scholarly journals AR Enabled IoT for a Smart and Interactive Environment: A Survey and Future Directions

Sensors ◽  
2019 ◽  
Vol 19 (19) ◽  
pp. 4330 ◽  
Author(s):  
Jo ◽  
Kim

Accompanying the advent of wireless networking and the Internet of Things (IoT), traditional augmented reality (AR) systems to visualize virtual 3D models of the real world are evolving into smart and interactive AR related to the context of things for physical objects. We propose the integration of AR and IoT in a complementary way, making AR scalable to cover objects everywhere with an acceptable level of performance and interacting with IoT in a more intuitive manner. We identify three key components for realizing such a synergistic integration: (1) distributed and object-centric data management (including for AR services); (2) IoT object-guided tracking; (3) seamless interaction and content interoperability. We survey the current state of these respective areas and herein discuss research on issues about realizing a future smart and interactive living environment.

2019 ◽  
pp. 4-44 ◽  
Author(s):  
Peter Thorns

This paper discusses the organisations involved in the development of application standards, European regulations and best practice guides, their scope of work and internal structures. It considers their respective visions for the requirements for future standardisation work and considers in more detail those areas where these overlap, namely human centric or integrative lighting, connectivity and the Internet of Things, inclusivity and sustainability.


2021 ◽  
Vol 25 (1) ◽  
pp. 34-38
Author(s):  
Jonathan Oostvogels ◽  
Fan Yang ◽  
Sam Michiels ◽  
Wouter Joosen ◽  
Danny Hughes

Latency-sensitive applications for the Internet of Things (IoT) often require performance guarantees that contemporary wireless networks fail to offer. Application scenarios involving real-time control of industrial machinery, robotics, or delay-sensitive actuation therefore typically still rely on cables: today's wireless networks cannot deliver messages in a sufficiently small and predictable amount of time. Drop-in wireless replacements for these cabled systems would nevertheless provide great benefit by eliminating the high cost and complexity associated with running cables in harsh industrial environments [1]. The symbolsynchronous bus, introduced in this article and embodied in a platform called Zero-Wire, is a novel wireless networking paradigm that addresses this gap. Using concurrent optical transmissions, it strives to bring low-latency deterministic networking to the wireless IoT.


2020 ◽  
Author(s):  
Tanweer Alam ◽  
Mohamed Benaida

Building the innovative blockchain-based architecture across the Internet of Things (IoT) platform for the education system could be an enticing mechanism to boost communication efficiency within the 5 G network. Wireless networking would have been the main research area allowing people to communicate without using the wires. It was established at the start of the Internet by retrieving the web pages to connect from one computer to another computer Moreover, high-speed, intelligent, powerful networks with numerous contemporary technologies, such as low power consumption, and so on, appear to be available in today's world to connect among each other. The extension of fog features on physical things under IoT is allowed in this situation. One of the complex tasks throughout the area of mobile communications would be to design a new virtualization framework based on blockchain across the Internet of Things architecture. The goal of this research is to connect a new study for an educational system that contains Blockchain to the internet of things or keeping things cryptographically secure on the internet. This research combines with its improved blockchain and IoT to create an efficient interaction system between students, teachers, employers, developers, facilitators and accreditors on the Internet. This specified framework is detailed research's great estimation.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ruiying Kuang

