17,582 research outputs found

    What Would You Ask to Your Home if It Were Intelligent? Exploring User Expectations about Next-Generation Homes

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    Ambient Intelligence (AmI) research is giving birth to a multitude of futuristic home scenarios and applications; however a clear discrepancy between current installations and research-level designs can be easily noticed. Whether this gap is due to the natural distance between research and engineered applications or to mismatching of needs and solutions remains to be understood. This paper discusses the results of a survey about user expectations with respect to intelligent homes. Starting from a very simple and open question about what users would ask to their intelligent homes, we derived user perceptions about what intelligent homes can do, and we analyzed to what extent current research solutions, as well as commercially available systems, address these emerging needs. Interestingly, most user concerns about smart homes involve comfort and household tasks and most of them can be currently addressed by existing commercial systems, or by suitable combinations of them. A clear trend emerges from the poll findings: the technical gap between user expectations and current solutions is actually narrower and easier to bridge than it may appear, but users perceive this gap as wide and limiting, thus requiring the AmI community to establish a more effective communication with final users, with an increased attention to real-world deploymen

    Design Drives - materials innovation

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    Design Drives Materials Innovation‘ outlines the potential of a D:STEM (Design, Science, Technology, Engineering amd Mathematics) approach to combining traditionally different fields through design-led, needs driven and technology anchored future products using electro/photo/bio-active polymers in physical formats defined in ‚dots, lines, surfaces and structures‘.It also identifies Ambient Assisted Living as a key driver for future applications

    Developing serious games for cultural heritage: a state-of-the-art review

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    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

    Bioengineered Textiles and Nonwovens – the convergence of bio-miniaturisation and electroactive conductive polymers for assistive healthcare, portable power and design-led wearable technology

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    Today, there is an opportunity to bring together creative design activities to exploit the responsive and adaptive ‘smart’ materials that are a result of rapid development in electro, photo active polymers or OFEDs (organic thin film electronic devices), bio-responsive hydrogels, integrated into MEMS/NEMS devices and systems respectively. Some of these integrated systems are summarised in this paper, highlighting their use to create enhanced functionality in textiles, fabrics and non-woven large area thin films. By understanding the characteristics and properties of OFEDs and bio polymers and how they can be transformed into implementable physical forms, innovative products and services can be developed, with wide implications. The paper outlines some of these opportunities and applications, in particular, an ambient living platform, dealing with human centred needs, of people at work, people at home and people at play. The innovative design affords the accelerated development of intelligent materials (interactive, responsive and adaptive) for a new product & service design landscape, encompassing assistive healthcare (smart bandages and digital theranostics), ambient living, renewable energy (organic PV and solar textiles), interactive consumer products, interactive personal & beauty care (e-Scent) and a more intelligent built environment

    Serious Games in Cultural Heritage

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    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

    DeepASL: Enabling Ubiquitous and Non-Intrusive Word and Sentence-Level Sign Language Translation

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    There is an undeniable communication barrier between deaf people and people with normal hearing ability. Although innovations in sign language translation technology aim to tear down this communication barrier, the majority of existing sign language translation systems are either intrusive or constrained by resolution or ambient lighting conditions. Moreover, these existing systems can only perform single-sign ASL translation rather than sentence-level translation, making them much less useful in daily-life communication scenarios. In this work, we fill this critical gap by presenting DeepASL, a transformative deep learning-based sign language translation technology that enables ubiquitous and non-intrusive American Sign Language (ASL) translation at both word and sentence levels. DeepASL uses infrared light as its sensing mechanism to non-intrusively capture the ASL signs. It incorporates a novel hierarchical bidirectional deep recurrent neural network (HB-RNN) and a probabilistic framework based on Connectionist Temporal Classification (CTC) for word-level and sentence-level ASL translation respectively. To evaluate its performance, we have collected 7,306 samples from 11 participants, covering 56 commonly used ASL words and 100 ASL sentences. DeepASL achieves an average 94.5% word-level translation accuracy and an average 8.2% word error rate on translating unseen ASL sentences. Given its promising performance, we believe DeepASL represents a significant step towards breaking the communication barrier between deaf people and hearing majority, and thus has the significant potential to fundamentally change deaf people's lives
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