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Exploitation d'approches système dans les réseaux sans filWeis, Frédéric 06 June 2012 (has links) (PDF)
Les travaux présentés s'inscrivent dans le cadre des systèmes mobiles et distribués, et s'intéressent tout particulièrement aux perspectives offertes par les réseaux locaux sans fil. A l'opposé de la complexité de déploiement d'une infrastructure cellulaire étendue, les interactions sans fil courte portée peuvent être utilisées de manière très simple, sans infrastructure. Ainsi, elles permettent à des calculateurs proches d'échanger automatiquement des informations. Nous proposons des supports système prenant en compte la volatilité des communications sans fil, et permettant de développer des applications tirant spontanément parti de la proximité physique des noeuds mobiles. Ces travaux sont ensuite étendus dans le cadre d'autres familles de réseaux sans fil. Ainsi, nous nous intéressons aux réseaux à couverture discontinue. La technologie support est la même que celle de notre première étude. Simplement, les communications entre les noeuds mobiles ne sont plus directes, mais passent par une borne fixe. Cette borne définit une bulle radio de taille limitée. C'est l'interconnexion de ces bulles, sans souci de continuité de la couverture radio, qui permet d'envisager un réseau étendu et simple à déployer. Dans ce cadre, les mécanismes système étudiés permettent de masquer l'intermittence de la connectivité, et autorisent le support d'applications exploitant les flux montants et descendants dans le réseau. Enfin, dans une dernière partie, nous abordons le problème du couplage système de deux architectures sans fil hétérogènes. Un tel couplage présente des objectifs comparables à ceux des réseaux à couverture discontinue : offrir des nouveaux services sur une couverture large, à des densités importantes d'utilisateurs mobiles. Ces travaux débouchent sur la définition de mécanismes permettant de coupler au sein d'un même service des propriétés fonctionnelles des deux infrastructures sans fil.
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Experimental Studies of Android APP Development for Smart Chess Board SystemGopu, Srujan 01 August 2013 (has links)
Playing chess on a smart phone has gained popularity in the last few years, offering the convenience of correspondence play, automatic recording of a game, etc. Although a good number of players love playing chess on a tablet/smart phone, it doesn't come close to the experience of playing over the traditional board. The feel and pleasure are more real when playing face down with the opponent sitting across each other rather than playing in mobile devices. This is especially true during chess tournaments. It would be ideal to enhance the experience of playing chess on board with the features of chess playing on smart phones. Based on the design of a roll able smart chess board, an android app has been implemented to interact with the board. It reads signals from the smart chess board and maps the movements of the chess pieces to the phone. The recorded play would be used as input for game analysis. The design and implementation of a server for playing and reviewing a game online have also been studied in this thesis.
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Video See-Through Augmented Reality Application on a Mobile Computing Platform Using Position Based Visual POSE EstimationFischer, Daniel 22 August 2013 (has links)
A technique for real time object tracking in a mobile computing environment and its application to video see-through Augmented Reality (AR) has been designed, verified through simulation, and implemented and validated on a mobile computing device. Using position based visual position and orientation (POSE) methods and the Extended Kalman Filter (EKF), it is shown how this technique lends itself to be flexible to tracking multiple objects and multiple object models using a single monocular camera on different mobile computing devices. Using the monocular camera of the mobile computing device, feature points of the object(s) are located through image processing on the display. The relative position and orientation between the device and the object(s) is determined recursively by an EKF process. Once the relative position and orientation is determined for each object, three dimensional AR image(s) are rendered onto the display as if the device is looking at the virtual object(s) in the real world. This application and the framework presented could be used in the future to overlay additional informational onto displays in mobile computing devices. Example applications include robotic aided surgery where animations could be overlaid to assist the surgeon, in training applications that could aid in operation of equipment or in search and rescue operations where critical information such as floor plans and directions could be virtually placed onto the display.
Current approaches in the field of real time object tracking are discussed along with the methods used for video see-through AR applications on mobile computing devices. The mathematical framework for the real time object tracking and video see-through AR rendering is discussed in detail along with some consideration to extension to the handling of multiple AR objects. A physical implementation for a mobile computing device is proposed detailing the algorithmic approach along with design decisions.
