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Publications (10 of 23) Show all publications
Frecon, E. & Papatheocharous, E. (2018). Technical Challenges in Designing Systems-of-Systems Supporting Vehicle Fleets. In: Proceedings of the Third Swedish Workshop on the Engineering of Systems-of-Systems: . Paper presented at SweSoS 2018, Linkoping, Sweden, November 22, 2018 (pp. 6-8).
Open this publication in new window or tab >>Technical Challenges in Designing Systems-of-Systems Supporting Vehicle Fleets
2018 (English)In: Proceedings of the Third Swedish Workshop on the Engineering of Systems-of-Systems, 2018, p. 6-8Conference paper, Published paper (Refereed)
Abstract [en]

Advances in interconnectivity between vehicles, vehicle fleets and infrastructures led to opportunities of interoperability and systems-of-systems (SoS). Several challenges emerge that put on requirements on dealing with the vast amount of data generated by modern vehicles and their actuation with higher-level commands and controls. They have naturally created opportunities for the development of sophisticated, powerful, generic platforms to support ingestion, storage, processing, management, operation and orchestration of data and processes in SoS. A prominent example is the scenario of vehicle fleets and more precisely, on how to engineer the SoS so that the collaboration among various constituent systems will achieve the SoS goals. Several challenges cap the extent of opportunities, such as determining the business and functional requirements, as well as technical: constructing and operating an independent, scalable, and flexible platform ensuring e.g., privacy and accountability. In this work, we discuss these concerns and challenges from a technical perspective.

National Category
Engineering and Technology
Identifiers
urn:nbn:se:ri:diva-37635 (URN)
Conference
SweSoS 2018, Linkoping, Sweden, November 22, 2018
Available from: 2019-01-29 Created: 2019-01-29 Last updated: 2019-06-27Bibliographically approved
Papatheocharous, E., Frecon, E., Kaizer, C., Festl, A. & Stocker, A. (2018). Towards a generic IoT platform for data-driven vehicle services. In: IEEE (Ed.), : . Paper presented at 2018 IEEE International Conference on Vehicular Electronics and Safety (ICVES 2018) (pp. 95-100). , Article ID 8519505.
Open this publication in new window or tab >>Towards a generic IoT platform for data-driven vehicle services
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2018 (English)In: / [ed] IEEE, 2018, p. 95-100, article id 8519505Conference paper, Published paper (Refereed)
Abstract [en]

Advances in the field of engineering have resulted in vehicles becoming a digitised source of data from which scenarios of Quantified Vehicles emerge. Even though the benefits and range of emerging services are ample, several challenges cap the extent of opportunities, such as determining the business benefits, as well as constructing and operating an independent, scalable, and flexible platform ensuring e.g., privacy, accountability. In our work in progress paper, we propose a conceptual architecture of a generic IoT platform for enabling such data-driven services for the vehicle domain, while considering important characteristics, such as data security and privacy, improved service operations, safety and value creation for end-users. We then describe how this platform can be demonstrated, including the vehicle gateway device (Vehicle Data Logger) capturing the vehicle data, to finally enable a set of useful and usable data-driven services for vehicle drivers and other stakeholders.

Keywords
Business benefits, Conceptual architecture, Data security and privacy, Flexible platforms, Service operations, Vehicle drivers, Vehicle service, Work in progress
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Identifiers
urn:nbn:se:ri:diva-36349 (URN)10.1109/ICVES.2018.8519505 (DOI)2-s2.0-85057621361 (Scopus ID)9781538635438 (ISBN)
Conference
2018 IEEE International Conference on Vehicular Electronics and Safety (ICVES 2018)
Available from: 2018-11-19 Created: 2018-11-19 Last updated: 2019-06-27Bibliographically approved
Johanson, M., Jalminger, J., Frecon, E., Nelson, B., Olovsson, T. & Gjertz, M. (2017). Joint subjective and objective data capture and analytics for automotive applications. In: IEEE Vehicular Technology Conference: . Paper presented at 86th IEEE Vehicular Technology Conference, VTC Fall 2017, 24 September 2017 through 27 September 2017.
Open this publication in new window or tab >>Joint subjective and objective data capture and analytics for automotive applications
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2017 (English)In: IEEE Vehicular Technology Conference, 2017Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we describe a novel technological framework for capture and analysis of both objective measurement data and subjective user experience data for automotive applications. We also investigate how the framework can be extended to address privacy issues by enforcing a rigorous privacy model called differential privacy. The system under development integrates a telematics system with a smartphone app service architecture and a data-driven analytics framework. The hypothesis is that the framework will improve the opportunities of conducting large scale user trials of automotive functions and services, while improving the quality of collected data. To achieve this, a number of challenges are addressed in the paper, including how to design the subjective data capture mechanisms to be both simple to use yet powerful, how to correlate subjective data with objective measurement data, and how to protect the privacy of users.

