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Publikacije (69)

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Benjamin Cerimagic, A. Akšamović, Dusanka Boskovic

The paper describes an implementation of a low-cost electrochemical impedance spectroscope using a sound card on a computer. The main parts of the system are: PC's sound card used for signal output and data acquisition, a current source, two measurement channels, software module for battery parameter estimation. The sinusoidal signal with required amplitude and frequency is generated from the MATLAB and using the D/A converter of the sound card. The current source is implemented as a class AB amplifier with a PI regulator. Measurement channels are designed to prepare battery response signals for the A/D conversion. The implementation allows utilizing different algorithms for parameters estimation. The system performance is demonstrated when used to estimate the parameters of a Lead-Acid battery, test results are presented and discussed.

Dusanka Boskovic, S. Rizvić, V. Okanović, Sanda Sljivo, Nusret Sinanovic

In our research we address the common and important problem of measuring users' experience in multimedia cultural heritage applications. Our objective is to develop a simple and efficient instrument capable to highlight both main qualities and major difficulties in using such applications for different types of users. We address specific objectives of usability for multimedia cultural heritage applications: immersion and edutainment. In addition to identifying best features and flaws, the results of measurement provide a tool for a comparison of different applications.

The paper presents the Wireless Sensor Network (WSN) Simulator and its usage for designing the forest fire early detection system. The WSN Simulator is developed based on proposed Sensor model and WSN model. The WSN Simulator address important design issues as: coverage of the area under surveillance in relation to initial sensor deployment, number of sensors needed for targeted deployment, and coverage change as function of time. Simulator is scalable, and can be easily extended to include additional modeling provisions.

S. Rizvić, Nermin Djapo, Fatmir Alispahic, Bojan Hadzihalilovic, Fahira Fejzic Cengic, Ahmed Imamovic, V. Okanović, Dusanka Boskovic

Interactive digital storytelling becomes a form of information presentation in many fields. Its application spans from media industry through digital cultural heritage, serious games, information visualization to contemporary theater and visual arts. In order to develop a new digital storytelling methodology hyper-storytelling, we engaged a team of multidisciplinary experts from computer science, visual arts, literature, film directing, psychology, communicology and human computer interaction. In this paper we present the first findings of this team in form of guidelines for interactive digital storytelling presentations of cultural heritage.

Oliver Philbin-Briscoe, B. Simon, S. Mudur, Charalambos (Charis) Poullis, S. Rizvić, Dusanka Boskovic, F. Liarokapis, I. Katsouri et al.

Commercial sea routes joining Europe with other cultures are vivid examples of cultural interaction. In this work, we present a serious game which aims to provide better insight and understanding of seaborne trade mechanisms and seafaring practices in the eastern Mediterranean during the Classical and Hellenistic periods. The game incorporates probabilistic geospatial analysis of possible ship routes through the re-use and spatial analysis from open GIS maritime, ocean, and weather data. These routes, along with naval engineering and sailing techniques from the period, are used as underlying information for the seafaring game. This work is part of the EU-funded project iMareCulture whose purpose is in raising the European identity awareness using maritime and underwater cultural interaction and exchange in the Mediterranean sea.

Introduction: This paper presents mobile application implementing a decision support system for acid-base disorder diagnosis and treatment recommendation. Material and methods: The application was developed using the official integrated development environment for the Android platform (to maximize availability and minimize investments in specialized hardware) called Android Studio. Results: The application identifies disorder, based on the blood gas analysis, evaluates whether the disorder has been compensated, and based on additional input related to electrolyte imbalance, provides recommendations for treatment. Conclusion: The application is a tool in the hands of the user, which provides assistance during acid-base disorders treatment. The application will assist the physician in clinical practice and is focused on the treatment in intensive care.

S. Rizvić, Dusanka Boskovic, V. Okanović, Sanda Sljivo

A team of multidisciplinary experts from computer science, visual arts, literature, film directing, psychology, communicology and human computer interaction developed a new interactive digital storytelling method - hyper storytelling. Hyper storytelling offers a solution for narrative paradox in introducing motivation factor into interactive digital story. In this paper we present Kyrenia - the first hyper storytelling application. Its purpose is to introduce the Internet users with the oldest sunken ship from 280 B.C., found in 1975 near Kyrenia, Cyprus.

The aim of this paper is to promote and demonstrate the usage and successful practical application of e-learning achievements in the field of biomedical engineering education (BME). Biomedical engineers and bioengineers require significant knowledge of both, engineering and biology. Both, biomedical engineering and BME education in Bosnia and Herzegovina are on an extremely low development level. Therefore, it is important to create a system used by both students and professors, which would increase the level of awareness in this field. During the implementation of this system, the best development practices of web-based systems of wide usage were used. The results of required knowledge in the field of BME, based on real data of the usage of this system, have also been demonstrated.

The aim of this work is to promote the application of computer science and skills in projecting web-based and mobile systems for training and improving in the field of biomedical engineering. The main role of such project system is reflected in unification and publishing educational contents in the fields of ECG signals, assigned for students and teachers of medicine and biomedical engineering. The system may also feature realistic ECG signals and support both learning and examination. The proper interpretation and detecting of different waves and intervals of electric heart activities are of primary interest for the application of computer systems in processing of the ECG signals. The presentation of this signal has been performed in several different ways, where each of them helps better understanding of certain anomaly that occurs in it. Several algorithms for the detection of QRS complex have been analyzed and compared, and the algorithm showing best results by several criteria, has been implemented. The additional possibility is the signal analysis in the form of heart rate variability. In order to be widely used, the application has been realized in the form of content management system (CMS). In this structure, the implemented system is a typical example of three-layer software architecture.

M. Tosic, Ognjen Ikovic, Dusanka Boskovic

In this paper we present an approach for establishing soft/virtual sensors across wireless network components (access points, connected devices and routers) and a cloud based software defined networking (SDN) controller. These soft sensors provide the contextual insight necessary for efficient management of available storage and networking resources, all the while ensuring necessary QoS levels in content delivery services (i.e. video delivery). The approach presented converts wireless network infrastructure into an edge computing platform which provides real time decision making based on results received from established soft sensors. This provides the level of reactivity necessary for fast changing conditions in IoT era wireless networks. The cloud based SDN controller oversees the content delivery system and performs strategic/proactive decision making and guides edge computing processes and decisions in line with defined policies. In this paper we show the impact of SDN based resource management, supported by soft sensors and edge computing across wireless networking infrastructure, on resource utilization efficiency and QoS in content delivery.

M. Tosic, Ognjen Ikovic, Dusanka Boskovic

Foundation of every smart building is local area network connecting devices and systems for enabling provisioning of in-building and Internet based services. In the Internet of Things era, in-building local area networks are becoming more complex with support for plethora of access technologies, support for edge processing, interconnecting IoT gateways and supporting different mission critical services depending on low latency and high reliability all while supporting internal company business processes and high QoS for Internet based services like web browsing, content delivery and video streaming. It is evident that smart building local area networks require proper solution for context and service aware resource management. In this paper we introduce SDN-based approach and controller for context aware service provisioning management. We focus on mission critical services of building management system, VoIP for inbuilding voice communication and content delivery. We will show that our SDN controller enables context and service aware utilization of edge processing and storage capacities of the in-building IP infrastructure to ensure required QoS levels for these different classes of in-building and Internet based services.

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