The real time object tracking and video see-through AR system proposed is verified through simulation and details around the accuracy, robustness, constraints, and an extension to multiple object tracking are presented. The system is then validated using a ground truth measurement system and the accuracy, robustness, and its limitations are reviewed. A detailed validation analysis is also presented showing the feasibility of extending this approach to multiple objects. Finally conclusions from this research are presented based on the findings of this work and further areas of study are proposed.
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Low-Power Audio Input Enhancement for Portable DevicesYoo, Heejong 13 January 2005 (has links)
With the development of VLSI and wireless communication
technology, portable devices such as personal digital assistants
(PDAs), pocket PCs, and mobile phones have gained a lot of
popularity. Many such devices incorporate a speech recognition
engine, enabling users to interact with the devices using
voice-driven commands and text-to-speech synthesis.
The power consumption of DSP microprocessors has been
consistently decreasing by half about every 18 months, following
Gene's law. The capacity of signal processing, however, is still
significantly constrained by the limited power budget of these
portable devices. In addition, analog-to-digital (A/D) converters
can also limit the signal processing of portable devices. Many
systems require very high-resolution and high-performance A/D
converters, which often consume a large fraction of the limited
power budget of portable devices.
The proposed research develops a low-power audio signal
enhancement system that combines programmable analog signal
processing and traditional digital signal processing. By
utilizing analog signal processing based on floating-gate
transistor technology, the power consumption of the overall
system as well as the complexity of the A/D converters can be
reduced significantly. The system can be used as a front end of
portable devices in which enhancement of audio signal quality
plays a critical role in automatic speech recognition systems on
portable devices. The proposed system performs background audio
noise suppression in a continuous-time domain using analog
computing elements and acoustic echo cancellation in a
discrete-time domain using an FPGA.
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Power Management in Disruption Tolerant NetworksJun, Hyewon 14 November 2007 (has links)
Disruption Tolerant Networks (DTNs) are mobile wireless networks that are designed to work in highly-challenged environments where the density of nodes is insufficient to support direct end-to-end communication. Recent efforts in DTNs have shown that mobility provides a powerful means for delivering messages in such highly-challenging environments. Unfortunately, many mobility scenarios depend on untethered devices with limited energy supplies. Without careful management, depleted energy supplies will degrade network connectivity and counteract the robustness gained by mobility. A primary concern is the energy consumed by wireless communications because the wireless interface is one of the largest energy consumers in mobile devices whether they are actively communicating or just listening. However, mobile devices exhibit a tension between saving energy and providing connectivity through opportunistic encounters. In order to pass messages, the device must discover communication opportunities with other nodes. At the same time, energy can be conserved by ``sleeping,' i.e., turning off or disabling the wireless interfaces. However, if the wireless interface is asleep, the node cannot discover other nodes for communication. Thus, power management in DTNs must balance the discovery of other nodes while aggressively sleeping the radio during the remaining periods.
In this thesis, we first develop a power management framework for a single radio architecture that allows a node to save energy while discovering communication opportunities. The framework is tailored to the available knowledge about network connectivity over time. Further, the framework supports explicit trade-offs between energy savings and connectivity, so network operators can choose, for example, to conserve energy at the cost of reduced message delivery performance. We next examine the possibility of using a hierarchical radio architecture in which nodes are equipped with two complementary radios: a long-range, high-power radio and a short-range, low-power radio. In this architecture, energy can be conserved by using the low-power radio to discover communication opportunities with other nodes and waking the high-power radio to undertake the data transmission. However, the short range of the low-power radio may result in missing communication opportunities. Thus, we develop a generalized power management framework in which both radios support the discovery. In addition, we incorporate the knowledge of traffic load and network dynamics and devise approximation algorithms to control the sleep/wake-up cycling of the radios to provide maximum energy conservation while discovering enough communication opportunities to handle the expected traffic load. Finally, we investigate the Message Ferrying (MF) routing paradigm as a means to save energy while trading off data delivery delay. In MF, special nodes called ferries move around the deployment area to deliver messages for nodes. While this routing paradigm has been developed mainly to deliver messages in partitioned networks, here we explore its use in a connected MANET. The reliance on the movement of the ferries to deliver messages increases the delivery delay if a network is not partitioned. However, delegating message delivery to the ferries provides the opportunity for nodes to save energy by aggressively putting their radios to sleep when ferries are far away. To exploit this feature, we present a power management framework, in which nodes switch their power management modes based on the knowledge of ferry location.
