Search results for: Mobile robot
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1160

Search results for: Mobile robot

650 An Experimental Investigation of Factors Affecting Consumers' Reactions to Mobile APP-Based Promotions

Authors: Shu-Lu Hsu, Jeffrey C. F. Tai, Yi-Han Wang

Abstract:

The purpose of this study is to understand how consumers react to a company's promotional offers with mobile applications (APP) as premiums. This paper presents the results of an experimental study where five features of APP were involved: the cost (free/discounted) for earning APP, the relationship between APP and the promoted product, the perceived usefulness, the perceived ease of use, and the perceived playfulness of APP in the context of light foods purchase. The results support that the above features, except perceived ease of use, have substantial influences on consumers' intention to adopt the APP. Among the five features, the cost for earning APP has the most impact on the adopting intention of APP. The study also found a positive influence of adopting intention of APP on the consumer's purchase intention of the promoted product. Thus, APP-based premiums may enhance the consumer's purchase intention of a company's promoted products.

Keywords: Mobile Application, Premium, Sales Promotion, TAM.

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649 Multifunctional Electrical Outlet based on Mobile Ad Hoc Network

Authors: Toshihiko Sasama, Takao Kawamura, Kazunori Sugahara

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Nowadays, new home appliances and office appliances have been developed that communicate with users through the Internet, for remote monitor and remote control. However, developments and sales of these new appliances are just started, then, many products in our houses and offices do not have these useful functions. In few years, we add these new functions to the outlet, it means multifunctional electrical power socket plug adapter. The outlet measure power consumption of connecting appliances, and it can switch power supply to connecting appliances, too. Using this outlet, power supply of old appliances can be control and monitor. And we developed the interface system using web browser to operate it from users[1]. But, this system need to set up LAN cables between outlets and so on. It is not convenience that cables around rooms. In this paper, we develop the system that use wireless mobile ad hoc network instead of wired LAN to communicate with the outlets.

Keywords: outlet, remote monitor, mobile ad hoc network, zigbee.

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648 Adoption of iPads Paving the Way to Changes in the Knowledge Practices within a School of Vocational Teacher Education

Authors: Päivi Aarreniemi-Jokipelto, Merja Alanko-Turunen

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The possibilities of mobile technology generate new demands for vocational teacher trainers to transform their approach to work and to incorporate its usage into their ordinary educational practice. This paper presents findings of a focus discussion group (FDG) session on the usage of iPads within a school of vocational teacher education (SoVTE). It aims to clarify how the teacher trainers are using iPads and what has changed in their work during the usage of iPads. The analytical framework bases on content analysis and expansive learning cycle. It was not only found what kind of a role iPads played in their daily practices but it brought also into attention how a cultural change regarding the usage of social media and mobile technology was desperately needed in the whole work community. Thus, the FGD was abducted for developing the knowledge practices of the community of the SoVTE.

Keywords: iPad, mobile learning, vocational teacher education.

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647 Recognition of Noisy Words Using the Time Delay Neural Networks Approach

Authors: Khenfer-Koummich Fatima, Mesbahi Larbi, Hendel Fatiha

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This paper presents a recognition system for isolated words like robot commands. It’s carried out by Time Delay Neural Networks; TDNN. To teleoperate a robot for specific tasks as turn, close, etc… In industrial environment and taking into account the noise coming from the machine. The choice of TDNN is based on its generalization in terms of accuracy, in more it acts as a filter that allows the passage of certain desirable frequency characteristics of speech; the goal is to determine the parameters of this filter for making an adaptable system to the variability of speech signal and to noise especially, for this the back propagation technique was used in learning phase. The approach was applied on commands pronounced in two languages separately: The French and Arabic. The results for two test bases of 300 spoken words for each one are 87%, 97.6% in neutral environment and 77.67%, 92.67% when the white Gaussian noisy was added with a SNR of 35 dB.

Keywords: Neural networks, Noise, Speech Recognition.

