On the use of active mobile and stationary devices for detailed traffic data collection: A simulation-based evaluation
The process of collecting traffic data is a key component to evaluate the current state of a transportation network and to analyze movements of vehicles. In this paper, we argue that both active stationary and mobile measurement devices should be taken into account for high-quality traffic data with sufficient geographic coverage. Stationary devices are able to collect data over time at certain locations in the network and mobile devices are able to gather data over large geographic regions. Hence, the two types of measurement devices have complementary properties and should be used in conjunction with each other in the data collection process. To evaluate the complementary characteristics of stationary and mobile devices for traffic data collection, we present a traffic simulation model, which we use to study the share of successfully identified vehicles when using both types of devices with varying identification rate. The results from our simulation study, using freight transport in southern Sweden, shows that the share of successfully identified vehicles can be significantly improved by using both stationary and mobile measurement devices.
- Research Article
11
- 10.1016/j.procs.2020.10.010
- Jan 1, 2020
- Procedia Computer Science
Traffic data collection using active mobile and stationary devices
- Research Article
1
- 10.32620/reks.2024.2.10
- Apr 23, 2024
- Radioelectronic and Computer Systems
The subject of research in this article is the forecasting of energy consumption when computing distributed tasks on computer networks built on the basis of server solutions and distributed systems based on personal smartphones. The goal of this study was to create a universal computing energy cost prediction model that can be applied to both traditional and mobile cloud systems. Tasks: conduct an analysis of energy-saving approaches and technologies used to calculate data; consider computer system models and actions with them, namely: model of distributed job, model of distributed computing system, model of distribution strategy; develop a common and uniform dynamic method of forecasting spent energy with a focus on heterogeneous systems; conduct a study of the proposed approach on stationary and mobile devices. The obtained results include. The results of the experimental measurement of the energy consumption of mobile digital systems and stationary ones are presented. The energy efficiency of computing on GPUs of a stationary device based on CUDA technology and GPUs on mobile devices based on Apple Metal technology was determined. Computation during the calculation of 600 frames on a distributed system from mobile devices with failure settings showed a consumption of 15320 joules of energy. Simulation of computing on a distributed system with stationary devices showed a consumption of 52806 joules of energy. This gives us 3,45 times the consumption benefit from computing on mobile devices. Forecasted consumption is also very accurate. Conclusions. The energy consumption assessment model proved to be quite effective. The results of the experiments show that the energy consumption estimation model takes into account the features of the hardware platform where data processing is performed. Computation of data on the GPU of stationary devices loses energy efficiency to a similar implementation on the GPU of Apple Metal from mobile devices. Therefore, the presented results demonstrate the rationality of using mobile graphics processors for energy-efficient information processing.
- Research Article
2
- 10.2345/0899-8205-46.s2.10
- Jan 1, 2012
- Biomedical Instrumentation & Technology
<i>A Roundtable Discussion:</i> Embracing the Mobile Revolution
- Research Article
- 10.21791/ijems.2019.4.38.
- Dec 12, 2019
- International Journal of Engineering and Management Sciences
A stationary and mobile device based on a low-cost dust sensor (Plantower PMS7003) was used to study particulate matter (PM) concentration in Miskolc. The stationary device was placed at the automatic monitoring station of the National Air Quality Measurement Network (OLM) in Martintelep, Miskolc. The mobile device was used to walk 4 streets along a square route with a total length of 800 m. Measurements were made on two days (September 9 and 11) between 7am and 9am, which according to preliminary experience coincided with the morning rush hour. The access route includes the OLM monitoring station, a busy road, two bypasses, a parking lot, and a smaller roadway blocked by traffic. The measured PM1, PM2.5, PM10 concentrations of the mobile device were interpolated on a circuit-by-circuit basis in ArcGIS, and conclusions were drawn for the area. The concentration of stationary and mobile devices was compared.