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A Distributed Architecture for Computing Context in Mobile DevicesDargie, Waltenegus 27 May 2006 (has links) (PDF)
Context-aware computing aims at making mobile devices sensitive to the social and physical settings in which they are used. A necessary requirement to achieve this goal is to enable those devices to establish a shared understanding of the desired settings. Establishing a shared understanding entails the need to manipulate sensed data in order to capture a real world situation wholly, conceptually, and meaningfully. Quite often, however, the data acquired from sensors can be inexact, incomplete, and/or uncertain. Inexact sensing arises mostly due to the inherent limitation of sensors to capture a real world phenomenon precisely. Incompleteness is caused by the absence of a mechanism to capture certain real-world aspects; and uncertainty stems from the lack of knowledge about the reliability of the sensing sources, such as their sensing range, accuracy, and resolution. The thesis identifies a set of criteria for a context-aware system to capture dynamic real-world situations. On the basis of these criteria, a distributed architecture is designed, implemented and tested. The architecture consists of Primitive Context Servers, which abstract the acquisition of primitive contexts from physical sensors; Aggregators, to minimise error caused by inconsistent sensing, and to gather correlated primitive contexts pertaining to a particular entity or situation; a Knowledge Base and an Empirical Ambient Knowledge Component, to model dynamic properties of entities with facts and beliefs; and a Composer, to reason about dynamic real-world situations on the basis of sensed data. Two additional components, namely, the Event Handler and the Rule Organiser, are responsible for dynamically generating context rules by associating decision events ? signifying a user?s activity ? with the context in which those decision events are produced. Context-rules are essential elements with which the behaviour of mobile devices can be controlled and useful services can be provided. Four estimation and recognition schemes, namely, Fuzzy Logic, Hidden Markov Models, Dempster-Schafer Theory of Evidence, and Bayesian Networks, are investigated, and their suitability for the implementation of the components of the architecture of the thesis is studied. Subsequently, fuzzy sets are chosen to model dynamic properties of entities. Dempster-Schafer?s combination theory is chosen for aggregating primitive contexts; and Bayesian Networks are chosen to reason about a higher-level context, which is an abstraction of a real-world situation. A Bayesian Composer is implemented to demonstrate the capability of the architecture in dealing with uncertainty, in revising the belief of the Empirical Ambient Knowledge Component, in dealing with the dynamics of primitive contexts and in dynamically defining contextual states. The Composer could be able to reason about the whereabouts of a person in the absence of any localisation sensor. Thermal, relative humidity, light intensity properties of a place as well as time information were employed to model and reason about a place. Consequently, depending on the variety and reliability of the sensors employed, the Composer could be able to discriminate between rooms, corridors, a building, or an outdoor place with different degrees of uncertainty. The Context-Aware E-Pad (CAEP) application is designed and implemented to demonstrate how applications can employ a higher-level context without the need to directly deal with its composition, and how a context rule can be generated by associating the activities (decision events) of a mobile user with the context in which the decision events are produced.
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Event-driven mobile financial Information-Services : design of an intraday decision support System /Muntermann, Jan. January 2007 (has links)
University, Diss.--Zugl.: Frankfurt am Main, 2007.
