Abstract: Lands are valuable & limited resource which constantly changes with the growth of the population. An efficient and good land management system is essential to avoid conflicts associated with lands. This paper aims to design the prototype model of a Mobile GIS Land use and Land Information System in real-time. Homagama Divisional Secretariat Division situated in the western province of Sri Lanka was selected as the study area. The prototype model was developed after reviewing related literature. The methodology was consisted of designing and modeling the prototype model into an application running on a mobile platform. The system architecture mainly consists of a Google mapping app for real-time updates with firebase support tools. Thereby, the method of implementation consists of front-end and back-end components. Software tools used in designing applications are Android Studio with JAVA based on GeoJSON File structure. Android Studio with JAVA in GeoJSON File Synchronize to Firebase was found to be the perfect mobile solution for continuously updating Land use and Land Information System (LIS) in real-time in the present scenario. The mobile-based land use and LIS developed in this study are multiple user applications catering to different hierarchy levels such as basic users, supervisory managers, and database administrators. The benefits of this mobile mapping application will help public sector field officers with non-GIS expertise to overcome the land use planning challenges with land use updated in real-time.
Abstract: Tourism is considered an important sector for most countries, while maintaining good tourism attractions can promote national economic development. The State of Palestine is historically considered a wealthy country full of many archaeological places. In the city of Bethlehem, for example, the Church of the Nativity is the most important touristic site, but it does not have enough technology development to attract tourists. In this paper, we propose a smart mobile application named “Pal-STAR” (Palestine Smart Tourist Augmented Reality) as an innovative solution which targets tourists and assists them to make a visit inside the Church of the Nativity. The application will use augmented reality and feature a virtual tourist guide showing views of the church while providing historical information in a smart, easy, effective and user-friendly way. The proposed application is compatible with multiple mobile platforms and is considered user friendly. The findings show that this application will improve the practice of the tourism sector in the Holy Land, it will also increase the number of tourists visiting the Church of the Nativity and it will facilitate access to historical data that have been difficult to obtain using traditional tourism guidance. The value that tourism adds to a country cannot be denied, and the more technological advances are incorporated in this sector, the better the country’s tourism sector can be served. Palestine’s economy is heavily dependent on tourism in many of its main cities, despite several limitations, and technological development is needed to enable this sector to flourish. The proposed mobile application would definitely have a good impact on the development of the tourism sector by creating an Augmented Reality environment for tourists inside the church, helping them to navigate and learn about holy places in a non-traditional way, using a virtual tourist guide.
Abstract: Mobile learning (m-learning) is a novel approach to knowledge acquisition and dissemination and is gaining global attention. Steady progress in wireless technologies and the portability of communication devices continue to broaden the scope and use of mobiles. With the convergence of Web functionality onto mobile platforms and the affordability and availability of mobile technology, m-learning has the potential of being the next prevalent channel of education in both formal and informal settings. There is substantive literature on developed countries but the state in developing countries (DCs) however appears vague. This paper is a synthesis of extant literature on mobile learning in DCs. The research interest is based on the fact that in DCs, mobile communication and internet connectivity are popular. However, its use in education is under explored. There are some reviews on the state, conceptualizations, trends and teacher education, but to the authors’ knowledge, no study has focused on mobile learning adoption and integration issues. This study examines issues and gaps associated with its adoption and integration in DCs higher education institutions. A qualitative build-up of literature was conducted using articles pooled from electronic databases (Google Scholar and ERIC). To enable criteria for inclusion and incorporate diverse study perspectives, search terms used were m-learning, DCs, higher education institutions, challenges, benefits, impact, gaps and issues. The synthesis revealed that though mobile technology has diffused globally, its pedagogical pursuit in DCs remains quite low. The absence of a mobile Web and the difficulty of resource conversion into mobile format due to lack of funding and technical competence is a stumbling block. Again, the lack of established design and implementation rules to guide the development of m-learning platforms in DCs is a hindrance. The absence of access restrictions on devices poses security threats to institutional systems. Negative perceptions that devices are taking over faculty roles lead to resistance in some situations. Resistance to change can be a hindrance to the acceptance and success of new systems. Lack of interest for m-learning is also attributed to lower technological literacy levels of the underprivileged masses. Scholarly works on m-learning in DCs is yet to mature. Most technological innovations are handed down from developed countries, and this constantly creates a lag for DCs. Lack of theoretical grounding was also identified which reduces the objectivity of study reports. The socio-cultural terrain of DCs results in societies with different views and needs that have been identified as a hindrance to research. Institutional commitment decisions, adequate funding for the necessary infrastructural development as well as multiple stakeholder participation is important for project success. Evidence suggests that while adoption decisions are readily made, successful integration of the concept for its full benefits to be realized is often neglected. Recommendations to findings were made to provide possible remedies to identified issues.
