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1.
计算能力的便携化已成为微小型计算机的发展趋势之一,人们期望能够随时随地对主动和被动数据进行处理。可穿戴计算机为满足这种无处不在的计算提供了硬件可能,对其软件的研究主要分为无线网络包括单跳和多跳网络的底层通信机制和基于其上的计算模式如移动代理和远程过程求值等。文章介绍了移动计算和移动代理的关系及其实现方式,移动代理在可穿戴计算机数据处理中的应用及在这方面进行的工作。  相似文献   

2.
People who are totally blind or who have vevere visual impairments (e.g. less than 20/200 acuity, central macular scotomas, or advanced diabetic retinopathy) see the environment in a fashion that may be completely foreign to those who operate in a very visual fashion. For this population, the visual complexity of the environment is not a concern. What is of concern are salient features found within the environment that relate to their ability to navigate successfully in, and/or interact with, the environment as needed. Toward the purpose of representing these salient features in comprehensive form, investigators at the Atlanta Veterans Affairs Research and Development Center are employing wearable computer technology to develop a virtual environment interface. The long-range goal is to create a simplistic virtual representation of the environment that includes only features related to the current navigational task and/or interactive needs of the person. In a completed study, the use of digital infrared transmitters as beacons representing salient features of the environment was explored. The purpose of a current study now in progress is to evaluate and compare various user interface structures that were suggested by subjects during the preliminary study. The problem of interest in the current study is street-crossing; however, the results of this research should be applicable to many other problems, including identifying and locating building entrances, and identifying, locating and interacting with electronic devices such as information kiosks, automated teller machines, and self-serve point-of-sale terminals. The long-range result desired is a wearable computer with which one can easily identify and interact with a wide variety of devices in the environment via one familiar, easy-to-use interface.  相似文献   

3.
As part of the Bristol Wearable Computing Initiative, we are exploring location-sensing systems suitable for use with wearable computing. In this paper we present our findings, and in particular a wearable application — the ‘Shopping Jacket’ — which relies on a minimal infrastructure to be effective. We use two positioning devices, ‘pingers’ and GPS. The pinger is used to signal the presence of a shop, and to indicate the type of shop and its website. The GPS is used to disambiguate which branch of a high street chain is being passed. The wearable uses this information to determine whether the wearer needs to be alerted that they are passing an interesting shop, or to direct the wearer around a shopping mall. The Shopping Jacket integrates a wearable CardPC, GPS and pinger receivers, a near-field radio link, hand-held display, GSM data telephone and a speech interface into a conventional sports blazer.  相似文献   

4.
LWIS——基于位置的无线信息服务应用模型   总被引:2,自引:0,他引:2  
应用的匮乏和不易使用性制约了无线信息服务的发展,迫切需要新的适合移动环境的应用模型。基于位置的无线信息服务(LWIS)模型结合移动定位、移动GIS、移动通信技术,以用户位置为线索构建应用逻辑,改善系统易用性。该文提出了基于用户位置构建服务应用的思想,分析了LWIS系统结构框架、关键技术、终端平台设计等问题,并介绍了一个可运行的LWIS终端原型范例。  相似文献   

5.
张展  慈轶为  向琳  杨孝宗 《计算机工程》2005,31(21):173-175
介绍了在无线自组网络环境下,在网络带宽受限、稳定性较差的情况下的穿戴机应用软件平台设计,重点分析了视频、音频等多媒体信息的采集、压缩和传输的核心算法和设计思路,以及GPS/GIS综合应用实现的定位导航功能,实现声图文信息在穿戴计算机上的综合应用。  相似文献   

6.
Wearable computers are fully functional, self-powered, self-contained computers that allow the user to access information anywhere and at any time. In this paper, design issues for wearable computers are discussed, including power considerations, use of input devices, image registration, and the use of wearable computers for the design of smart spaces. Application areas for wearable computers are presented, including medicine, manufacturing, maintenance, and as personal assistants. Finally, future research directions for wearable computers are indicated.  相似文献   

7.
This paper presents a development history of a wearable, scalable vibrotactile stimulus delivery system. This history has followed a path from desktop-based, fully wired systems, through hybrid approaches consisting of a wireless connection from the host computer to a body-worn control box and wires to each tactor, to a completely wireless system employing Bluetooth technology to connect directly from the host to each individual tactor unit. Applications for such a system include delivering vibrotactile contact cues to users of virtual environments, providing directional cues in order to increase situational awareness in both real and virtual environments, and for general information display in wearable contexts. Through empirical study, we show that even a simple configuration, such as eight tactors arrayed around the torso, can be effective in increasing situational awareness in a building-clearing task, compared to users who perform the same task without the added cues.  相似文献   

