Context-sensitive information spaces for construction site applications

Author(s):  
K. Eisenblätter ◽  
H. Deckarm ◽  
R.J. Scherer
2018 ◽  
pp. 777-793
Author(s):  
Srinivasa K. G. ◽  
Satvik Jagannath ◽  
Aakash Nidhi

Mobile devices are changing the way people live. Users have everything on their fingertips and to support them, there are scores of application which add to the usability and comfort. “Know your world better” is an Augmented Reality application developed for Android. This application helps the user to find friends and locate places in close proximity. In this paper we talk about an application that describes a method of augmenting Point of Interests (POI's) on a mobile device. User has to move his phone pointing in a direction of his choice and POI's if any are shown in real time. The user's interest with respect to the environment is inferred from speech or by selecting from the choices; this data is used for information retrieval from the cloud. The result of context-sensitive information retrieval is augmented onto the view of the mobile and provides speech output.


Author(s):  
Usman Naeem ◽  
Richard Anthony ◽  
Abdel-Rahman Tawil ◽  
Muhammad Awais Azam ◽  
David Preston

We live in a ubiquitous world where we are surrounded by context sensitive information and smart devices that are able to capture information about our surroundings unobtrusively. Making use of such rich information can enable recognition of activities conducted by elderly users, and in turn can allow the possibility of tracking any functional decline. This chapter highlights the current methods for unobtrusively recognising activities of daily living within a home environment for people with physical or cognitive disabilities. A main group for which this is important for are Alzheimer's patients. The chapter also bases the discussion of what makes a successful environment for carrying out accurate activity recognition, which is then followed by a proposed taxonomy of the key characteristics that are required for robust activity recognition within a smart environment, contextualised with real-life scenarios.


Author(s):  
Juergen Fruend ◽  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Joerg Maciej

This paper describes the development of an AR-based hard- and software system for a mobile digital assistant (AR-PDA). Target group for using this system is the large group of consumers. Here the AR-PDA uses AR technology to efficiently support users during their daily tasks. The technical realization of the system is based on 3rd generation video supported mobile phones. The user visualizes real objects with the AR-PDA. An integrated camera takes the pictures and the AR-PDA sends the video stream by mobile radiocommunication (e.g. UMTS) to the AR server. The server recognizes the objects by analyzing the image and establishes the relevant context-sensitive information, which is added to the video stream as multimedia elements (e.g. sound, video, text, images or virtual objects) and then sent back to the AR-PDA. The function validity is shown on the basis of close to practice application scenarios in the scope of household appliances.


2013 ◽  
Vol 25 (5) ◽  
pp. 1053-1064 ◽  
Author(s):  
Sylvain Kubler ◽  
William Derigent ◽  
André Thomas ◽  
Éric Rondeau

Author(s):  
Emilie Lettry ◽  
Frederic Ehrler ◽  
Nicolas Szilas

Alzheimer Care Trainer (ACT) is an interactive narrative simulation for caregivers of patients with Alzheimer’s disease. It aims to support family caregivers by letting them practice difficult situations of daily life in a training environment. In order to ensure its accessibility to its target audience, which may be unfamiliar with new technologies, we have created a tutorial. The aim of the tutorial is to teach users the main mechanics of the simulation. Considered to be an introductory level to ACT, it is built in 2 parts, a dirigiste first part and an exploratory, second part. Several tutorial elements, such as context-sensitive information or a help page, have been integrated. The evaluation of the tutorial by 14 participants revealed that interaction mechanics were well understood although the state of the visual element remains confusing. Generated positive affects were stronger than the negative ones and most of the participants were confident to play the game after the tutorial. Ensuring accessibility to all populations is essential especially when targeting seniors. A well-conceived tutorial has the potential to familiarize users with our intervention, reducing the risk of excluding people that could benefit from it.


Sign in / Sign up

Export Citation Format

Share Document