- Research Article
35
- 10.1145/2797138
- Aug 10, 2015
- ACM Transactions on Computer-Human Interaction
This study investigated differences and similarities between finger and pen gestures on stationary devices (sitting posture) and mobile devices (sitting and walking postures). The recorded gestures were analyzed according to multiple gesture features. We found (1) pen and index finger gestures were different in features like size ratio but similar in features like angle difference ; (2) implement (pen vs. index finger vs. thumb) interacted with gesture complexity and size in features like articulation time ; (3) features like time and shape distance , were different between the pen and index finger on mobile devices (walking) but similar on stationary devices; (4) one-handed thumb gestures had worse performances than index finger gestures by time and accuracy in sitting but similar performances in walking; and (5) for the three implements, gesture drawing time and accuracy on mobile devices reduced from sitting to walking condition. We discuss these findings with implications for future gesture design and research.
- Book Chapter
- 10.4018/978-1-59140-866-6.ch019
- Jan 1, 2006
With the rise of mobile devices like cell phones and personal digital assistants (PDAs) in the last years, the demand for specialized mobile solutions grows. One key application for mobile devices is the Web service. Currently, almost all Web sites are designed for stationary computers and cannot be shown directly on mobile devices because of their limitations. These include a smaller display size, delicate data input facilities and smaller bandwidth compared to stationary devices. To overcome the problems and enable Web sites also for mobile devices, a number of different approaches exist which can be divided into client and server based solutions. Client based solutions include all attempts to improve the mobile device, for example by supporting zoom facilities or enhance the data input. Server based solutions try to adapt the pages for mobile devices. This chapter concentrates on server-based solutions by comparing different ways to adapt Web sites for mobile devices. It is assumed that Web sites designed for stationary devices already exist. Additionally, it concentrates on the generation of HTML pages. Other languages, designed especially for mobile devices like WML or cHTML, are not taken into account simply because of the improvement of mobile devices to show standard HTML pages. The following three methods are generally used today: Rewrite the page, use an automatic generator to create the page, or try to use the same page for stationary and mobile devices. This chapter illustrates each method by adapting one page of the electronic shop software eSarine. Afterwards, the methods are compared using different parameters like the complexity of the approach or the ease of integration in existing systems.
- Research Article
13
- 10.1023/a:1025942800145
- Nov 1, 2003
- Wireless Networks
Positioning by Diffusion is a method by which mobile and static devices can calculate their positions, by means of exchanging information over short range wireless links. It is intended for deployment within shopping malls, corporate buildings, theme parks, etc. The implementation is in software, and does not impose extra hardware requirements on mobile or static devices. Another objective is to minimize the system administration and deployment costs, by minimizing the required number of devices which have their position programmed into them - devices we define as Access Points - for the system to operate. The positioning system works instead by a seamless inter-working of the algorithm across Access Points, static devices which learn their position rather than having it pre-programmed, and mobile devices. Positioning by Diffusion is being adopted by the Bluetooth Local Positioning Working Group as its positioning algorithm.
- Book Chapter
- 10.1007/978-3-540-39396-2_36
- Jan 1, 2003
This talk will focus on perspectives and problems that arise when using virtual life-like agents to entertain and inform human visitors in an instrumented environment. In this respect issues of interleaving presentations of mobile devices and stationary devices are addressed in a typical situation of educational entertainment: the visit to a museum. Some of the salient elements of the described work are the emphasis on multi-modality in the dynamic presentation and coherence throughout the visit. The adopted metaphor is a kind of contextualized TV-like presentation, useful for engaging (young) visitors. A life-like character leads through the presentations of both mobile and stationary devices. On the mobile device, personal video-clips are dynamically generated from personalized verbal presentations; on the larger stationary screens, distributed throughout the museum, further background material and additional information is provided by the virtual presenter. The use of life-like characters on portable devices has to be carefully weighted because of the small dimension of the display. Nevertheless, there are specific roles that a properly designed character can play on a mobile device to improve the level of engagement with the presentation. In particular, two roles will be explained, the role of a presenter and an anchorman. When playing the role of the presenter, the character introduces new media assets and uses pointing gestures. When playing the role of the anchorman, the character just introduces complex presentations without interfering with them any further. The anchorman provides a context in which different presentation parts make sense. The character also supports the seamless integration of the mobile