8.
基于CTI的水电信息系统是一个采用声音服务器模型的交互式语音应答系统;深入的分析了水电信息系统的需求,给出了系统功能和系统结构图,绘制了语音子系统的工作步骤,给出了系统数据库的总体设计,同时给出了语音子系统与数据库交互的函数接口,较好的完成了远程汇报,查询和管理水电信息的任务。  相似文献   

9.
基于CTI的水电信息系统是一个采用声音服务器模型的交互式语音应答系统;深入的分析了水电信息系统的需求,给出了系统功能和系统结构图,绘制了语音子系统的工作步骤,给出了系统数据库的总体设计,同时给出了语音子系统与数据库交互的函数接口,较好的完成了远程汇报,查询和管理水电信息的任务。  相似文献   

10.
丁扬  王淑刚  李石坚  潘纲 《计算机科学》2015,42(9):18-23, 32
最近几年可穿戴设备发展迅速,各种样式和用途的可穿戴设备大量出现。然而这些可穿戴设备大多都是独立工作的,设备与设备之间鲜有联系。为此提出了一个以智能手机为中心的、支持个人范围的和人与人之间的设备的协同模型。基于该模型设计并实现了Scudware Mobile移动中间件,该中间件运行于智能手机上,可以汇聚智能手机和可穿戴设备的数据和服务,且以开放授权机制开放给用户,实现了数据和服务的协同。在Scudware Mobile移动中间件的基础上实现了MobileTrace足迹记录器应用,验证了Scudware Mobile移动中间件的可用性。  相似文献   

11.
针对传统的基于触摸屏和计算机视觉的手势交互方法无法应对智能可穿戴设备逐渐趋向小型化和低功耗等问题,依据声波的Doppler效应和运动物体能够改变声波频率的特性,提出了一种基于超声波的低功耗鲁棒手势识别方法。该方法利用Goertzel算法进行超声波频率特征提取和分析,得到手势的移动方向并形成时间序列,进而利用隐马尔科夫模型实现用户手势识别。在微软移动终端Surface上的实验表明,此方法在安静和嘈杂的环境下都能达到较高的手势识别准确率、更高的鲁棒性、更低的计算成本和功耗,能够满足可穿戴设备发展对于手势识别的需求。  相似文献   

12.
一种基于移动Agent的无线多媒体信息访问平台   总被引:1,自引:0,他引:1  
在分析现有多媒体通信技术的基础上,提出了一种基于移动Agent技术实现的无线多媒体信息访问方法,并建立了相应的体系结构模型MAMIA。同时,还给出了基于移动Agent技术的服务实现方式。  相似文献   

13.
Information Centric Networking (ICN) is a new networking paradigm in which the network provides users with content instead of communication channels between hosts. Software Defined Networking (SDN) is an approach that promises to enable the continuous evolution of networking architectures. In this paper we propose and discuss solutions to support ICN by using SDN concepts. We focus on an ICN framework called CONET, which grounds its roots in the CCN/NDN architecture and can interwork with its implementation (CCNx). Although some details of our solution have been specifically designed for the CONET architecture, its general ideas and concepts are applicable to a class of recent ICN proposals, which follow the basic mode of operation of CCN/NDN. We approach the problem in two complementary ways. First we discuss a general and long term solution based on SDN concepts without taking into account specific limitations of SDN standards and equipment. Then we focus on an experiment to support ICN functionality over a large scale SDN testbed based on OpenFlow, developed in the context of the OFELIA European research project. The current OFELIA testbed is based on OpenFlow 1.0 equipment from a variety of vendors, therefore we had to design the experiment taking into account the features that are currently available on off-the-shelf OpenFlow equipment.  相似文献   

14.
SyncTap: synchronous user operation for spontaneous network connection   总被引:2,自引:2,他引:0  
This paper introduces the concept of synchronous user operation, a user interface technique for establishing spontaneous network connections between digital devices. This concept has been implemented in the SyncTap system, which allows a user to establish device connections through synchronous button operations. When the user wants to connect two devices, she synchronously presses and releases the connection buttons on both devices. Then, multicast packets containing button press and release timing information are sent through the network. By comparing this timing information with locally recorded information, the devices can correctly identify each other. This scheme is simple but scalable because it can detect and handle simultaneous overlapping connection requests. It can also be used to establish secure connections by exchanging public keys. This paper describes the principle, the protocol, and various applications in the domain of ubiquitous computing.
Jun RekimotoEmail: Phone: +81-3-54484380Fax: +81-3-54484273
  相似文献   

