17 research outputs found

    Implementation of a building automation system based on semantic modeling

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    This paper presents an Ontology-Based multi-technology platform designed to avoid some issues of Building Automation Systems. The platform allows the integration of several building automation protocols, eases the development and implementation of different kinds of services and allows sharing information related to the infrastructure and facilities within a building. The system has been implemented and tested in the Energy Efficiency Research Facility at CeDInt-UPM

    On the influence of individual characteristics and personality traits on the user experience with multi-sensorial media: an experimental insight

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    Recent studies encourage the development of sensorially-enriched media to enhance the user experience by stimulating senses other than sight and hearing. Sensory effects as odor, wind, vibration and light effects, as well as an enhanced audio quality, have been found to favour media enjoyment and to have a positive influence on the sense of Presence and on the perceived quality, relevance and reality of a multimedia experience. In particular, sports is among the genres that could benefit the most from these solutions. Several works have demonstrated also the technical feasibility of implementing and deploying end-to-end solutions integrating sensory effects into a legacy system. Thus, multi-sensorial media emerges as a mean to deliver a new form of immersive experiences to the mass market in a non-disruptive manner. However, many questions remain concerning issues as the sensory effects that can better complement a given audiovisual content or the best way in which to integrate and combine them to enhance the user experience of a target audience segment. The work presented in this paper aims to gain insight into the impact of binaural audio and sensory (light and olfactory) effects on the sports media experience, both at the overall level (average effect) and as a function of users? characteristics (heterogeneous effects). To this aim, we conducted an experimental study exploring the influence of these immersive elements on the quality and Presence dimensions of the media experience. Along the quality dimension, we look for possible variations on the quality scores assigned to the overall media experience and to the media components content, image, audio and sensory effects. The potential impact on Presence is analyzed in terms of Spatial Presence and Engagement. The users? characteristics considered encompass specific personal affective, cognitive and behavioral attributes. We found that, on average, participants preferred binaural audio than standard stereo audio. The audio quality was found to have a heterogeneous impact on the quality of experience, on the perceived quality of content and image and on the levels of Spatial Presence and Engagement. Furthermore, the presence of sensory effects increased significantly the level of Spatial Presence. Additionally, highly conscious participants reported a significantly higher image quality when sensory effects were present in comparison to those conditions in which sensory effects were not administered. Personal characteristics explained most of the variation in the dependent variables, being individuals? preferences in relation to the content, knowledge of involved technologies, tendency to emotional involvement and conscientiousness among the user variables with the most generalized influence

    A web-oriented application for 3D craniofacial reconstruction in forensic medicine

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    uman identification from a skull is a critical process in legal and forensic medicine, especially when no other means are available. Traditional clay-based methods attempt to generate the human face, in order to identify the corresponding person. However, these reconstructions lack of objectivity and consistence, since they depend on the practitioner. Moreover, the results of the reconstruction cannot be easily distributed and consulted from everywhere. This paper presents a completely objective 3D craniofacial reconstruction automatic system that provides access to the reconstructions through the Web. The software tool is able to generate an individual facial reconstruction from the 3D image of the skull and three parameters: age, gender and Body Mass Index (BMI) of the individual. Afterwards, the reconstruction can be manually modified by changing any tissue depth value. Both entry data and the reconstructions generated by the tool will be stored in a database, so they are accessible from the Internet. Conclusions of this paper yield promising results: on the one hand, the scientific and technical feasibility of the presented craniofacial reconstruction technique is proved, and also its preference against traditional craniofacial reconstruction methods. On the other hand, this procedure means a remarkable advantage from the point of view of access, visualization and sharing of information, and also in terms of security, since it includes an authentication protocol

    Computerized Three-Dimmensional Craniofacial Reconstruction from Skulls Based on Landmarks.