Keywords
Data privacy, Wireless telecommunication systems, Automotive applications, Differential privacies, Objective measurement, Privacy models, Service architecture, Technological framework, Telematics system, User experience, Automobiles
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-34463 (URN)10.1109/VTCFall.2017.8288366 (DOI)2-s2.0-85045271948 (Scopus ID)9781509059355 (ISBN)
Conference
86th IEEE Vehicular Technology Conference, VTC Fall 2017, 24 September 2017 through 27 September 2017
Note

Funding details: VINNOVA;

Available from: 2018-08-13 Created: 2018-08-13 Last updated: 2019-06-27Bibliographically approved
Taxén, G. & Frecon, E. (2005). The extended museum visit: documenting and exhibiting post-visit experiences (2ed.). In: Museums and the Web 2005: Proceedings: . Paper presented at Museums and the Web 2005.
Open this publication in new window or tab >>The extended museum visit: documenting and exhibiting post-visit experiences
2005 (English)In: Museums and the Web 2005: Proceedings, 2005, 2Conference paper, Published paper (Refereed)
Abstract [en]

During the last couple of decades, a growing body of research has provided insights into the complex processes of learning that take place in museums. Interestingly, museum-related learning is not limited to the actual visit: what takes place before and afterwards has a profound effect on the learning outcome. The study presented in this paper focuses on the post-visit aspects of the learning process. Previous research shows that visitors make connections between their experiences in the museum and experiences that happen after the visit. Sometimes these connections can occur weeks or months (or even years) after the visit, depending on when the visitor happens upon a situation that allows the connection to be made. Documenting these events is obviously quite difficult. Even though it is possible to re-establish contact with visitors after a few weeks or months (e.g., through telephone or e-mail), the information obtained is not in situ. The goal of the present study is to attempt to acquire and analyze more data from these in situ situations, and to re-present the data in an exhibition. To this end, we have designed a system that allows visitors to send images and text messages to a central server through e-mail, SMS or MMS. The data from the server can then be visualized as a weblog (blog) or in some other suitable form. We collaborated with the Museum of Science and Technology in Stockholm, Sweden. A large part of the Museum's Science Centre is devoted to five mechanical principles: the screw, the plane slope, the lever, the wheel and the wedge. We have designed an exhibit that utilizes our system to present messages (images and text) from visitors on the subject of the five principles in the science centre itself. It is also possible to access the messages through a public Web page. From the Museum's perspective, our exhibit not only provides new opportunities for documenting post-visit learning processes, but also has the potential to provide new forms of evaluation data that might be difficult to obtain through other means. Furthermore, it allows Museum visitors to extend the original scope of the mechanical principles exhibition by allowing them to provide their own content (and reflections upon the existing content), a re-occurring theme in many recent technology-based exhibits. The paper provides a description of our system, the exhibit we have built, how the exhibit is managed, and how it has worked in practice.

Keywords
Learning, Visitor contributions, Post-visit experiences, Design
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-21116 (URN)
Conference
Museums and the Web 2005
Projects
DAPHNE
Note

Editors: J. Trant and D. Bearman. Publisher: Toronto, Archives & Museum Informatics

Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-27Bibliographically approved
Frecon, E. (2004). A Survey of CVE Technologies and Systems (1ed.). Swedish Institute of Computer Science
Open this publication in new window or tab >>A Survey of CVE Technologies and Systems
2004 (English)Report (Other academic)
Abstract [en]

A few years ago, Virtual Reality technologies and Virtual Environments were seen by some as a panacea and the computer interface of the future. VR received a lot of attention in the media and devices such as head mounted displays or data gloves have become widely recognised. Of particular interest was the ability to realise a vision that had been described in a number of science fiction novels: providing a parallel world in which it would be possible to be present, interact and feel as if in the real world. This vision is realised by Collaborative Virtual Environments (CVEs). CVEs are three-dimensional computer-generated environments where users are represented by avatars and can navigate and interact in real-time independently of their physical location. While the technology has not lived up to early expectations, real niched applications and the success of networked games have shown its viability and promises. This report summarises a number of the technologies that are commonly used to interface with virtual environments. Additionally, it presents some of the major CVE systems to date and isolates a number of trends when it comes to network architectures, protocols and techniques and to software choices.