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646 Resource Constraint Mobile Agent Framework For Ambient Intelligence

Authors: Yung-Chuan Lee, Shahram Rahimi, Bidyut Gupta

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In this paper, we introduce an mobile agent framework with proactive load balancing for ambient intelligence (AmI) environments. One of the main obstacles of AmI is the scalability in which the openness of AmI environment introduces dynamic resource requirements on agencies. To mediate this scalability problem, our framework proposes a load balancing module to proactively analyze the resource consumption of network bandwidth and preferred agencies to suggest the optimal communication method to its user. The framework generally formulates an AmI environment that consists of three main components: (1) mobile devices, (2) hosts or agencies, and (3) directory service center (DSC). A preliminary implementation was conducted with NetLogo and the experimental results show that the proposed approach provides enhanced system performance by minimizing the network utilization to provide users with responsive services.

Keywords: Ambient intelligence, load balancing, multiagent systems, ubiquitous computing.

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645 State of Play of Mobile Government Apps on Google Play Store

Authors: Abdelbaset Rabaiah

Abstract:

e-Government mobile applications provide an extension for effective e-government services in today’s omniconnected world. They constitute part of m-government platforms. This study explores the usefulness, availability, discoverability and maturity of such applications. While this study impacts theory by addressing a relatively lacking area, it impacts practice more. The outcomes of this study suggest valuable recommendations for practitioners-developers of e-government applications. The methodology followed is to examine a large number of e-government smartphone applications. The focus is on applications available at the Google Play Store. Moreover, the study investigates applications published on government portals of a number of countries. A sample of 15 countries is researched. The results show a diversity in the level of discoverability, development, maturity, and usage of smartphone apps dedicated for use of e-government services. It was found that there are major issues in discovering e-government applications on both the Google Play Store and as-well-as on local government portals. The study found that only a fraction of mobile government applications was published on the Play Store. Only 19% of apps were multilingual, and 43% were developed by third parties including private individuals. Further analysis was made, and important recommendations are suggested in this paper for a better utilization of e-government smartphone applications. These recommendations will result in better discoverability, maturity, and usefulness of e-government applications.

Keywords: Mobile applications, e-government, apps, app store.

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644 A Case Study of Mobile Game Based Learning Design for Gender Responsive STEM Education

Authors: Raluca Ionela Maxim

Abstract:

Designing a gender responsive Science, Technology, Engineering and Mathematics (STEM) mobile game based learning solution (mGBL) is a challenge in terms of content, gamification level and equal engagement of girls and boys. The goal of this case study was to research and create a high-fidelity prototype design of a mobile game that contains role-models as avatars that guide and expose girls and boys to STEM learning content. For this research purpose it was applied the methodology of design sprint with five-phase process that combines design thinking principles. The technique of this methodology comprises smart interviews with STEM experts, mind-map creation, sketching, prototyping and usability testing of the interactive prototype of the gender responsive STEM mGBL. The results have shown that the effect of the avatar/role model had a positive impact. Therefore, by exposing students (boys and girls) to STEM role models in an mGBL tool is helpful for the decreasing of the gender inequalities in STEM fields.

Keywords: Design thinking, design sprint, gender-responsive STEM education, mobile game based learning, role-models.

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643 The Framework for Adaptive Games for Mobile Application Using Neural Networks

Authors: Widodo Budiharto, Michael Yoseph Ricky, Ro'fah Nur Rachmawati

Abstract:

The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform

Keywords: Adaptive games, neural networks, mobile games, BlackBerry

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642 Mobile Collaboration Learning Technique on Students in Developing Nations

Authors: Amah Nnachi Lofty, Oyefeso Olufemi, Ibiam Udu Ama

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New and more powerful communications technologies continue to emerge at a rapid pace and their uses in education are widespread and the impact remarkable in the developing societies. This study investigates Mobile Collaboration Learning Technique (MCLT) on learners’ outcome among students in tertiary institutions of developing nations (a case of Nigeria students). It examines the significance of retention achievement scores of students taught using mobile collaboration and conventional method. The sample consisted of 120 students using Stratified random sampling method. Five research questions and hypotheses were formulated, and tested at 0.05 level of significance. A student achievement test (SAT) was made of 40 items of multiple-choice objective type, developed and validated for data collection by professionals. The SAT was administered to students as pre-test and post-test. The data were analyzed using t-test statistic to test the hypotheses. The result indicated that students taught using MCLT performed significantly better than their counterparts using the conventional method of instruction. Also, there was no significant difference in the post-test performance scores of male and female students taught using MCLT. Based on the findings, the following submissions was made that: Mobile collaboration system be encouraged in the institutions to boost knowledge sharing among learners, workshop and training should be organized to train teachers on the use of this technique, schools and government should consistently align curriculum standard to trends of technological dictates and formulate policies and procedures towards responsible use of MCLT.