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    Human identification from a skull is a critical process in legal and forensic medicine, specially when no other means are available. Traditional clay-based methods attempt to generate the human face, in order to identify the corresponding person. However, these reconstructions lack of objectivity and consistence, since they depend on the practitioner. Current computerized techniques are based on facial models, which introduce undesired facial features when the final reconstruction is built. This paper presents an objective 3D craniofacial reconstruction technique, implemented in a graphic application, without using any facial template. The only information required by the software tool is the 3D image of the target skull and three parameters: age, gender and Body Mass Index (BMI) of the individual. Complexity is minimized, since the application database only consists of the anthropological information provided by soft tissue depth values in a set of points of the skull

    Novel Ideal Nonimaging Designs by Multichanneling the Phase-Space Flow

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    New ultra-thin optical designs are presented. They are formed by optical sections (called channels) working in parallel (multichanneling) to provide the desired optical function. The phase-space representation of the bundle of rays going from the source to the target is discontinuous between channels. This phase-space ray-bundle flow is divided in as many branches as channels there are but it is a single trunk at the source and at the target. Typically, these multichannel devices are at least formed by three optical surfaces: two of them have discontinuities (in the shape or in the shape derivative) while the last one is smooth. The discontinuities of the optical surfaces are causing the separation of the flow in branches (in the phase space). The number of discontinuities is the same in the two first surfaces: Each channel is defined by the smooth surfaces in between discontinuities, so the surfaces forming each separate channel are all smooth. No diffractive analysis is don

    Next Generation of Energy Residential Gateways for Demand Response and Dynamic Pricing

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    Predictions about electric energy needs, based on current electric energy models, forecast that the global energy consumption on Earth for 2050 will double present rates. Using distributed procedures for control and integration, the expected needs can be halved. Therefore implementation of Smart Grids is necessary. Interaction between final consumers and utilities is a key factor of future Smart Grids. This interaction is aimed to reach efficient and responsible energy consumption. Energy Residential Gateways (ERG) are new in-building devices that will govern the communication between user and utility and will control electric loads. Utilities will offer new services empowering residential customers to lower their electric bill. Some of these services are Smart Metering, Demand Response and Dynamic Pricing. This paper presents a practical development of an ERG for residential buildings

    On the design of spherical gradient index lenses

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    Classical spherical gradient index (GRIN) lenses (such as Maxwell Fish Eye lens, Eaton lens, Luneburg lens, etc.) design procedure using the Abel integral equation is reviewed and reorganized. Each lens is fully defined by a function called the angle of flight which describes the ray deflection through the lens. The radial refractive index distribution is obtained by applying a linear integral transformation to the angle of flight. The interest of this formulation is in the linearity of the integral transformation which allows us to derive new solutions from linear combinations of known lenses. Beside the review of the classical GRIN designs, we present a numerical method for GRIN lenses defined by the Abel integral equation with fixed limits, which is an ill-posed problem

    IDT-3D: Identification and tracking in controlled environments using a 3D unified user interface

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    Identification and tracking of objects in specific environments such as harbors or security areas is a matter of great importance nowadays. With this purpose, numerous systems based on different technologies have been developed, resulting in a great amount of gathered data displayed through a variety of interfaces. Such amount of information has to be evaluated by human operators in order to take the correct decisions, sometimes under highly critical situations demanding both speed and accuracy. In order to face this problem we describe IDT-3D, a platform for identification and tracking of vessels in a harbour environment able to represent fused information in real time using a Virtual Reality application. The effectiveness of using IDT-3D as an integrated surveillance system is currently under evaluation. Preliminary results point to a significant decrease in the times of reaction and decision making of operators facing up a critical situation. Although the current application focus of IDT-3D is quite specific, the results of this research could be extended to the identification and tracking of targets in other controlled environments of interest as coastlines, borders or even urban areas

    Design of spherical symmetric gradient index lenses

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    Spherical symmetric refractive index distributions also known as Gradient Index lenses such as the Maxwell-Fish-Eye (MFE), the Luneburg or the Eaton lenses have always played an important role in Optics. The recent development of the technique called Transformation Optics has renewed the interest in these gradient index lenses. For instance, Perfect Imaging within the Wave Optics framework has recently been proved using the MFE distribution. We review here the design problem of these lenses, classify them in two groups (Luneburg moveable-limits and fixed-limits type), and establish a new design techniques for each type of problem

    Advances in optics for solid state lighting

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    Optics and LEDs, design Methods, design examples, conclusion
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