devices’ small screen and large screens available in the museum. Similar to a TV-presenter who walks around the studio to present different content, the character is able to move between the mobile device and the large screen. Besides the specific role that the character may play, it is also a metaphor for the actual interests of the visitor. By providing different characters and giving the visitor the choice between them, the different views on the exhibits are transparently conveyed and selected. The talk will also discuss the general technical opportunities for the realization of virtual agents in instrumented environments and will give some perspectives towards the use of virtual inhabitants in those spaces. The described work is part of the PEACH (Personal Experience of Active Cultural Heritage) project and is joint work with Oliviero Stock and Massimo Zancanaro from ITC-IRST in Trento.KeywordsMobile DeviceStationary DeviceLarge ScreenVirtual AgentSeamless IntegrationThese keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
- Research Article
24
- 10.3390/electronics13081592
- Apr 22, 2024
- Electronics
Unmanned aerial vehicles (UAVs) are becoming increasingly valuable as a new type of mobile communication device and autonomous decision-making device in many application areas, including the Internet of Things (IoT). UAVs have advantages over other stationary devices in terms of high flexibility. However, a UAV, as a mobile device, still faces some challenges in optimizing its trajectory for data collection. Firstly, the high complexity of the movement action and state space of the UAV’s 3D trajectory is not negligible. Secondly, in unknown urban environments, a UAV must avoid obstacles accurately in order to ensure a safe flight. Furthermore, without a priori wireless channel characterization and ground device locations, a UAV must reliably and safely complete the data collection from the ground devices under the threat of unknown interference. All of these require the proposing of intelligent and automatic onboard trajectory optimization techniques. This paper transforms the trajectory optimization problem into a Markov decision process (MDP), and deep reinforcement learning (DRL) is applied to the data collection scenario. Specifically, the double deep Q-network (DDQN) algorithm is designed to address intelligent UAV trajectory planning that enables energy-efficient and safe data collection. Compared with the traditional algorithm, the DDQN algorithm is much better than the traditional Q-Learning algorithm, and the training time of the network is shorter than that of the deep Q-network (DQN) algorithm.
- Book Chapter
15
- 10.1201/9781315166841-17
- Mar 22, 2018
- Natural Hazards
The two main categories of light detection and ranging (LIDAR) for mapping and monitoring landslides are static and mobile devices. Static devices are commonly named ground-based LIDAR or terrestrial laser scanners (TLSs). Regarding mobile devices, the different instruments are normally classified depending on the platform configuration: either boats, cars or flying devices. There are three main types of LIDAR, corresponding to three different ways of measuring the range, for instance, the distance along the line of sight (LOS) between the sensor and the terrain. The types include: pulse LIDAR measures the time of flight (TOF) of a laser pulse; phase LIDAR uses the phase shift between the emitted and received signals; and triangulation LIDAR uses a camera to locate the laser spot on the scanned surface. Georeferencing is the process of coordinate transformation from an internal referential system relative to the LIDAR device into a real-world system of reference.
- Research Article
- 10.36948/ijfmr.2025.v07i05.55516
- Sep 11, 2025
- International Journal For Multidisciplinary Research
Background: The widespread use of digital devices, both handheld (smartphones, tablets, etc.) and stationary (desktop computers, laptop, etc.) has led to an increase in Digital Eye Strain (DES) and musculoskeletal symptoms. These conditions arise from prolonged screen exposure and poor ergonomics but may vary depending on the device type and usage patterns. Aims and Objective: This study aimed to compare the impact of handheld versus stationary digital devices on the prevalence and severity of digital eye strain and musculoskeletal symptoms among college students. Method: An observational study was conducted with 104 participants aged 18–25 years from colleges in Ahmedabad, divided into handheld (n=51) and stationary device users (n=53). Participants completed the Computer Vision Syndrome Smart (CVS-Smart) Questionnaire to assess DES and musculoskeletal symptoms. Statistical analyses, including the Kolmogorov-Smirnov test and Mann-Whitney U test were used to evaluate differences between groups. Results: The Kolmogorov-Smirnov test indicated that the data for digital eye strain (DES) and musculoskeletal symptoms were not normally distributed (p < 0.05). Mann-Whitney U tests showed no significant difference in DES scores between handheld and stationary device users (U = 1090.000, p = 0.087). Similarly, musculoskeletal symptom scores did not differ significantly between the groups (U = 1281.500, p = 0.617). Conclusion: Device type alone does not significantly influence the severity of digital eye strain or musculoskeletal symptoms. Instead, factors such as posture, duration of screen time, ergonomics, and break frequency may play more substantial roles. The findings emphasize the importance of ergonomic awareness and healthy screen habits across all device users. Future research should incorporate larger samples and objective ergonomic assessments to better understand these relationships.
