine, which uses communication technology to
deliver medical services over distance, is an economical and potentially effective way to
address this problem. In this research, we develop a new telepresence application using
an augmented reality (AR) system. We explore the use of the Microsoft HoloLens to
facilitate and enhance remote medical training. Intrinsic advantages of AR systems
enable remote learners to perform complex medical procedures such as Point of Care
Ultrasound (PoCUS) without visual interference. This research uses the HoloLens
to capture the first-person view of a simulated rural emergency room (ER) through
mixed reality capture (MRC) and serves as a novel telemedicine platform with remote
pointing capabilities. The mentor's hand gestures are captured using a Leap Motion
and virtually displayed in the AR space of the HoloLens. To explore the feasibility
of the developed platform, twelve novice medical trainees were guided by a mentor
through a simulated ultrasound exploration in a trauma scenario, as part of a pilot
user study. The study explores the utility of the system from the trainees, mentor,
and objective observers' perspectives and compares the findings to that of a more
traditional multi-camera telemedicine solution. The results obtained provide valuable
insight and guidance for the development of an AR-supported telemedicine platform
Towards a Practitioner Model of Mobile Music
This practice-based research investigates the mobile paradigm in the context of
electronic music, sound and performance; it considers the idea of mobile as a lens
through which a new model of electronic music performance can be interrogated. This
research explores mobile media devices as tools and modes of artistic expression in
everyday contexts and situations. While many of the previous studies have tended to
focus upon the design and construction of new hardware and software systems, this
research puts performance practice at the centre of its analysis.
This research builds a methodological and practical framework that draws upon
theories of mobile-mediated aurality, rhetoric on the practice of walking, relational
aesthetics, and urban and natural environments as sites for musical performance. The
aim is to question the spaces commonly associated with electronic music – where it is
situated, listened to and experienced. This thesis concentrates on the creative use of
existing systems using generic mobile devices – smartphones, tablets and HD cameras
– and commercially available apps. It will describe the development, implementation
and evaluation of a self-contained performance system utilising digital signal
processing apps and the interconnectivity of an inter-app routing system. This is an
area of investigation that other research programmes have not addressed in any depth.
This research’s enquiries will be held in dynamic and often unpredictable
conditions, from navigating busy streets to the fold down shelf on the back of a train
seat, as a solo performer or larger groups of players, working with musicians, nonmusicians
and other participants. Along the way, it examines how ubiquitous mobile
technology and its total access might promote inclusivity and creativity through the
cultural adhesive of mobile media. This research aims to explore how being mobile
has unrealised potential to change the methods and experiences of making electronic
music, to generate a new kind of performer identity and as a consequence lead
towards a practitioner model of mobile music
Analysing Crowd Behaviours using Mobile Sensing
PhDResearchers have examined crowd behaviour in the past by employing a variety of methods
including ethnographic studies, computer vision techniques and manual annotation-based
data analysis. However, because of the resources to collect, process and analyse data, it
remains difficult to obtain large data sets for study. Mobile phones offer easier means for
data collection that is easy to analyse and can preserve the user’s privacy. The aim of this
thesis is to identify and model different qualities of social interactions inside crowds using
mobile sensing technology. This Ph.D. research makes three main contributions centred
around the mobile sensing and crowd sensing area.
Firstly, an open-source licensed mobile sensing framework is developed, named SensingKit,
that is capable of collecting mobile sensor data from iOS and Android devices,
supporting most sensors available in modern smartphones. The framework has been evaluated
in a case study that investigates the pedestrian gait synchronisation phenomenon.
Secondly, a novel algorithm based on graph theory is proposed capable of detecting
stationary social interactions within crowds. It uses sensor data available in a modern
smartphone device, such as the Bluetooth Smart (BLE) sensor, as an indication of user
proximity, and accelerometer sensor, as an indication of each user’s motion state.
Finally, a machine learning model is introduced that uses multi-modal mobile sensor
data extracted from Bluetooth Smart, accelerometer and gyroscope sensors. The validation
was performed using a relatively large dataset with 24 participants, where they
were asked to socialise with each other for 45 minutes. By using supervised machine
learning based on gradient-boosted trees, a performance increase of 26.7% was achieved
over a proximity-based approach. Such model can be beneficial to the design and implementation
of in-the-wild crowd behavioural analysis, design of influence strategies, and
algorithms for crowd reconfiguration.UK Defence Science & Technology Laboratory (DSTL
Business Case and Technology Analysis for 5G Low Latency Applications
A large number of new consumer and industrial applications are likely to
change the classic operator's business models and provide a wide range of new
markets to enter. This article analyses the most relevant 5G use cases that
require ultra-low latency, from both technical and business perspectives. Low
latency services pose challenging requirements to the network, and to fulfill
them operators need to invest in costly changes in their network. In this
sense, it is not clear whether such investments are going to be amortized with
these new business models. In light of this, specific applications and
requirements are described and the potential market benefits for operators are
analysed. Conclusions show that operators have clear opportunities to add value
and position themselves strongly with the increasing number of services to be
provided by 5G.Comment: 18 pages, 5 figure
Live Biofeedback as a User Interface Design Element: A Review of the Literature
With the advances in sensor technology and real-time processing of neurophysiological data, a growing body of academic literature has begun to explore how live biofeedback can be integrated into information systems for everyday use. While researchers have traditionally studied live biofeedback in the clinical domain, the proliferation of affordable mobile sensor technology enables researchers and practitioners to consider live biofeedback as a user interface element in contexts such as decision support, education, and gaming. In order to establish the current state of research on live biofeedback, we conducted a literature review on studies that examine self and foreign live biofeedback based on neurophysiological data for healthy subjects in an information systems context. By integrating a body of highly fragmented work from computer science, engineering and technology, information systems, medical science, and psychology, this paper synthesizes results from existing research, identifies knowledge gaps, and suggests directions for future research. In this vein, this review can serve as a reference guide for researchers and practitioners on how to integrate self and foreign live biofeedback into information systems for everyday use
- …