2010
Autores
Santos, AC; Tarrataca, L; Cardoso, JMP;
Publicação
MOBILE NETWORKS & APPLICATIONS
Abstract
Embedded systems are considered one of the areas with more potential for future innovations. Two embedded fields that will most certainly take a primary role in future innovations are mobile robotics and mobile computing. Mobile robots and smartphones are growing in number and functionalities, becoming a presence in our daily life. In this paper, we study the current feasibility of a smartphone to execute navigation algorithms and provide autonomous control, e.g., for a mobile robot. We tested four navigation problems: Mapping, Localization, Simultaneous Localization and Mapping, and Path Planning. We selected representative algorithms for the navigation problems, developed them in J2ME, and performed tests on the field. Results show the current mobile Java capacity for executing computationally demanding algorithms and reveal the real possibility of using smartphones for autonomous navigation.
2010
Autores
Figo, D; Diniz, PC; Ferreira, DR; Cardoso, JMP;
Publicação
PERSONAL AND UBIQUITOUS COMPUTING
Abstract
The ubiquity of communication devices such as smartphones has led to the emergence of context-aware services that are able to respond to specific user activities or contexts. These services allow communication providers to develop new, added-value services for a wide range of applications such as social networking, elderly care and near-emergency early warning systems. At the core of these services is the ability to detect specific physical settings or the context a user is in, using either internal or external sensors. For example, using built-in accelerometers, it is possible to determine whether a user is walking or running at a specific time of day. By correlating this knowledge with GPS data, it is possible to provide specific information services to users with similar daily routines. This article presents a survey of the techniques for extracting this activity information from raw accelerometer data. The techniques that can be implemented in mobile devices range from classical signal processing techniques such as FFT to contemporary string-based methods. We present experimental results to compare and evaluate the accuracy of the various techniques using real data sets collected from daily activities.
2010
Autores
Becker, J; Bozorgzadeh, E; Cardoso, JMP; Dasu, A;
Publicação
Proceedings of the 2010 IEEE International Symposium on Parallel and Distributed Processing, Workshops and Phd Forum, IPDPSW 2010
Abstract
2010
Autores
du Buf, JMH; Barroso, J; Rodrigues, JMF; Paredes, H; Farrajota, M; Fernandes, H; Jose, J; Teixeira, V; Saleiro, M;
Publicação
PROCEEDINGS OF THE 3RD INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION (DSAI 2010)
Abstract
The goal of the project "SmartVision: active vision for the blind" is to develop a small and portable but intelligent and reliable system for assisting the blind and visually impaired while navigating autonomously, both outdoor and indoor. In this paper we present an overview of the prototype, design issues, and its different modules which integrate a GIS with GPS, Wi-Fi, RFID tags and computer vision. The prototype addresses global navigation by following known landmarks, local navigation with path tracking and obstacle avoidance, and object recognition. The system does not replace the white cane, but extends it beyond its reach. The userfriendly interface consists of a 4-button hand-held box, a vibration actuator in the handle of the cane, and speech synthesis. A future version may also employ active RFID tags for marking navigation landmarks, and speech recognition may complement speech synthesis.
2010
Autores
Paredes, H; Martins, FM;
Publicação
Proceedings of the 2010 14th International Conference on Computer Supported Cooperative Work in Design, CSCWD 2010
Abstract
Nowadays virtual communities are spread all over the web, providing users a cyber-place to share a common purpose and interact with each other around the world. These environments face new challenges in order to provide their users with better tools to interact and fulfill the environment's goals. In this context we propose a model to create regulated interaction environments based on the theater metaphor: the Social Theatres. A multi-layer software architecture (ASTeaS) was developed to support this web-based interaction model, allowing easy construction of such social interaction spaces and adaptation to users' devices. In this paper we discuss the usage of interaction regulation in virtual environments supported by the Social Theatres model, evaluating the users interaction in case study scenarios. © 2010 IEEE.
2010
Autores
Vilela, A; Cardoso, M; Martins, D; Santos, A; Moreira, L; Paredes, H; Martins, P; Morgado, L;
Publicação
2nd International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2010
Abstract
Mass adoption of virtual world platforms for education and training implies efficient management of computational resources. In Second Life Grid and OpenSimulator, commonly used for this purpose, a key resource is the number of servers required to support educational spaces. Educational activities can take place at different altitudes over the same virtual land, for different classes. This way a single virtual world server can sustain several different educational spaces/classes, reducing the number of servers needed to make available different classrooms or other educational spaces. One issue whose importance is emphasized in such conditions is that of class privacy, bearing in mind that most privacy-management features of these platforms are land-based, not space-based. In this paper, we provide an overview of the issues to consider when planning privacy in these platforms and the methodologies that can be developed and implemented to ensure it at an adequate level, including the extra privacy possible in OpenSimulator regarding Second Life Grid. © 2010 IEEE.
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