scholarly journals Sensor Information Fusion by Integrated AI to Control Public Emotion in a Cyber-Physical Environment

Sensors ◽  
2018 ◽  
Vol 18 (11) ◽  
pp. 3767 ◽  
Author(s):  
Seul-Gi Choi ◽  
Sung-Bae Cho

The cyber-physical system (CPS) is a next-generation smart system that combines computing with physical space. It has been applied in various fields because the uncertainty of the physical world can be ideally controlled using cyber technology. In terms of environmental control, studies have been conducted to enhance the effectiveness of the service by inducing ideal emotions in the service space. This paper proposes a CPS control system for inducing emotion based on multiple sensors. The CPS can expand the constrained environmental sensors of the physical space variously by combining the virtual space with the physical space. The cyber space is constructed in a Unity 3D space that can be experienced through virtual reality devices. We collect the temperature, humidity, dust concentration, and current emotion in the physical space as an environmental control elements, and the control illumination, color temperature, video, sound and volume in the cyber space. The proposed system consists of an emotion prediction module using modular Bayesian networks and an optimal stimulus decision module for deriving the predicted emotion to the target emotion based on utility theory and reinforcement learning. To verify the system, the performance is evaluated using the data collected from real situations.

Author(s):  
Zhongkui Wang ◽  
◽  
Masao Shimizu ◽  
Sadao Kawamura

Population aging in Japan is exacerbating the labor shortage problem in food industry, agriculture, and other labor-intensive industries. Recently, automation and IoT technologies become highly demanded in such industries for improving productivity and labor-saving. This article reviews the challenges of introducing automation in food industry and proposes a cyber physical system framework for applications in food industry. For facilitating the application of IoT technologies, we propose a module integrated with multiple sensors for monitoring the environment and the robotic system conditions. Further, a network platform is proposed to connect the physical space (robotic system) and the cyber space (cloud). Two examples of robotic systems for automatic tempura plating and presentation and chopped green onion topping are presented to demonstrate the capabilities of applying such technologies in food industry.


2021 ◽  
Author(s):  
◽  
Steven Lam

<p>This thesis examines how mobile technologies can contribute towards bridging physical and virtual space through interactive, and location-specific, media experiences. Building on a research analysis of contextual discussions and precedents, it is noticeable that there is a discord between physical and virtual space usage as they are often utilised in different situational settings. This thesis therefore develops a mobile application as a wider investigation into how the physical setting and live data can be used to achieve a better link for contextualised content between the physical and virtual in urban areas. It explores this by making a location specific media experience, where the limits of the physical space are incorporated as boundaries in the virtual environment. Further to this, live data is used to influence the dynamics of the environment so that conditions are reflective of the physical world. These investigations are utilised with Augmented Reality, providing an end application that allows the viewer to physically explore urban space within an interactive mobile media experience. This approach offers a new perspective in urban space exploration and mobile media design, highlighting that contextual significance in media experiences are important aspects to consider and design for. Ultimately, such approaches may lead to larger narratives and experiences encompassing entire cities, or other diverse geographies.</p>


2021 ◽  
Author(s):  
◽  
Steven Lam

<p>This thesis examines how mobile technologies can contribute towards bridging physical and virtual space through interactive, and location-specific, media experiences. Building on a research analysis of contextual discussions and precedents, it is noticeable that there is a discord between physical and virtual space usage as they are often utilised in different situational settings. This thesis therefore develops a mobile application as a wider investigation into how the physical setting and live data can be used to achieve a better link for contextualised content between the physical and virtual in urban areas. It explores this by making a location specific media experience, where the limits of the physical space are incorporated as boundaries in the virtual environment. Further to this, live data is used to influence the dynamics of the environment so that conditions are reflective of the physical world. These investigations are utilised with Augmented Reality, providing an end application that allows the viewer to physically explore urban space within an interactive mobile media experience. This approach offers a new perspective in urban space exploration and mobile media design, highlighting that contextual significance in media experiences are important aspects to consider and design for. Ultimately, such approaches may lead to larger narratives and experiences encompassing entire cities, or other diverse geographies.</p>


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


Author(s):  
A. P. Segal ◽  
A. V. Savchenko ◽  
A. A. Kostikova

Subject of the article is actual as never given the speed and volatility of data transfer and it’s processing. Authors have attended the topic of “digital transformation” multiple times, researching both negative and positive outcomes of this process. To define some of the potentially negative - alienation from other elements of life due to division of labor, personal and professional diviations. Some of the standing out positives - RnD and creative potential provided by virtual space, ability to effectively model technical and social processes, gamification as an additional tool of education development. This article is focused around the methodology of the elective education course “Constructing virtual worlds: game, science fiction and futurology” that was held in 2020/2021. Authors provide detailed description of how this course has been formed and method of its delivery to the audience. Being done as the dialogue between speakers and students, through the means of constant discussion, the course allowed not just to constantly receive and apply feedback to real-time, but also to form a thought process, reasonable for subjects in discussion. The course has provoked a lot of interest both in academic and industrial circles and has been discussed at multiple professional media platforms. Major results are ability to develop disciplines for new masters programs and programs of additional specialization. Authors are also confident that the course can be the beginning of new research and practical transdisciplinary fields aimed to explore vision and ideas of virtual space, cyber space and metaverse.


