Search results for: Interactive user navigation
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1535

Search results for: Interactive user navigation

1535 Memorabilia of Suan Sunandha through Interactive User Interface

Authors: Nalinee Sophatsathit

Abstract:

The objectives of memorabilia of Suan Sunandha are to develop a general knowledge presentation about the historical royal garden through interactive graphic simulation technique and to employ high-functionality context in enhancing interactive user navigation. The approach infers non-intrusive display of relevant history in response to situational context. User’s navigation runs through the virtual reality campus, consisting of new and restored buildings. A flash back presentation of information pertaining to the history in the form of photos, paintings, and textual descriptions are displayed along each passing-by building. To keep the presentation lively, graphical simulation is created in a serendipity game play so that the user can both learn and enjoy the educational tour. The benefits of this human-computer interaction development are two folds. First, lively presentation technique and situational context modeling are developed that entail a usable paradigm of knowledge and information presentation combinations. Second, cost effective training and promotion for both internal personnel and public visitors to learn and keep informed of this historical royal garden can be furnished without the need for a dedicated public relations service. Future improvement on graphic simulation and ability based display can extend this work to be more realistic, user-friendly, and informative for all.

Keywords: Interactive user navigation, high-functionality context, situational context, human-computer interaction.

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1534 Efficient Web Usage Mining Based on K-Medoids Clustering Technique

Authors: P. Sengottuvelan, T. Gopalakrishnan

Abstract:

Web Usage Mining is the application of data mining techniques to find usage patterns from web log data, so as to grasp required patterns and serve the requirements of Web-based applications. User’s expertise on the internet may be improved by minimizing user’s web access latency. This may be done by predicting the future search page earlier and the same may be prefetched and cached. Therefore, to enhance the standard of web services, it is needed topic to research the user web navigation behavior. Analysis of user’s web navigation behavior is achieved through modeling web navigation history. We propose this technique which cluster’s the user sessions, based on the K-medoids technique.

Keywords: Clustering, K-medoids, Recommendation, User Session, Web Usage Mining.

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1533 I2Navi: An Indoor Interactive NFC Navigation System for Android Smartphones

Authors: Jing Hang Choo, Soon Nyean Cheong, Yee Lien Lee, Sze Hou Teh

Abstract:

The advancement of smartphones, wireless networking and Near Field Communication (NFC) technology have opened up a new approach to indoor navigation. Although NFC technology has been used to support electronic commerce, access control, and ticketing, there is a lack of research work on building NFC-based indoor navigation system for smartphone users. This paper presents an indoor interactive navigation system (named I2Navi) based on NFC technology for users to navigate within a building with ease using their smartphones. The I2Navi system has been implemented at the Faculty of Engineering (FOE), Multimedia University (MMU) to enable students, parents, visitors who own NFC-enabled Android smartphones to navigate themselves within the faculty. An evaluation is carried out and the results show positive response to the proposed indoor navigation system using NFC and smartphone technologies.

Keywords: Near Field Communication, indoor navigation system, smartphones.

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1532 Context Aware Navigation System for Using Public Transport on Smartphone

Authors: Satoru Fukuta, Masaki Ito, Takao Kawamura, Kazunori Sugahara

Abstract:

Recently, many web services to provide information for public transport are developed and released. They are optimized for mobile devices such a smartphone. We are also developing better path planning system for route buses and trains called “Bus-Net"[1]. However these systems only provide paths and related information before the user start moving. So we propose a context aware navigation to change the way to support public transport users. If we go to somewhere using many kinds of public transport, we have to know how to use them. In addition, public transport is dynamic system, and these have different characteristic by type. So we need information at real-time. Therefore we suggest the system that can support on user-s state. It has a variety of ways to help public transport users by each state, like turn-by-turn navigation. Context aware navigation will be able to reduce anxiety for using public transport.

Keywords: Navigation, Public Transport, Smartphone, User Experience.

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1531 Navigation Patterns Mining Approach based on Expectation Maximization Algorithm

Authors: Norwati Mustapha, Manijeh Jalali, Abolghasem Bozorgniya, Mehrdad Jalali

Abstract:

Web usage mining algorithms have been widely utilized for modeling user web navigation behavior. In this study we advance a model for mining of user-s navigation pattern. The model makes user model based on expectation-maximization (EM) algorithm.An EM algorithm is used in statistics for finding maximum likelihood estimates of parameters in probabilistic models, where the model depends on unobserved latent variables. The experimental results represent that by decreasing the number of clusters, the log likelihood converges toward lower values and probability of the largest cluster will be decreased while the number of the clusters increases in each treatment.

