UBISS 2020 – Workshops & Instructors
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The Internet of Things (IoT) identifies the network of interconnected systems, machines, and things that communicate and collaborate without human intervention. Techno-economic forecasts indicate that wireless IoT will become massive in the coming years, connecting tens of billions of devices. The IoT has significantly different requirements and traffic characteristics from both, traditional human-to-machine (H2M) services (download, web browsing, video streaming) and human-to-human (H2H) communication, where large data volumes are sent, high data rates are required, and infrequent access requests to the network are performed. In contrast, IoT communication is oftentimes based on the intermittent transmission/reception of small data portions and presents strict latency, reliability, and energy efficiency requirements. Thus, adequate traffic models are required to efficiently manage IoT traffic. Recent standardization efforts led to the development of the narrowband Internet of Things (NB-IoT), the low-power wide-area implementation in cellular base stations. NB-IoT has positioned itself as the major player in the IoT sector due to its greater transmission range and longer battery lifetime with respect to other IoT technologies. Distributed ledger technologies (DLTs) and machine learning techniques nicely complement NB-IoT. DLTs provide secure, reliable, and transparent data transmission, whereas machine learning can be used to optimize performance.
In summary, this workshop includes:
- Use cases and performance requirements for IoT applications,
- Theoretical aspects and fundamentals of wireless communications for the IoT,
- Basics of machine learning and data analytics for the IoT,
- The role of DLTs in NB-IoT applications,
- Details of NB-IoT access protocols,
- Joint project discussion and planning,
- Hands-on sessions to program the NB-IoT devices and setup the applications.
The participants will learn:
- The theoretical basis and design principles of wireless communication protocols and IoT architectures,
- How to program and implement an IoT application with real NB-IoT elements,
- How to use machine learning and data analytics to maximize the efficiency of IoT applications,
- How to implement secure and transparent NB-IoT applications with DLTs.
To get the most out of the workshop, prospective students are encouraged to have basic knowledge on wireless communications and programming languages.
Maximum number of participants to be enrolled to the workshop: 32 (full)
Professor Petar Popovski, Aalborg University, Denmark
Dr. Israel Leyva-Mayorga, Aalborg University, Denmark
Dr. Federico Chiariotti, Aalborg University, Denmark
Petar Popovski is a Professor and Head of the CNT at Aalborg University and received his Ph.D. in wireless communications from Aalborg University in 2004. He is an IEEE Fellow and recipient of an ERC Consolidator Grant in 2015. He has received several best paper awards and has served on the editorial board of several journals and currently on IEEE Transactions on Communications. He has been involved in several EU projects related to 5G where he has been leading the research on Ultra-Reliable Communications. His research interests are in wireless access protocols, M2M and fundamental communication theory of wireless systems. He has supervised 20 PhD students and a large number of master students.
Israel Leyva-Mayorga is a postdoc at the CNT since January 2019. He received the B.Sc. degree in telematics engineering and the M.Sc. degree (Hons.) in mobile computing systems from the Instituto Politécnico Nacional (IPN), Mexico, in 2012 and 2014, respectively, and the Ph.D. in telecommunications (Cum laude) from the Universitat Politècnica de València (UPV), Spain, in 2018. He was a visiting researcher at the Department of Communications of the UPV in 2014 and at the Deutsche Telekom Chair of Communication Networks, Technische Universität Dresden, Germany, in 2018. He has authored more than 20 peer-reviewed research papers in the areas of massive machine-type communications (mMTC), random access protocols, network coding, ultra-reliable low-latency communications (URLLC), and satellite communications.
Federico Chiariotti is a post-doctoral researcher at the CNT. He received his Ph.D. in information engineering in 2019, and the master’s and bachelor’s degrees in telecommunication engineering (both cum laude) in 2015 and 2013, respectively, all from the University of Padova, Italy. In 2017 and 2018, he was a Research Intern with Nokia Bell Labs, Dublin. He has authored over 20 published papers on wireless networks and the use of artificial intelligence techniques to improve their performance. He was a recipient of the Best Paper Award at the Workshop on ns-3 in 2019 and at the ACM International Conference on Underwater Networks & Systems in 2019, as well as the Best Student Paper Award at the International Astronautical Congress in 2015. His current research interests include network applications of machine learning, transport layer protocols, Smart Cities, bike sharing system optimization, and adaptive video streaming.
