Mobile Computing (MC) is the most recent development area of CMGTec for the wide applicability, flexibility and convenience of use that mobile devices offer anytime and anywhere. Mobile phones usage has in fact surpassed desktop usage as the way most people surf the web, shop online, use social media, and do other tasks online.
Our experience in MC includes the following.
WAVE is a mobile App for real-time communication and synchronisation of a large number of mobile users. WAVE allows people attending a massive outdoor event to connect with each other in order to execute a set of actions in a synchronised manner along two-dimensional trajectories, or to display huge, dynamic visual patterns on top of the mobile user devices which, collectively, would serve as a gigantic TV screen. The objective of WAVE is that users have a more exciting experience in events in sports, music, local festivals, etc.
The key technological aspects of WAVE include:
Highly scalable messaging frameworks
Geodesic geometry and its available services
Databases
Computer graphics
Secure networking communication and
Universal time networking synchronisation
WAVE has been developed as a non-native, cross-platform mobile App that can run on Android, iOS and Windows mobile phones/devices. It was developed using Unity3D, a cross-platform game engine developed to support more than 25 platforms including Windows, Mac OS, and Linux.
The WAVE AdminApp takes on the role of the Director in an orchestra.
WAVE consists of two apps, the UserApp and the AdminApp. The AdminApp allows the organiser of an event (1) to define the event location as well as the start and the end of the event, (2) to design and create two-dimensional wave trajectories as a sequence of ordered geodesic points, (3) to define the actions and their duration to be executed by users in real-time, and (4) to visually monitor the execution of action trajectories by users. The AdminApp also allows the administrator to visually simulate trajectories using computer graphics. As such, the AdminApp requires more computing resources and a large screen to facilitate its operation, and for these reasons it was organised as Web and a desktop application.
The UserApp allows users (1) to obtain the best approximate geolocation; (2) to suggest their desired wave action, for example, scream an expression, whistle, or perform a physical action such as standing up and raising one or two hands, among many other conceivable actions; and (3) to execute a pre-selected action according to its position relative to the wave trajectory defined by the AdminApp. The geodesic position of each user is geometrically projected onto the trajectory in order to define action times, that is, the exact moment when the user is expected to execute an action. Each action time is calculated proportionally relative to the first point of the trajectory, the trajectory length, and the start and end times.
The design principles and technologies employed in the development of WAVE can be easily adapted and extended to other settings such as those involving the orchestration of the actions (tasks) of multiple devices such as drones (terrestrial, aerial and maritime drones) or multiple robotic or digital artifacts such as the sensors used in the Internet of Things (IoT) and Industrial IOT projects.
This project involved both mobile computing and machine learning, among other technologies. (This project is also presented in our "Experience - AI ML .." with the title Predictive Data Analytics for the Automotive Industry.)
Mobile phones were used in this project to collect and pre-process data from sensors in vehicles and to transmit the data to the cloud for further processing and analysis using machine learning techniques.
The aim of this project was to identify vehicle features that could be enhanced in order to improve their performance in future vehicle designs.
A large data set was collected from a fleet of different types of vehicles for a predetermined set of trips. Data was collected from several sensors available in different parts of each vehicle while driving. A mobile app was used to collect the data from each vehicle and to subsequently upload the data to the cloud for further processing. Data collected included petrol consumption, travel distance, break usage, gear timing change, among other.
A wide range of machine learning algorithms and tools were applied to leverage data insights for the automotive industry.
A small cluster with Hadoop ecosystem was set up and and used; in addition to the cloud.