Technical Report

Machine-to-Machine Communication in Industry 4.0: A Digital Transformation

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Abstract

In the era of Industry 4.0, marked by the integration of digital technologies into manufacturing processes, Machine-to-Machine (M2M) communication plays a pivotal role in driving the digital transformation of industries. This report explores the significance of M2M communication in the context of Industry 4.0, examining its impact on efficiency, productivity, and innovation. It delves into the key technologies underpinning M2M communication, the challenges and opportunities it presents, and the implications for various industries. Furthermore, the report explores real-world applications and case studies to illustrate the practical implementation of M2M communication. Through a comprehensive analysis, this report aims to provide insights into the current state and future trajectory of M2M communication in the landscape of Industry 4.0.

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Industry investment and research interest in edge computing, in which computing and storage nodes are placed at the Internet's edge in close proximity to mobile devices or sensors, have grown dramatically in recent years. This emerging technology promises to deliver highly responsive cloud services for mobile computing, scalability and privacy-policy enforcement for the Internet of Things, and the ability to mask transient cloud outages. The web extra at www.youtube.com/playlist?list=PLmrZVvFtthdP3fwHPy-4d61oDvQY-RBgS includes a five-video playlist demonstrating proof-of-concept implementations for three tasks: assembling 2D Lego models, freehand sketching, and playing Ping-Pong.
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Elderly care is one of the many applications supported by real-time activity recognition systems. Traditional approaches use cameras, body sensor networks, or radio patterns from various sources for activity recognition. However, these approaches are limited due to ease-of-use, coverage, or privacy preserving issues. In this paper, we present a novel wearable Radio Frequency Identification (RFID) system aims at providing an easy-to-use solution with high detection coverage. Our system uses passive tags which are maintenance-free and can be embedded into the clothes to reduce the wearing and maintenance efforts. A small RFID reader is also worn on the user's body to extend the detection coverage as the user moves. We exploit RFID radio patterns and extract both spatial and temporal features to characterize various activities. We also address the issues of false negative of tag readings and tag/antenna calibration, and design a fast online recognition system. Antenna and tag selection is done automatically to explore the minimum number of devices required to achieve target accuracy. We develop a prototype system which consists of a wearable RFID system and a smartphone to demonstrate the working principles, and conduct experimental studies with four subjects over two weeks. The results show that our system achieves a high recognition accuracy of 93.6 percent with a latency of 5 seconds. Additionally, we show that the system only requires two antennas and four tagged body parts to achieve a high recognition accuracy of 85 percent.
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Blockchain technology has the potential to revolutionize applications and redefine the digital economy.
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Background: Non-immersive virtual reality is an emerging strategy to enhance motor performance for stroke rehabilitation. There has been rapid adoption of non-immersive virtual reality as a rehabilitation strategy despite the limited evidence about its safety and effectiveness. Our aim was to compare the safety and efficacy of virtual reality with recreational therapy on motor recovery in patients after an acute ischaemic stroke. Methods: In this randomised, controlled, single-blind, parallel-group trial we enrolled adults (aged 18-85 years) who had a first-ever ischaemic stroke and a motor deficit of the upper extremity score of 3 or more (measured with the Chedoke-McMaster scale) within 3 months of randomisation from 14 in-patient stroke rehabilitation units from four countries (Canada [11], Argentina [1], Peru [1], and Thailand [1]). Participants were randomly allocated (1:1) by a computer-generated assignment at enrolment to receive a programme of structured, task-oriented, upper extremity sessions (ten sessions, 60 min each) of either non-immersive virtual reality using the Nintendo Wii gaming system (VRWii) or simple recreational activities (playing cards, bingo, Jenga, or ball game) as add-on therapies to conventional rehabilitation over a 2 week period. All investigators assessing outcomes were masked to treatment assignment. The primary outcome was upper extremity motor performance measured by total time to complete the Wolf Motor Function Test (WMFT) at the end of the 2 week intervention period, analysed in the intention-to-treat population. This trial is registered with ClinicalTrials.gov, number NTC01406912. Findings: The study was done between May 12, 2012, and Oct 1, 2015. We randomly assigned 141 patients: 71 received VRWii therapy and 70 received recreational activity. 