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Research Areas and Projects

The mobile research group is a collection of researchers and projects working with mobility and pervasive computing at University of Aarhus. The group works with how mobile devices interact and is integrated in the physical world and how they co-exist with an existing complex pervasive computing infrastructure.

Large funded research projects with a large or major part focusing on mobility and mobile development:

Pervasive Positioning (2008-2012)


The Department of Computer Science has together with the Alexandra Institute Ltd. and a number other
partners recently received support from the Danish Foundation for Advanced Technology for a Project
entitled ” Galileo based pervasive positioning” and it is conducted in collaboration with Terma, Dansk
Landbrugs Rådgivningscenter, Systematic, Handelshøjskolen in Aarhus and University of Aalborg.
The goal in the project is to develop precise indoor location tracking systems and prepare for the
possibilities with the Galileo tracking system.

Partners: Terma A/S, Systematic Software Engineering A/S, Dansk Landbrugsrådgivning, Aalborg Universitet, Handelshøjskolen, Aarhus Universitet and Alexandra Instituttet.

Mobile Home Center - Home is where you are (2007-2011)

A major research project focusing on mobile technology has been funded by the Danish High Tech
Foundation. The project is a joined venture between B&O (Bang and Olufsen) and University of Aarhus.
Project summary

The objective is to develop B&O products and services to support a global sense of home by enabling users
to experience and produce media in different homes or while away from home.
This is achieved through development of a Mobile Home Center (MHC), i.e. a hub to establish secure
connections to the main home and media servers, to support users in experiencing home media on
equipment available anywhere, anytime. The MHC challenges calls for researchin several pervasive
computing areas. The challenges will be addressed by new PhD students and senior researchers. The results
of the project are: a prototype MHC infrastructure; a mobile product interface, e.g. a mobile phone, which
is the key to secure and seamless access to home media; and an interaction paradigm for future mobile and
global media experiences across changing contexts. The envisioned MHC goes beyond what individual
media products, e.g. iPods and phones offer today. The success criteria of the project are to deliver
industrial prototypes that nourish B&O product development as well as to publish general concepts for
experiencing “home is where you are”. Digital and mobile media are rapidly growing businesses worldwide,
and B&O is in an ideal position to address the high‐end market with products for customers with multiple
homes and extensive travel activity.

Partners: Bang and Olufsen

Urban Web (2007-2010)
A Mobile Social Context-Aware Web Infrastructure

Recent years have seen a dramatically increase in adoption of small mobile devices such as mobile phones and PDAs. At the same time a rich variety of physical tagging and sensing mechanisms is emerging. Systems that combine mobile devices with sensor technology (e.g. Bluetooth, GPS, RFID, Cameras, etc.) have already demonstrated how information and services can be tailored to the user's current situation through use of context-awareness and pervasive computing techniques. While these systems are very useful context-aware information systems, they only focus on aspects of the user as consumer of information and not on the user as active participant and producer of information.

Project Manager: Allan Hansen
Partner: University of Aarhus
Link: http://www.interactivespaces.net/projects/project.php?projectId=49

Locuster (2007-2011)
The purpose of the Locusts project is to extend distributed software architectures, so that computers dynamically can utilise resources (storage, network, display, computation, etc) available at other nearby computers.This would allow small devices such as mobile phones to do tasks that they themselves cannot do satisfactorily on their own, but in conjunction with other, more powerful, computers are able to perform.

Project Manager: Niels Olof Bouvin
Partner: University of Aarhus
Link: http://www.interactivespaces.net/projects/Locusts/

Media Facades (2007-2011)
The purpose of the Media Facades project is to develop interactive media facades as integrated elements
of architectural interiors and exteriors. The specific goal is to build up new concepts for interactive media
facades in the fields of urban communication, entertainment and digital art, as well as for branding and
product presentation. The project contributes to new ways of displaying dynamic and interactive content –
including video and animations – on a large scale. The concepts for new media facades are realized as fullsize
prototypes, and in a variety of visual representations.

The main focus points of the project are:
• Spatiality & Architecture
• Technology & Materials
• Interaction & Use
• Genre & Content
In addition to these points, the project investigates design processes in media facade design by applying
and developing media facade design methods and tools.