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Supporting device-to-device search and sharing of hyper-localized dataMichel, Jonas Reinhardt 08 September 2015 (has links)
Supporting emerging mobile applications in densely populated environments requires connecting mobile users and their devices with the surrounding digital landscape. Specifically, the volume of digitally-available data in such computing spaces presents an imminent need for expressive mechanisms that enable humans and applications to share and search for relevant information within their digitally accessible physical surroundings. Device-to-device communications will play a critical role in facilitating transparent access to proximate digital resources. A wide variety of approaches exist that support device-to-device dissemination and query-driven data access. Very few, however, capitalize on the contextual history of the shared data itself to distribute additional data or to guide queries. This dissertation presents Gander, an application substrate and mobile middleware designed to ease the burden associated with creating applications that require support for sharing and searching of hyper-localized data in situ. Gander employs a novel trajectory-driven model of spatiotemporal provenance that enriches shared data with its contextual history -- annotations that capture data's geospatial and causal history across a lifetime of device-to-device propagation. We demonstrate the value of spatiotemporal data provenance as both a tool for improving ad hoc routing performance and for driving complex application behavior. This dissertation discusses the design and implementation of Gander's middleware model, which abstracts away tedious implementation details by enabling developers to write high-level rules that govern when, where, and how data is distributed and to execute expressive queries across proximate digital resources. We evaluate Gander within several simulated large-scale environments and one real-world deployment on the UT Austin campus. The goal of this research is to provide formal constructs realized within a software framework that ease the software engineering challenges encountered during the design and deployment of several applications in emerging mobile environments. / text
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Rapid application mobilization and delivery for smartphonesTsao, Cheng-Lin 02 July 2012 (has links)
Smartphones form an emerging mobile computing platform that has hybrid characteristics borrowed from PC and feature phone environments. While maintaining great mobility and portability as feature phones, smartphones offers advanced computation capabilities and network connectivity. Although the smartphone platform can support PC-grade applications, the platform exhibits fundamentally different characteristics from the PC platform. Two important problems arise in the smartphone platform: how to mobilize applications and how to deliver them effectively. Traditional application mobilization involves significant cost in development and typically provides limited functionality of the PC version. Since the mobile applications rely on the embedded wireless interfaces of smartphones for network access, the application performance is impacted by the inferior characteristics of the wireless networks. Our first contribution is super-aggregation, a rapid application delivery protocol that in tandem uses the multiple interfaces intelligently to achieve a performance that is ``better than the sum of throughputs' achievable through each of the interfaces individually. The second contribution is MORPH, a remote computing protocol for heterogeneous devices that transforms the application views on the PC platform into smartphone-friendly views. MORPH virtualizes application views independent of the UI framework used into an abstract representation called virtual view. It allows transformation services to be easily programmed to realize a smartphone friendly view by manipulating the virtual view. The third contribution is the system design of super-aggregation and MORPH that achieve rapid application delivery and mobilization. Both solutions require only software modifications that can be easily deployed to smartphones.
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Video See-Through Augmented Reality Application on a Mobile Computing Platform Using Position Based Visual POSE EstimationFischer, Daniel 22 August 2013 (has links)
A technique for real time object tracking in a mobile computing environment and its application to video see-through Augmented Reality (AR) has been designed, verified through simulation, and implemented and validated on a mobile computing device. Using position based visual position and orientation (POSE) methods and the Extended Kalman Filter (EKF), it is shown how this technique lends itself to be flexible to tracking multiple objects and multiple object models using a single monocular camera on different mobile computing devices. Using the monocular camera of the mobile computing device, feature points of the object(s) are located through image processing on the display. The relative position and orientation between the device and the object(s) is determined recursively by an EKF process. Once the relative position and orientation is determined for each object, three dimensional AR image(s) are rendered onto the display as if the device is looking at the virtual object(s) in the real world. This application and the framework presented could be used in the future to overlay additional informational onto displays in mobile computing devices. Example applications include robotic aided surgery where animations could be overlaid to assist the surgeon, in training applications that could aid in operation of equipment or in search and rescue operations where critical information such as floor plans and directions could be virtually placed onto the display.
Current approaches in the field of real time object tracking are discussed along with the methods used for video see-through AR applications on mobile computing devices. The mathematical framework for the real time object tracking and video see-through AR rendering is discussed in detail along with some consideration to extension to the handling of multiple AR objects. A physical implementation for a mobile computing device is proposed detailing the algorithmic approach along with design decisions.
The real time object tracking and video see-through AR system proposed is verified through simulation and details around the accuracy, robustness, constraints, and an extension to multiple object tracking are presented. The system is then validated using a ground truth measurement system and the accuracy, robustness, and its limitations are reviewed. A detailed validation analysis is also presented showing the feasibility of extending this approach to multiple objects. Finally conclusions from this research are presented based on the findings of this work and further areas of study are proposed.
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