121 (86%) patients (59 in the VRWii group and 62 in the recreational activity group) completed the final assessment and were included in the primary analysis. Each group improved WMFT performance time relative to baseline (decrease in median time from 43·7 s [IQR 26·1-68·0] to 29·7 s [21·4-45·2], 32·0% reduction for VRWii vs 38·0 s [IQR 28·0-64·1] to 27·1 s [21·2-45·5], 28·7% reduction for recreational activity). Mean time of conventional rehabilitation during the trial was similar between groups (VRWii, 373 min [SD 322] vs recreational activity, 397 min [345]; p=0·70) as was the total duration of study intervention (VRWii, 528 min [SD 155] vs recreational activity, 541 min [142]; p=0·60). Multivariable analysis adjusted for baseline WMFT score, age, sex, baseline Chedoke-McMaster, and stroke severity revealed no significant difference between groups in the primary outcome (adjusted mean estimate of difference in WMFT: 4·1 s, 95% CI -14·4 to 22·6). There were three serious adverse events during the trial, all deemed to be unrelated to the interventions (seizure after discharge and intracerebral haemorrhage in the recreational activity group and heart attack in the VRWii group). Overall incidences of adverse events and serious adverse events were similar between treatment groups. Interpretation: In patients who had a stroke within the 3 months before enrolment and had mild-to-moderate upper extremity motor impairment, non-immersive virtual reality as an add-on therapy to conventional rehabilitation was not superior to a recreational activity intervention in improving motor function, as measured by WMFT. Our study suggests that the type of task used in motor rehabilitation post-stroke might be less relevant, as long as it is intensive enough and task-specific. Simple, low-cost, and widely available recreational activities might be as effective as innovative non-immersive virtual reality technologies. Funding: Heart and Stroke Foundation of Canada and Ontario Ministry of Health.
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The proliferation of Internet of Things and the success of rich cloud services have pushed the horizon of a new computing paradigm, Edge computing, which calls for processing the data at the edge of the network. Edge computing has the potential to address the concerns of response time requirement, battery life constraint, bandwidth cost saving, as well as data safety and privacy. In this paper, we introduce the definition of Edge computing, followed by several case studies, ranging from cloud offloading to smart home and city, as well as collaborative Edge to materialize the concept of Edge computing. Finally, we present several challenges and opportunities in the field of Edge computing, and hope this paper will gain attention from the community and inspire more research in this direction.
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This paper presents the development of an integrated decision-making framework for on-demand parcel delivery services that considers Just-In-Time delivery, fuel consumption and carbon emissions. Optimal policies based on the Markov decision process are established to allow for inclusion of parcel delivery requests. The framework’s integrated dynamic algorithm, based on a continuous variable feedback control, allows for unified processing of delivery requests and route scheduling. Computational experiments show that the integrated approach could increase revenue by 6.4% by reducing fuel and emission costs by 2.5%; however, the approach may incur more cost in terms of timeliness compared to a myopic approach.
Wireless control for the IoT: power spectrum and security challenges
  • K Gatsis
  • G J Pappas
Gatsis K, Pappas GJ. Wireless control for the IoT: power spectrum and security challenges. In: Proc. 2017 IEEE/ACM second international conference on internet-of-things design and implementation (IoTDI), Pittsburg, PA, USA, 18-21 April 2017. INSPEC Accession Number: 16964293
  • H.-J Thomas
  • Christian Uhlemann
  • Rolf Lehmann
  • Steinhilper
Thomas H.-J. Uhlemann, Christian Lehmann, Rolf Steinhilper, "The Digital Twin: Realizing the Cyber-Physical Production System for Industry 4.0", Procedia CIRP, Volume 61, 2017, Pages 335-340