Partners: BIG Bjarke Ingels Group, Martin Professional A/S, The Animation Workshop, Wall of Pixels
Link: http://www.cavi.dk/projects/mediafacades.php

Nomadic Play in Mixed Environments Nomadic Play in Mixed Environments (ended 2004-2007)
The project focuses on exploring and developing new IT based concepts and artifacts supporting play, learning and communication for kids and teenagers. Kids’ activities are characterized by being nomadic in the sense, that they spend their daily life as “nomads” in transit between many physical places (“oases”) such as: school, after school, club, sports clubs, with pals, and often also in multiple homes. In their nomadic living, kids use digital toys such as computer games, mobile phones, mp3 players, etc. as cross boundary artifacts using the flexibility and mobility that technology provides to stage their personal way of living. The digital toys share the advantages in nomadic playing that they are easy to carry and use in many places both outdoor and indoor.

The goal of this project is to investigate the new forms of kids’ activity and explore how IT can be integrated in physical artifacts and environments in new ways in order to stimulate playful learning, imagination and conceptual thinking in the physical world. The project will take advantage of the qualities of IT, beyond the robot and motor approach taken in many toys today. Results of the project will be conceptual frameworks and scenarios as well as exploratory and functional prototypes.

Partners: LEGO
Link: http://www.interactivespaces.net/projects/project.php?projectId=36&mode=introduction

Some specific mobile development focuses diveded into five main research areas:

Location-based systems and tracking: These projects focus on how to track mobile devices and use this information to create novel services and applications. Examples are mobile devices for tracking and providing presence information to clinical workers or tracking on school children to provide novel teaching forms.
- AwarePhone project
- Hycon project
- Positioning project

Infrastructure for pervasive and mobile systems: These projects focus on how to develop an infrastructure that supports pervasive and mobile systems where connectivity and devices might change constantly. An example is the European Union project Palcom.
- Palcom (EU)
- Locuster project
- Hydra (EU)
- LightPeers

Novel ways of interacting with mobile systems: These projects focus on novel ways of interacting with mobile devices and how to use mobile devices to easily interact with the surrondings. An example is the Mixis system that use face tracking and other computer vision algorithms to interact with mobile systems.
- Mixis project
- BibPhone project

Mobile Gaming: These projects work with how to design mobile and pervasive games that supports engagement and interaction. An example is the StarCatcher and DARE games developed in collaboration with Lego.
- Nomadic Play in Mixed Environment project

Mobile Web: This research area focus on how to develop web technology for mobile and pervasive environment. Hycon demonstrate how annotation can be created on web pages by using GPS information and the SpaceExplorer works with web pages on multiple co-located displays including the mobile device.
- Hycon project
- SpaceExplorer project

If you have a new project or a correction to a description please mail it to:
thomasr@daimi.au.dk

Selected Ongoing Research Projects

Positioning Project

The positioning project focuses on making novel improvements to the positioning technique of location fingerprinting. Based on databases of pre-recorded measurements of network characteristics sampled from different locations, denoted as fingerprints, location fingerprinting techniques estimate a wireless client's location by inspecting currently measured network characteristics. The proposed novel improvements have been evaluated with data from IEEE 802.11 wireless clients.

Contact Mikkel Baun Kjærgaard
Sponsor ISIS Katrinebjerg, Object Technology Group, and KIRK Telecom

LightPeers

LightPeers is a light-weight peer-to-peer (P2P) framework for mobile computers supporting ad hoc groups for learning, gaming, and playing by allowing peers in the field to produce, share, and present digital material in a session. The LightPeers framework includes protocols for:
discovery, session moderation, robust sessioncast transmission, and multihop data dissemination. The LightPeers framework is build directly on top of the UDP layer of the IP stack. Besides the core protocols a suite of LightPeers applications has been made to for use in an educational setting or for gaming and playing.