Keywords: Web Usage Mining, Expectation maximization, navigation pattern mining.

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1530 Alive Cemeteries with Augmented Reality and Semantic Web Technologies

Authors: TamásMatuszka, Attila Kiss

Abstract:

Due the proliferation of smartphones in everyday use, several different outdoor navigation systems have become available. Since these smartphones are able to connect to the Internet, the users can obtain location-based information during the navigation as well. The users could interactively get to know the specifics of a particular area (for instance, ancient cultural area, Statue Park, cemetery) with the help of thus obtained information. In this paper, we present an Augmented Reality system which uses Semantic Web technologies and is based on the interaction between the user and the smartphone. The system allows navigating through a specific area and provides information and details about the sight an interactive manner.

Keywords: Augmented Reality, Semantic Web, Human Computer Interaction, Mobile Application.

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1529 A 3D Virtual Navigation System Integrating User Positioning and Pre-Download Mechanism

Authors: Ching-Sheng Wang, Yu-Hung Su, Ching-Yang Hong

Abstract:

This paper takes the actual scene of Aletheia University campus – the Class 2 national monument, the first educational institute in northern Taiwan as an example, to present a 3D virtual navigation system which supports user positioning and pre-download mechanism. The proposed system was designed based on the principle of Voronoi Diagra) to divide the virtual scenes and its multimedia information, which combining outdoor GPS positioning and the indoor RFID location detecting function. When users carry mobile equipments such as notebook computer, UMPC, EeePC...etc., walking around the actual scenes of indoor and outdoor areas of campus, this system can automatically detect the moving path of users and pre-download the needed data so that users will have a smooth and seamless navigation without waiting.

Keywords: GPS, Positioning, RFID, Virtual Navigation, Voronoi Diagram.

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1528 A Step-wise Zoom Technique for Exploring Image-based Virtual Reality Applications

Authors: D. R. Awang Rambli, S. Sulaiman, M.Y. Nayan, A.R. Asoruddin

Abstract:

Existing image-based virtual reality applications allow users to view image-based 3D virtual environment in a more interactive manner. User could “walkthrough"; looks left, right, up and down and even zoom into objects in these virtual worlds of images. However what the user sees during a “zoom in" is just a close-up view of the same image which was taken from a distant. Thus, this does not give the user an accurate view of the object from the actual distance. In this paper, a simple technique for zooming in an object in a virtual scene is presented. The technique is based on the 'hotspot' concept in existing application. Instead of navigation between two different locations, the hotspots are used to focus into an object in the scene. For each object, several hotspots are created. A different picture is taken for each hotspot. Each consecutive hotspot created will take the user closer to the object. This will provide the user with a correct of view of the object based on his proximity to the object. Implementation issues and the relevance of this technique in potential application areas are highlighted.

Keywords: Hotspots, image-based VR, camera zooms, virtualreality.

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1527 A Broadcasting Strategy for Interactive Video-on-Demand Services

Authors: Yu-Wei Chen, Li-Ren Han

Abstract:

In this paper, we employ the approach of linear programming to propose a new interactive broadcast method. In our method, a film S is divided into n equal parts and broadcast via k channels. The user simultaneously downloads these segments from k channels into the user-s set-top-box (STB) and plays them in order. Our method assumes that the initial p segments will not have fast-forwarding capabilities. Every time the user wants to initiate d times fast-forwarding, according to our broadcasting strategy, the necessary segments already saved in the user-s STB or are just download on time for playing. The proposed broadcasting strategy not only allows the user to pause and rewind, but also to fast-forward.

Keywords: Broadcasting, Near Video-on-Demand (VOD), Linear Programming, Video-Cassette-Recorder (VCR) Functions, Waiting Time.

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1526 User Requirements Analysis for the Development of Assistive Navigation Mobile Apps for Blind and Visually Impaired People

Authors: Paraskevi Theodorou, Apostolos Meliones

Abstract:

In the context of the development process of two assistive navigation mobile apps for blind and visually impaired people (BVI) an extensive qualitative analysis of the requirements of potential users has been conducted. The analysis was based on interviews with BVIs and aimed to elicit not only their needs with respect to autonomous navigation but also their preferences on specific features of the apps under development. The elicited requirements were structured into four main categories, namely, requirements concerning the capabilities, functionality and usability of the apps, as well as compatibility requirements with respect to other apps and services. The main categories were then further divided into nine sub-categories. This classification, along with its content, aims to become a useful tool for the researcher or the developer who is involved in the development of digital services for BVI.

