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Flewup is a award winning IT research company based in India offering world-class quality solutions on Web and Cloud Application Solutions, Mobile applications and Robotics Research for our clients round the globe.We're a fully-integrated international network with the people, passion and expertise to create ideas that make an impact on your business..

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    Smart & Futuristic Technologies

    A dream doesn't become reality through magic; it takes sweat, determination and hard work and at flewup one of our dream was to pluck coconuts using smartphones and tablet computers.And finally flewro technology is the result of this dream

    From our Blog

    5 Trends That Will Drive The Future Of Technology

    Trends get a bad rap, mostly because they are often equated with fashions.  Talk about trends and people immediately start imagining wafer thin models strutting down catwalks in outrageous outfits, or maybe a new shade of purple that will be long forgotten by next season.

    Yet trends can be important, especially those long in the making.  If lots of smart people are willing to spend years of their lives and millions (if not billions) of dollars on an idea, there’s probably something to it.

    Today, we’re on the brink of a new digital paradigm, where the capabilities of our technology are beginning to outstrip our own.  Computers are deciding which products to stock on shelves, performing legal discovery and even winning game shows.  They will soon be driving our cars and making medical diagnoses.  Here are five trends that are driving it all.

    1. No-Touch Interfaces
    We’ve gotten used to the idea that computers are machines that we operate with our hands.  Just as we Gen Xers became comfortable with keyboards and mouses, Today’s millennial generation has learned to text at blazing speed.  Each new iteration of technology has required new skills to use it proficiently.

    That’s why the new trend towards no-touch interfaces is so fundamentally different.  From Microsoft’s Kinect to Apple’s Siri to Google’s Project Glass, we’re beginning to expect that computers adapt to us rather than the other way around.

    The basic pattern recognition technology has been advancing for generations and, thanks to accelerating returns, we can expect computer interfaces to become almost indistinguishable from humans in little more than a decade.

    2. Native Content
    While over the past several years technology has become more local, social and mobile, the new digital battlefield will be fought in the living room, with Netflix NFLX +0.35%, Amazon, Microsoft MSFT +1.96%, Google GOOG +1.96%, Apple AAPL +1.05% and the cable companies all vying to produce a dominant model for delivering consumer entertainment.

    One emerging strategy is to develop original programming in order to attract and maintain a subscriber base.  Netflix recently found success with their “House of Cards” series starring Kevin Spacey and Robin Wright.  Amazon and Microsoft quickly announced their own forays into original content soon after.

    Interestingly, HBO, which pioneered the strategy, has been applying the trend in reverse.  Their HBO GO app, which at the moment requires a cable subscription, could easily be untethered and become a direct competitor to Netflix.

    3. Massively Online
    In the last decade, massively multiplayer online games such as World of Warcraft became all the rage.  Rather than simply play against the computer, you could play with thousands of others in real time.  It can be incredibly engrossing (albeit a bit unsettling when you realize that the vicious barbarian you’ve been marauding around with is actually a 14 year-old girl).

    Now other facets of life are going massively online.  Khan Academy offers thousands of modules for school age kids, Code Academy can teach a variety of programming languages to just about anybody and the latest iteration is Massively Online Open Courses (MOOC’s) that offer university level instruction. (For a good example, see here).

    The massively online trend has even invaded politics, with President Obama recently reaching out to ordinary voters through Ask Me Anything on Reddit and Google Hangouts.

    4. The Web of Things
    Probably the most pervasive trend is the Web of Things, where just about everything we interact with becomes a computable entity.  Our homes, our cars and even objects on the street will interact with our smartphones and with each other, seamlessly.

    What will drive the trend in the years to come are two complementary technologies:  Near Field Communication (NFC), which allows for two-way data communication with nearby devices and ultra-low power chips that can harvest energy in the environment, which will put computable entities just about everywhere you can think of.

    While the Web of Things is already underway, it’s difficult to see where it will lead us.  Some applications, such as mobile payments and IBM’s Smarter Planet initiative, will become widespread in just a few years.   Marketing will also be transformed, as consumers will be able to seamless access digital products from advertisements in the physical world.

    Still, as computing ceases to be something we do seated at a desk and becomes a natural, normal way of interacting with our environment, there’s really no telling what the impact will be.

    5. Consumer Driven Supercomputing
    Everybody knows the frustration of calling to a customer service line and having to deal with an automated interface.  They work well enough, but it takes some effort.  After repeating yourself a few times, you find yourself wishing that you can just punch your answers in or talk to someone at one of those offshore centers with heavy accents.

    Therein lies the next great challenge of computing.  While we used to wait for our desktop computers to process our commands and then lingered for what seemed like an eternity for web pages to load, we now struggle with natural language interfaces that just can’t quite work like we’d like them to.

