1,533 research outputs found

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Holistic Approach for Authoring Immersive and Smart Environments for the Integration in Engineering Education

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    Die vierte industrielle Revolution und der rasante technologische Fortschritt stellen die etablierten Bildungsstrukturen und traditionellen Bildungspraktiken in Frage. Besonders in der Ingenieurausbildung erfordert das lebenslange Lernen, dass man sein Wissen und seine Fähigkeiten ständig verbessern muss, um auf dem Arbeitsmarkt wettbewerbsfähig zu sein. Es besteht die Notwendigkeit eines Paradigmenwechsels in der Bildung und Ausbildung hin zu neuen Technologien wie virtueller Realität und künstlicher Intelligenz. Die Einbeziehung dieser Technologien in ein Bildungsprogramm ist jedoch nicht so einfach wie die Investition in neue Geräte oder Software. Es müssen neue Bildungsprogramme geschaffen oder alte von Grund auf umgestaltet werden. Dabei handelt es sich um komplexe und umfangreiche Prozesse, die Entscheidungsfindung, Design und Entwicklung umfassen. Diese sind mit erheblichen Herausforderungen verbunden, die die Überwindung vieler Hindernisse erfordert. Diese Arbeit stellt eine Methodologie vor, die sich mit den Herausforderungen der Nutzung von Virtueller Realität und Künstlicher Intelligenz als Schlüsseltechnologien in der Ingenieurausbildung befasst. Die Methodologie hat zum Ziel, die Hauptakteure anzuleiten, um den Lernprozess zu verbessern, sowie neuartige und effiziente Lernerfahrungen zu ermöglichen. Da jedes Bildungsprogramm einzigartig ist, folgt die Methodik einem ganzheitlichen Ansatz, um die Erstellung maßgeschneiderter Kurse oder Ausbildungen zu unterstützen. Zu diesem Zweck werden die Wechselwirkung zwischen verschiedenen Aspekten berücksichtigt. Diese werden in den drei Ebenen - Bildung, Technologie und Management zusammengefasst. Die Methodik betont den Einfluss der Technologien auf die Unterrichtsgestaltung und die Managementprozesse. Sie liefert Methoden zur Entscheidungsfindung auf der Grundlage einer umfassenden pädagogischen, technologischen und wirtschaftlichen Analyse. Darüber hinaus unterstützt sie den Prozess der didaktischen Gestaltung durch eine umfassende Kategorisierung der Vor- und Nachteile immersiver Lernumgebungen und zeigt auf, welche ihrer Eigenschaften den Lernprozess verbessern können. Ein besonderer Schwerpunkt liegt auf der systematischen Gestaltung immersiver Systeme und der effizienten Erstellung immersiver Anwendungen unter Verwendung von Methoden aus dem Bereich der künstlichen Intelligenz. Es werden vier Anwendungsfälle mit verschiedenen Ausbildungsprogrammen vorgestellt, um die Methodik zu validieren. Jedes Bildungsprogramm hat seine eigenen Ziele und in Kombination decken sie die Validierung aller Ebenen der Methodik ab. Die Methodik wurde iterativ mit jedem Validierungsprojekt weiterentwickelt und verbessert. Die Ergebnisse zeigen, dass die Methodik zuverlässig und auf viele Szenarien sowie auf die meisten Bildungsstufen und Bereiche übertragbar ist. Durch die Anwendung der in dieser Arbeit vorgestellten Methoden können Interessengruppen immersiven Technologien effektiv und effizient in ihre Unterrichtspraxis integrieren. Darüber hinaus können sie auf der Grundlage der vorgeschlagenen Ansätze Aufwand, Zeit und Kosten für die Planung, Entwicklung und Wartung der immersiven Systeme sparen. Die Technologie verlagert die Rolle des Lehrenden in eine Moderatorrolle. Außerdem bekommen die Lehrkräfte die Möglichkeit die Lernenden individuell zu unterstützen und sich auf deren kognitive Fähigkeiten höherer Ordnung zu konzentrieren. Als Hauptergebnis erhalten die Lernenden eine angemessene, qualitativ hochwertige und zeitgemäße Ausbildung, die sie qualifizierter, erfolgreicher und zufriedener macht

    Metaverse for Wireless Systems: Architecture, Advances, Standardization, and Open Challenges

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    The growing landscape of emerging wireless applications is a key driver toward the development of novel wireless system designs. Such a design can be based on the metaverse that uses a virtual model of the physical world systems along with other schemes/technologies (e.g., optimization theory, machine learning, and blockchain). A metaverse using a virtual model performs proactive intelligent analytics prior to a user request for efficient management of the wireless system resources. Additionally, a metaverse will enable self-sustainability to operate wireless systems with the least possible intervention from network operators. Although the metaverse can offer many benefits, it faces some challenges as well. Therefore, in this tutorial, we discuss the role of a metaverse in enabling wireless applications. We present an overview, key enablers, design aspects (i.e., metaverse for wireless and wireless for metaverse), and a novel high-level architecture of metaverse-based wireless systems. We discuss metaverse management, reliability, and security of the metaverse-based system. Furthermore, we discuss recent advances and standardization of metaverse-enabled wireless system. Finally, we outline open challenges and present possible solutions

    Opening new dimensions for e-Tourism

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    In this paper we describe an e-Tourism environment that takes a community-driven approach to foster a lively society of travelers who exchange travel experiences, recommend tourism destinations or just listen to catch some interesting gossip. Moreover, business transactions such as booking a trip or getting assistance from travel advisors or community members are constituent parts of this environment. All these happen in an integrated, game-like e-Business application where each e-Tourist is impersonated as an avatar. More precisely, we apply 3D Electronic Institutions, a framework developed and employed in the area of multi-agent systems, to the tourism domain. The system interface is realized by means of a 3D game engine that provides sophisticated 3D visualization and enables humans to interact with the environment. We present "itchy feet", a prototype implementing this 3D e-Tourism environment to showcase first visual impressions. This new environment is a perfect research playground for examining heterogeneous societies comprising humans and software agents, and their relationship in e-Tourism. © Springer-Verlag London Limited 2006

