8,184 research outputs found

    The fans united will always be connected: building a practical DTN in a football stadium

    Get PDF
    Football stadia present a difficult environment for the deployment of digital services, due to their architectural design and the capacity problems from the numbers of fans. We present preliminary results from deploying an Android app building an ad hoc network amongst the attendees at matches at Brighton and Hove Albion's AMEX stadium, so as to share the available capacity and supply digital services to season ticket holders. We describe the protocol, how we engaged our users in service design so that the app was attractive to use and the problems we encountered in using Android

    The crowd as a cameraman : on-stage display of crowdsourced mobile video at large-scale events

    Get PDF
    Recording videos with smartphones at large-scale events such as concerts and festivals is very common nowadays. These videos register the atmosphere of the event as it is experienced by the crowd and offer a perspective that is hard to capture by the professional cameras installed throughout the venue. In this article, we present a framework to collect videos from smartphones in the public and blend these into a mosaic that can be readily mixed with professional camera footage and shown on displays during the event. The video upload is prioritized by matching requests of the event director with video metadata, while taking into account the available wireless network capacity. The proposed framework's main novelty is its scalability, supporting the real-time transmission, processing and display of videos recorded by hundreds of simultaneous users in ultra-dense Wi-Fi environments, as well as its proven integration in commercial production environments. The framework has been extensively validated in a controlled lab setting with up to 1 000 clients as well as in a field trial where 1 183 videos were collected from 135 participants recruited from an audience of 8 050 people. 90 % of those videos were uploaded within 6.8 minutes

    Medical data processing and analysis for remote health and activities monitoring

    Get PDF
    Recent developments in sensor technology, wearable computing, Internet of Things (IoT), and wireless communication have given rise to research in ubiquitous healthcare and remote monitoring of human\u2019s health and activities. Health monitoring systems involve processing and analysis of data retrieved from smartphones, smart watches, smart bracelets, as well as various sensors and wearable devices. Such systems enable continuous monitoring of patients psychological and health conditions by sensing and transmitting measurements such as heart rate, electrocardiogram, body temperature, respiratory rate, chest sounds, or blood pressure. Pervasive healthcare, as a relevant application domain in this context, aims at revolutionizing the delivery of medical services through a medical assistive environment and facilitates the independent living of patients. In this chapter, we discuss (1) data collection, fusion, ownership and privacy issues; (2) models, technologies and solutions for medical data processing and analysis; (3) big medical data analytics for remote health monitoring; (4) research challenges and opportunities in medical data analytics; (5) examples of case studies and practical solutions

    Managing big data experiments on smartphones

    Get PDF
    The explosive number of smartphones with ever growing sensing and computing capabilities have brought a paradigm shift to many traditional domains of the computing field. Re-programming smartphones and instrumenting them for application testing and data gathering at scale is currently a tedious and time-consuming process that poses significant logistical challenges. Next generation smartphone applications are expected to be much larger-scale and complex, demanding that these undergo evaluation and testing under different real-world datasets, devices and conditions. In this paper, we present an architecture for managing such large-scale data management experiments on real smartphones. We particularly present the building blocks of our architecture that encompassed smartphone sensor data collected by the crowd and organized in our big data repository. The given datasets can then be replayed on our testbed comprising of real and simulated smartphones accessible to developers through a web-based interface. We present the applicability of our architecture through a case study that involves the evaluation of individual components that are part of a complex indoor positioning system for smartphones, coined Anyplace, which we have developed over the years. The given study shows how our architecture allows us to derive novel insights into the performance of our algorithms and applications, by simplifying the management of large-scale data on smartphones

    Probing streets and the built environment with ambient and community sensing

    Get PDF
    Data has become an important currency in todays world economy. Ephemeral and real-time data from Twitter, Facebook, Google, urban sensors, weather stations, and the Web contain hidden patterns of the city that are useful for informing architectural and urban design

    Framework for the implementation of urban big screens in the public space

    Get PDF
    In the last decade, big urban screens have appeared in town squares and on building facades across the UK. The use of these screens brings new potentials and challenges for city regulators, artists, architects, urban designers, producers, broadcasters and advertisers. Dynamic moving images form new architectural material, affecting our perception and the experience of the space around us. A new form of urban space is emerging that is fundamentally different from what we have known, and it seems that we are ill-equipped to deal with and analyse it. We are just beginning to understand the opportunities for public information, art and community engagement. Most of screens at present serve mainly commercial purposes, they do not broadcast information aimed at sharing community content nor do they support public social interactions. We need to see more negotiation between commercial, public and cultural interests. The SCREAM project addresses these new challenges by looking at the physical urban spaces and the potential spaces created by the new technologies
    • …
    corecore