Publications
Reducing the cost of data transmission is actively pursued all over the world. A separate direction in this area is the study of possibilities to reduce the cost of transmission of messages via a satellite communication channel. However, studies of the possibility of reducing the cost of message transmission in heterogeneous networks using satellite communication channels in the context of an undeveloped terrestrial network infrastructure and a remote Internet of things have not yet been carried out. This paper reviews and analyzes protocols and technologies for transferring Internet of Things (IoT) data and presents an architecture for a hybrid IoT-satellite network, which includes a long range (LoRa) low power wide area network (LPWAN) terrestrial network for data collection and an Iridium satellite system for backhaul connectivity. Simulation modelling, together with a specialized experimental stand, allowed us to study the applicability of different methods of information presentation for the case of transmitting IoT data over low-speed satellite communication channels. We proposed a data encoding, compressing, and packaging scheme called GDEPC (Gateway Data Encoding, Packaging and Compressing). It is based on the combination of data format conversion at the connection points of a heterogeneous network, message compressing and packaging. GDEPC enabled the reduction of the number of utilized Short Burst Data (SBD) containers and the overall transmitted data size by almost fifteen times.
Today art museum is facing the challenge of adapting it’s mechanisms of keeping and presenting the works of art to spectators belonging to the communication society. Therefore, a museum gets more and more engaged in the process of digitalization using such newer technologies as internet of things, virtual reality, artificial intelligence, bid data design etc. The aims of a museum are currently shifting from traditional keeping the art pieces and studying them to—developing a scientific networks, announcing the highlights in social media and creating platforms which present digitalized pieces online allowing a viewer to collect the information through the web, moreover, an offline visit could be guided by a specified application customized to fit the necessitates of each user. An art institution today is supposed to be flexible and democratic enough to create an engaging, immersive area for a visitor to interact with, in other words, we argue that a museum armed with newer technologies is supposed not only a to secure and present the works of art but also to incorporate these pieces into the bigger flux of information, make them visible and important to viewers, to create the conditions for a lasting dialogue. We argue that this process involves not only the technical development of a museum, but also a new approach no narration of art history.
LoRa wireless network has become a widely spread technology among IoT systems recently. LoRa allows to use various ISM bands such as 433 MHz, 868 MHz and 915 MHz. During this study 433 MHz and 868 MHz frequencies have been compared. Parameters such as SNR and RSSI were measured at different floors and visualized. A comparative table of packet delivery ratio at various spreading factors can be found in this paper. A series of range experiments at different spreading factors showed that 433 MHz LoRa module gains a stronger signal. However, 868 MHz LoRa module shows higher percentage of received packets. It has been concluded that for nine-story building with concrete floors it is better to deploy 868 MHz LoRa network at 10th spreading factor.
The paper reviews the current situation of the Augmented Reality and Internet of Things markets. The implementing possibilities of AR for Big Data visualization from IoT devices are considered in this paper. The review and the analysis of methods, tools, products and data system of the visualization are presented. The paper provides an overview of the programs and devices of Augmented Reality, and an overview of development environments. The paper presents the existing classifications of computerized data visualization tools and proposes new classification, which takes into account interactive visualization, the purpose of the tool, the type of software product, the availability of ready-made templates, and other characteristics. The article proposes the architecture of the system for collecting data from IoT endpoint devices based on the Heltec modules. Experiments based on the developed experimental stand were carried out with Heltec devices of both versions to determine the number of losses with increasing distance between the sending device and the receiving device. The results of measuring the power consumption of these devices are presented in two modes: in standby mode and when sending a message to the Heltec endpoint device and in standby mode and when receiving a message for the base station. These studies were conducted using various data transfer protocols (LoRa, Wi-Fi and Bluetooth). The paper presents the result of the development of a digital twin of a university building and the development of augmented reality software for receiving data from real-time data collection devices.
