An Application Platform for Wearable Cognitive Assistance
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A Conceptual Framework to Compare Two Paradigms
A conceptual framework to compare two paradigms of Augmented and Mixed Reality experiences Laura Malinverni, Cristina Valero, Marie-Monique Schaper, Narcis Pares Universitat Pompeu Fabra Barcelona, Spain [email protected], [email protected], [email protected], [email protected] ABSTRACT invisible visible and adding new layers of meaning to our Augmented and Mixed Reality mobile technologies are physical world. These features, in the context of Child- becoming an emerging trend in the development of play and Computer Interaction, open the path for emerging learning experiences for children. This tendency requires a possibilities related to creating novel relations of meaning deeper understanding of their specificities to adequately between the digital and the physical, between what can be inform design. To this end, we ran a study with 36 directly seen and what needs to be discovered, between our elementary school children to compare two AR/MR physical surroundings and our imagination. interaction paradigms for mobile technologies: (1) the This potential has attracted both research and industry, which consolidated “Window-on-the-World” (WoW), and (2) the are increasingly designing mobile-based AR/MR emerging “World-as-Support” (WaS). By analyzing technologies to support a wide variety of play and learning children's understanding and use of space while playing an experiences. This emerging trend has shaped AR/MR as one AR/MR mystery game, and analyzing the collaboration that of the leading emerging technologies of 2017 [16], hence emerges among them, we show that the two paradigms requiring practitioners to face novel ways of thinking about scaffold children’s attention differently during the mobile technologies and designing for them. -
Violent Victimization in Cyberspace: an Analysis of Place, Conduct, Perception, and Law
Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law by Hilary Kim Morden B.A. (Hons), University of the Fraser Valley, 2010 Thesis submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts IN THE SCHOOL OF CRIMINOLOGY FACULTY OF ARTS AND SOCIAL SCIENCES © Hilary Kim Morden 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Hilary Kim Morden Degree: Master of Arts (School of Criminology) Title of Thesis: Violent Victimization in Cyberspace: An Analysis of Place, Conduct, Perception, and Law Examining Committee: Chair: Dr. William Glackman, Associate Director Graduate Programs Dr. Brian Burtch Senior Supervisor Professor, School of Criminology Dr. Sara Smyth Supervisor Assistant Professor, School of Criminology Dr. Gregory Urbas External Examiner Senior Lecturer, Department of Law Australian National University Date Defended/Approved: July 13, 2012 ii Partial Copyright Licence iii Abstract The anonymity, affordability, and accessibility of the Internet can shelter individuals who perpetrate violent acts online. In Canada, some of these acts are prosecuted under existing criminal law statutes (e.g., cyber-stalking, under harassment, s. 264, and cyber- bullying, under intimidation, s. 423[1]). However, it is unclear whether victims of other online behaviours such as cyber-rape and organized griefing have any established legal recourse. -
IO2 A2 Analysis and Synthesis of the Literature on Learning Design
Using Mobile Augmented Reality Games to develop key competencies through learning about sustainable development IO2_A2 Analysis and synthesis of the literature on learning design frameworks and guidelines of MARG University of Groningen Team 1 WHAT IS AUGMENTED REALITY? The ways in which the term “Augmented Reality” (AR) has been defined differ among researchers in computer sciences and educational technology. A commonly accepted definition of augmented reality defines it as a system that has three main features: a) it combines real and virtual objects; b) it provides opportunities for real-time interaction; and, c) it provides accurate registration of three-dimensional virtual and real objects (Azuma, 1997). Klopfer and Squire (2008), define augmented reality as “a situation in which a real world context is dynamically overlaid with coherent location or context sensitive virtual information” (p. 205). According to Carmigniani and Furht (2011), augmented reality is defined as a direct or indirect real-time view of the actual natural environment which is enhanced by adding virtual information created by computer. Other researchers, such as Milgram, Takemura, Utsumi and Kishino, (1994) argued that augmented reality can be considered to lie on a “Reality-Virtuality Continuum” between the real environment and virtual environment (see Figure 1). It comprises Augmented Reality AR and Augmented Virtuality (AV) in between where AR is closer to the real world and AV is closer to virtual environment. Figure 1. Reality-Virtuality Continuum (Milgram et al., 1994, p. 283). Wu, Lee, Chang, and Liang (2013) discussed how that the notion of augmented reality is not limited to any type of technology and could be reconsidered from a broad view nowadays. -