Place, publisher, year, edition, pages
Swedish Institute of Computer Science, 2004. p. 68 Edition: 1
Series
SICS Technical Report, ISSN 1100-3154 ; 2004:03
Keywords
Virtual Reality, Virtual Environments
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-22074 (URN)
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-27Bibliographically approved
Steed, A. & Frecon, E. (2004). Construction of collaborative virtual environments (2ed.). In: Developing Future Interactive Systems: (pp. 235-268). Idea Group
Open this publication in new window or tab >>Construction of collaborative virtual environments
2004 (English)In: Developing Future Interactive Systems, Idea Group , 2004, 2, , p. 300p. 235-268Chapter in book (Refereed)
Abstract [en]

In this chapter, we give an overview of some of the issues that face programmers and designers when building collaborative virtual environments (CVEs). We do this by highlighting three aspects of CVE system software: the environment model (data structures, behaviour description) that the system provides, the data-sharing mechanism (how he model is shared), and the implementation framework (the structure of a typical client or platform in terms of the services it provides to the user). When a CVE system is designed, choices have to be made for each of these aspects, and this then constrains how the designers and programmers o about constructing the CVE worlds themselves. We present the main body of the overview by using examples that highlight many important differences between CVE systems. We will also relate our discussion to the common topics of network topology and awareness management.

Place, publisher, year, edition, pages
Idea Group, 2004. p. 300 Edition: 2
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-21117 (URN)1591404126 (ISBN)
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-27Bibliographically approved
Frecon, E. (2004). DIVE: Communication Architecture and Programming Model (2ed.). IEEE Communications Magazine, 42, 34-40
Open this publication in new window or tab >>DIVE: Communication Architecture and Programming Model
2004 (English)In: IEEE Communications Magazine, Vol. 42, p. 34-40Article in journal (Refereed) Published
Abstract [en]

This article presents the Distributed Interactive Virtual Environment (DIVE) system, a software architecture for the realization and implementation of wide-area Internet-based multi-user virtual environments. Over the years, DIVE has evolved into a generic tool that supports a wide range of applications and situations. The article focuses on the networking aspects that allow deployment of multi-user virtual environments on the Internet. Additionally, it presents the palette of programming interfaces and techniques offered by the system. This is highlighted by some example applications. Our experience has proven that DIVE's ability to mix interfaces has made it a system of choice for the implementation of distributed applications.

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-20968 (URN)
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-27Bibliographically approved
Frecon, E. (2004). DIVE on the internet (3ed.). (Doctoral dissertation).
Open this publication in new window or tab >>DIVE on the internet
2004 (English)Doctoral thesis, monograph (Other academic)
Abstract [en]

This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data.

Publisher
p. 214
Series
SICS dissertation series, ISSN 1101-1335
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-22381 (URN)91-628-6134-4 (ISBN)
Note

ISBN 91-628-6134-4.

Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-27Bibliographically approved
Frecon, E., Ståhl, O., Söderberg, J. & Wallberg, A. (2004). Visualising sound perception in a submarine: a museum installation (2ed.). In: : . Paper presented at Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'04).
Open this publication in new window or tab >>Visualising sound perception in a submarine: a museum installation
2004 (English)Conference paper, Published paper (Refereed)
Abstract [en]

We describe a museum installation that explains the technical and mental process that sonar operators undergo when identifying underwater sounds in the surroundings of a submarine. The installation places the public in a cramped space composed of several coupled interactive stations offering different perspectives onto a virtual environment representing a part of the Baltic Sea. The virtual environment and its presentation within the installation are implemented as an application of the DIVE research toolkit. The installation has been on display in several museums on a daily basis for over a year. We describe the technical solutions that we have employed to realise the installation and some of our learning.

Publisher
p. 8
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-22342 (URN)
Conference
Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT'04)
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-27Bibliographically approved
Frecon, E. (2003). DIVE: a generic tool for the deployment of shared virtual environments (2ed.). In: : . Paper presented at IEEE International Conference on Telecommunications.
Open this publication in new window or tab >>DIVE: a generic tool for the deployment of shared virtual environments
2003 (English)Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we present the DIVE system (Distributed Interactive Virtual Environment), an architecture and a programming toolkit for the realisation and implementation of wide-area, Internet-based multi-user virtual environments. Along the years, DIVE has evolved into a generic tool that supports a wide range of applications and situations. This paper focuses on the networking and architectural aspects that allow the deployment of multi-user virtual environments on the Internet. Additionally, this paper presents the palette of programming interfaces and techniques that are offered by the system. Our experience has proven that its ability to mix interfaces made it a system of choice for the implementation of distributed applications. We conclude with a selection of applications and how they make use of the networking and programming features of the system.

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-22409 (URN)
Conference
IEEE International Conference on Telecommunications
Available from: 2016-10-31 Created: 2016-10-31 Last updated: 2019-06-27Bibliographically approved
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-0095-9241

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