    Flewro waiters the Drone waiters

    Looking for Waiters to Serve at your Restaurant? Why not get Flying Drone Waiters!
    India-based Flew Up Technologies launches the Flying Drone Waiters for the UAE, India markets.
    Dubai, October 21, 2015: A first of its kind concept, India-based (Kozhikode) Flew Up Technologies today launched their ‘Flying Drone Waiter’ at the Kerala IT Pavilion at the ongoing Gitex Technology Week 2015 at the Dubai World Trade Center.

    Once the waiter takes in an order from a customer, the dishes ordered will be served by the flying drone waiter. The area of the restaurant is mapped using a computer programme and the flying path within the restaurant is prepared and integrated into the software and drone waiters will be controlled using smart phones or tabs by the restaurant staff to ensure that the order reaches the right customer and does not create a flutter at the restaurant as it flies above the people with the orders.
    “The robotic waiters will help the human waiters to serve their customers more efficiently and the opportunity to spend more time interacting with diners, taking orders and clearing dishes. Whizzing from kitchens to tables with drinks and plates of food on board, the new wave of autonomous drones is already a burgeoning trend in Singapore and parts of UK.” Said Aliriza Abdul Gaffoor, CEO, Flewup Technologies.
    “The drones need a lot of customization based on the requirements of each restaurant. Even the weight of food and drinks that a drone needs to carry can be customized by making changes in the hardware.  We are hopeful that this trend may pick up in UAE restaurants as 3D robotic technology zooms into the hospitality sector. We are also working on drones that can carry food and drinks more than 2 kg weight.” He added.
    Flewup Technologies last year at Gitex had launched coconut plucking drones called ‘Flying Electronic Wonder Robots (Flewro)’. The drone with robotic arms can pluck coconut or dates from their trees. The drone flies to the top of trees and the camera attached to the drone will stream live visuals to the mobile app. The drone then stabilizes its flight and then the robotic arm tests if the fruit is ripe. On confirming the ripeness, the secondary arm fitted with sharp razors pluck the fruit.
    “It is interesting to see small companies like Flewup and many others in Kerala coming up with innovative projects that has a huge potential in the global market. Kerala IT’s aim is to provide a platform for them to enter newer markets with their products so that they can gain through the initial market penetration.” Said Technopark CEO, K G Girish Babu.

    Flewup - come fly with the future.

    Did you ever wonder that how technology change our life? in near future there will be classrooms with artificial intelligence in which the classroom itself predicts the knowledge level of the student and educate him the way he need.Emerging technologies succh as virtual reality and augmented reality.
    Tablets and apps have already entered schools, but the best way to use them is still „under development”. One of the most promising option is using them to illustrate/demonstrate learning material in a 3 dimensional, animated, real-life looking way. That is, using Augmented Reality – AR.In this article i am trying to present you with a general overview and concepts, ideas on how to do this.The objective of this article is to show you the potential of AR in education.

    Students’ interest is harder and harder to raise

    •Traditional visual representation (written text, drawing, images) are not effective anymore, since students get used to and live in visually rich multimedia world
    •They’re using, tablets, pc-s with strong, animated interactive content in their other activities – these are the channels they’re used to, the way their interest can be raised, and information, knowledge can be shown and transferred
    •Tablets and Augmented Reality Apps are the perfect answer to the visual stimulus need of the students.

    Education Augmenting Methods.

    The 3 main ways to use AR Apps throughout the learning process is the following:
    •Talking heads – teachers
    –Instead of reading, each and every page of the book and the pictures, illustrations on them are talking to the student when the tablet is being hold on them.
    •3d simulations
    –3 dimensional animations, demonstrating otherwise invisible, too big or too small objects, actions appearing on the pages of the textbook
    –Placing the student in the middle of the lesson– like he is traveling among/ within the subject’s virtual 3d world
    •3d interactive models with hotspots
    –Instead of the 2 dimensional drawings, 3 dimensional models of the subject with clickable info hotspots appear on the pages, to help to understand the lesson.

    Pointing the tablet/smartphone on printed materials, organs of the body appears in 3d on the screen. The given organ can be rotated by moving the printed 2d picture – and moving closer is like zooming in with a microscope. By touching the labels more detailed info is displayed.

    Enhance the pictures in the biology book with demonstrations of any organ - with interactive 3D animations. Students can take a look inside of the given organ, in order to better understand its mechanisms and functions.

    Show the characteristics, skeleton structure etc. of the animals with spectacular animations. Thus even long-extinct species can be brought alive. Students can even interact or take a photo with them.

    Some other ideas:
    •Presenting human body and animals in 3D
    •3d working model of organs that can be interactively
    •Layers and Hot spots tell more
    •x Ray function to see through the shell of the body

    As you can see, the possibilities of AR applications in education are nearly limitless hope that these ideas raised your interest and soon you can expect more articles regarding augmented reality in education on flewup website.

    what are flying robots?

