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Consumer Adoption of Cross Reality Systems

Joshua Harlan Lifton
2010 2010 International Symposium on Ubiquitous Virtual Reality  
Cross reality systems bring together the sensor and actuator networks of ubiquitous computing with the social and creative spaces of virtual worlds.  ...  Although the strengths of ubiquitous computing and virtual worlds complement each other, their primary weaknesses are the same: their full utility isn't realized until the technology is fully developed  ...  Real World Products Although the technology needed to support cross reality systems exists today, at least in research labs and in lim-ited forms in the consumer market, the adoption of this technology  ... 
doi:10.1109/isuvr.2010.26 fatcat:jyfzhujmzzacxi4vs74rq7haf4

Medical cyber-physical systems: A survey

Nilanjan Dey, Amira S. Ashour, Fuqian Shi, Simon James Fong, João Manuel R. S. Tavares
2018 Journal of medical systems  
The MCPS design faces numerous challenges, including inoperability, security/privacy, and high assurance in the system software.  ...  The concept of the social networking and its security along with the concept of the wireless sensor networks (WSNs) are addressed.  ...  Conflict of Interest: We are the authors confirm that no conflict of interest.  ... 
doi:10.1007/s10916-018-0921-x pmid:29525900 fatcat:wctzw4ilafgwjm5yrk53sl4ldy

Participatory technologies for designing ambient intelligence systems

Toru Ishida, Hiromitsu Hattori
2009 Journal of Ambient Intelligence and Smart Environments  
Participatory technologies and multiagent systems are essential in the new system design perspective.  ...  To realize large-scale socially embedded ambient intelligence systems, this paper proposes a design methodology towards society-centered design.  ...  In contrast to user-centered design, we pursue society-centered design, where participatory technologies are applied to confirm the adequateness of socially embedded systems.  ... 
doi:10.3233/ais-2009-0006 fatcat:rzcolndshrb37hlhu5gkxbna54

Multiagent simulation meets the real world

Toru Ishida
2006 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems - AAMAS '06  
To learn agent and interaction models incrementally from simulations and experiments, we establish the participatory design loop with deductive machine learning technologies.  ...  To realize large scale socially embedded systems, this paper proposes a multiagent-based participatory design that consists of steps called 1) participatory simulation, where scenario-guided agents and  ...  AUGMENTED EXPERIMENT To understand how people behave with socially embedded systems, real-world experiments are often conducted.  ... 
doi:10.1145/1160633.1160652 dblp:conf/atal/Ishida06 fatcat:c4vuiuuqvvee3lcioc4cjg6uju

Overall Framework Design of an Intelligent Dynamic Accounting Information Platform Based on the Internet of Things

Feng Qiu
2016 International Journal of Online Engineering (iJOE)  
The subsystem design includes hardware and software designs.  ...  A radio frequency technology accounting information platform is proposed by introducing the characteristics of IOT technology and accounting information.  ...  Business process management: Real-time information in different stages of RFID technology will be transferred to the corresponding data area in real time.  ... 
doi:10.3991/ijoe.v12i05.5728 fatcat:6z7exqdjyfbyhguio2uupbbmx4

Exploring the Design of a Wearable Device to Turn Everyday Objects into Playful Experiences

Judith Amores, Xavier Benavides, Roger Boldu, Pattie Maes
2015 Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '15  
We designed a set of playful applications that seamlessly integrate technology with outdoor game play, music, sports and social interactions.  ...  We combine physical exploration and interactive entertainment by providing real-time audio and light feedback without the need to be in front of a screen.  ...  Acknowledgements We would like to thank the MIT MediaLab's Fluid Interfaces Group for their feedback and remarks.  ... 
doi:10.1145/2702613.2732885 dblp:conf/chi/AmoresBBM15 fatcat:iigunnbesncydpdiehvt2eeroq

Towards a Sustainable Future: Ubiquitous Knowledge Mixed Reality Museum

Emanuela Bran, Bautu Bautu, Dorin Mircea Popovici
2020 Procedia Computer Science  
At the same time, it enables embedding multimodal contents from the Museum across the Intelligent Environment.  ...  We also discuss how using embedded Museum contents helps sustainable development.  ...  , within PNCDI III, project P2, "Efficient communications based on smart devices for in-car augmented reality interactive applications".  ... 
doi:10.1016/j.procs.2020.09.266 pmid:33042314 pmcid:PMC7531935 fatcat:lnafrncpwjecxohdqnwpiy7oj4

Human Pacman: A Mobile Entertainment System with Ubiquitous Computing and Tangible Interaction over a Wide Outdoor Area [chapter]

Adrian David Cheok, Siew Wan Fong, Kok Hwee Goh, Xubo Yang, Wei Liu, Farzam Farzbiz, Yu Li
2003 Lecture Notes in Computer Science  
Pacmen and Ghosts are now human players in the real world experiencing mixed reality visualization from the wearable computers on them.  ...  Human Pacman is an interactive role-playing game that envisions to bring the computer gaming experience to a new level of emotional and sensory gratification by setting the real world as a playground.  ...  In Human Pacman, the interface and transition between the real world and virtual world is achieved in real time throughout the spacious indoor and outdoor physical world.  ... 
doi:10.1007/978-3-540-45233-1_16 fatcat:fvgm5pcahjd2poulbkdp57l6xy