Keywords: Accessibility, assistive mobile apps, blind and visually impaired people, user requirements analysis.

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1525 A Study on Use of User Demand Evaluation in Interactive Interface – Using Virtual Fitting-Room as an Example

Authors: Chang, Wei-Chen

Abstract:

The purpose of this study is to research on thoughts transmitted from virtual fitting-room and to deduce discussion in an auxiliary narrative way. The research structure is based on 3D virtual fitting-room as the research subject. Initially, we will discuss the principles of narrate study, User Demand and so on by using a narrative design pattern to transmit their objective indications of “people-situation-reason-object", etc, and then to analyze the virtual fitting-room examples that are able to provide a new thinking for designers who engaged in clothing related industry – which comes in “story telling" and “user-centered design" forms. Clothing designs are not just to cover up the body to keep warm but to draw closer to people-s demand physiologically and psychologically through interactive designs so as to achieve cognition between people and environment. In the “outside" goal of clothing-s functional designs, we use tribal group-s behavior characteristics to “transform" the existing personal cultural stories, and “reform" them to design appropriate interactive products. Synthesizing the above matters, apart from being able to regard “narrate" as a kind of functional thinking process, we are also able to regard it as a kind of choice, arrangement and an activity of story expression, allowing interactive design-s spirit, product characteristics and experience ideas be transmitted to target tribal group in a visual image performance method. It is a far more confident and innovative attempt, and meanwhile, able to achieve entertainment, joyful and so forth fundamental interactive transmissions. Therefore, this study takes “user-centered design" thinking as a basis to establish a set of clothing designs with interactive experience patterns and to assist designers to examine the five sensual feeling of interactive demands in order to initiate a new value in textile industry.

Keywords: Virtual Fitting-room, Interactive Design, User Demand Evaluation, Intelligent Systems.

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1524 Ubiquitous Life People Informatics Engine (U-Life PIE): Wearable Health Promotion System

Authors: Yi-Ping Lo, Shi-Yao Wei, Chih-Chun Ma

Abstract:

Since Google launched Google Glass in 2012, numbers of commercial wearable devices were released, such as smart belt, smart band, smart shoes, smart clothes ... etc. However, most of these devices perform as sensors to show the readings of measurements and few of them provide the interactive feedback to the user. Furthermore, these devices are single task devices which are not able to communicate with each other. In this paper a new health promotion system, Ubiquitous Life People Informatics Engine (U-Life PIE), will be presented. This engine consists of People Informatics Engine (PIE) and the interactive user interface. PIE collects all the data from the compatible devices, analyzes this data comprehensively and communicates between devices via various application programming interfaces. All the data and informations are stored on the PIE unit, therefore, the user is able to view the instant and historical data on their mobile devices any time. It also provides the real-time hands-free feedback and instructions through the user interface visually, acoustically and tactilely. These feedback and instructions suggest the user to adjust their posture or habits in order to avoid the physical injuries and prevent illness.

Keywords: Machine learning, user interface, user experience, Internet of things, health promotion.

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1523 GPS Navigator for Blind Walking in a Campus

Authors: Rangsipan Marukatat, Pongmanat Manaspaibool, Benjawan Khaiprapay, Pornpimon Plienjai

Abstract:

We developed a GPS-based navigation device for the blind, with audio guidance in Thai language. The device is composed of simple and inexpensive hardware components. Its user interface is quite simple. It determines optimal routes to various landmarks in our university campus by using heuristic search for the next waypoints. We tested the device and made note of its limitations and possible extensions.

Keywords: Blind, global positioning system (GPS), navigation

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1522 On the Interactive Search with Web Documents

Authors: Mario Kubek, Herwig Unger

Abstract:

Due to the large amount of information in the World Wide Web (WWW, web) and the lengthy and usually linearly ordered result lists of web search engines that do not indicate semantic relationships between their entries, the search for topically similar and related documents can become a tedious task. Especially, the process of formulating queries with proper terms representing specific information needs requires much effort from the user. This problem gets even bigger when the user's knowledge on a subject and its technical terms is not sufficient enough to do so. This article presents the new and interactive search application DocAnalyser that addresses this problem by enabling users to find similar and related web documents based on automatic query formulation and state-ofthe- art search word extraction. Additionally, this tool can be used to track topics across semantically connected web documents.