Keywords: Education, communication, learning, mobile collaboration, technology.

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641 Smartphone Video Source Identification Based on Sensor Pattern Noise

Authors: Raquel Ramos López, Anissa El-Khattabi, Ana Lucila Sandoval Orozco, Luis Javier García Villalba

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An increasing number of mobile devices with integrated cameras has meant that most digital video comes from these devices. These digital videos can be made anytime, anywhere and for different purposes. They can also be shared on the Internet in a short period of time and may sometimes contain recordings of illegal acts. The need to reliably trace the origin becomes evident when these videos are used for forensic purposes. This work proposes an algorithm to identify the brand and model of mobile device which generated the video. Its procedure is as follows: after obtaining the relevant video information, a classification algorithm based on sensor noise and Wavelet Transform performs the aforementioned identification process. We also present experimental results that support the validity of the techniques used and show promising results.

Keywords: Digital video, forensics analysis, key frame, mobile device, PRNU, sensor noise, source identification.

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640 Affective Robots: Evaluation of Automatic Emotion Recognition Approaches on a Humanoid Robot towards Emotionally Intelligent Machines

Authors: Silvia Santano Guillén, Luigi Lo Iacono, Christian Meder

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One of the main aims of current social robotic research is to improve the robots’ abilities to interact with humans. In order to achieve an interaction similar to that among humans, robots should be able to communicate in an intuitive and natural way and appropriately interpret human affects during social interactions. Similarly to how humans are able to recognize emotions in other humans, machines are capable of extracting information from the various ways humans convey emotions—including facial expression, speech, gesture or text—and using this information for improved human computer interaction. This can be described as Affective Computing, an interdisciplinary field that expands into otherwise unrelated fields like psychology and cognitive science and involves the research and development of systems that can recognize and interpret human affects. To leverage these emotional capabilities by embedding them in humanoid robots is the foundation of the concept Affective Robots, which has the objective of making robots capable of sensing the user’s current mood and personality traits and adapt their behavior in the most appropriate manner based on that. In this paper, the emotion recognition capabilities of the humanoid robot Pepper are experimentally explored, based on the facial expressions for the so-called basic emotions, as well as how it performs in contrast to other state-of-the-art approaches with both expression databases compiled in academic environments and real subjects showing posed expressions as well as spontaneous emotional reactions. The experiments’ results show that the detection accuracy amongst the evaluated approaches differs substantially. The introduced experiments offer a general structure and approach for conducting such experimental evaluations. The paper further suggests that the most meaningful results are obtained by conducting experiments with real subjects expressing the emotions as spontaneous reactions.

Keywords: Affective computing, emotion recognition, humanoid robot, Human-Robot-Interaction (HRI), social robots.

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639 Hybrid Markov Game Controller Design Algorithms for Nonlinear Systems

Authors: R. Sharma, M. Gopal

Abstract:

Markov games can be effectively used to design controllers for nonlinear systems. The paper presents two novel controller design algorithms by incorporating ideas from gametheory literature that address safety and consistency issues of the 'learned' control strategy. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. We generate an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed approaches aim to achieve 'safe-consistent' and 'safe-universally consistent' controller behavior by hybridizing 'min-max', 'fictitious play' and 'cautious fictitious play' approaches drawn from game theory. We empirically evaluate the approaches on a simulated Inverted Pendulum swing-up task and compare its performance against standard Q learning.

Keywords: Fictitious Play, Cautious Fictitious Play, InvertedPendulum, Controller, Markov Games, Mobile Robot.

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638 Lego Mindstorms as a Simulation of Robotic Systems

Authors: Miroslav Popelka, Jakub Nožička

Abstract:

In this paper we deal with using Lego Mindstorms in simulation of robotic systems with respect to cost reduction. Lego Mindstorms kit contains broad variety of hardware components which are required to simulate, program and test the robotics systems in practice. Algorithm programming went in development environment supplied together with Lego kit as in programming language C# as well. Algorithm following the line, which we dealt with in this paper, uses theoretical findings from area of controlling circuits. PID controller has been chosen as controlling circuit whose individual components were experimentally adjusted for optimal motion of robot tracking the line. Data which are determined to process by algorithm are collected by sensors which scan the interface between black and white surfaces followed by robot. Based on discovered facts Lego Mindstorms can be considered for low-cost and capable kit to simulate real robotics systems.