The primary purpose of this paper is to provide an overview of existing education solutions for IoT and develop proposals for their improvement. The study draws analysis of current conditions of the educational IoT sphere, a comparative analysis of educational products used for teaching of undergraduate students. With that the article describes the architecture of our own software and hardware platform for learning IOT. Moreover, this paper reviews methods and technical instruments employed to design software and hardware appliances.
The paper reviewed and analyzed protocols, technologies for transferring and presenting IoT data, developed a model of a heterogeneous IoT network for hard-to-reach areas, proposed a method to improve the efficiency of data transfer in a heterogeneous IoT network. As a result of the work, a model of using the Internet of Things technology (LPWAN) in hard-to-reach areas was developed, information presentation methods were identified that allow solving the problem of collecting information from remote sensors located in the absence of traditional communication channels and a practical check of the results obtained. The paper uses simulation modeling to study the applicability of different methods of presenting information in the case of transmitting IoT data over low-speed satellite communications channels. The method proposed in the paper allowed the use of the Internet of things technology in remote areas using the SBD satellite short message service. The proposed method allowed reducing the volume and number of SBD messages during data transmission via low-speed satellite communication channels, which made it possible to reduce the cost of communication data transmission by 4.82 times.
In the absence of traditional communication infrastructures, the choice of available technologies for building data collection and control systems in remote areas is very limited. This paper reviews and analyzes protocols and technologies for transferring Internet of Things (IoT) data and presents an architecture for a hybrid IoT-satellite network, which includes a long range (LoRa) low power wide area network (LPWAN) terrestrial network for data collection and an Iridium satellite system for backhaul connectivity. Simulation modelling, together with a specialized experimental stand, allowed us to study the applicability of different methods of information presentation for the case of transmitting IoT data over low-speed satellite communication channels. We proposed a data encoding and packaging scheme called GDEP (Gateway Data Encoding and Packaging). It is based on the combination of data format conversion at the connection points of a heterogeneous network and message packaging. GDEP enabled the reduction of the number of utilized Short Burst Data (SBD) containers and the overall transmitted data size by almost five times.
A review and analysis of existing solutions for creating a system for collecting and converting the energy of HF radiation on the Internet of Things is conducted. We propose our development of a system for collecting and converting the energy of HF radiation on the Internet of Things. The result is a proprietary development of a system for collecting and converting high-frequency radiation energy, ready to work at a distance of no more than 0.94 meters from the Wi-Fi router according to the IEEE 802.11 standard. The output voltage in case of continuous operation of our harvester is 3.3 V, which is enough for power supply: temperature sensors with digital output, humidity sensors, and atmospheric pressure sensors. It is possible to achieve an increase in the working distance by increasing the power of the source of electromagnetic waves, to improve the gain of the transmitting and receiving antenna, or to increase the number of receiving antennas.
The problem of energy saving of a mobile device is still relevant, moreover, the need for energy saving increases every year with the advent of the Internet of things. However, despite the significance and effectiveness of previous studies, we still do not know the exact amount of energy consumed by the elements of the mobile device interface. In this regard, our contribution to this study is that we received a specific amount of energy in the established units of measurement consumed by the basic elements of the interface and the main color palette on TFT displays. The data obtained in this study were obtained through many experiments and have some small error associated with the used measurement sensors built into the mobile device. This error was calculated and determined for each element. In addition, the data on the energy consumption of the mobile device were evaluated from a theoretical point of view and a mathematical model of the battery consumption of the mobile device was compiled.
The article describes experiments to determine the system of optimal synthesis parameters for fractal and mixed content that meets the requirements of its comfortable viewing in stand-alone helmets of virtual reality.
In today's democratic digital society, the relevance of conducting open and objective voting using new information technologies is increasing. Existing solutions to practically used voting systems focus on technical and legal issues, rather than on the application of new information technologies at the voting stage. The article analyzes the problems of modern electoral systems, and based on an analysis of their shortcomings, a method, algorithms and software implementation of a voting system based on blockchain technology applications with a special software implementation of smart contracts, in which the shortcomings of existing systems are eliminated, are proposed.