As it matures, virtual, augmented, and mixed reality technology (VR) has increasing potential to enable fundamental and transformative advances in a broad range of societally beneficial areas. Sometimes called “the ultimate empathy machine” for its ability to enable compelling first-person experiences, VR is already being actively used many fields, such as: journalism (to bring stories to life), museums (to promote active engagement with cultural and historical content), medicine (e.g. surgical planning, pain management, physical rehabilitation, and more), psychotherapy, architectural and interior design, K-12 education, job training (including implicit bias mitigation), and much more. The global virtual reality market was valued at US $3.13 billion in 2019, primarily driven by the video game industry, but continued rapid growth is expected as the market diversifies. Nonetheless, VR is still an emerging medium, and the creation of compelling and useful applications requires knowledge and skills that are fundamentally different from traditional computing.
This workshop will provide an overview of the theoretical foundations, hardware/software technologies, and interaction techniques necessary to begin creating optimally effective virtual reality experiences. Structured as a mixture of theory and practice, the workshop will also provide students with the opportunity to gain practical experience by implementing 3D user interfaces and developing a prototype VR application motivated by a social good problem.
Major learning objectives include:
- Understanding virtual reality technologies, including displays, motion tracking, and input devices, and software frameworks such as the Unity game engine
- Gaining familiarity with both current and future applications of virtual reality, especially those that address societal challenges and contribute to social good
- Learning about the design and implementation of 3D interaction techniques, including navigation, selection, manipulation, and system control
- Thinking critically about what makes a virtual reality experience effective and compelling (and conversely, what doesn’t)
- Gaining practical experience in developing a virtual reality application that applies 3D user interface best practices
In this workshop, we will be using the Unity game engine and C# programming language. Prior experience with these specific tools is not expected. However, students should have solid programming skills in at least one modern programming language (e.g., Java, C++, Python, etc.) and be comfortable with consulting documentation to look up unfamiliar syntax. Basic knowledge of computer graphics is also beneficial, but not required.
Maximum number of participants to be enrolled to the workshop: TBD (few seats left)
Professor Victoria Interrante, University of Minnesota, USA
Dr. Matti Pouke, University of Oulu, Finland
Dr. Paula Alavesa, University of Oulu, Finland
Victoria Interrante is a Full Professor in the Department of Computer Science and Engineering at the University of Minnesota and Director of the University-wide Center for Cognitive Sciences. Professor Interrante has a 20-year history of involvement in VR research, focusing primarily on efforts related to the application of insights from visual perception and cognition. She is currently serving on the steering committee of the international IEEE VR conference and as co-editor-in-chief of the ACM Transactions on Applied Perception. She is the recipient of the IEEE VGTC Career Award in 2020.
Matti Pouke is a postdoctoral researcher in the Perception Engineering research group at the Center for Ubiquitous Computing, University of Oulu, Finland. In his doctoral research he studied the transformation and visualization of real human activity in virtual environments. Since then he has been involved in many research and development projects involving the use of realistic virtual environments in public urban contexts, including smart buildings, architectural visualizations and game engine based prototypes such as Virtual Oulu, Virtual Campus and Virtual Library. Further, he has studied virtual reality and 3D user interfaces in various industrial contexts such as factory training processes. His current research focuses on human perception in multi-scale virtual reality experiences. He is a member of ACM and IEEE.
Paula Alavesa is a postdoctoral researcher in the Perception Engineering research group at the Center for Ubiquitous Computing, University of Oulu, Finland. Her doctoral thesis focused on playful appropriations of hybrid spaces where virtual and physical environments were combined into urban pervasive games. She has several years of experience in design, implementation and in the wild evaluation of location based mobile games, in addition to working with augmented and virtual reality technologies. She has published over 30 papers, with the overarching theme of combining digital and physical realms in serious games as mediators. Since 2019 she has been the adjunct chair of the Work in Progress track of CHI Play. She is a member of IEEE, ACM, SIGCHI and Digital Games Research Association (DiGRA).