Keywords: LEGO Mindstorms, PID controller, low-cost robotics systems, line follower, sensors, programming language C#, EV3 Home Edition Software.

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637 Object Motion Tracking Based On Color Detection for Android Devices

Authors: Zacharenia I. Garofalaki, John T. Amorginos, John N. Ellinas

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This paper presents the development of a robot car that can track the motion of an object by detecting its color through an Android device. The employed computer vision algorithm uses the OpenCV library, which is embedded into an Android application of a smartphone, for manipulating the captured image of the object. The captured image of the object is subjected to color conversion and is transformed to a binary image for further processing after color filtering. The desired object is clearly determined after removing pixel noise by applying image morphology operations and contour definition. Finally, the area and the center of the object are determined so that object’s motion to be tracked. The smartphone application has been placed on a robot car and transmits by Bluetooth to an Arduino assembly the motion directives so that to follow objects of a specified color. The experimental evaluation of the proposed algorithm shows reliable color detection and smooth tracking characteristics.

Keywords: Android, Arduino Uno, Image processing, Object motion detection, OpenCV library.

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636 iCCS: Development of a Mobile Web-Based Student Integrated Information System Using Hill Climbing Algorithm

Authors: Maria Cecilia G. Cantos, Lorena W. Rabago, Bartolome T. Tanguilig III

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This paper describes a conducive and structured information exchange environment for the students of the College of Computer Studies in Manuel S. Enverga University Foundation in. The system was developed to help the students to check their academic result, manage profile, make self-enlistment and assist the students to manage their academic status that can be viewed also in mobile phones. Developing class schedules in a traditional way is a long process that involves making many numbers of choices. With Hill Climbing Algorithm, however, the process of class scheduling, particularly with regards to courses to be taken by the student aligned with the curriculum, can perform these processes and end up with an optimum solution. The proponent used Rapid Application Development (RAD) for the system development method. The proponent also used the PHP as the programming language and MySQL as the database.

Keywords: Hill climbing algorithm, integrated system, mobile web-based, student information system.

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635 On Adaptive, Auto-Configurable Apps

Authors: Prisa Damrongsiri, Kittinan Pongpianskul, Mario Kubek, Herwig Unger

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Apps are today the most important possibility to adapt mobile phones and computers to fulfill the special needs of their users. Location- and context-sensitive programs are hereby the key to support the interaction of the user with his/her environment and also to avoid an overload with a plenty of dispensable information. The contribution shows, how a trusted, secure and really bi-directional communication and interaction among users and their environment can be established and used, e.g. in the field of home automation.

Keywords: Apps, context-sensitive, location-sensitive, selfconfiguration, mobile computing, smart home.

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634 Revisiting Distributed Protocols for Mobility at the Application Layer

Authors: N. Nouali, H. Drias, A. Doucet

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During more than a decade, many proposals and standards have been designed to deal with the mobility issues; however, there are still some serious limitations in basing solutions on them. In this paper we discuss the possibility of handling mobility at the application layer. We do this while revisiting the conventional implementation of the Two Phase Commit (2PC) protocol which is a fundamental asset of transactional technology for ensuring the consistent commitment of distributed transactions. The solution is based on an execution framework providing an efficient extension that is aware of the mobility and preserves the 2PC principle.

Keywords: Application layer, distributed mobile protocols, mobility management, mobile transaction processing.

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633 Establishing Pairwise Keys Using Key Predistribution Schemes for Sensor Networks

Authors: Y. Harold Robinson, M. Rajaram

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Designing cost-efficient, secure network protocols for Wireless Sensor Networks (WSNs) is a challenging problem because sensors are resource-limited wireless devices. Security services such as authentication and improved pairwise key establishment are critical to high efficient networks with sensor nodes. For sensor nodes to correspond securely with each other efficiently, usage of cryptographic techniques is necessary. In this paper, two key predistribution schemes that enable a mobile sink to establish a secure data-communication link, on the fly, with any sensor nodes. The intermediate nodes along the path to the sink are able to verify the authenticity and integrity of the incoming packets using a predicted value of the key generated by the sender’s essential power. The proposed schemes are based on the pairwise key with the mobile sink, our analytical results clearly show that our schemes perform better in terms of network resilience to node capture than existing schemes if used in wireless sensor networks with mobile sinks.