Abstract: This research presents a multi-modal simulation in the reconstruction of the past and the construction of present in digital cultural heritage on mobile platform. In bringing the present life, the virtual environment is generated through a presented scheme for rapid and efficient construction of 360° panoramic view. Then, acoustical heritage model and crowd model are presented and improvised into the 360° panoramic view. For the reconstruction of past life, the crowd is simulated and rendered in an old trading port. However, the keystone of this research is in a virtual walkthrough that shows the virtual present life in 2D and virtual past life in 3D, both in an environment of virtual heritage sites in George Town through mobile device. Firstly, the 2D crowd is modelled and simulated using OpenGL ES 1.1 on mobile platform. The 2D crowd is used to portray the present life in 360° panoramic view of a virtual heritage environment based on the extension of Newtonian Laws. Secondly, the 2D crowd is animated and rendered into 3D with improved variety and incorporated into the virtual past life using Unity3D Game Engine. The behaviours of the 3D models are then simulated based on the enhancement of the classical model of Boid algorithm. Finally, a demonstration system is developed and integrated with the models, techniques and algorithms of this research. The virtual walkthrough is demonstrated to a group of respondents and is evaluated through the user-centred evaluation by navigating around the demonstration system. The results of the evaluation based on the questionnaires have shown that the presented virtual walkthrough has been successfully deployed through a multi-modal simulation and such a virtual walkthrough would be particularly useful in a virtual tour and virtual museum applications.
Abstract: This paper introduces a video sharing platform based
on WiFi, which consists of camera, mobile phone and PC server. This
platform can receive wireless signal from the camera and show the live
video on the mobile phone captured by camera. In addition, it is able to
send commands to camera and control the camera’s holder to rotate.
The platform can be applied to interactive teaching and dangerous
area’s monitoring and so on. Testing results show that the platform can
share the live video of mobile phone. Furthermore, if the system’s PC
server and the camera and many mobile phones are connected
together, it can transfer photos concurrently.
Abstract: This paper presents an extraction of maximum energy from Solar Photovoltaic Array (SPVA) under partial shaded conditions by optimum selection of array size using Particle Swarm Optimization (PSO) technique. In this paper a detailed study on the output reduction of different SPVA configurations under partial shaded conditions have been carried out. A generalized MATLAB M-code based software model has been used for any required array size, configuration, shading patterns and number of bypass diodes. Comparative study has been carried out on different configurations by testing several shading scenarios. While the number of shading patterns and the rate of change are very low for stationary SPVA but these may be quite large for SPVA mounted on a mobile platforms. This paper presents the suitability of PSO technique to select optimum configuration for mobile arrays by calculating the global peak (GP) of different configurations and to transfer maximum power to the load.
Abstract: Mobile application development is different from regular application development due to the hardware resource limitations existed in the mobile platforms. In the mobile environment, the application needs to be optimized by the developer to produce optimal software with least overhead. This study discussed about performance optimization techniques that are employed in general application development, and how such techniques are performing on mobile platforms through some empirical evaluations on a mobile emulator, Nokia X3-02 and Nokia C5-03devices. The scope of the work is only confined to mobile platform based on Java Mobile edition architecture. The empirical results showed that techniques such as loop unrolling, dependency chain, and linearized getter and setter performed better by a factor of 3 to 7. Whereas declaration and initialization on the same line or separate line did not improve the performance.