Web: http://www.daimi.au.dk/~bentor/LightPeers/
Contact Bent Guldbjerg Christensen
Sponsor ISIS Katrinebjerg, Interactive Spaces, and LEGO Company

Aware-Phone
The AwarePhone project focuses on interruptions and collaboration in hospitals. It closely resembles the presence concept in Nokia phones. In the project several prototypes have been developed in Symbian C++, which e.g. uses Bluetooth and Infrared communication to location tracking. It uses the phones calling capacabilities to place calls and it uses GPRS to transfer data between the phone and a central server. The system is currently being tested out at a local hospital.

Web http://www.pervasive-interaction.org/Aware/
Contact Thomas Riisgaard Hansen
Sponsor ISIS Katrinebjerg, Pervasive Healthcare

 

Hycon
The Hycon framework is a platform for building context-aware hypermedia applications. The framework runs on a number of platforms including mobile phones and tablet pcs. The system uses GPRS for data trasfering and GPS for location tracking. The system has been tested in a number of applications.

Web Link to HyCon/ContextIT
Contact Allan Hansen
Sponsor ISIS Katrinebjerg, Interactive Spaces

 

Mixed Interaction Spaces
The mixed interaction spaces project works with computer vision on mobile phones for interaction purposes. A number of different vision algorithms have been tried out and dozen of applications have been developed. E.g. a map navigation application, an image navigation application and some more advanced multi-user systems for e.g. sharing and interacting with pictures on large shared surfaces.

The newest version of the system supports face tracking as input.

Web http://www.pervasive-interaction.org/Mixis/
Kontakt Thomas Riisgaard Hansen

 

bibPhone
The bibPhone concept enables children to annotate physical material with digital recordings; children are able to add oral comments to books by placing the bibPhone over a RFID tag on the book; putting an ear to the book enables hearing the comments recorded by others. The concept originated from children’s reluctance towards doing written reviews, and the fact that more and more libraries are adopting RFID technology on information material. The bibPhone can be used for “treasure hunting” for messages in books or enabling children to have a secret information layer attached to selected books can also be imagined. Furthermore the concept is not restrained to information materials but could also be used with regard to adding RFID tags to specific elements in the physical environment, enabling new forms of play and information exchange.

Web Link to bibPhone
Contact Andreas Lykke Olesen
Sponsor ISIS Katrinebjerg, Interactive Spaces

 

Nomadic Play in Mixed Environments

Nomadic Play explores digital infrastructures for pervasive play. It's a collaboration between LEGO Company, The University of Aarhus, and Aarhus School of Architecture. The focus is on supporting playful activities, using the mobile phone as a hub. We have developed several prototypes.

StarCatcher: A minimalist version of classic Capture-the-Fag, this locative game is written in Java (J2ME), using the HyCon framework (see below). The phone (Nokia 6600) connects via Bluetooth to a GPS receiver. The objective of the game is to find the hidden (virtual) star. The winning team become Star Winners, the rest get the Loser Star.

DARE!: This game or play environment is built to support humour, friendly battle and identity construction among tweens (kids, primarily girls, aged 7 to 12). In its current form, it's a digital version of Truth-or-Dare, supporting video and sound. The GUI is written in Adobe Flash Lite, and the low-level stuff runs in Python for Series 60, all on Nokia 6630s.

See this recent DIS paper for a more in-depth description. Mock Games: A New Genre of Pervasive Play

Webhttp://www.interactivespaces.net/projects/project.php?projectId=36 Contact Martin Brynskov
Sponsor ISIS Katrinebjerg, Interactive Spaces

Palcom
Connectivity' prototype: The prototype addresses the basic issues of initiating, understanding, and maintaining various connections between devices. Specifically it addresses issues relating to getting a computer (PC) to connect to the internet via a cell phone, highlighting a number of issues about the non-intuitive ways current platforms deal with both the initial establishment of connection and user feedback in cases of connection break-downs.

'Transient Locations' prototype: The Transient Locations prototype takes into account the dynamic management of the user location from a networking point of view. This means providing users with suitable network connections despite their continuous and mostly unpredictable movement patterns. The prototype manages the network connections of a user device over a number of wireless technologies. Some of these are infrastructure-based networks such as GPRS, UMTS or various flavours of Wireless LANs. Others are instead ad-hoc networks such as Bluetooth. A set of user-driven criteria is combined together with the system awareness of the network environment and of the current communication operations to grant the user the best connection available.