Mobile Smart Fundamentals Mma Members Edition June 2014
MOBILE SMART FUNDAMENTALS MMA MEMBERS EDITION JUNE 2014 messaging . advertising . apps . mcommerce www.mmaglobal.com NEW YORK • LONDON • SINGAPORE • SÃO PAULO MOBILE MARKETING ASSOCIATION JUNE 2014 REPORT The Global Board Given our continuous march toward providing marketers the tools they need to successfully leverage mobile, it’s tempting to give you another week-by-week update on our DRUMBEAT. But, as busy as that’s been, I’d like to focus my introduction for this month’s Mobile Smart Fundamentals on the recent announcement we made regarding our Global Board. Our May 6th announcement that we would be welcoming the first CMO in the MMA’s history to take up the position of Global Chairperson was significant for many reasons, not least of which is the incredible insight and leadership that John Costello brings to the role. This was also one of our first steps to truly aligning the MMA to a new marketer-first mission. Subsequently, on June 25th, we were pleased to announce the introduction, re-election and continuation of committed leaders to the MMA’s Global Board (read full press release here). But perhaps most significantly of all, we welcomed a number of new Brand marketers and that list of Brands on the Global Board now includes The Coca-Cola Company, Colgate-Palmolive, Dunkin’ Brands, General Motors, Mondelez International, Procter & Gamble, Unilever, Visa and Walmart. http://www.mmaglobal.com/about/board-of-directors/global To put this into context, the board now comprises 80% CEOs and Top 100 Marketers vs. three years ago where only 19% of the board comprised CEOs and a single marketer, with the majority being mid-level managers. -
A Sensor-Based Interactive Digital Installation System
A SENSOR-BASED INTERACTIVE DIGITAL INSTALLATION SYSTEM FOR VIRTUAL PAINTING USING MAX/MSP/JITTER A Thesis by ANNA GRACIELA ARENAS Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE December 2008 Major Subject: Visualization Sciences A SENSOR-BASED INTERACTIVE DIGITAL INSTALLATION SYSTEM FOR VIRTUAL PAINTING USING MAX/MSP/JITTER A Thesis by ANNA GRACIELA ARENAS Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Approved by: Chair of Committee, Karen Hillier Committee Members, Carol Lafayette Jeff Morris Yauger Williams Head of Department, Tim McLaughlin December 2008 Major Subject: Visualization Sciences iii ABSTRACT A Sensor-Based Interactive Digital Installation System for Virtual Painting Using MAX/MSP/Jitter. (December 2008) Anna Graciela Arenas, B.S., Texas A&M University Chair of Advisory Committee: Prof. Karen Hillier Interactive art is rapidly becoming a part of cosmopolitan society through public displays, video games, and art exhibits. It is a means of exploring the connections between our physical bodies and the virtual world. However, a sense of disconnection often exists between the users and technology because users are driving actions within an environment from which they are physically separated. This research involves the creation of a custom interactive, immersive, and real-time video-based mark-making installation as public art. Using a variety of input devices including video cameras, sensors, and special lighting, a painterly mark-making experience is contemporized, enabling the participant to immerse himself in a world he helps create. -
Augmented Reality Applied Tolanguage Translation
Ana Rita de Tróia Salvado Licenciado em Ciências da Engenharia Electrotécnica e de Computadores Augmented Reality Applied to Language Translation Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de Computadores Orientador : Prof. Dr. José António Barata de Oliveira, Prof. Auxiliar, Universidade Nova de Lisboa Júri: Presidente: Doutor João Paulo Branquinho Pimentão, FCT/UNL Arguente: Doutor Tiago Oliveira Machado de Figueiredo Cardoso, FCT/UNL Vogal: Doutor José António Barata de Oliveira, FCT/UNL September, 2015 iii Augmented Reality Applied to Language Translation Copyright c Ana Rita de Tróia Salvado, Faculdade de Ciências e Tecnologia, Universi- dade Nova de Lisboa A Faculdade de Ciências e Tecnologia e a Universidade Nova de Lisboa têm o direito, perpétuo e sem limites geográficos, de arquivar e publicar esta dissertação através de ex- emplares impressos reproduzidos em papel ou de forma digital, ou por qualquer outro meio conhecido ou que venha a ser inventado, e de a divulgar através de repositórios científicos e de admitir a sua cópia e distribuição com objectivos educacionais ou de in- vestigação, não comerciais, desde que seja dado crédito ao autor e editor. iv To my beloved family... vi Acknowledgements "Coming together is a beginning; keeping together is progress; working together is success." - Henry Ford. Life can only be truly enjoyed when people get together to create and share moments and memories. Greatness can be easily achieved by working together and being sup- ported by others. For this reason, I would like to save a special place in this work to thank people who were there and supported me during all this learning process. -
Co-Creation of Public Open Places. Practice - Reflection Learning Co-Creation of Public Open Places