As a digital artist’s tools, the following digital imaging technologies were considered in the article: creating abstract images using a neural network without an input image, base don’t he artist’s psycho-emotional state; creation of images using a neural network - a stylist, at the entrance of which there is a base image and a stylization file (artist’s picture, texture file, another image); technology of soft ware stylization of image processing and technology of fractal visualization. The developed technologies and the described algorithms can be useful for digital artists of such creative areas as: design, graphics, painting, architecture, cinema, VR, light installations.
Abstract:
This paper reviews modern ways of data preparation, acquisition and processing in projects based on Internet of Things concept. The best arrangements are considered, including strategies and techniques of network interaction, modern methods of computing organizations in projects, ways of showing and visualizing information for better client observation and realization, as well as additional technical solutions potentially applicable to developments based on the concept of the Internet of things. Selection and integration of solutions into a solitary coordinated arrangement of data collection and processing is being carried out, the extent of use and incorporation of the anticipated framework is investigated. Consequences of the experiment results examination based on the National Instruments laboratory equipment are presented.
Abstract. A three-dimensional artistic fractal tomography method that implements a non-glasses 3D visualization of fractal worlds in layered media is proposed. It is designed for the glasses-free 3D vision of digital art objects and films containing fractal content. Prospects for the development of this method in art galleries and the film industry are considered.
Artificial intelligence technologies are beginning to be actively used in human life, this is facilitated by the appearance and wide dissemination of the Internet of Things (IoT). Autonomous devices are becoming smarter in their way to interact with both a human and themselves. New capacities lead to creation of various systems for integration of smart things into Social Networks of the Internet of Things. One of the relevant trends in artificial intelligence is the technology of recognizing the natural language of a human. New insights in this topic can lead to new means of natural human-machine interaction, in which the machine would learn how to understand human's language, adjusting and interacting in it. One of such tools is voice assistant, which can be integrated into many other intelligent systems. In this paper, the principles of the functioning of voice assistants are described, its main shortcomings and limitations are given. The method of creating a local voice assistant without using cloud services is described, which allows to significantly expand the applicability of such devices in the future.
The paper considers programs and devices of augmented reality, examines the general environments and methods of software development and the rationale for their selection. The work describes in detail the operating principle of the software, the pattern recognition algorithm, the UML class diagram, the UML usage diagram, and the architecture of the 3D rendering engine and a description of its operation. An example of practical application of software with pattern recognition is offered. The paper examines the impact of virtual reality on human health, as well as the problem of assimilation of educational material in preschool education. To solve the problem, various algorithms for the program are proposed. Based on the conducted studies, it was decided to create the software for the experiment on the basis of developed algorithms for preschool education. The results of the work can be used for further research in the field of expanded reality, for new developments in this field and improvement of the quality of education.
The article presents an analysis of the possibilities and limitations of the use of information and communication technologies, in particular the Internet of things as an effective tool for artistic and sociocultural practices in the context of transformations of cultural industries. It is revealed that such radical transformations lead to a change in the formats of cultural objects, their content and form. The prospects of technological development are analyzed and the framework of interdisciplinary research is set.
Considering two main trends in the field of culture - the fusion of art with science and the high demand for viewers’ participation in art-projects, we emphasize the role of technology in the development of media and focus on the prospects that can provide the Internet of things. In addition, analyzing the perspectives of contemporary technological tools as creative tools, we argue that the Internet of things and derivative technologies can have a strong influence on design, education and culture: today the society faces exponential innovative growth in all areas, but the most promising among them are those which provide the user with an active position, ability to provide feedback and an option to become co-author of the responsive, recipient-oriented projects that engage complex technical excellence in order to meet the expectations of a contemporary adaptive user, viewer or student.
Abstract. The article is devoted to a new view of the structure of DNA as an intellectual scheme possessing the properties of logic and memory. The theory of transient circuitry, developed by the author for optimal computer circuits, revealed an amazing structural similarity between mathematical models of transition silicon elements and logic and memory circuits of solid state transient circuitry and atomic models of parts of DNA.