Keywords: Wireless Sensor Networks, predistribution scheme, cryptographic techniques.

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632 Exploring Pisa Monuments Using Mobile Augmented Reality

Authors: Mihai Duguleana, Florin Girbacia, Cristian Postelnicu, Raffaello Brodi, Marcello Carrozzino

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Augmented Reality (AR) has taken a big leap with the introduction of mobile applications which co-locate bi-dimensional (e.g. photo, video, text) and tridimensional information with the location of the user enriching his/her experience. This study presents the advantages of using Mobile Augmented Reality (MAR) technologies in traveling applications, improving cultural heritage exploration. We propose a location-based AR application which combines co-location with the augmented visual information about Pisa monuments to establish a friendly navigation in this historic city. AR was used to render contextual visual information in the outdoor environment. The developed Android-based application offers two different options: it provides the ability to identify the monuments positioned close to the user’s position and it offers location information for getting near the key touristic objectives. We present the process of creating the monuments’ 3D map database and the navigation algorithm.

Keywords: Augmented reality, electronic compass, GPS, location-based service.

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631 A Fast Handover Scheme for Proxy Mobile IPv6 using IEEE 802.21 Media Independent Handover

Authors: Pyung-Soo Kim, Jeong Hun Choi

Abstract:

In this paper, to resolve the problem of existing schemes, an alternative fast handover Proxy Mobile IPv6 (PMIPv6) scheme using the IEEE 802.21 Media Independent Handover (MIH) function is proposed for heterogeneous wireless networks. The proposed scheme comes to support fast handover for the mobile node (MN) irrespective of the presence or absence of MIH functionality as well as L3 mobility functionality, whereas the MN in existing schemes has to implement MIH functionality. That is, the proposed scheme does not require the MN to be involved in MIH related signaling required for handover procedure. The base station (BS) with MIH functionality performs handover on behalf of the MN. Therefore, the proposed scheme can reduce burden and power consumption of MNs with limited resource and battery power since MNs are not required to be involved for the handover procedure. In addition, the proposed scheme can reduce considerably traffic overhead over wireless links between MN and BS since signaling messages are reduced.

Keywords: Fast handover, PMIPv6, MIH.

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630 Seamless Multicast Handover in Fmipv6-Based Networks

Authors: Moneeb Gohar, Seok Joo Koh, Tae-Won Um, Hyun-Woo Lee

Abstract:

This paper proposes a fast tree join scheme to provide seamless multicast handover in the mobile networks based on the Fast Mobile IPv6 (FMIPv6). In the existing FMIPv6-based multicast handover scheme, the bi-directional tunnelling or the remote subscription is employed with the packet forwarding from the previous access router (AR) to the new AR. In general, the remote subscription approach is preferred to the bi-directional tunnelling one, since in the remote subscription scheme we can exploit an optimized multicast path from a multicast source to many mobile receivers. However, in the remote subscription scheme, if the tree joining operation takes a long time, the amount of data packets to be forwarded and buffered for multicast handover will increase, and thus the corresponding buffer may overflow, which results in severe packet losses. In order to reduce these costs associated with packet forwarding and buffering, this paper proposes the fast join to multicast tree, in which the new AR will join the multicast tree as fast as possible, so that the new multicast data packets can also arrive at the new AR, by which the packet forwarding and buffering costs can be reduced. From numerical analysis, it is shown that the proposed scheme can give better performance than the existing FMIPv6-based multicast handover schemes in terms of the multicast packet delivery costs.

Keywords: Mobile Multicast, FMIPv6, Seamless Handover, Fast Tree Join.

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629 Simplified Mobile AR Platform Design for Augmented Tourism

Authors: Eric Hawkinson, Edgaras Artemciukas

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This study outlines iterations of designing mobile augmented reality (MAR) applications for tourism specific contexts. Using a design based research model, several cycles of development to implementation were analyzed and refined upon with the goal of building a MAR platform that would facilitate the creation of augmented tours and environments by non-technical users. The project took on several stages, and through the process, a simple framework was begun to be established that can inform the design and use of MAR applications for tourism contexts. As a result of these iterations of development, a platform was developed that can allow novice computer users to create augmented tourism environments. This system was able to connect existing tools in widespread use such as Google Forms and connect them to computer vision algorithms needed for more advanced augmented tourism environments. The study concludes with a discussion of this MAR platform and reveals design elements that have implications for tourism contexts. The study also points to future case uses and design approaches for augmented tourism.