Abstract: Precise frequency estimation methods for pulseshaped echoes are a prerequisite to determine the relative velocity between sensor and reflector. Signal frequencies are analysed using three different methods: Fourier Transform, Chirp ZTransform and the MUSIC algorithm. Simulations of echoes are performed varying both the noise level and the number of reflecting points. The superposition of echoes with a random initial phase is found to influence the precision of frequency estimation severely for FFT and MUSIC. The standard deviation of the frequency using FFT is larger than for MUSIC. However, MUSIC is more noise-sensitive. The distorting effect of superpositions is less pronounced in experimental data.
Abstract: This paper describes the development of an
autonomous robot for painting the interior walls of buildings. The
robot consists of a painting arm with an end effector roller that scans
the walls vertically and a mobile platform to give horizontal feed to
paint the whole area of the wall. The painting arm has a planar twolink
mechanism with two joints. Joints are driven from a stepping
motor through a ball screw-nut mechanism. Four ultrasonic sensors
are attached to the mobile platform and used to maintain a certain
distance from the facing wall and to avoid collision with side walls.
When settled on adjusted distance from the wall, the controller starts
the painting process autonomously. Simplicity, relatively low weight
and short painting time were considered in our design. Different
modules constituting the robot have been separately tested then
integrated. Experiments have shown successfulness of the robot in its
intended tasks.
Abstract: Organization of video databases is becoming difficult
task as the amount of video content increases. Video classification
based on the content of videos can significantly increase the speed of
tasks such as browsing and searching for a particular video in a
database. In this paper, a content-based videos classification system
for the classes indoor and outdoor is presented. The system is
intended to be used on a mobile platform with modest resources. The
algorithm makes use of the temporal redundancy in videos, which
allows using an uncomplicated classification model while still
achieving reasonable accuracy. The training and evaluation was done
on a video database of 443 videos downloaded from a video sharing
service. A total accuracy of 87.36% was achieved.
Abstract: In this paper, a Smart Home Service Robot, McBot II,
which performs mess-cleanup function etc. in house, is designed much
more optimally than other service robots. It is newly developed in
much more practical system than McBot I which we had developed
two years ago. One characteristic attribute of mobile platforms
equipped with a set of dependent wheels is their omni- directionality
and the ability to realize complex translational and rotational
trajectories for agile navigation in door. An accurate coordination of
steering angle and spinning rate of each wheel is necessary for a
consistent motion. This paper develops trajectory controller of
3-wheels omni-directional mobile robot using fuzzy azimuth estimator.
A specialized anthropomorphic robot manipulator which can be
attached to the housemaid robot McBot II, is developed in this paper.
This built-in type manipulator consists of both arms with 3 DOF
(Degree of Freedom) each and both hands with 3 DOF each. The
robotic arm is optimally designed to satisfy both the minimum
mechanical size and the maximum workspace. Minimum mass and
length are required for the built-in cooperated-arms system. But that
makes the workspace so small. This paper proposes optimal design
method to overcome the problem by using neck joint to move the arms
horizontally forward/backward and waist joint to move them
vertically up/down. The robotic hand, which has two fingers and a
thumb, is also optimally designed in task-based concept. Finally, the
good performance of the developed McBot II is confirmed through
live tests of the mess-cleanup task.
Abstract: This paper presents a wrap-around view system with 4
smart cameras module and remote motion mobile robot control equipped with smart camera module system. The two-level scheme for
remote motion control with smart-pad(IPAD) is introduced on this
paper. In the low-level, the wrap-around view system is controlled or operated to keep the reference points lying around top view image
plane. On the higher level, a robot image based motion controller is utilized to drive the mobile platform to reach the desired position or
track the desired motion planning through image feature feedback. The
design wrap-around view system equipped on presents such advantages as follows: 1) a satisfactory solution for the FOV and affine
problem; 2) free of any complex and constraint with robot pose. The performance of the wrap-around view equipped on mobile robot
remote control is proven by experimental results.