7,931 research outputs found
Streaming of Plants in Distributed Virtual Environments
International audienceJust as in the real world, plants are important objects in virtual world for creating pleasant and realistic environments, especially those involving natural scenes. As such, much effort has been made in realistic modeling of plants. As the trend moves towards networked and distributed virtual environment, however, the current models are inadequate as they are not designed for progressive transmissions. In this paper, we fill in this gap by proposing a progressive representation for plants based on generalized cylinders. To facilitate the transmission of the plants, we quantify the visual contribution of each branch and use this weight in packet scheduling. We show the efficiency of our representations and effectiveness of our packet scheduler through simulations
The LAB@FUTURE Project - Moving Towards the Future of E-Learning
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness Ć¢ā¬ā Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment
Publishing LO(D)D: Linked Open (Dynamic) Data for Smart Sensing and Measuring Environments
The paper proposes a distributed framework that provides a systematic way to publish environment data which is being updated continuously; such updates might be issued at speciļ¬c time intervals or bound to some environment- speciļ¬c event. The framework targets smart environments having networks of devices and sensors which are interacting with each other and with their respective environments to gather and generate data and willing to publish this data. This paper addresses the issues of supporting the data publishers to maintain up-to-date and machine understandable representations, separation of views (static or dynamic data) and delivering up-to-date information to data consumers in real time, helping data consumers to keep track of changes triggered from diverse environments and keeping track of evolution of the smart environment. The paper also describes a prototype implementation of the proposed architecture. A preliminary use case implementation over a real energy metering infrastructure is also provided in the paper to prove the feasibility of the architectur
When Things Matter: A Data-Centric View of the Internet of Things
With the recent advances in radio-frequency identification (RFID), low-cost
wireless sensor devices, and Web technologies, the Internet of Things (IoT)
approach has gained momentum in connecting everyday objects to the Internet and
facilitating machine-to-human and machine-to-machine communication with the
physical world. While IoT offers the capability to connect and integrate both
digital and physical entities, enabling a whole new class of applications and
services, several significant challenges need to be addressed before these
applications and services can be fully realized. A fundamental challenge
centers around managing IoT data, typically produced in dynamic and volatile
environments, which is not only extremely large in scale and volume, but also
noisy, and continuous. This article surveys the main techniques and
state-of-the-art research efforts in IoT from data-centric perspectives,
including data stream processing, data storage models, complex event
processing, and searching in IoT. Open research issues for IoT data management
are also discussed
Big Data and the Internet of Things
Advances in sensing and computing capabilities are making it possible to
embed increasing computing power in small devices. This has enabled the sensing
devices not just to passively capture data at very high resolution but also to
take sophisticated actions in response. Combined with advances in
communication, this is resulting in an ecosystem of highly interconnected
devices referred to as the Internet of Things - IoT. In conjunction, the
advances in machine learning have allowed building models on this ever
increasing amounts of data. Consequently, devices all the way from heavy assets
such as aircraft engines to wearables such as health monitors can all now not
only generate massive amounts of data but can draw back on aggregate analytics
to "improve" their performance over time. Big data analytics has been
identified as a key enabler for the IoT. In this chapter, we discuss various
avenues of the IoT where big data analytics either is already making a
significant impact or is on the cusp of doing so. We also discuss social
implications and areas of concern.Comment: 33 pages. draft of upcoming book chapter in Japkowicz and Stefanowski
(eds.) Big Data Analysis: New algorithms for a new society, Springer Series
on Studies in Big Data, to appea
Computing server power modeling in a data center: survey,taxonomy and performance evaluation
Data centers are large scale, energy-hungry infrastructure serving the
increasing computational demands as the world is becoming more connected in
smart cities. The emergence of advanced technologies such as cloud-based
services, internet of things (IoT) and big data analytics has augmented the
growth of global data centers, leading to high energy consumption. This upsurge
in energy consumption of the data centers not only incurs the issue of surging
high cost (operational and maintenance) but also has an adverse effect on the
environment. Dynamic power management in a data center environment requires the
cognizance of the correlation between the system and hardware level performance
counters and the power consumption. Power consumption modeling exhibits this
correlation and is crucial in designing energy-efficient optimization
strategies based on resource utilization. Several works in power modeling are
proposed and used in the literature. However, these power models have been
evaluated using different benchmarking applications, power measurement
techniques and error calculation formula on different machines. In this work,
we present a taxonomy and evaluation of 24 software-based power models using a
unified environment, benchmarking applications, power measurement technique and
error formula, with the aim of achieving an objective comparison. We use
different servers architectures to assess the impact of heterogeneity on the
models' comparison. The performance analysis of these models is elaborated in
the paper
Design and implementation of a holistic framework for data integration in industrial machine and sensor networks
Digitalization and connectivity trends in industrial plants and production equipment create vast and heterogeneous networks of data sources, data sinks and various communication protocols. Data fusion and evaluation of these resources result in high costs for data integration and maintenance. Therefore, we propose a new framework, called MyGateway, enabling effortless integration of heterogeneous data sources, their fusion within the framework and publication to data sinks as needed. For easy integration, deployment, and expansion of the framework we provide an implementation in JAVA using open-source adapters for common industrial protocols and a simple API for usage in user specified setups
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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