2016 ◽  
Vol 4 (2) ◽  
pp. 29
Author(s):  
Lene Pettersen

<p>This article addresses knowledge professionals’ experiences of being in and using social enterprise media, which is characterized by a social, people-centric, dynamic and non-hierarchical information architecture. Rather than studying the social enterprise media from a typical STS-perspective in terms of ‘scripts’, ‘antiprogram’, or as ‘configuring design processes based on the user’, the paper direct its analytical lens to the users’ experiences, practices and routines when they are making sense of the virtual space in social enterprise media. As theoretical framework, unexplored corners of structuration theory where Giddens (1979, 1984) discusses spatiality (place) and temporality (time), where Giddens is inspired by the philosopher Wittgenstein (1972), the micro-sociologist Goffman (1959), and the time-geographer Hägerstrand (1975, 1978) are employed. With this approach, dynamic social processes are included in our studies of technology. Qualitative insights from a comprehensive and longitudinal case study of a multinational organization with entities in Europe, North Africa and the Middle East were used in order to get an in-depth understanding of how people experienced using virtual and social architectural spaces. The findings show that the social architecture and people-centric model in the virtual space in social enterprise media does not provide an intuitive spatial sense, nor does it provide logics that correspond with known and familiar logics or established communication and interaction practices among employees. Key features in social enterprise media (e.g., transparency) collide with how space is constructed in the physical world and with the logics at play in offline conversations and social interactions (e.g. turn-taking in conversations or the opportunity to withdraw from conversations).  </p>


2021 ◽  
Vol 12 (1) ◽  
Author(s):  
Lizhen Lu ◽  
Kun Ding ◽  
Emanuele Galiffi ◽  
Xikui Ma ◽  
Tianyu Dong ◽  
...  

AbstractSymmetry deepens our insight into a physical system and its interplay with topology enables the discovery of topological phases. Symmetry analysis is conventionally performed either in the physical space of interest, or in the corresponding reciprocal space. Here we borrow the concept of virtual space from transformation optics to demonstrate how a certain class of symmetries can be visualised in a transformed, spectrally related coordinate space, illuminating the underlying topological transitions. By projecting a plasmonic system in a higher-dimensional virtual space onto a lower-dimensional system in real space, we show how transformation optics allows us to construct a topologically non-trivial system by inspecting its modes in the virtual space. Interestingly, we find that the topological invariant can be controlled via the singularities in the conformal mapping, enabling the intuitive engineering of edge states. The confluence of transformation optics and topology here can be generalized to other wave realms beyond photonics.


2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be designed relative to each other, this paper focuses on the speculative environment portion. This challenged computational design and representation through atmospheric filters, visible environment boundaries, materiality and audio experience. The speculative environment was generated manipulating the physical laws of the physical world, applied within the virtual space. The outcome provided a new spatial experience of architectural dynamics enhanced by detailed spatial qualities. Design concepts within this paper suggest at what immersive virtual reality can evolve into. Following an interconnective design methodology framework allowed a high level of complexity and richness to shine through the research case study throughout the process and final dissemination stages.


2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be designed relative to each other, this paper focuses on the speculative environment portion. This challenged computational design and representation through atmospheric filters, visible environment boundaries, materiality and audio experience. The speculative environment was generated manipulating the physical laws of the physical world, applied within the virtual space. The outcome provided a new spatial experience of architectural dynamics enhanced by detailed spatial qualities. Design concepts within this paper suggest at what immersive virtual reality can evolve into. Following an interconnective design methodology framework allowed a high level of complexity and richness to shine through the research case study throughout the process and final dissemination stages.


Author(s):  
I. Kalisperakis ◽  
T. Mandilaras ◽  
A. El Saer ◽  
P. Stamatopoulou ◽  
C. Stentoumis ◽  
...  

Abstract. In this work we present the development of a prototype, mobile mapping platform with modular design and architecture that can be suitably modified to address effectively both outdoors and indoors environments. Our system is built on the Robotics Operation System (ROS) and utilizes multiple sensors to capture images, pointclouds and 3D motion trajectories. These include synchronized cameras with wide angle lenses, a lidar sensor, a GPS/IMU unit and a tracking optical sensor. We report on the individual components of the platform, it’s architecture, the integration and the calibration of its components, the fusion of all recorded data and provide initial 3D reconstruction results. The processing algorithms are based on existing implementations of SLAM (Simultaneous Localisation and Mapping) methods combined with SfM (Structure-from-Motion) for optimal estimations of orientations and 3D pointclouds. The scope of this work, which is part of an ongoing H2020 program, is to digitize the physical world, collect relevant spatial data and make digital copies available to experts and public for covering a wide range of needs; remote access and viewing, process, design, use in VR etc.


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