1,561 research outputs found

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'

    An XRI Mixed-Reality Internet-of-Things Architectural Framework Toward Immersive and Adaptive Smart Environments

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    The internet-of-things (IoT) refers to the growing number of embedded interconnected devices within everyday ubiquitous objects and environments, especially their networks, edge controllers, data gathering and management, sharing, and contextual analysis capabilities. However, the IoT suffers from inherent limitations in terms of human-computer interaction. In this landscape, there is a need for interfaces that have the potential to translate the IoT more solidly into the foreground of everyday smart environments, where its users are multimodal, multifaceted, and where new forms of presentation, adaptation, and immersion are essential. This work highlights the synergetic opportunities for both IoT and XR to converge toward hybrid XR objects with strong real-world connectivity, and IoT objects with rich XR interfaces. The paper contributes i) an understanding of this multi-disciplinary domain XR-IoT (XRI); ii) a theoretical perspective on how to design XRI agents based on the literature; iii) a system design architectural framework for XRI smart environment development; and iv) an early discussion of this process. It is hoped that this research enables future researchers in both communities to better understand and deploy hybrid smart XRI environments

    Development of IoT applications in civil engineering classrooms using mobile devices

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    This is the peer reviewed version of the following article: [Chacón R, Posada H, Toledo Á, Gouveia M. Development of IoT applications in civil engineering classrooms using mobile devices. Comput Appl Eng Educ. 2018;26:1769–1781. https://doi.org/10.1002/cae.21985], which has been published in final form at https://doi.org/10.1002/cae.21985. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Self-ArchivingThis paper presents academic efforts aimed at integrating methodologies associated with the use of mobile devices, the potential of the Internet of Things (IoT), and the role of experimental education in civil engineering. This integration is developed by encompassing the use of sensors, microcontrollers, civil engineering problems, app development, and fabrication. The proposal provides an explorative way of approaching the numerous possibilities that arise in civil engineering when it comes to IoT, automation, monitoring, and control of civil engineering processes. The used tools represent accessible and affordable ways for application in classrooms and in educational laboratories for beginners. The initial explorative approach implies the fusion of three realms: (i) the phenomenology and mathematics of varied civil engineering problems; (ii) the systematic use of digital fabrication technologies and electronic prototyping platforms; and (iii) the creative and visual way of developing codes provided by block-based development platforms. This integration of perspectives is an attempt of approaching civil engineering mathematics to technology and arts with a rigorous scientific approach. A set of different examples is presented with the corresponding findings in educational terms. These examples are developed in a constructive, scaffolding-based way and may contribute as a potential alternative in the development of open-source teaching labs in civil engineering schools.Peer ReviewedPostprint (author's final draft

    Extending the Metaverse: Hyper-Connected Smart Environments with Mixed Reality and the Internet of Things

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    The metaverse, i.e., the collection of technologies that provide a virtual twin of the real world via mixed reality, internet of things, and others, is gaining prominence. However, the metaverse faces challenges as it grows toward mainstream adoption. Among these is the lack of strong connections between metaverse objects and traditional physical objects and environments, which leads to inconsistencies for users within metaverse environments. To address this issue, this work explores the design and development of a framework for bridging the physical environment and the metaverse through the use of internet-of-things objects and mixed reality designs. The contributions of this include: i) an architectural framework for extending the metaverse, ii) design prototypes using the framework. Together, this exploration charts the course toward a more cohesive and hyper-connected metaverse smart environment

    Visualizing the data flow in virtual reality for training developers

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    The visual aids are powerful tools in learning, understanding, and retaining data, especially in the industrial sector. However, visualizing data for complex systems is an essential challenge as they need to address a discrete and large amount of data. When novice programmers develop these complex systems, they typically require further training on the data flow in order to understand the hidden meaningful patterns. The visualization of invisible data in virtual reality (VR) helps to explore these patterns and direct new avenues to develop a system in the real world. Thus, the presentation of complex data in a 3D visual form is crucial and effective. To accomplish this, this research study considers a case scenario of Indoor Air Quality (IAQ) system based on Internet of Things (IoT). By definition, IoT is a multifarious connection of devices and data over the internet and thus, needs visualization. A better understanding of how visualization in 3D space can assist programmers to learn IoT concepts. In turn, this poses profound questions in the areas of virtual reality and human-computer interaction. Consequently, the aim of this study was to visualize IoT sensor data in a virtual environment and produce guidelines for programmers in order to help them better comprehend the data flow. Subsequent to this, the level of immersion required for an effective VR experience was also investigated. Overall, this study involved background research and an empirical study. The semi-structured interviews were conducted with the programmers and were handled as empirical evidence. This evidence was further analyzed qualitatively. As a result, the static visuals of IoT sensor data values helped the users to understand its flow. The visual clues both from abstract and skeuomorphic designs furthered the users understanding of the concepts. Accompanied by the text, necessary information about the concept was revealed to the end user. The analysis clearly highlights that visualizing in virtual reality enhances the experience by improving user awareness and user engagement level. In addition, this provides a more intuitive understanding of data flow and better recall of the observed relationships