Keywords: DocAnalyser, interactive web search, search word extraction, query formulation, source topic detection, topic tracking.

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1521 The Design Process of an Interactive Seat for Improving Workplace Productivity

Authors: Carlos Ferreira, Paulo Freitas, Valentim Freitas

Abstract:

Creative industries’ workers are becoming more prominent as countries move towards intellectual-based economies. Consequently, the nature and essence of the workplace needs to be reconfigured so that creativity and productivity can be better promoted at these spaces. Using a multidisciplinary approach and a user-centered methodology, combining product design, electronic engineering, software and human-computer interaction, we have designed and developed a new seat that uses embedded sensors and actuators to increase the overall well-being of its users, their productivity and their creativity. Our contribution focuses on the parameters that most affect the user’s work on these kinds of spaces, which are, according to our study, noise and temperature. We describe the design process for a new interactive seat targeted at improving workspace productivity.

Keywords: Human-computer interaction, usability, user interface, creativity, ergonomics.

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1520 Morphological and Syntactic Meaning: An Interactive Crossword Puzzle Approach

Authors: Ibrahim Garba

Abstract:

This research involved the use of word distributions and morphological knowledge by speakers of Arabic learning English connected different allomorphs in order to realize how the morphology and syntax of English gives meaning through using interactive crossword puzzles (ICP). Fifteen chapters covered with a class of nine learners over an academic year of an intensive English program were reviewed using the ICP. Learners were questioned about how the use of this gaming element enhanced and motivated their learning of English. The findings were positive indicating a successful implementation of ICP both at creational and user levels. This indicated a positive role technology had when learning and teaching English through adopting an interactive gaming element for learning English.

Keywords: Distribution, gaming, interactive-crossword-puzzle, morphology.

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1519 Gender Differences in Spatial Navigation

Authors: Bia Kim, Sewon Lee, Jaesik Lee

Abstract:

This study aims to investigate the gender differences in spatial navigation using the tasks of 2-D matrix navigation and recognition of real driving scene. The results can be summarized as followings. First, female subjects responded faster in 2-D matrix navigation task than male subjects when landmark instructions were provided. Second, in recognition task, male subjects recognized the key elements involved in the past driving scene more accurately than female subjects. In particular, female subjects tended to miss peripheral information. These results suggest the possibility of gender differences in spatial navigation.

Keywords: Gender differences, Spatial navigation, 2-D matrixnavigation, Recognition of driving scene.

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1518 Interactive PTZ Camera Control System Using Wii Remote and Infrared Sensor Bar

Authors: A. H. W. Goh, Y. S. Yong, C. H. Chan, S. J. Then, L. P. Chu, S. W. Chau, H. W. Hon

Abstract:

This paper proposes an alternative control mechanism for an interactive Pan/Tilt/Zoom (PTZ) camera control system. Instead of using a mouse or a joystick, the proposed mechanism utilizes a Nintendo Wii remote and infrared (IR) sensor bar. The Wii remote has buttons that allows the user to control the movement of a PTZ camera through Bluetooth connectivity. In addition, the Wii remote has a built-in motion sensor that allows the user to give control signals to the PTZ camera through pitch and roll movement. A stationary IR sensor bar, placed at some distance away opposite the Wii remote, enables the detection of yaw movement. In addition, the Wii remote-s built-in IR camera has the ability to detect its spatial position, and thus generates a control signal when the user moves the Wii remote. Some experiments are carried out and their performances are compared with an industry-standard PTZ joystick.

Keywords: Bluetooth, Infrared, Pan/Tilt/Zoom, PTZ Camera, Visual Surveillance, Wii Remote

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1517 Autonomous Virtual Agent Navigation in Virtual Environments

Authors: Jafreezal Jaafar, Eric McKenzie

Abstract:

This paper presents a solution for the behavioural animation of autonomous virtual agent navigation in virtual environments. We focus on using Dempster-Shafer-s Theory of Evidence in developing visual sensor for virtual agent. The role of the visual sensor is to capture the information about the virtual environment or identifie which part of an obstacle can be seen from the position of the virtual agent. This information is require for vitual agent to coordinate navigation in virtual environment. The virual agent uses fuzzy controller as a navigation system and Fuzzy α - level for the action selection method. The result clearly demonstrates the path produced is reasonably smooth even though there is some sharp turn and also still not diverted too far from the potential shortest path. This had indicated the benefit of our method, where more reliable and accurate paths produced during navigation task.