SERIES CULTURE & 04 TERRITORY Series CULTURE & TERRITORY C3Places - using ICT for Co-Creation of inclusive public Places is a project funded Carlos SMANIOTTO COSTA, Universidade under the scheme of the ERA-NET Cofund Smart Urban Futures / Call joint research programme Lusófona - Interdisciplinary Research Centre for (ENSUF), JPI Urban Europe, https://jpi-urbaneurope.eu/project/c3places. C3Places aims at Education and Development / CeiED, Lisbon, Zammit, Antoine & Kenna, Therese (Eds.) (2017). increasing the quality of public open spaces (e.g. squares, parks, green spaces) as community Portugal. Enhancing Places through Technology, service, reflecting the needs of different social groups through ICTs. The notion of C3Places is based on the understanding that public open spaces have many different forms and features, [email protected] ISBN 978-989-757-055-1 and collectively add crucial value to the experience and liveability of urban areas. Understanding Monika MAČIULIENÈ, Mykolas Romeris Univer- public open spaces can be done from a variety of perspectives. For simplicity’s sake, and because CO-CREATION OF PUBLIC sity, Social Technologies LAB, Vilnius, Lithuania. it best captures what people care most about, C3Places considers the “public” dimension to be [email protected] Smaniotto Costa, Carlos & Ioannidis, Konstantinos a crucial feature of an urban space. Public spaces are critical for cultural identity, as they offer (2017). The Making of the Mediated Public Space. places for interactions among generations and ethnicities. Even in the digital era, people still need OPEN PLACES. Marluci MENEZES, Laboratório Nacional de contact with nature and other people to develop different life skills, values and attitudes, to be Essays on Emerging Urban Phenomena, ISBN Engenharia Civil - LNEC, Lisbon, Portugal. -
Echtzeitübersetzung Dank Augmented Reality Und Spracherkennung Eine Untersuchung Am Beispiel Der Google Translate-App
ECHTZEITÜBERSETZUNG DANK AUGMENTED REALITY UND SPRACHERKENNUNG EINE UNTERSUCHUNG AM BEISPIEL DER GOOGLE TRANSLATE-APP Julia Herb, BA Matrikelnummer: 01216413 MASTERARBEIT eingereicht im Rahmen des Masterstudiums Translationswissenschaft Spezialisierung: Fachkommunikation an der Leopold-Franzens-Universität Innsbruck Philologisch-Kulturwissenschaftliche Fakultät Institut für Translationswissenschaft betreut von: ao. Univ.-Prof. Mag. Dr. Peter Sandrini Innsbruck, am 22.07.2019 1 Inhaltsverzeichnis Abstract ........................................................................................................................................................... 1 Abbildungsverzeichnis .................................................................................................................................... 2 1. Aktualität des Themas ............................................................................................................................. 4 2. Augmented Reality: die neue Form der Multimedialität ........................................................................ 7 a. Definition und Abgrenzung ................................................................................................................ 7 b. Anwendungsbereiche der AR-Technologie ...................................................................................... 11 3. Verbmobil: neue Dimensionen der maschinellen Übersetzung dank Spracherkennung ....................... 13 a. Besonderheiten eines Echtzeit-Übersetzungs-Projekts .................................................................... -
Mobile Edutainment in the City
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by OAR@UM IADIS International Conference Mobile Learning 2011 MOBILE EDUTAINMENT IN THE CITY Alexiei Dingli and Dylan Seychell University of Malta ABSTRACT Touring around a City can sometimes be frustrating rather than an enjoyable experience. The scope of the Virtual Mobile City Guide (VMCG) is to create a mobile application which aims to provide the user with tools normally used by tourists while travelling and provides them with factual information about the city. The VMCG is a mash up of different APIs implemented in the Android platform which together with an information infrastructure provides the user with information about different attractions and guidance around the city in question. While providing the user with the traditional map view by making use of the Google maps API, the VMCG also employs the Wikitude® API to provide the user with an innovative approach to navigating through cities. This view uses augmented reality to indicate the location of attractions and displays information in the same augmented reality. The VMCG also has a built in recommendation engine which suggests attractions to the user depending on the attractions which the user is visiting during the tour and tailor information in order to cater for a learning experience while the user travels around the city in question. KEYWORDS Mobile Technology, Tourism, Android, Location Based Service, Augmented Reality, Educational 1. INTRODUCTION A visitor in a city engaged in a learning experience requires different forms of guidance and assistance, whether or not the city is known to the person and according to the learning quest undertaken. -