Keywords: Augmented tourism, augmented reality, user experience, mobile design, etourism.

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628 Self-Propelled Intelligent Robotic Vehicle Based on Octahedral Dodekapod to Move in Active Branched Pipelines with Variable Cross-Sections

Authors: Sergey N. Sayapin, Anatoly P. Karpenko, Suan H. Dang

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Comparative analysis of robotic vehicles for pipe inspection is presented in this paper. The promising concept of self-propelled intelligent robotic vehicle (SPIRV) based on octahedral dodekapod for inspection and operation in active branched pipelines with variable cross-sections is reasoned. SPIRV is able to move in pipeline, regardless of its spatial orientation. SPIRV can also be used to move along the outside of the pipelines as well as in space between surfaces of annular tubes. Every one of faces of the octahedral dodekapod can clamp/unclamp a thing with a closed loop surface of various forms as well as put pressure on environmental surface of contact. These properties open new possibilities for its applications in SPIRV. We examine design principles of octahedral dodekapod as future intelligent building blocks for various robotic vehicles that can self-move and self-reconfigure.

Keywords: Modular robot, octahedral dodekapod, pipe inspection robot, spatial parallel structure.

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627 Between Policy Options and Technology Applications: Measuring the Sustainable Impacts on Distance Learning

Authors: Subramaniam Chandran

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This paper examines the interplay of policy options and cost-effective technology in providing sustainable distance education. A case study has been conducted among the learners and teachers. The emergence of learning technologies through CD, internet, and mobile is increasingly adopted by distance institutes for quick delivery and cost-effective factors. Their sustainability is conditioned by the structure of learners and well as the teaching community. The structure of learners in terms of rural and urban background revealed similarity in adoption and utilization of mobile learning. In other words, the technology transcended the rural-urban dichotomy. The teaching community was divided into two groups on policy issues. This study revealed both cost-effective as well as sustainability impacts on different learners groups divided by rural and urban location.

Keywords: Distance Education, Mobile Learning, Policy, Technology

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626 Comparative Analysis of Geographical Routing Protocol in Wireless Sensor Networks

Authors: Rahul Malhotra

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The field of wireless sensor networks (WSN) engages a lot of associates in the research community as an interdisciplinary field of interest. This type of network is inexpensive, multifunctionally attributable to advances in micro-electromechanical systems and conjointly the explosion and expansion of wireless communications. A mobile ad hoc network is a wireless network without fastened infrastructure or federal management. Due to the infrastructure-less mode of operation, mobile ad-hoc networks are gaining quality. During this work, we have performed an efficient performance study of the two major routing protocols: Ad hoc On-Demand Distance Vector Routing (AODV) and Dynamic Source Routing (DSR) protocols. We have used an accurate simulation model supported NS2 for this purpose. Our simulation results showed that AODV mitigates the drawbacks of the DSDV and provides better performance as compared to DSDV.

Keywords: Routing protocols, mobility, Mobile Ad-hoc Networks, Ad-hoc On-demand Distance Vector, Dynamic Source Routing, Destination Sequence Distance Vector, Quality of Service.

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625 Design and Application of NFC-Based Identity and Access Management in Cloud Services

Authors: Shin-Jer Yang, Kai-Tai Yang

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In response to a changing world and the fast growth of the Internet, more and more enterprises are replacing web-based services with cloud-based ones. Multi-tenancy technology is becoming more important especially with Software as a Service (SaaS). This in turn leads to a greater focus on the application of Identity and Access Management (IAM). Conventional Near-Field Communication (NFC) based verification relies on a computer browser and a card reader to access an NFC tag. This type of verification does not support mobile device login and user-based access management functions. This study designs an NFC-based third-party cloud identity and access management scheme (NFC-IAM) addressing this shortcoming. Data from simulation tests analyzed with Key Performance Indicators (KPIs) suggest that the NFC-IAM not only takes less time in identity identification but also cuts time by 80% in terms of two-factor authentication and improves verification accuracy to 99.9% or better. In functional performance analyses, NFC-IAM performed better in salability and portability. The NFC-IAM App (Application Software) and back-end system to be developed and deployed in mobile device are to support IAM features and also offers users a more user-friendly experience and stronger security protection. In the future, our NFC-IAM can be employed to different environments including identification for mobile payment systems, permission management for remote equipment monitoring, among other applications.