Film and television itself is a product of culture and innovation, combining digital technology, creative thinking, and artistic design. In the rapid development of 3D film and television, the situation of scene design and production has also become an important role. In a typical environment, the main scene plays the role of film and television and coherent plot. This thesis mainly analyzes the design and implementation of a 3D movie scene production algorithm based on the Internet of Things and also makes 3D movie scenes through the algorithm of Internet of Things technology. This article also analyzes the traditional 3D scene-making algorithm, which is mainly composed of a plane mapping part, a basic primitive generation part, a collision detection and positioning part, and a terrain generation part. Among them, the plane mapping technology provides the function of using plane mapping to simulate 3D objects. The basic primitive generation part uses the OpenGl function to draw 3D primitives and paste the BMP format image on each surface of the stereo primitives, so that the 3D model can be represented by a plane texture; collision detection is a key part of mechanical physics, which can detect games of the physical edge of the object in the middle; the terrain generation part uses the converted gray height value as the corresponding grid terrain height and uses planar mapping technology to capture the image of the entire terrain, that is, paste and generate a terrain map. The results show that a characteristic of the algorithm of the Internet of Things technology is that the 3D scene is completely mapped. This avoids the trouble of using 3DMAX and other tools to create 3D models and also reduces the difficulty of creating 3D scenes and makes the execution efficient, which is better than directly importing 3D models, runs faster, and runs very smoothly. The Internet of Things is an important development trend in the Internet information age and can be used to produce 3D film and television scenes to reduce development difficulty and cost and has a variety of research and development value and practical value. In the analysis part, this article also introduces the algorithms used in the scene production and passes the tests of 4 different files in 4 different frames and also found that more than 83% of people feel that the use of Internet of Things algorithms in the production of 3D movie scenes has improved production efficiency.


2021 ◽  
Vol 2021 ◽  
pp. 1-1
Author(s):  
Umair Khadam ◽  
Muhammad Munwar Iqbal ◽  
Meshrif Alruily ◽  
Mohammed A. Al Ghamdi ◽  
Muhammad Ramzan ◽  
...  


Author(s):  
Burak Kantarci ◽  
Hussein T. Mouftah

Sensing-as-a-Service (S2aaS) is a cloud-inspired service model which enables access to the Internet of Things (IoT) architecture. The IoT denotes virtually interconnected objects that are uniquely identifiable, and are capable of sensing, computing and communicating. Built-in sensors in mobile devices can leverage the performance of IoT applications in terms of energy and communication overhead savings by sending their data to the cloud servers. Sensed data from mobile devices can be accessed by IoT applications on a pay-as-you-go fashion. Efficient sensing service provider search techniques are emerging components of this architecture, and they should be accompanied with effective sensing provider recruitment algorithms. Furthermore, reliability and trustworthiness of participatory sensed data appears as a big challenge. This chapter provides an overview of the state of the art in S2aaS systems, and reports recent proposals to address the most crucial challenges. Furthermore, the chapter points out the open issues and future directions for the researchers in this field.


2020 ◽  
pp. 5-12
Author(s):  
Valeria Yurievna Anisimova ◽  
Elena Evgenievna Gredasova

The article analyzes problems in the market of defense and investment engineering products by Russian enterprises. Factors that influence the optimal structure of the production process as a single chain of interaction were studied. Economic business effects of digitalization, advantages and disadvantages were considered. The main expected benefit of digitalization and introduction of the Internet of Things is that the leading global manufacturers of engineering products are still in the initial stage of transition to the creation of Industrie 4.0 products, which will allow them to take the lead in the emerging market of the engineering generation.


2020 ◽  
Author(s):  
Tanweer Alam ◽  
Mohamed Benaida

Building the innovative blockchain-based architecture across the Internet of Things (IoT) platform for the education system could be an enticing mechanism to boost communication efficiency among all participants within the 5G network. Wireless networking would have been the main research area allowing people to communicate without using the wires. It was established at the start of the Internet by retrieving the web pages to connect from one computer to another. Moreover, high-speed, intelligent, powerful networks with numerous contemporary technologies, such as low power consumption, and so on, appear to be available in today's world to connect among each other. The cloud features on physical things under IoT is allowed to store and process IoT and Blockchain data in any situation. One of the complex tasks throughout the area of mobile communications would be to design a new virtualization framework based on blockchain across the Internet of Things architecture. The goal of this research is to connect a new study for an educational system that contains Blockchain to the internet of things or keeping things cryptographically secure on the Internet. This research combines with its improved blockchain and IoT to create an efficient interaction system among students, teachers, employers, developers, facilitators, recruiters, and accreditors on the Internet. This specified framework is detailed research's great estimation.


Sign in / Sign up

Export Citation Format

Share Document