Personalized Mobile Applications for Remote Monitoring

Author(s):  
Miguel A. Laguna ◽  
Javier Finat

The development of mobile applications is a challenging activity. The main problems are the limits of the mobile devices (in memory size, processing power, battery duration, etc.) and the diversity of target platforms, display sizes, or input modes (keypads or tactile screens). For these reasons, the software product line (SPL) development paradigm can improve the process of designing and implementing mobile systems. The authors’ approach to SPL development uses the package merge relationship of the standard UML to represent the variability in all the SPL design and implementation models. The combination of this technique and conventional CASE and IDE tools (Eclipse or MS Visual Studio) makes the developments of SPLs for mobile applications easier as it removes the need for specialized tools and personnel. This article presents a SPL that makes possible the remote monitoring of dependent people to facilitate their autonomy. The SPL generic architecture uses Bluetooth wireless sensors connected to mobile devices. These devices are remotely connected to a central system, which could be used in hospitals or aged person’s residences. Moderate cost sensors allow health parameters such as heart rate or oxygen saturation level to be controlled. Risk situations can also be detected using a range of predefined values or specific sensors. The diversity of individual situations and the resource limitations favor the use of the SPL paradigm, as only the required features are incorporated in each concrete product.

2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


2021 ◽  
Vol 20 ◽  
pp. 15-24
Author(s):  
Taha Ahmadi ◽  
Hernández Cristian ◽  
Cubillos Neil

This article presents a review of the most relevant manual techniques and technologies developed from the field of artificial vision aimed at identifying biomechanical alterations. The purpose is to describe the most important aspects of each technology, focused on the description of each of its stages and experimental results, which suggest the integration of mobile devices with artificial vision techniques, in addition to the different computer programs used for such end. Finally, the results showed that the identification of the crook index for alterations in posture turns out to be a technique currently used by most specialists. The great challenge is to develop portable devices through mobile applications that allow the detection of the corvo index and the barometric analysis, as well as for other types of applications that depend on visual analysis by experts.


2021 ◽  
Vol 2021 ◽  
pp. 1-15
Author(s):  
Qingqing Xie ◽  
Fan Dong ◽  
Xia Feng

The blockchain technology achieves security by sacrificing prohibitive storage and computation resources. However, in mobile systems, the mobile devices usually offer weak computation and storage resources. It prohibits the wide application of the blockchain technology. Edge computing appears with strong resources and inherent decentralization, which can provide a natural solution to overcoming the resource-insufficiency problem. However, applying edge computing directly can only relieve some storage and computation pressure. There are some other open problems, such as improving confirmation latency, throughput, and regulation. To this end, we propose an edge-computing-based lightweight blockchain framework (ECLB) for mobile systems. This paper introduces a novel set of ledger structures and designs a transaction consensus protocol to achieve superior performance. Moreover, considering the permissioned blockchain setting, we specifically utilize some cryptographic methods to design a pluggable transaction regulation module. Finally, our security analysis and performance evaluation show that ECLB can retain the security of Bitcoin-like blockchain and better performance of ledger storage cost in mobile devices, block mining computation cost, throughput, transaction confirmation latency, and transaction regulation cost.


2018 ◽  
Vol 8 (3) ◽  
pp. 124-128
Author(s):  
Nadide Duygu Solak ◽  
Murat Topaloglu

The number of mobile applications has been increasing rapidly in every field of life with the increasing use of smart devices. Smartphones and tablets make our lives easier with their properties and application they include. Minor or major accidents in traffic are always present in the daily life resulting in financial damage and loss of lives. There have been a number of studies done to speed up the processes to be done from the moment an accident happens. This study aims to enable people to perform all of the post-accident processes quickly and accurately with the use of mobile devices. In this way, papers and documents like photographs will be sent to the competent authorities without wasting time and effort. In addition, access to the road assistance needed will be quite easy. Keywords: Traffic accident, loss assessment and proceedings, mobile application.


Author(s):  
Haoliang Wang ◽  
Wei Liu ◽  
Tolga Soyata

The amount of data acquired, stored, and processed annually over the Internet has exceeded the processing capabilities of modern computer systems, including supercomputers with multiple-Petaflop processing power, giving rise to the term Big Data. Continuous research efforts to implement systems to cope with this insurmountable amount of data are underway. The authors introduce the ongoing research in three different facets: 1) in the Acquisition front, they introduce a concept that has come to the forefront in the past few years: Internet-of-Things (IoT), which will be one of the major sources for Big Data generation in the following decades. The authors provide a brief survey of IoT to understand the concept and the ongoing research in this field. 2) In the Cloud Storage and Processing front, they provide a survey of techniques to efficiently store the acquired Big Data in the cloud, index it, and get it ready for processing. While IoT relates primarily to sensor nodes and thin devices, the authors study this storage and processing aspect of Big Data within the framework of Cloud Computing. 3) In the Mobile Access front, they perform a survey of existing infrastructures to access the Big Data efficiently via mobile devices. This survey also includes intermediate devices, such as a Cloudlet, to accelerate the Big Data collection from IoT and access to Big Data for applications that require response times that are close to real-time.


Author(s):  
Katie Crowley ◽  
Ian Pitt

This chapter discusses the use of commercial Brain Computer Interfaces to monitor the emotions and interactions of a subject as they use a system. Tracking how a user interacts with a system, and the emotion-based responses that are invoked as they interact with the system, yield very valuable datasets for the development of intelligent, adaptive systems. The proliferation of mobile devices as an emerging platform offers scope for the development of the relationship between Brain Computer Interfaces and mobile technology, towards ubiquitous, minimally invasive, mobile systems.


Author(s):  
Ewa Janczukowicz ◽  
Ahmed Bouabdallah ◽  
Arnaud Braud ◽  
Stéphane Tuffin ◽  
Jean-Marie Bonnin

Firefox OS is an operating system for mobile devices. It is developed by Mozilla and is based on web technologies. Developed applications are therefore not tied to a given type of hardware. Mozilla works on standardisation of Web APIs, so that the device hardware could be accessed more easily. It also introduced its sign-in system for the Web and furthermore, it wants to redefine the way payments work for mobile applications. Firefox OS is not directly competing with Android and iOS, although it has some common target markets with Android. It could be an opportunity to weaken the iOS and Android duopoly. For now it targets users that don't have smartphones yet and is mostly used on low-end devices. The biggest challenge of Firefox OS is to assure a stable position in the mobile OS ecosystem and to get a large volume of users. Mozilla has an ambition to improve the web and make the web the platform. However developing the Firefox OS and ensuring its important place on the market is difficult because of technological and business limits that will be discussed in this chapter.


Author(s):  
Donovan Peter Chan Wai Loon ◽  
Sameer Kumar

From adults to children, beginners to experts, and in numerous countries around the world, there is a diverse user base for mobile devices. However, the extensive use of mobile devices has also led to the proliferation and attacks of various mobile malware. The purpose of this chapter is to provide an overview of mobile malware. Subsequently, the chapter highlights the current trends and challenges posed by malicious mobile applications. The authors look into Android and iOS mobile platforms and discuss current research to detect malicious applications. Remedies for poor risk communications on Android-based devices are also suggested.


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