(12) United States Patent (10) Patent No.: US 8,761,513 B1 Rogowski Et Al
US008761513B1 (12) United States Patent (10) Patent No.: US 8,761,513 B1 Rogowski et al. (45) Date of Patent: Jun. 24, 2014 (54) SYSTEMS AND METHODS FOR DISPLAYING (56) References Cited FOREIGN CHARACTER SETS AND THEIR |U.S. PATENT DOCUMENTS TRANSLATIONS IN REAL TIME ON -- - RESOURCE-CONSTRAINED MOBILE 5,875,421 A 2/1999 Takeuchi DEVICES D453,766 S 2/2002 Grandcolas et al. (71) Applicants: Ryan Leon Rogowski, Naperville, IL (Continued) º FOREIGN PATENT DOCUMENTS EP 2587389 A1 5/2013 (72) Inventors: Ryan Leon Rogowski, Naperville, IL WO 2013040 107 A1 3/2013 (US); Huan-Yu Wu, Taipei (TW); Kevin WO 2013,134090 A1 9/2013 Anthony Clark, Warwick, RI (US) WO 201400 1937 A1 1/2014 OTHER PUBLICATIONS (73) Assignee: Translate Abroad, Inc., Providence, RI (US) Quest Visual Inc, “Word Lens,” Quest Visual website, available at http://questvisual.com/us/Accessed on Jan. 11, 2014. (*) Notice: Subject to any disclaimer, the term of this Continued patent is extended or adjusted under 35 (Continued) U.S.C. 154(b) by 0 days. Primary Examiner – Ruiping Li - (74) Attorney, Agent, or Firm – American Patent Agency (21) Appl. No.: 14/207,155 PC; Daniar Hussain; Karl Dresdner (22) Filed: Mar 12, 2014 (57) ABSTRACT The present invention is related to systems and methods for Related U.S. Application Data translating language text on a mobile camera device offline e K_f e without access to the Internet. More specifically, the present (60) Provisional application No. 61/791,584, filed on Mar. invention relates to systems and methods for displaying text 15, 2013. -
Characterization of Multi-User Augmented Reality Over Cellular Networks
Characterization of Multi-User Augmented Reality over Cellular Networks Kittipat Apicharttrisorn∗, Bharath Balasubramaniany, Jiasi Chen∗, Rajarajan Sivarajz, Yi-Zhen Tsai∗, Rittwik Janay, Srikanth Krishnamurthy∗, Tuyen Trany, and Yu Zhouy ∗University of California, Riverside, California, USA fkapic001 j [email protected], fjiasi j [email protected] yAT&T Labs Research, Bedminster, New Jersey, USA fbb536c j [email protected], ftuyen j [email protected] zAT&T Labs Research, San Ramon, California, USA [email protected] Abstract—Augmented reality (AR) apps where multiple users For example, Fig. 1 shows the End-to-End interact within the same physical space are gaining in popularity CDF of the AR latencies of the Aggregate RAN (e.g., shared AR mode in Pokemon Go, virtual graffiti in Google CloudAnchor AR app [3], 1.0 Google’s Just a Line). However, multi-user AR apps running running on a 4G LTE production over the cellular network can experience very high end-to- 0.5 end latencies (measured at 12.5 s median on a public LTE network of a Tier-I US cellular CDF network). To characterize and understand the root causes of carrier at different locations and 0 this problem, we perform a first-of-its-kind measurement study times of day (details in xIV). The 0 10 20 30 on both public LTE and industry LTE testbed for two popular results show a median 3.9 s and multi-user AR applications, yielding several insights: (1) The Latency (s) radio access network (RAN) accounts for a significant fraction 12.5 s of aggregate radio access Fig. -
View July 2014 Report
MOBILE SMART FUNDAMENTALS MMA MEMBERS EDITION JULY 2014 messaging . advertising . apps . mcommerce www.mmaglobal.com NEW YORK • LONDON • SINGAPORE • SÃO PAULO MOBILE MARKETING ASSOCIATION JULY 2014 REPORT The Playbook Over the last few months we’ve been building a unique resource that will help our brand marketer members successfully develop and execute a mobile strategy, allowing them to deliver a consistent mobile brand experience on a global scale. Enter our Mobile Marketing Playbook (Press Release). Launched last week and created in partnership with global sporting goods giant, adidas, it aims to explain when, where and how companies can use mobile as core to their marketing efforts. Whilst we’ve seen some incredible work this year, as evidenced by the many great mobile campaigns submitted to our 2014 Smarties Awards Program (currently in pre-screening), one of the challenges marketers still face is how to make mobile an integral part of their mix. The Playbook takes marketers through the process of mobile strategy development from start to finish. It provides best practices around mobile executions, ways to leverage the myriad mobile vehicles, insights into mobile creative effectiveness and how companies can effectively measure and optimize mobile. To address the ever changing needs of and challenges faced by marketers, the Playbook will be regularly updated to reflect shifts in consumer behavior, mobile trends as they are introduced, and innovations that are continuously being developed through and with mobile. This will be accomplished in part by the annual addition of well over 500 case studies into our Case Study Hub, helping to define best practice and to serve as a source of inspiration to our marketer members Members can access the entire Playbook by logging in using your member login and password where directed.