    Flying robots also known as drones, are unmanned arial vehicles (UAV's) either controlled by ‘pilots’ from the ground or increasingly, autonomously following a pre-programmed mission through software-controlled flight plans in their embedded systems working in conjunction with GPS.  UAVs have most often been associated with the military but they are also used for search and rescue, surveillance, traffic monitoring, weather monitoring and firefighting,Agriculture among other things the use of drones has grown quickly in recent years. 
    Nature is inspiring the design of the next generation of drones, or flying robots, that could eventually be used for everything from military surveillance to search and rescue.
    In the journal Bioinspiration and Biomimetics, 14 research teams reveal their latest experimental drones.
    They include a robot with bird-like grasping appendages, and some that form a robo-swarm or flock.
    The developments are inspired by birds, bats, insects and even flying snakes.
    Aerial robotics expert Prof David Lentink, from Stanford University in California, says that this sort of bio-inspiration is pushing drone technology forward, because evolution has solved challenges that drone engineers are just beginning to address.
    "There is no drone that can avoid a wind turbine," he told BBC News. "And it is very difficult for drones to fly in urban environments," where there are vast numbers of obstacles to navigate, and turbulent airflow to cope with.
    Even the humble pigeon, Prof Lentink said, "flies where drones still can't".
    Some advances published in the journal directly demonstrate how these challenges can be overcome.
    Others simply show, in very fine detail, exactly how flying animals achieve what they do. And such insights - for example, looking at how tiny insects stabilise themselves in turbulent air - will help inform future drone design.
    To mimic what Prof Lentink described as insects' "amazing capability of flight in clutter ", one team of researchers, from the University of Maryland, engineered sensors for their experimental drone based on insects' eyes.
    These "eyes" are actually miniature cameras connected to an on-board computer that is programmed to steer the drone away from surrounding objects.
    Another team of researchers from the University of Pennsylvania has engineered a raptor-like appendage for a drone, enabling it to grasp objects at high speeds by swooping in like a bird of prey.
    Among the work focusing on unravelling the mysteries of insect, bird and bat flight, was an experiment by researchers at the University of North Carolina - tethering a moth inside a lab-based tornado chamber.
    Footage of the flying insect revealed how it twisted its wings to compensate for the unstable, swirling air.
    Another team led by Prof Kenny Breuer at Brown University built an eerily accurate robotic copy of a bat wing, demonstrating the wing's remarkable range of movement and flexibility. This is largely thanks to the thin wing membrane that is unique to bats.
    Membrane-based bat wings are of particular interest to drone engineers, because they are so tolerant of impact.
    "They deform instead of breaking," explained Prof Lentink. "They are also adapting better to the airflow because they're so flexible."
    Dr Mirko Kovac is director of the aerial robotics laboratory at Imperial College, London. His team is currently working on robots that can "perch" on trees and other objects, enabling drones to become "mobile networks of sensors".
    "I'm very excited about the future of this field," he told the BBC.
    "There are a lot of tasks that we can do with flying robots, such as sensing pollution, observing and protecting wildlife, or we could use them for search and rescue operations after tsunamis."
    There are already many drones in commercial use. In the UK, for example, the regulator, the Civil Aviation Authority (CAA), has issued around 50 permissions, essentially drone-operating licences, in just the last year to commercial operators. This allows them to fly their drones in UK airspace.
    The vast majority of these are for aerial photography, and current regulations state that drone operators must have visual contact with their vehicle.
    A CAA spokesperson told BBC News that, at the moment, "drones could not be allowed to go off and fly out of the operator's sight".
    "There isn't the technology in place to allow them to avoid airborne obstacles," the CAA continued, adding that the authority was watching drone development closely in order to "develop regulation in tandem with technology".
    And, as these demonstrations highlight, bio-inspired technology is beginning to allow flying robots to do far more than capture footage or pictures from the air.
    Dr Kovac commented: "It's important that the applications benefit humanity.
    "We must take the responsibility to built robots that are beneficial to society and used in an ethical and positive way."
    Prof Graham Taylor from the University of Oxford's animal flight group added that engineers still had a long way to go before they were able to achieve the feats that animals were capable of.
    "The depth of our understanding of the biological systems greatly exceeds the depth of our ability to exploit the underlying principles in engineered systems," he explained to BBC News. "So whilst the promise is great, it remains early days for the field."

    Flew LMS the next generation learning management system

    With rumors of Google releasing Augmented Reality (AR) glasses by the end of the year, this technology may be closer than we think. AR is essentially the layering of further data on top of the reality we already see. Whether students are wearing Oakley THUMP style glasses or having data sent straight to their AR contact lenses, the educational implications for this technology are huge. We talk about rich media being available in digital textbooks, but imagine having an AR Benjamin Franklin sitting at your desk explaining the Declaration of Independence. The immersive experience that students will enjoy both in and outside the classroom will be amazing.

    Augmented Reality in Education

    This brief presentation covers Constructivist learning theory and its alignment with augmented reality. Brief literature review is included to explain how learners may learn with AR, and several examples of our previous work are included to support the research findings and best practices when using AR for educational purposes.