    Model and Tools for Integrating IoT into Mixed Reality Environments: Towards a Virtual-Real Seamless Continuum

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    International audienceThis paper introduces a new software model and new tools for managing indoor smart environments (smart home, smart building , smart factories, etc.) thanks to MR technologies. Our fully-integrated solution is mainly based on a software modelization of connected objects used to manage them independently from their actual nature: these objects can be simulated or real. Based on this model our goal is to create a continuum between a real smart environment and its 3D digital twin in order to simulate and manipulate it. Therefore, two kinds of tools are introduced to leverage this model. First, we introduce two complementary tools, an AR and a VR one, for the creation of the digital twin of a given smart environment. Secondly, we propose 3D interactions and dedicated metaphors for the creation of automation scenarios in the same VR application. These scenarios are then converted to a Petri-net based model that can be edited later by expert users. Adjusting the parameters of our model allows to navigate on the continuum in order to use the digital twin for simulation, deployment and real/virtual synchronization purposes. These different contributions and their benefits are illustrated thanks to the automation configuration of a room in our lab

    Interstice

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    When I was about three years old, I distinctly remember being too small to see what was on top of the table. A couple of years later, when I could see those objects, I thought the world around me had grown smaller. In a way, it did, as I experienced, lived, captured, remembered, and shared the space repeatedly. This sense of the world shrinking was exaggerated during the Covid-19 pandemic, allowing new behaviours and modes of interaction to emerge. Continually shaping our modern lives, virtual technologies redefine how we access and share information and stories or even explore new places. Thanks to the exponential increase in our computing powers, we live in hyper- connectivity, constantly in sync with our multiple screens, tabs, devices and profiles. Smartphones serve as two- way communication bringing the world in and letting the home out. As people increasingly rely on digital tools for work, communication, and leisure, the boundaries between physical and digital realms have become blurred. The overlap of our stories, information and spaces has subsequently led to challenges in managing the clutter and disorganization that can arise in physical and digital realms, affecting productivity, well-being, and overall user experience. In response, this thesis aims to create a hybrid space that carefully calibrates information and architecture to initiate interactivity within home settings. The thesis adopts a human-centred design approach, including user interviews and iterative prototyping, to understand how augmented reality (AR) augments reality. Research focuses on young adults, primarily students and working professionals who have access to smart devices where increasing demand for personalized experiences present an ideal environment for AR to grow and thrive. Overall, the research and prototypes are representative of AR as a tool for novelty in familiarity, offering new ways of enhancing interactions and immersive experiences within the home. I believe this synthesis of our physical and digital elements will lead to a de-cluttered and productive mode of engagement

    The Internet of Things: Reflections on the Past, Present and Future from a User Centered and Smart Environment Perspective

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    This paper introduces the Internet-of-Things (IoT) and describes its evolution from a concept proposed by Kevin Ashton in 1999 through its public emergence in 2005 in a United Nations ITU report entitled “The Internet of Things”, to the present day where IoT devices are available as off-the-shelf products from major manufacturers. Using a systematic study of public literature, the paper presents a five-phase categorisation of the development of the Internet-of-Things from its beginnings to the present day. Four mini case studies are included to illustrate some of the issues involved. Finally, the paper discusses some of the big issues facing future developers and marketers of Internet-of-Things based products ranging from artificial intelligence (AI) through to customer privacy and acceptance finishing with an optimistic assessment of the future of the Internet-of-Things

    Cross-Reality for Extending the Metaverse: Designing Hyper-Connected Immersive Environments with XRI

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    The Metaverse comprises technologies to enable virtual twins of the real world, via mixed reality, internet of things, and others. As it matures unique challenges arise such as a lack of strong connections between virtual and physical worlds. This work presents design frameworks for cross-reality hybrid spaces. Contributions include: i) clarifying the metaverse "disconnect", ii) extended metaverse design frameworks, iii) prototypes, and iv) discussions toward new metaverse smart environments
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