The 'BlueBio' prototype: is able to assist healthcare professionals in monitoring patients by use of wireless biomonitors. A mobile phone can connect to a base station distributing signals from a number of biomonitors, thus enabling the phone to display live patient data (e.g. an ECG).

A breathing exercise support service: Developed as part of prototypes developed in support of pregnant women, their family, and the healthcare professionals surrounding them. The service is intended to ease the execution of a training programme for birth preparation. A device carried by the pregnant woman searches the environment for a device with vibrator functionality, e.g. a phone. Once discovered, the device transfers a small service enabling the phone to vibrate in predetermined intervals.

Examples of planned prototypes
Using phone with camera to take photos of patients involved in major incidents, connecting photo with live patient data, personal data (like social security number) and electronic patient data and transferring such data between accident site and a remote location functioning as 'accident overview center'.

Using a mobile phone as a remote controlling device in a number of different settings. For example, for remote controlling video and still cameras.

Webhttp://www.ist-palcom.org
Contact Jesper Wolff Olesen
Sponsor EU project

 

Previous Research Projects

Info-pillar

The Info-pillar is the exhibit window for libraries' digital magazins. URL's on magazines are pushed over Bluetooth to the phone which acts as a URL container. The user can then move to a PC and view the selected magazine by pushing the URL to the PC also through Bluetooth. The push system is created so it automatically can push URLs (BlueSpamming)

Web Link to iBib
Contact Allan Hansen
Sponsor ISIS Katrinebjerg, Interactive Spaces

iFloor
In the interactive floor application users interact with a projected floor interface. A camera tracking systems allows the users to drag a cursor on the floor. Through SMS messages can be posted to the floor in form of questions and aswers.

WebLink to iFloor
Contact Allan Hansen
Sponsor ISIS Katrinebjerg, Interactive Spaces

E-Cell, E-Bag
This project works with the concept of a digital school bag based on mobile phones. The students use their mobile phone to log into different interactive systems and their electronic bag is displayed on the shared surface. Material gathered can be stored and accessed from the childrens electronic school bag.

Webarrow Link to iSchool
Contakt arrow Allan Hansen
Sponsor ISIS Katrinebjerg, Interactive Spaces

Personal Medical Unit

Personal Medical Unit - as part of a large research project on the design and implementation of pervasive computing technology for personal healthcare and emergency situations, we are developing the Personal Medical Unit (PMU). One important hardware platform for a PMU would be peoples mobile phone. Hence, a mobile phones should contain (relevant parts of) a person's medical record and would be able to securely transfer this information to e.g. a rescue worker in an emergency situation.

WebPersonal Medical Unit Paper
Contact Jakob Bardram
Sponsor ISIS Katrinebjerg, Pervasive Healthcare

 

Liwas

Liwas works with Ex Hoc-infrastructure to mixed mobile and stationary sensor networks e.g. for the use in cars. The system can e.g. register information about the road (slippery, dry, wet). A part of the infrastructure in mobile gateways, which conncets mobile hubs through the internet (Java Nokia 6600). The mobile devices have also been tested as interaction devices in the car where mobile phones offers easy access to display, sounds and more.

Webhttp://www.isis.alexandra.dk/software/projekter.htm#liwas
Contact Klaus Marius Hansen
Sponsor ISIS Katrinebjerg, Object-Oriented Software Systems

 

GoalRef

Goalref is a system designed to help the referee determine if their is scored a goal in soccer. An electronic system in the goal automatically register if the ball is within the goal and sends a message to the referee.

In the test a Nokia 6600 was used with Bluetooth and wireless communication between the goal system and the referee. The program was developed in J2ME within Eclipse (EclipseME and Nokias Developer Suite for J2ME 2.1).

Webhttp://www.isis.alexandra.dk/software/projekter.htm#goal
Kontakt Henry Michael Lassen
Sponsor ISIS Katrinebjerg, Object-Oriented Software Systems