Computer vision based indoor localization methods use either an infrastructure of static cameras to track mobile entities (e.g., people, robots) or cameras attached to the mobile entities. Methods in the first category employ object tracking, while the others map images from mobile cameras with images acquired during a configuration stage or extracted from 3D reconstructed models of the space. This paper offers an overview of the computer vision based indoor localization domain, presenting application areas, commercial tools, existing benchmarks, and other reviews. It provides a survey of indoor localization research solutions, proposing a new classification based on the configuration stage (use of known environment data), sensing devices, type of detected elements, and localization method. It groups 70 of the most recent and relevant image based indoor localization methods according to the proposed classification and discusses their advantages and drawbacks. It highlights localization methods that also offer orientation information, as this is required by an increasing number of applications of indoor localization (e.g., augmented reality).
This paper is written in the context of the international Eurostars project, i-bracelet. The main objective of the i-bracelet project-"Intelligent bracelet for blood pressure monitoring and detection of preeclampsia" is the creation of a portable medical device for uninterrupted monitoring of blood pressure and to detect the blood pressure problems (such as hypertension) and, in particular, preeclampsia. In the current paper is described the software component of this system used for monitoring, viewing and analyzing the blood pressure values coming from a smart bracelet developed in the context of the project. The software solution is available for Android and iOS phone users, as well as it is accessible from a browser. As a conclusion, the blood pressure of the future mothers should be monitored for living a safer and healthier life.
The ever increasing advancement of technology, the availability of information, and other internet-related activities such as online communication have shifted the interest of people, leaving cultural or social aspects such as reading a book or visiting a museum on a second plan. Gamification is a well-known method which makes education and culture more attractive and interesting to people in the modern age, especially young generations. This paper describes the implementation of LibQuest, a platform which combines culture with technology and games. It is a part of the Lib2Life research project with the aim of revitalizing libraries and other cultural spaces using mixed reality applications. LibQuest proposes to use a gamified quest system in order to encourage people, especially youngsters to access libraries and read more. Each quest is structured with multiple checkpoints in mixed reality, requiring the user to use and navigate both in virtual reality and real-world places in order to gain rewards or find interesting things. Each checkpoint has a validation method, ranging from simple quizzes, to finding clues, visiting specific targets (museums, squares etc.), code scanning, taking pictures or recording audio. The article will present the development of an initial prototype, the current status of the solution and users' feedback. Chapters cover implementation details, used technologies, challenges, encountered problems and difficulties in the process of building and developing, as well as practical results. The conception of a survey integrated in the prototype is also presented with results and analyzed users' feedback. Lastly, conclusions, future development steps and improvements are discussed.
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