- Research Article
- 10.1177/2473011424s00514
- Oct 1, 2024
- Foot & Ankle Orthopaedics
Category: Midfoot/Forefoot; Basic Sciences/Biologics Introduction/Purpose: Charcot neuroarthropathy (CN) is a degenerative disease, which often impacts the midfoot and ankle, potentially leading to dislocations/fractures in the boney structures of the foot. The degenerative nature of this disease challenges the surgical intervention (beaming of the medial and lateral columns) for this condition by decelerating the fusion time, exposing the hardware to increased loading magnitude and duration, ultimately leading to increased hardware failure rate in these patients/procedures. To address this challenging patient population, a device was designed to apply sustained dynamic compression for use in midfoot fusion. While similar devices have been successfully implemented clinically in tibiotalocalcaneal fusion, this study sought to confirm mechanical durability via bench top testing and efficacy of this dynamic device in an ovine model of midfoot arthrodesis. Methods: A 7 x 100 mm dynamic device and an equivalent sized static device were used in this study. This 2x2 study divided the thirty-two mature Rambouillet Cross ewes into four groups based on bone quality (normal vs depleted) and device type (static vs dynamic) (CSU IACUC #1199). A pre-established model was utilized to reduce the bone quality of the target limb prior to arthrodesis via external fixation unloading, which has previously demonstrated a 29% decrease in bone mineral density. Multi-joint arthrodesis surgery was performed through the calcaneus-tarsus-metatarsal complex, followed by serial radiographic evaluations every four weeks. Sheep were euthanized 8-months postoperatively for biomechanical testing, micro-computed tomography analysis, and histology assessment of bone-device constructs. The study was conducted under strict ethical guidelines and approved by the Colorado State University Animal Care and Use Committee. Separate benchtop testing was conducted to confirm resorption capacity of both static and dynamic devices. Results: In vivo radiographic assessment revealed no significant differences in bone resorption/joint settling distances across bone quality at all timepoints (p≥.40), with ≥52.3% of total resorption/settling occurring within the first two months post-implantation. At the end of the 8-month study period, the normal and depleted bone quality samples exhibited 2.2 and 1.6mm of total resorption (4mm maximum device capability), respectively (p=.40). Four-point bending of treated calcaneus-tarsus-metatarsus constructs revealed no significant differences between device type or bone quality (p≥0.21). MicroCT assessments revealed significantly increased arthrodesis bone volume fraction (p=.036,Figure1) and mean density bone volume (p=.041,Figure1) in the dynamic group as compared to the static group. Benchtop testing revealed the dynamic device maintained compression through its 4mm design target; whereas the static device lost all compression within 0.5mm. Conclusion: These data illustrate that bone resorption of less than 1mm will eliminate all compressive force when using static fixation hardware, highlighting the benefit of this dynamic device to apply the requisite continued interfragmentary compression in this clinically challenging situation. This capability was confirmed by the in vivo radiographic measurements of dynamic device movement, similar biomechanical stiffness values, and increased resultant arthrodesis bone volume as measured by microCT. These benchtop and preliminary data highlight the capability of a dynamic device to compensate for bony resorption/joint settling in a multiple segment arthrodesis procedure for patients with both good and poor bone quality.
