96 research outputs found

    Case Study: Impact of the Physical Web and BLE Beacons

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    The Physical Web is a project announced by Google’s Chrome team that provides a framework to discover “smart” physical objects (e.g. vending machines, classroom, conference room, cafeteria, bus stop etc.) and interact with specific, contextual content without having to resort to downloading a specific app. A common app such as the open source and freely available Physical Web app on the Google Play Store or the BKON Browser on the Apple App Store, can access nearby beacon

    Exploring the use of the Physical Web with Resource-Constrained Communities

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    Learning beacons - using the Internet of Things to deliver health and safety materials in student workshops

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    Health and safety is an important part of student education within a wide range of both engineering and applied art fields. Until now, health and safety information for specific machinery was commonly held only as paper copies for student reference. The introduction of Internet of Things (IoT) technologies mean that it is possible to provide highly-localised health and safety information as well as short instructional videos detailing the safe operation of workshop equipment using mobile technology. Each workshop has been equipped with a “learning beacon” – a Bluetooth Low Energy beacon that points mobile devices towards web pages. Students can download the Physical Web app on their mobile device and then use it to access the web page pointed to by the local beacon. The content can be easily updated using Google Sites and the university’s own Sharepoint system, making it easy for teaching staff to maintain the content and to add and remove teaching materials as appropriate. Monitoring of the usage of the web pages showed that approximately 25% of the student cohort made use of this resource. This pilot project is a collaboration between the University of Wales Trinity St. David’s School of Applied Computing and the School of Applied Art and Design

    The 4s web-marketing mix model

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    This paper reviews the criticism on the 4Ps Marketing Mix framework, the most popular tool of traditional marketing management, and categorizes the main objections of using the model as the foundation of physical marketing. It argues that applying the traditional approach, based on the 4Ps paradigm, is also a poor choice in the case of virtual marketing and identifies two main limitations of the framework in online environments: the drastically diminished role of the Ps and the lack of any strategic elements in the model. Next to identifying the critical factors of the Web marketing, the paper argues that the basis for successful E-Commerce is the full integration of the virtual activities into the company’s physical strategy, marketing plan and organisational processes. The four S elements of the Web-Marketing Mix framework present a sound and functional conceptual basis for designing, developing and commercialising Business-to-Consumer online projects. The model was originally developed for educational purposes and has been tested and refined by means of field projects; two of them are presented as case studies in the paper.\ud \u

    Internet of Things of Trees - Conversational objects via SMS protocols

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    The paper describes a ‘work in progress’ to develop a system to enable users to engage with the historical and environmental story behind veteran trees in Hampstead Heath in the spirit of the Internet of Things. Unlike other ‘Internet of Trees’ projects, this study focuses on story telling rather than sensor networks. Building on previous work, conversational agents (‘chatbots’) are used as proxies for the trees to enable a two-way narrative exchange between the user and the ‘tree’. Two interaction pathways are proposed (direct SMS and web-based geofencing) and the technical development of both approaches is described, as well as ethnographic studies undertaken on Hampstead Heath to elicit engaging content for the chatbot. An initial deployment of the SMS-based interaction at Tate Exchange, a project space within Tate Modern, London is discussed and a preliminary evaluation presented

    Cluster Framework for Internet of People, Things and Services

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    An IoT-enabled Framework for Context-aware Role-based Access Control

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    We present a framework for enforcing the application of context-aware Role-based Access Control policies based on an Internet of Things eco-system inspired by the Google\u2019s Physical Web. In this setting we are interested in capturing three contextual dimensions, namely who-where-when, and using these information to restrict access to shared resources. Formally, the framework consists of features types, an automata-based model of time-sensitive roles, context-aware permission rules, and an IoT infrastructure based on Eddystone Beacons for validating a policy against the current state of users

    Risk Awareness Enhancement Systems for Hazmat Transportation: Prototyping and Technology Evaluation

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    Workers of hazardous material (hazmat) transportation have a higher chance than other workers to be exposed to various risks in their workplace. Assisting them to safely operate in their workplace in a near real-time manner is in particular need. This paper presents a study of designing, prototyping and developing feedback systems to help increase the risk awareness of workers in the loading and uploading phases of hazmat transportation. The first system was prototyped on an Arduino board, serving as the reference for system development. Then, the second system, named a Bluetooth Low Energy (BLE) beacon based system, was designed as a smart connected system. It integrated technologies of Bluetooth low energy sensor, mobile smart device, the Cloud, wireless communication, and mobile applications. The smart connected system is more capable than the Arduino based system in providing safety information to workers. A comparison of the respective technologies utilized in the two systems further indicates that the improved capability of the smart connected system is mainly on the dimensions of interactivity, mobility, information richness, and connectivity
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