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Abdulmotaleb El Saddik

Bio: Abdulmotaleb El Saddik is an academic researcher from University of Ottawa. The author has contributed to research in topics: Haptic technology & The Internet. The author has an hindex of 42, co-authored 479 publications receiving 9378 citations. Previous affiliations of Abdulmotaleb El Saddik include King Saud University & Technische Universität Darmstadt.


Papers
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TL;DR: This survey aims at providing multimedia researchers with a state-of-the-art overview of fusion strategies, which are used for combining multiple modalities in order to accomplish various multimedia analysis tasks.
Abstract: This survey aims at providing multimedia researchers with a state-of-the-art overview of fusion strategies, which are used for combining multiple modalities in order to accomplish various multimedia analysis tasks. The existing literature on multimodal fusion research is presented through several classifications based on the fusion methodology and the level of fusion (feature, decision, and hybrid). The fusion methods are described from the perspective of the basic concept, advantages, weaknesses, and their usage in various analysis tasks as reported in the literature. Moreover, several distinctive issues that influence a multimodal fusion process such as, the use of correlation and independence, confidence level, contextual information, synchronization between different modalities, and the optimal modality selection are also highlighted. Finally, we present the open issues for further research in the area of multimodal fusion.

1,019 citations

Journal ArticleDOI
TL;DR: This paper presents a digital twin architecture reference model for the cloud-based CPS, C2PS, where the model helps in identifying various degrees of basic and hybrid computation-interaction modes in this paradigm.
Abstract: Cyber-physical system (CPS) is a new trend in the Internet-of-Things related research works, where physical systems act as the sensors to collect real-world information and communicate them to the computation modules (i.e. cyber layer), which further analyze and notify the findings to the corresponding physical systems through a feedback loop. Contemporary researchers recommend integrating cloud technologies in the CPS cyber layer to ensure the scalability of storage, computation, and cross domain communication capabilities. Though there exist a few descriptive models of the cloud-based CPS architecture, it is important to analytically describe the key CPS properties: computation, control, and communication. In this paper, we present a digital twin architecture reference model for the cloud-based CPS, C2PS, where we analytically describe the key properties of the C2PS. The model helps in identifying various degrees of basic and hybrid computation-interaction modes in this paradigm. We have designed C2PS smart interaction controller using a Bayesian belief network, so that the system dynamically considers current contexts. The composition of fuzzy rule base with the Bayes network further enables the system with reconfiguration capability. We also describe analytically, how C2PS subsystem communications can generate even more complex system-of-systems. Later, we present a telematics-based prototype driving assistance application for the vehicular domain of C2PS, VCPS, to demonstrate the efficacy of the architecture reference model.

409 citations

Journal ArticleDOI
TL;DR: Originally developed to improve manufacturing processes, digital twins are being redefined as digital replications of living as well as nonliving entities that enable data to be seamlessly transmitted between the physical and virtual worlds.
Abstract: Originally developed to improve manufacturing processes, digital twins are being redefined as digital replications of living as well as nonliving entities that enable data to be seamlessly transmitted between the physical and virtual worlds. Digital twins facilitate the means to monitor, understand, and optimize the functions of all physical entities and for humans provide continuous feedback to improve quality of life and well-being.

373 citations

Journal ArticleDOI
TL;DR: SIoV is a vehicular instance of the Social IoT (SIoT), where vehicles are the key social entities in the machine-to-machine vehicular social networks and the social structures of SIoV components, their relationships, and the interaction types are identified.
Abstract: The main vision of the Internet of Things (IoT) is to equip real-life physical objects with computing and communication power so that they can interact with each other for the social good. As one of the key members of IoT, Internet of Vehicles (IoV) has seen steep advancement in communication technologies. Now, vehicles can easily exchange safety, efficiency, infotainment, and comfort-related information with other vehicles and infrastructures using vehicular ad hoc networks (VANETs). We leverage on the cloud-based VANETs theme to propose cyber-physical architecture for the Social IoV (SIoV). SIoV is a vehicular instance of the Social IoT (SIoT), where vehicles are the key social entities in the machine-to-machine vehicular social networks. We have identified the social structures of SIoV components, their relationships, and the interaction types. We have mapped VANETs components into IoT-A architecture reference model to offer better integration of SIoV with other IoT domains. We also present a communication message structure based on automotive ontologies, the SAE J2735 message set, and the advanced traveler information system events schema that corresponds to the social graph. Finally, we provide the implementation details and the experimental analysis to demonstrate the efficacy of the proposed system as well as include different application scenarios for various user groups.

334 citations

Journal ArticleDOI
01 Jan 2014
TL;DR: The paper provides guidelines, drawn from the literature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.
Abstract: Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. Finally, the paper provides guidelines, drawn from the literature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.

332 citations


Cited by
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08 Dec 2001-BMJ
TL;DR: There is, I think, something ethereal about i —the square root of minus one, which seems an odd beast at that time—an intruder hovering on the edge of reality.
Abstract: There is, I think, something ethereal about i —the square root of minus one. I remember first hearing about it at school. It seemed an odd beast at that time—an intruder hovering on the edge of reality. Usually familiarity dulls this sense of the bizarre, but in the case of i it was the reverse: over the years the sense of its surreal nature intensified. It seemed that it was impossible to write mathematics that described the real world in …

33,785 citations

01 Jan 2002

9,314 citations

Journal ArticleDOI
TL;DR: An overview of recommender systems as well as collaborative filtering methods and algorithms is provided, which explains their evolution, provides an original classification for these systems, identifies areas of future implementation and develops certain areas selected for past, present or future importance.
Abstract: Recommender systems have developed in parallel with the web. They were initially based on demographic, content-based and collaborative filtering. Currently, these systems are incorporating social information. In the future, they will use implicit, local and personal information from the Internet of things. This article provides an overview of recommender systems as well as collaborative filtering methods and algorithms; it also explains their evolution, provides an original classification for these systems, identifies areas of future implementation and develops certain areas selected for past, present or future importance.

2,639 citations