Keywords: Agent, Navigation, Demster Shafer, Fuzzy Logic.

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1516 Cascade Kalman Filter Configuration for Low Cost IMU/GPS Integration in Car Navigation Like Robot

Authors: Othman Maklouf, Abdurazag Ghila, Ahmed Abdulla

Abstract:

This paper introduces a low cost INS/GPS algorithm for land vehicle navigation application. The data fusion process is done with an extended Kalman filter in cascade configuration mode. In order to perform numerical simulations, MATLAB software has been developed. Loosely coupled configuration is considered. The results obtained in this work demonstrate that a low-cost INS/GPS navigation system is partially capable of meeting the performance requirements for land vehicle navigation. The relative effectiveness of the kalman filter implementation in integrated GPS/INS navigation algorithm is highlighted. The paper also provides experimental results; field test using a car is carried out.

Keywords: GPS, INS, IMU, Kalman filter.

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1515 A Unified Framework for a Robust Conflict-Free Robot Navigation

Authors: S. Veera Ragavan, V. Ganapathy

Abstract:

Many environment specific methods and systems for Robot Navigation exist. However vast strides in the evolution of navigation technologies and system techniques create the need for a general unified framework that is scalable, modular and dynamic. In this paper a Unified Framework for a Robust Conflict-free Robot Navigation System that can be used for either a structured or unstructured and indoor or outdoor environments has been proposed. The fundamental design aspects and implementation issues encountered during the development of the module are discussed. The results of the deployment of three major peripheral modules of the framework namely the GSM based communication module, GIS Module and GPS module are reported in this paper.

Keywords: Localization, Sensor Fusion, Mapping, GIS, GPS, and Autonomous Mobile Robot Navigation.

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1514 Modeling User Behaviour by Planning

Authors: Alfredo Milani, Silvia Suriani

Abstract:

A model of user behaviour based automated planning is introduced in this work. The behaviour of users of web interactive systems can be described in term of a planning domain encapsulating the timed actions patterns representing the intended user profile. The user behaviour recognition is then posed as a planning problem where the goal is to parse a given sequence of user logs of the observed activities while reaching a final state. A general technique for transforming a timed finite state automata description of the behaviour into a numerical parameter planning model is introduced. Experimental results show that the performance of a planning based behaviour model is effective and scalable for real world applications. A major advantage of the planning based approach is to represent in a single automated reasoning framework problems of plan recognitions, plan synthesis and plan optimisation.

Keywords: User behaviour, Timed Transition Automata, Automated Planning.

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1513 A Virtual Learning Environment for Deaf Children: Design and Evaluation

Authors: Nicoletta Adamo-Villani

Abstract:

The object of this research is the design and evaluation of an immersive Virtual Learning Environment (VLE) for deaf children. Recently we have developed a prototype immersive VR game to teach sign language mathematics to deaf students age K- 4 [1] [2]. In this paper we describe a significant extension of the prototype application. The extension includes: (1) user-centered design and implementation of two additional interactive environments (a clock store and a bakery), and (2) user-centered evaluation including development of user tasks, expert panel-based evaluation, and formative evaluation. This paper is one of the few to focus on the importance of user-centered, iterative design in VR application development, and to describe a structured evaluation method.

Keywords: 3D Animation, Virtual Reality, Virtual Learning Environments, User-Centered Design, User-centered Evaluation.

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1512 Dempster-Shafer's Approach for Autonomous Virtual Agent Navigation in Virtual Environments

Authors: Jafreezal Jaafar, Eric McKenzie

Abstract:

This paper presents a solution for the behavioural animation of autonomous virtual agent navigation in virtual environments. We focus on using Dempster-Shafer-s Theory of Evidence in developing visual sensor for virtual agent. The role of the visual sensor is to capture the information about the virtual environment or identifie which part of an obstacle can be seen from the position of the virtual agent. This information is require for vitual agent to coordinate navigation in virtual environment. The virual agent uses fuzzy controller as a navigation system and Fuzzy α - level for the action selection method. The result clearly demonstrates the path produced is reasonably smooth even though there is some sharp turn and also still not diverted too far from the potential shortest path. This had indicated the benefit of our method, where more reliable and accurate paths produced during navigation task.