Keywords: Cloud service, multi-tenancy, NFC, IAM, mobile device.

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624 Identifying the Kinematic Parameters of Hexapod Machine Tool

Authors: M. M. Agheli, M. J. Nategh

Abstract:

Hexapod Machine Tool (HMT) is a parallel robot mostly based on Stewart platform. Identification of kinematic parameters of HMT is an important step of calibration procedure. In this paper an algorithm is presented for identifying the kinematic parameters of HMT using inverse kinematics error model. Based on this algorithm, the calibration procedure is simulated. Measurement configurations with maximum observability are decided as the first step of this algorithm for a robust calibration. The errors occurring in various configurations are illustrated graphically. It has been shown that the boundaries of the workspace should be searched for the maximum observability of errors. The importance of using configurations with sufficient observability in calibrating hexapod machine tools is verified by trial calibration with two different groups of randomly selected configurations. One group is selected to have sufficient observability and the other is in disregard of the observability criterion. Simulation results confirm the validity of the proposed identification algorithm.

Keywords: Calibration, Hexapod Machine Tool (HMT), InverseKinematics Error Model, Observability, Parallel Robot, ParameterIdentification.

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623 Personal Digital Assistants for Fieldwork Training in College Campus

Authors: Takaharu Miyoshi, Tadahiko Higuchi

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Education supported by mobile computers has been widely done for some time. Teachers have attempted to use mobile computers and to find concrete subjects for student-s fieldwork training in college education. The purpose of this research is to develop software for Personal Digital Assistant (PDA) to conduct fieldwork in our campus, and to report a fieldwork class using PDAs in the curriculum of the Department of Regional Environment Studies.

Keywords: Development of software for PDA, fieldwork training, computer supported education, experiential learning.

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622 A Modification of Wireless and Internet Technologies for Logistics- Analysis

Authors: Apiwat Sangnoree

Abstract:

This research is designed for helping a WAPbased mobile phone-s user in order to analyze of logistics in the traffic area by applying and designing the accessible processes from mobile user to server databases. The research-s design comprises Mysql 4.1.8-nt database system for being the server which there are three sub-databases, traffic light – times of intersections in periods of the day, distances on the road of area-blocks where are divided from the main sample-area and speeds of sample vehicles (motorcycle, personal car and truck) in periods of the day. For interconnections between the server and user, PHP is used to calculate distances and travelling times from the beginning point to destination, meanwhile XHTML applied for receiving, sending and displaying data from PHP to user-s mobile. In this research, the main sample-area is focused at the Huakwang-Ratchada-s area, Bangkok, Thailand where usually the congested point and 6.25 km2 surrounding area which are split into 25 blocks, 0.25 km2 for each. For simulating the results, the designed server-database and all communicating models of this research have been uploaded to www.utccengineering.com/m4tg and used the mobile phone which supports WAP 2.0 XHTML/HTML multimode browser for observing values and displayed pictures. According to simulated results, user can check the route-s pictures from the requiring point to destination along with analyzed consuming times when sample vehicles travel in various periods of the day.

Keywords: WAP, logistics, XHTML, internet.

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621 Implementation of Geo-Crowdsourcing Mobile Applications in e-Government of V4 Countries: A State-of-the-Art Survey

Authors: Barbora Haltofová

Abstract:

In recent years, citizens have become an important source of geographic information and, therefore, geo-crowdsourcing, often known as volunteered geographic information, has provided an interesting alternative to traditional mapping practices which are becoming expensive, resource-intensive and unable to capture the dynamic nature of urban environments. In order to address a gap in research literature, this paper deals with a survey conducted to assess the current state of geo-crowdsourcing, a recent phenomenon popular with people who collect geographic information using their smartphones. This article points out that there is an increasing body of knowledge of geo-crowdsourcing mobile applications in the Visegrad countries marked by the ubiquitous Internet connection and the current massive proliferation of smartphones. This article shows how geo-crowdsourcing can be used as a complement, or in some cases a replacement, to traditionally generated sources of spatial data and information in public management. It discusses the new spaces of citizen participation constructed by these geo-crowdsourcing practices.

Keywords: Citizen participation, geo-crowdsourcing, e-government, participatory mapping, mobile applications.

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