Embedding Design in Transdisciplinary Research: Perspectives from Urban Africa

Amollo Ambole
2020 Design Issues  
In this paper, I reflect on how I have engaged in transdisciplinary research as a designer in Africa's urban contexts over the recent years.  ...  Emergence in the African urban context provides unique opportunities to study novel ways of designing within a transdisciplinary set up, yet little has been written in this regard.  ...  Engaging Graduate Design Students in Real-World Research In our CoDEC project, we worked with graduate students as field researchers, which exposed them to the real-world context of the case studies while  ... 
doi:10.1162/desi_a_00588 fatcat:m3fgkbd5yrfjvl4fym57ztvkhi

Project-Based Learning to Enhance Teaching Embedded Systems

Belal H. Sababha
2016 Eurasia Journal of Mathematics, Science and Technology Education  
The feedback from students illustrated the effectiveness of this method in enhancing the understanding and the ability of students in applying embedded systems design concepts to solve real-world engineering  ...  The Embedded Systems course at Princess Sumaya University for Technology (PSUT) is one of the main courses that bridge the gap between theoretical electrical engineering education and the real-world.  ...  The feedback from students confirmed the effectiveness of the presented method in enhancing the understanding and the ability of students in applying embedded systems design concepts to solve real-world  ... 
doi:10.12973/eurasia.2016.1267a fatcat:aesvrc4xn5e47gleons54fr76q

Biomedical Applications with Using Embedded Systems [chapter]

Gulcicek Dere
2021 Data Acquisition - Recent Advances and Applications in Biomedical Engineering  
Embedded system technologies have occupied an important area in biomedical technology.  ...  Embedded system applications are increasing not only with designs on devices or with clothing, factories, medical and military equipments, portable devices, but also with applications such as 'mobile worlds  ...  Medical device design Medical device technology, one of the most practical field of embedded hardware and software technology.  ... 
doi:10.5772/intechopen.96070 fatcat:3ixcte36ijeinecufirplwelcu

Expected user experience of mobile augmented reality services: a user study in the context of shopping centres

Thomas Olsson, Else Lagerstam, Tuula Kärkkäinen, Kaisa Väänänen-Vainio-Mattila
2011 Personal and Ubiquitous Computing  
To ensure the acceptance of mobile augmented reality (MAR) services in the future, their development should be based on knowledge of expectations of potential end-users.  ...  This knowledge can be used when setting UX targets for user-centered design of MAR services.  ...  reality as the system output and the way of interacting with AR content Embeddedness: real-world objects being embedded with or linked to additional digital content ("internet of things") Context-sensitivity  ... 
doi:10.1007/s00779-011-0494-x fatcat:u6zyntlswbhynkdot745ydpida

TagURit

Sylvia H. Cheng, Kibum Kim, Roel Vertegaal
2011 Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA '11  
from the virtual world in that real world.  ...  Our system demonstrates the use of interactive e-textile displays to remove the technological barrier between contact and proximity in the real world, and the seamless representation of gaming information  ...  Acknowledgements We thank Andreas Hollatz for his advice and work on the touch sensor hardware. This work was funded by the Ontario Research Fund and by an NSERC Strategic Project Grant.  ... 
doi:10.1145/1979742.1979707 dblp:conf/chi/ChengKV11 fatcat:6tlfmp4d5bebbpjwco7sj4xwim

Parklet: A New Urban Platform for Emergent Forms of Communication and Social Interaction in the Cities

Mona Ghandi
2019 Modular and Offsite Construction (MOC) Summit Proceedings  
To move beyond schematic design, and offer students an experiment in real-world design issues, this studio provided a hands-on atmosphere for collaborative and consensus design experience, learning-by-doing  ...  The following project presents the product of a design-build studio which uses adaptive/Kinetic systems to generate a creative solution to this social problem.  ...  ACKNOWLEDGMENTS Special thanks to my undergraduate junior students, Spring 2018, who designed and built this project and to My TA Hamidreza Esmaeillou.  ... 
doi:10.29173/mocs140 fatcat:pxauzopbtjf6pf66tog45dcr54

Tangible, Embedded, and Reality-Based Interaction

Tanja Döring, Antonio Krüger, Albrecht Schmidt, Johannes Schöning
2009 it - Information Technology  
In this article, we present an overview of the research area of tangible, embedded, and reality-based interaction as an area of media informatics.  ...  Tangible, embedded, and reality-based interaction are among novel concepts of interaction design that will change our usage of computers and be part of our daily life in coming years.  ...  Both systems integrated technology in an unobtrusive way and included parts of the real world like surrounding walls or physical objects.  ... 
doi:10.1524/itit.2009.0558 fatcat:pp64gjntqzfktkj3kkul3dd3li
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