- Conference Article
- 10.28945/3981
- Jan 1, 2018
Aim/Purpose: This presentation will discuss how mobile devices are used to keep children busy and entertained during child care activities. Mobile devices are considered the 21st “Century Nanny” since parents and caregivers use those tools to engage children’s attention for indefinite periods of time. Research background on touch screen devices and children’s age groups are presented to map age to screen activities and the type of device used. The literature is then compared to a small sample of 45 students attending Pasitos, a pre-k and 1st and 2nd grade school in El Salvador, and the type of mobile devices they used after school. Background: The wide adoption of mobile devices to keep children busy and entertained is a growing concern and a cause for passionate debates. Methodology: This study considered two types of research to compare findings. One study was gathered from the literature to demonstrate how children use mobile devices, apps, and video genres based on age groups. The second study looked at 45 children attending Pasitos and the type of mobile devices they used during child care time at home. Pasitos is a pre-k and 1st and 2nd grade school in El Salvador. Contribution: Identify the type of mobile devices mostly used by children during child care activities. Findings: (1) Touchscreens are the most intuitive interfaces for young children; (2) children’s use of technology can strengthen the relationships between home and school; and (3) mobile apps consider children’s emotions, learning activities, and interaction in the development and design. Recommendations for Practitioners: Touchscreens are the most intuitive interfaces for young children, and adult supervision enhances the children's experience. Recommendation for Researchers: Mobile apps for design and development must consider children’s emotions, learning activities, and interaction. Impact on Society: Children’s use of technology can strengthen the relationships between home and school. Future Research: Few studies have researched the impact of young children’s cognitive and social development with the use of mobile apps.
- Research Article
9
- 10.2196/mhealth.3058
- Mar 6, 2014
- JMIR mHealth and uHealth
BackgroundPublic health surveys are often conducted using paper-based questionnaires. However, many problems are associated with this method, especially when collecting data among ethnic groups who speak a different language from the survey interviewer. The process can be time-consuming and there is the risk of missing important data due to incomplete surveys.ObjectiveThis study was conducted as a proof-of-concept to develop a new electronic tool for data collection, and compare it with standard paper-based questionnaire surveys using the research setting of assessing Knowledge Attitude and Practice (KAP) toward the Expanded Program on Immunization (EPI) among 6 ethnic groups in Chiang Rai Province, Thailand. The two data collection methods were compared on data quality in terms of data completeness and time consumed in collecting the information. In addition, the initiative assessed the participants’ satisfaction toward the use of a smartphone customized-language voice-based questionnaire in terms of perceived ease of use and perceived usefulness.MethodsFollowing a cross-over design, all study participants were interviewed using two data collection methods after a one-week washout period. Questions in the paper-based questionnaires in Thai language were translated to each ethnic language by the interviewer/translator when interviewing the study participant. The customized-language voice-based questionnaires were programmed to a smartphone tablet in six, selectable dialect languages and used by the trained interviewer when approaching participants.ResultsThe study revealed positive data quality outcomes when using the smartphone, voice-based questionnaire survey compared with the paper-based questionnaire survey, both in terms of data completeness and time consumed in data collection process. Since the smartphone questionnaire survey was programmed to ask questions in sequence, no data was missing and there were no entry errors. Participants had positive attitudes toward answering the smartphone questionnaire; 69% (48/70) reported they understood the questions easily, 71% (50/70) found it convenient, and 66% (46/70) reported a reduced time in data collection. The smartphone data collection method was acceptable by both the interviewers and by the study participants of different ethnicities.ConclusionsTo our knowledge, this is the first study showing that the application of specific features of mobile devices like smartphone tablets (including dropdown choices, capturing pictures, and voiced questions) can be successfully used for data collection. The mobile device can be effectively used for capturing photos of secondary data and collecting primary data with customized-language and voiced questionnaire survey. Using smartphone questionnaires can minimize or eliminate missing data and reduce the time consumed during the data collection process. Smartphone customized-language, voice-based questionnaires for data collection can be an alternative and better approach than standard translated paper-based questionnaires for public health surveys, especially when collecting data among ethnic and hard-to-reach groups residing in multilanguage-speaking settings.
- Conference Article
123
- 10.1145/964442.964517
- Jan 13, 2004
The issue of the seamless interleaving of interaction with a mobile device and stationary devices is addressed, in a typical situation of educational entertainment: the visit to a museum. Some of the salient elements of the described work are the emphasis on multimodality in the dynamic presentation and coherence throughout the visit.The adopted metaphor is of a kind of contextualized TV-like presentation, useful for engaging (young) visitors. On the mobile device, personal video clips are dynamically generated from personalized verbal presentations; on larger stationary screens distributed throughout the museum, further background material and additional information is provided. A virtual presenter follows the visitors in their experience and gives advice on both types of devices and on the museum itself.