Keywords: Agent, navigation, Dempster Shafer, fuzzy logic.

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1511 Visualisation and Navigation in Large Scale P2P Service Networks

Authors: H. Unger, H. Coltzau

Abstract:

In Peer-to-Peer service networks, where peers offer any kind of publicly available services or applications, intuitive navigation through all services in the network becomes more difficult as the number of services increases. In this article, a concept is discussed that enables users to intuitively browse and use large scale P2P service networks. The concept extends the idea of creating virtual 3D-environments solely based on Peer-to-Peer technologies. Aside from browsing, users shall have the possibility to emphasize services of interest using their own semantic criteria. The appearance of the virtual world shall intuitively reflect network properties that may be of interest for the user. Additionally, the concept comprises options for load- and traffic-balancing. In this article, the requirements concerning the underlying infrastructure and the graphical user interface are defined. First impressions of the appearance of future systems are presented and the next steps towards a prototypical implementation are discussed.

Keywords: Internet Operating System, Peer-To-Peer, Service Exploration

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1510 Lunar Rover Virtual Simulation System with Autonomous Navigation

Authors: Bao Jinsong, Hu Xiaofeng, Wang Wei, Yu Dili, Jin Ye

Abstract:

The paper researched and presented a virtual simulation system based on a full-digital lunar terrain, integrated with kinematics and dynamics module as well as autonomous navigation simulation module. The system simulation models are established. Enabling technologies such as digital lunar surface module, kinematics and dynamics simulation, Autonomous navigation are investigated. A prototype system for lunar rover locomotion simulation is developed based on these technologies. Autonomous navigation is a key echnology in lunar rover system, but rarely involved in virtual simulation system. An autonomous navigation simulation module have been integrated in this prototype system, which was proved by the simulation results that the synthetic simulation and visualizing analysis system are established in the system, and the system can provide efficient support for research on the autonomous navigation of lunar rover.

Keywords: Lunar rover, virtual simulation, autonomous navigation, full-digital lunar terrain

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1509 Exploring Pisa Monuments Using Mobile Augmented Reality

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

Abstract:

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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1508 Online Web Service based Solution for Urban Traffic Management

Authors: A. Ionita, A. Zafiu, C. Ghita

Abstract:

In this article, we present a web server based solution for implementing a system for intelligent navigation. In this solution we use real time collected data and traffic history to establish the best route for navigation. This is a low cost solution that is easily to implement and extend. There is no need any infrastructure at road network level except only a device that collect data about traffic in key road crossing. The presented solution creates a strong base for traffic pursuit and offers an infrastructure for navigation applications.

Keywords: navigation, real time, route, traffic pursuit, webservice.

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1507 Toward a Measure of Appropriateness of User Interfaces Adaptations Solutions

Authors: A. Siam, R. Maamri, Z. Sahnoun

Abstract:

The development of adaptive user interfaces (UI) presents for a long time an important research area in which researcher attempt to call upon the full resources and skills of several disciplines, The adaptive UI community holds a thorough knowledge regarding the adaptation of UIs with users and with contexts of use. Several solutions, models, formalisms, techniques and mechanisms were proposed to develop adaptive UI. In this paper, we propose an approach based on the fuzzy set theory for modeling the concept of the appropriateness of different solutions of UI adaptation with different situations for which interactive systems have to adapt their UIs.

Keywords: Adaptive user interfaces, adaptation solution’s appropriateness, fuzzy sets.

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1506 A Simulator for Robot Navigation Algorithms

Authors: Michael A. Folcik, Bijan Karimi

Abstract:

A robot simulator was developed to measure and investigate the performance of a robot navigation system based on the relative position of the robot with respect to random obstacles in any two dimensional environment. The presented simulator focuses on investigating the ability of a fuzzy-neural system for object avoidance. A navigation algorithm is proposed and used to allow random navigation of a robot among obstacles when the robot faces an obstacle in the environment. The main features of this simulator can be used for evaluating the performance of any system that can provide the position of the robot with respect to obstacles in the environment. This allows a robot developer to investigate and analyze the performance of a robot without implementing the physical robot.

Keywords: Applications of Fuzzy Logic and Neural Networksin Robotics, Artificial Intelligence, Embedded Systems, MobileRobots, Robot Navigation, Robotics.

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