Abstract-In this paper we present our work on the indoor positioning of users (shoppers), using a network of Bluetooth Low Energy (BLE) beacons deployed in a large wholesale shopping store. Our objective is to accurately determine which product sections a user is adjacent to while traversing the store, using RSSI readings from multiple beacons, measured asynchronously on a standard commercial mobile device. We further wish to leverage the store layout (which imposes natural constraints on the movement of users) and the physical configuration of the beacon network, to produce a robust and efficient solution. We start by describing our application context and hardware configuration, and proceed to introduce our nodegraph model of user location. We then describe our experimental work which begins with an investigation of signal characteristics along and across aisles. We propose three methods of localization, using a "nearest-beacon" approach as a base-line; exponentially averaged weighted range estimates; and a particlefilter method based on the RSSI attenuation model and Gaussian-noise. Our results demonstrate that the particle filter method significantly out-performs the others. Scalability also makes this method ideal for applications run on mobile devices with more limited computational capabilities.
Abstract. We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. To achieve this, we investigate the unique traits of airports and implement a virtual crowd by exploiting a scalable layered intelligence technique in combination with physics middleware and a socialforces approach. Our experiments show that the framework runs at interactive frame-rate and evaluate the scalability with increasing number of agents demonstrating navigation behaviour.
Access to wheelchair skills training is important for the mobility and independence of wheelchair users, but training rates are low-particularly among young people. In this paper, we present Geometry Wheels, a movement-based experience prototype to explore the potential of interactive technology to support basic wheelchair skills training for manual wheelchair users, designed with the support of occupational therapists. Results of an evaluation with 15 participants (10 young wheelchair users and 5 parents) show that interactive systems can deliver engaging and challenging activities that encourage wheelchair navigation and activity. However, the project also revealed challenges in designing for individual differences in physical abilities, in conflicts between children's and parents' perceptions of ability, and barriers to home use. We outline strategies for the design of rehabilitative technology to help young people with disabilities build physical abilities. CCS CONCEPTS • Applied computing → Computer games;
We adopt Industry 4.0 (I4.0) and professional qualifications for adapting models of deliveries of teaching the module of Cyber Security at the University of Lincoln (UK). To achieve this, we investigate I4.0, the challenges it sets to higher education, and professional qualifications. Our findings are used to devise three models of delivery, namely Comprehensive, Partial and Merged. Our discussions show that our strategy of the integration of I4.0 within the curriculum development effectively prepares students to stand out from the crowd by possessing industry ready accreditations along their computer science degrees and the skills required for their future career in cyber security.
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