2016
Autores
Matos, A; Adao, T; Magalhaes, L; Peres, E;
Publicação
INTERNATIONAL CONFERENCE ON ENTERPRISE INFORMATION SYSTEMS/INTERNATIONAL CONFERENCE ON PROJECT MANAGEMENT/INTERNATIONAL CONFERENCE ON HEALTH AND SOCIAL CARE INFORMATION SYSTEMS AND TECHNOLOGIES, CENTERIS/PROJMAN / HCIST 2016
Abstract
Interaction plays a fundamental role as it sets bridges between humans and computers. However, people with disability are prevented to use computers by the ordinary means, due to physical or intellectual impairments. Thus, the human-computer interaction (HCI) research area has been developing solutions to improve the technological accessibility of impaired people, by enhancing computers and similar devices with the necessary means to attend to the different disabilities, thereby contributing to reduce digital exclusion. Within the aforementioned scope, this paper presents an interaction solution for upper limb amputees, supported on a myographic gesture-control device named Myo. This device is an emergent wearable technology, which consists in a muscle-sensitive bracelet. It transmits myographic and inertial data, susceptible of being converted into actions for interaction purposes (e.g. clicking or moving a mouse cursor). Although being a gesture control armband, Myo can also be used in the legs, as was ascertained through some preliminary tests with users. Both data types (myographic and inertial) remain to be transmitted and are available to be converted into gestures. A general architecture, a use case diagram and the two main functional modules specification are presented. These will guide the future implementation of the proposed Myo-based HCI solution, which is intended to be a solid contribution for the interaction between upper limb amputees and computers. (C) 2016 The Authors. Published by Elsevier B.V.
2016
Autores
Carvalheiro, C; Nóbrega, R; da Silva, H; Rodrigues, R;
Publicação
MM'16: PROCEEDINGS OF THE 2016 ACM MULTIMEDIA CONFERENCE
Abstract
This paper proposes a haptic interaction system for Virtual Reality (VR) based on a combination of tracking devices for hands and objects and a real-to-virtual mapping system for user redirection. In our solution the user receives haptic stimuli by manipulating real objects mapped to virtual objects. This solution departs from systems that rely on haptic devices (e.g., haptic gloves) as interfaces for the user to interact with objects in the Virtual Environment (VE). As such, the proposed solution makes use of direct haptics (touching) and redirection techniques to guide the user through the virtual environment. Using the mapping framework, when the user touches a virtual object in the VE, he will simultaneously be physically touching the equivalent real object. A relevant feature of the framework is the possibility to define a warped mapping between the real and virtual worlds, such that the relation between the user and the virtual space can be different from the one between the user and the real space. This is particularly useful when the application requires the emulation of large virtual spaces but the physical space available is more confined. To achieve this, both the user's hands and the objects are tracked. In the presented prototype we use a head-mounted depth sensor (i.e., Leap Motion) and a depth-sensing camera (i.e., Kinect). To assess the feasibility of this solution, a functional prototype and a room setup with core functionality were implemented. The test sessions with users evaluated the mapping accuracy, the user execution time and the awareness of the user regarding the warped space when performing tasks with redirection. The results gathered indicate that the solution can be used to provide direct haptic feedback in VR applications and for warping space perception within certain limits.
2016
Autores
Ramachandran, GS; Proenca, J; Daniels, W; Pickavet, M; Staessens, D; Huygens, C; Joosen, W; Hughes, D;
Publicação
JOURNAL OF INTERNET SERVICES AND APPLICATIONS
Abstract
Wireless communication plays a critical role in determining the lifetime of Internet-of-Things (IoT) systems. Data aggregation approaches have been widely used to enhance the performance of IoT applications. Such approaches reduce the number of packets that are transmitted by combining multiple packets into one transmission unit, thereby minimising energy consumption, collisions and congestion. However, current data aggregation schemes restrict developers to a specific network structure or cannot handle multi-hop data aggregation. In this paper, we propose Hitch Hiker 2.0, a component binding model that provides support for multi-hop data aggregation. Hitch Hiker uses component meta-data to discover remote component bindings and to construct a multi-hop overlay network within the free payload space of existing traffic flows. Hitch Hiker 2.0 provides end-to-end routing of low-priority traffic while using only a small fraction of the energy of standard communication. This paper extends upon our previous work by incorporating new mechanisms for decentralised route discovery and providing additional application case studies and evaluation. We have developed a prototype implementation of Hitch Hiker for the LooCI component model. Our evaluation shows that Hitch Hiker consumes minimal resources and that using Hitch Hiker to deliver low-priority traffic reduces energy consumption by up to 32 %.
2016
Autores
Shafie Khah, M; Fitiwi, DZ; Catalao, JPS; Heydarian Forushani, E; Golshan, MEH;
Publicação
Proceedings of the IEEE Power Engineering Society Transmission and Distribution Conference
Abstract
Participation of consumers in Demand Response (DR) programs improves system stability and reliability as well as market efficiency. Retailers and distributors purchase DR to advance business and system reliability, respectively. Meanwhile, large consumers, Distribution System Operators (DSOs), Load Service Entities (LSEs), and DR aggregators sell DR to increase their own profits. In this context, DR aggregators are key elements of power systems that enhance the participation of consumers in electricity markets. These market participants can negotiate their aggregated DR with other market players in Demand Response eXchange (DRX) markets, and participate in the energy and ancillary service markets. Hence, this paper proposes a stochastic model to optimize the performance of a DR aggregator to take part in the day-ahead energy, ancillary services and intraday DRX markets. In order to mitigate the negative impacts of uncertainties, Conditional Value at Risk (CVaR) is also incorporated to the proposed model. Numerical studies indicate that the proposed model for DR aggregator can arrange its offering/bidding strategies to participate in the mentioned markets simultaneously. © 2016 IEEE.
2016
Autores
Silva, E; Martins, A; Almeida, JM; Ferreira, H; Valente, A; Camilo, M; Figueiredo, A; Pinheiro, C;
Publicação
OCEANS 2016 MTS/IEEE MONTEREY
Abstract
This paper presents a new concept for a deep sea lander system combining both sea bottom permanence characteristics with autonomous repositioning functionalities and efficient ascent/descent motion in the water column. The TURTLE hybrid lander is a particular type of autonomous underwater vehicle designed to act as sea bottom fixed observation node or in operations of transport equipment to the deep sea. The paper discusses the general concept of operation and applications and also presents the developed prototype. This system was developed under a dual use EDA (European Defense Agency) project and with national and European funds. Considered as one of the dual use (civil and military) success stories, the demonstrator was equipped to sensors allowing both seismographic data gathering and acoustic monitoring applications.
2016
Autores
Fernandes, H; Paredes, H; Filipe, V; Barroso, J;
Publicação
DSAI
Abstract
A general concept on the use of computer vision in a way in which objects in the scene act as visual markers is presented, with special focus on its ability to increase the contextual awareness of a blind user with relation to its surroundings. A demonstration of the concept has been developed and is presented in this work. Having a rough estimation of user location and previous knowledge, from memory, of which visual features should be present in an environment, the recognition of visual elements in a scene validates and provides a trust indicator about the estimated spatial context of a blind user of an assistive orientation device, reducing the gap naturally imposed by his impairment.
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