    Next Generation Internet of Things – Distributed Intelligence at the Edge and Human-Machine Interactions

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    This book provides an overview of the next generation Internet of Things (IoT), ranging from research, innovation, development priorities, to enabling technologies in a global context. It is intended as a standalone in a series covering the activities of the Internet of Things European Research Cluster (IERC), including research, technological innovation, validation, and deployment.The following chapters build on the ideas put forward by the European Research Cluster, the IoT European Platform Initiative (IoT–EPI), the IoT European Large-Scale Pilots Programme and the IoT European Security and Privacy Projects, presenting global views and state-of-the-art results regarding the next generation of IoT research, innovation, development, and deployment.The IoT and Industrial Internet of Things (IIoT) are evolving towards the next generation of Tactile IoT/IIoT, bringing together hyperconnectivity (5G and beyond), edge computing, Distributed Ledger Technologies (DLTs), virtual/ andaugmented reality (VR/AR), and artificial intelligence (AI) transformation.Following the wider adoption of consumer IoT, the next generation of IoT/IIoT innovation for business is driven by industries, addressing interoperability issues and providing new end-to-end security solutions to face continuous treats.The advances of AI technology in vision, speech recognition, natural language processing and dialog are enabling the development of end-to-end intelligent systems encapsulating multiple technologies, delivering services in real-time using limited resources. These developments are focusing on designing and delivering embedded and hierarchical AI solutions in IoT/IIoT, edge computing, using distributed architectures, DLTs platforms and distributed end-to-end security, which provide real-time decisions using less data and computational resources, while accessing each type of resource in a way that enhances the accuracy and performance of models in the various IoT/IIoT applications.The convergence and combination of IoT, AI and other related technologies to derive insights, decisions and revenue from sensor data provide new business models and sources of monetization. Meanwhile, scalable, IoT-enabled applications have become part of larger business objectives, enabling digital transformation with a focus on new services and applications.Serving the next generation of Tactile IoT/IIoT real-time use cases over 5G and Network Slicing technology is essential for consumer and industrial applications and support reducing operational costs, increasing efficiency and leveraging additional capabilities for real-time autonomous systems.New IoT distributed architectures, combined with system-level architectures for edge/fog computing, are evolving IoT platforms, including AI and DLTs, with embedded intelligence into the hyperconnectivity infrastructure.The next generation of IoT/IIoT technologies are highly transformational, enabling innovation at scale, and autonomous decision-making in various application domains such as healthcare, smart homes, smart buildings, smart cities, energy, agriculture, transportation and autonomous vehicles, the military, logistics and supply chain, retail and wholesale, manufacturing, mining and oil and gas

    Next Generation Internet of Things – Distributed Intelligence at the Edge and Human-Machine Interactions

    Get PDF
    This book provides an overview of the next generation Internet of Things (IoT), ranging from research, innovation, development priorities, to enabling technologies in a global context. It is intended as a standalone in a series covering the activities of the Internet of Things European Research Cluster (IERC), including research, technological innovation, validation, and deployment.The following chapters build on the ideas put forward by the European Research Cluster, the IoT European Platform Initiative (IoT–EPI), the IoT European Large-Scale Pilots Programme and the IoT European Security and Privacy Projects, presenting global views and state-of-the-art results regarding the next generation of IoT research, innovation, development, and deployment.The IoT and Industrial Internet of Things (IIoT) are evolving towards the next generation of Tactile IoT/IIoT, bringing together hyperconnectivity (5G and beyond), edge computing, Distributed Ledger Technologies (DLTs), virtual/ andaugmented reality (VR/AR), and artificial intelligence (AI) transformation.Following the wider adoption of consumer IoT, the next generation of IoT/IIoT innovation for business is driven by industries, addressing interoperability issues and providing new end-to-end security solutions to face continuous treats.The advances of AI technology in vision, speech recognition, natural language processing and dialog are enabling the development of end-to-end intelligent systems encapsulating multiple technologies, delivering services in real-time using limited resources. These developments are focusing on designing and delivering embedded and hierarchical AI solutions in IoT/IIoT, edge computing, using distributed architectures, DLTs platforms and distributed end-to-end security, which provide real-time decisions using less data and computational resources, while accessing each type of resource in a way that enhances the accuracy and performance of models in the various IoT/IIoT applications.The convergence and combination of IoT, AI and other related technologies to derive insights, decisions and revenue from sensor data provide new business models and sources of monetization. Meanwhile, scalable, IoT-enabled applications have become part of larger business objectives, enabling digital transformation with a focus on new services and applications.Serving the next generation of Tactile IoT/IIoT real-time use cases over 5G and Network Slicing technology is essential for consumer and industrial applications and support reducing operational costs, increasing efficiency and leveraging additional capabilities for real-time autonomous systems.New IoT distributed architectures, combined with system-level architectures for edge/fog computing, are evolving IoT platforms, including AI and DLTs, with embedded intelligence into the hyperconnectivity infrastructure.The next generation of IoT/IIoT technologies are highly transformational, enabling innovation at scale, and autonomous decision-making in various application domains such as healthcare, smart homes, smart buildings, smart cities, energy, agriculture, transportation and autonomous vehicles, the military, logistics and supply chain, retail and wholesale, manufacturing, mining and oil and gas

    16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)

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    The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc

    The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions

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    The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution
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