Screen–smart Device Interaction
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Screen–smart Device Interaction
Screen-Smart Device Interaction (SSI) is fairly new technology developed as a sub-branch of Digital Signage. It differs from the Second screen configuration. The latter typically has the first screen being a big screen and the second screen being the smaller screen of a cellphone. Where the small screen cannot affect or control the big screen. The small screen is often used to provide supplementary data on the content of the big screen. In contrast, SSI is distinguished by the small screen being able to change the flow of information or content on the big screen. The big screen shows an identifier of its computer network address. Often, the network is the Internet. The identifier might be in a barcode that is part of the image on the big screen. The mobile device scans the barcode, decodes it and queries a server. The server controls the big screen. When the server gets the query, it extracts the identifier of the big screen. The server can alter the mobile device screen and th ...
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Digital Signage
Digital signage is a segment of electronic signage. Digital displays use technologies such as LCD, LED, projection and e-paper to display digital images, video, web pages, weather data, restaurant menus, or text. They can be found in public spaces, transportation systems, museums, stadiums, retail stores, hotels, restaurants and corporate buildings etc., to provide wayfinding, exhibitions, marketing and outdoor advertising. They are used as a network of electronic displays that are centrally managed and individually addressable for the display of text, animated or video messages for advertising, information, entertainment and merchandising to targeted audiences. Roles and function The many different uses of digital signage allow a business to accomplish a variety of goals. Some of the most common applications include: *Public information – news, weather, traffic and local (location specific) information, such as building directory with a map, fire exits and traveler i ...
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Second Screen
A second screen involves the use of a computing device (commonly a mobile device, such as a smartphone or Tablet computer, tablet) to provide an enhanced viewing experience for content on another device, such as a television. In particular, the term commonly refers to the use of such devices to provide interactive features, like posts on social media platforms that take input from the audience during a broadcast, such as a television program. This type of technology is designed to keep the audience engaged in whatever they are involved in, and has been found to support social television and generate an online conversation around specific content. Analysis Several studies show a clear tendency of the user to use a device while watching television. They also show a greater frequency of Tablet computer, tablet and smartphone usage when watching television. Other studies distinguish a higher percentage of comments or posts on social networks about the content that is being watched (N ...
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Feedback Loop
Feedback occurs when outputs of a system are routed back as inputs as part of a chain of cause-and-effect that forms a circuit or loop. The system can then be said to ''feed back'' into itself. The notion of cause-and-effect has to be handled carefully when applied to feedback systems: History Self-regulating mechanisms have existed since antiquity, and the idea of feedback had started to enter economic theory in Britain by the 18th century, but it was not at that time recognized as a universal abstraction and so did not have a name. The first ever known artificial feedback device was a float valve, for maintaining water at a constant level, invented in 270 BC in Alexandria, Egypt. This device illustrated the principle of feedback: a low water level opens the valve, the rising water then provides feedback into the system, closing the valve when the required level is reached. This then reoccurs in a circular fashion as the water level fluctuates. Centrifugal governors were u ...
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Remote Control
In electronics, a remote control (also known as a remote or clicker) is an electronic device used to operate another device from a distance, usually wirelessly. In consumer electronics, a remote control can be used to operate devices such as a television set, DVD player or other home appliance. A remote control can allow operation of devices that are out of convenient reach for direct operation of controls. They function best when used from a short distance. This is primarily a convenience feature for the user. In some cases, remote controls allow a person to operate a device that they otherwise would not be able to reach, as when a garage door opener is triggered from outside. Early television remote controls (1956–1977) used ultrasonic tones. Present-day remote controls are commonly consumer infrared devices which send digitally-coded pulses of infrared radiation. They control functions such as power, volume, channels, playback, track change, heat, fan speed, and vario ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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Internet Of Things
The Internet of things (IoT) describes physical objects (or groups of such objects) with sensors, processing ability, software and other technologies that connect and exchange data with other devices and systems over the Internet or other communications networks. Internet of things has been considered a misnomer because devices do not need to be connected to the public internet, they only need to be connected to a network and be individually addressable. The field has evolved due to the convergence of multiple technologies, including ubiquitous computing, commodity sensors, increasingly powerful embedded systems, as well as machine learning.Hu, J.; Niu, H.; Carrasco, J.; Lennox, B.; Arvin, F.,Fault-tolerant cooperative navigation of networked UAV swarms for forest fire monitoring Aerospace Science and Technology, 2022. Traditional fields of embedded systems, wireless sensor networks, control systems, automation (including Home automation, home and building automation), indepen ...
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Muzzley
Muzzley is an app to control Internet of Things devices. The app, available for iOS, Android and Windows 10 allows to control these devices. They provide third party devices integrations through their API's and SDK's for manufacturers to directly embed into their microcontrollers. History Muzzley was founded in March 2012 by Domingos Bruges and Eduardo Pinheiro. Later that year, they started beta testing and raised their first round of seed investment. In 2013, the Muzzley team moved to the United States. They also expanded their team and partnered with Intel. In February 2014, Muzzley received $2.5m in Seed venture capital funding, led by Portugal Ventures.Portugal Ventures
'Portugal Ventures'', April 27, 2014''
The investment was also backed by Espírito Santo Ventures and
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Mobile Devices
A mobile device (or handheld computer) is a computer small enough to hold and operate in the hand. Mobile devices typically have a flat LCD or OLED screen, a touchscreen interface, and digital or physical buttons. They may also have a physical keyboard. Many such devices can connect to the Internet and connect with other devices such as car entertainment systems or headsets via Wi-Fi, Bluetooth, cellular networks or near field communication (NFC). Integrated cameras, the ability to place and receive voice and video telephone calls, video games, and Global Positioning System (GPS) capabilities are common. Power is typically provided by a lithium-ion battery. Mobile devices may run mobile operating systems that allow third-party applications to be installed and run. Early smartphones were joined in the late 2000s by larger tablets. Input and output is usually via a touch-screen interface. Phones/tablets and personal digital assistants may provide much of the functionality of a l ...
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QR Code
A QR code (an initialism for quick response code) is a type of matrix barcode (or two-dimensional barcode) invented in 1994 by the Japanese company Denso Wave. A barcode is a machine-readable optical label that can contain information about the item to which it is attached. In practice, QR codes often contain data for a locator, identifier, or tracker that points to a website or application. QR codes use four standardized encoding modes (numeric, alphanumeric, byte/binary, and kanji) to store data efficiently; extensions may also be used. The quick response system became popular outside the automotive industry due to its fast readability and greater storage capacity compared to standard UPC barcodes. Applications include product tracking, item identification, time tracking, document management, and general marketing. A QR code consists of black squares arranged in a square grid on a white background, including some fiducial markers, which can be read by an imaging device suc ...
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