15.
This paper defines the concept of social weight as a design consideration and presents the e-SUIT, a social weight research platform incorporated covertly within a traditional business suit. The e-SUIT allows its user to strike a balance between a given technology's derived benefit and its social consequence. As the e-SUIT is designed for research within a business context, it is built upon commercially available enterprise software. This work is a first step towards subjecting the empirical social interactive phenomena of wearable technology to quantitative design analysis. Proof of concept testing shows access to commercially available enterprise applications with a distinct, user selectable, strata of social weight.  相似文献   

16.
Emerging technologies cause changes in education. These changes result in new human learning processes that evolve to collaborative e-learning approach, where social and mobile networks take a great relevance.In this paper we introduce SCHOM (SCHOlar Messaging). We have developed this tool for communication and collaborative e-learning in wired and wireless environments. SCHOM, a SaaS (Software as a Service) in the cloud, allows the exchange of information between members of a domain intra and/or inter academic. SCHOM can be used in different communication channels such as e-mail, instant messaging, chats, discussion boards or microblogging. Besides, it supports different devices: smartphones, tablets or computers.One of the main advantages of this tool is that it ensures the digital anonymous. For instance, one user could send a message to other one knowing his identity. Nevertheless the user will not know the communication channel used to send the message. Each user selects the channels whereby he wants to receive his messages.Registered users on the system are organized in groups (or organizational units) by forming relationships n:m. Groups in turn can be nested to build hierarchical structures that can simulate real work environments, for example, a faculty with its degrades, courses and subjects, … A group (each member regardless of the nesting level) can also be receiver of messages.  相似文献   

17.
College students in the United States and in South Korea completed a 28-item multidimensional scaling (MDS) questionnaire in which they rated the similarity of 28 pairs of multimedia learning materials on a 10-point scale (e.g., narrated animation on a mobile device Vs. movie clip on a desktop computer) and a 56-item semantic differential questionnaire in which they rated their perceptions of mobile devices and desktop computers using 28 adjective pairs (e.g., active–passive) as anchors on a 7-point scale. On the MDS questionnaire students in both the USA and South Korea conceptualized multimedia learning materials in terms of a static–dynamic dimension, but they differed in terms of the second dimension in which USA students were more sensitive to whether an instructional lesson is presented on a mobile device or a desktop computer whereas South Korean students conceptualized both media as equivalent. On the semantic differential questionnaire, students in both nations viewed mobile devices as more accessible, more portable, and newer, and viewed desktop computers as more faithful, stable, concentrative, and essential. However, USA students also rated desktop computers higher than mobile devices on positive features such as being fast, sharp, meaningful, good, and realistic; whereas South Korean also rated mobile devices higher than desktop computers on positive features such as being open, attractive, changeful, stimulating, immediate, and exciting. Overall, there are cross-national differences in students' beliefs about mobile and desktop media, which may affect their learning.  相似文献   

18.
Recognizing context for annotating a live life recording   总被引:2,自引:1,他引:1  
In the near future, it will be possible to continuously record and store the entire audio–visual lifetime of a person together with all digital information that the person perceives or creates. While the storage of this data will be possible soon, retrieval and indexing into such large data sets are unsolved challenges. Since today’s retrieval cues seem insufficient we argue that additional cues, obtained from body-worn sensors, make associative retrieval by humans possible. We present three approaches to create such cues, each along with an experimental evaluation: the user’s physical activity from acceleration sensors, his social environment from audio sensors, and his interruptibility from multiple sensors.
Albrecht SchmidtEmail:
  相似文献   

19.
杨健  贺世正  赵科 《计算机工程》2002,28(4):189-191,257
现代博物馆智能展示信息系统的关键在于实现联网计算机设备的移动性和便携性,以获取和下载有效信息。该文采用最新无线局域网和DSP技术,提出基于移动数据点播策略及技术组态,解决柔性、开放式数据更新和实时点播实现,并用于音乐博物馆建设。  相似文献   

20.
A computer-supported information requirement analysis tool (COMSIRA) has been developed for an existing novel methodology (integration-based requirement analysis methodology (IBRAM)); in order to capture and represent the approach of experienced analysts studying the enterprise-wide CIM information requirements. This paper introduces the methodology and describes the operational aspects of COMSIRA, which is a user friendly CASE tool that can be used by people with little prior computer experience for the establishment of requirements. Systems analysts can use it for analysing and modelling the CIM environment for both the static and dynamic requirements of a CIM implementation within small and medium-sized enterprises (SMEs).  相似文献   

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