Search results for: user experience design
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 17778

Search results for: user experience design

17508 Analysis of Importance of Culture in Distributed Design Based on the Case Study at the University of Strathclyde

Authors: Zixuan Yang

Abstract:

This paper presents an analysis of the necessary consideration culture in distributed design through a thorough literature review and case study. The literature review has identified that the need for understanding cultural differences in product design and user evaluations is highlighted by analyzing cross-cultural influences; culture plays a significant role in distributed work, particularly in establishing team cohesion, trust, and credibility early in the project. By applying approaches of Geert Hofstede's dimensions and Fukuyama's trust analysis, a case study of a global design project, i.e., multicultural distributed teamwork solving the problem in terms of reducing the risk of deep vein thrombosis, showcases cultural dynamics, emphasizing trust-building and decision-making. The lessons learned emphasized the importance of cultural awareness, adaptability, and the utilization of scientific theories to enable effective cross-cultural collaborations in global design, providing valuable insights into navigating cultural diversity within design practices.

Keywords: culture, distributed design, global design, Geert Hofstede's dimensions, Fukuyama's trust analysis

Procedia PDF Downloads 68
17507 Book Exchange System with a Hybrid Recommendation Engine

Authors: Nilki Upathissa, Torin Wirasinghe

Abstract:

This solution addresses the challenges faced by traditional bookstores and the limitations of digital media, striking a balance between the tactile experience of printed books and the convenience of modern technology. The book exchange system offers a sustainable alternative, empowering users to access a diverse range of books while promoting community engagement. The user-friendly interfaces incorporated into the book exchange system ensure a seamless and enjoyable experience for users. Intuitive features for book management, search, and messaging facilitate effortless exchanges and interactions between users. By streamlining the process, the system encourages readers to explore new books aligned with their interests, enhancing the overall reading experience. Central to the system's success is the hybrid recommendation engine, which leverages advanced technologies such as Long Short-Term Memory (LSTM) models. By analyzing user input, the engine accurately predicts genre preferences, enabling personalized book recommendations. The hybrid approach integrates multiple technologies, including user interfaces, machine learning models, and recommendation algorithms, to ensure the accuracy and diversity of the recommendations. The evaluation of the book exchange system with the hybrid recommendation engine demonstrated exceptional performance across key metrics. The high accuracy score of 0.97 highlights the system's ability to provide relevant recommendations, enhancing users' chances of discovering books that resonate with their interests. The commendable precision, recall, and F1score scores further validate the system's efficacy in offering appropriate book suggestions. Additionally, the curve classifications substantiate the system's effectiveness in distinguishing positive and negative recommendations. This metric provides confidence in the system's ability to navigate the vast landscape of book choices and deliver recommendations that align with users' preferences. Furthermore, the implementation of this book exchange system with a hybrid recommendation engine has the potential to revolutionize the way readers interact with printed books. By facilitating book exchanges and providing personalized recommendations, the system encourages a sense of community and exploration within the reading community. Moreover, the emphasis on sustainability aligns with the growing global consciousness towards eco-friendly practices. With its robust technical approach and promising evaluation results, this solution paves the way for a more inclusive, accessible, and enjoyable reading experience for book lovers worldwide. In conclusion, the developed book exchange system with a hybrid recommendation engine represents a progressive solution to the challenges faced by traditional bookstores and the limitations of digital media. By promoting sustainability, widening access to printed books, and fostering engagement with reading, this system addresses the evolving needs of book enthusiasts. The integration of user-friendly interfaces, advanced machine learning models, and recommendation algorithms ensure accurate and diverse book recommendations, enriching the reading experience for users.

Keywords: recommendation systems, hybrid recommendation systems, machine learning, data science, long short-term memory, recurrent neural network

Procedia PDF Downloads 94
17506 Physical Property Characterization of Adult Dairy Nutritional Products for Powder Reconstitution

Authors: Wei Wang, Martin Chen

Abstract:

The reconstitution behaviours of nutritional products could impact user experience. Reconstitution issues such as lump formation and white flecks sticking to bottles surfaces could be very unappealing for the consumers in milk preparation. The controlling steps in dissolving instant milk powders include wetting, swelling, sinking, dispersing, and dissolution as in the literature. Each stage happens simultaneously with the others during milk preparation, and it is challenging to isolate and measure each step individually. This study characterized three adult nutritional products for different properties including particle size, density, dispersibility, stickiness, and capillary wetting to understand the relationship between powder physical properties and their reconstitution behaviours. From the results, the formation of clumps can be caused by different factors limiting the critical steps of powder reconstitution. It can be caused by small particle size distribution, light particle density limiting powder wetting, or the rapid swelling and dissolving of particle surface materials to impede water penetration in the capillary channels formed by powder agglomerates. For the grain or white flecks formation in milk preparation, it was believed to be controlled by dissolution speed of the particles after dispersion into water. By understanding those relationship between fundamental powder structure and their user experience in reconstitution, this information provides us new and multiple perspectives on how to improve the powder characteristics in the commercial manufacturing.

Keywords: characterization, dairy nutritional powder, physical property, reconstitution

Procedia PDF Downloads 103
17505 Automated Adaptions of Semantic User- and Service Profile Representations by Learning the User Context

Authors: Nicole Merkle, Stefan Zander

Abstract:

Ambient Assisted Living (AAL) describes a technological and methodological stack of (e.g. formal model-theoretic semantics, rule-based reasoning and machine learning), different aspects regarding the behavior, activities and characteristics of humans. Hence, a semantic representation of the user environment and its relevant elements are required in order to allow assistive agents to recognize situations and deduce appropriate actions. Furthermore, the user and his/her characteristics (e.g. physical, cognitive, preferences) need to be represented with a high degree of expressiveness in order to allow software agents a precise evaluation of the users’ context models. The correct interpretation of these context models highly depends on temporal, spatial circumstances as well as individual user preferences. In most AAL approaches, model representations of real world situations represent the current state of a universe of discourse at a given point in time by neglecting transitions between a set of states. However, the AAL domain currently lacks sufficient approaches that contemplate on the dynamic adaptions of context-related representations. Semantic representations of relevant real-world excerpts (e.g. user activities) help cognitive, rule-based agents to reason and make decisions in order to help users in appropriate tasks and situations. Furthermore, rules and reasoning on semantic models are not sufficient for handling uncertainty and fuzzy situations. A certain situation can require different (re-)actions in order to achieve the best results with respect to the user and his/her needs. But what is the best result? To answer this question, we need to consider that every smart agent requires to achieve an objective, but this objective is mostly defined by domain experts who can also fail in their estimation of what is desired by the user and what not. Hence, a smart agent has to be able to learn from context history data and estimate or predict what is most likely in certain contexts. Furthermore, different agents with contrary objectives can cause collisions as their actions influence the user’s context and constituting conditions in unintended or uncontrolled ways. We present an approach for dynamically updating a semantic model with respect to the current user context that allows flexibility of the software agents and enhances their conformance in order to improve the user experience. The presented approach adapts rules by learning sensor evidence and user actions using probabilistic reasoning approaches, based on given expert knowledge. The semantic domain model consists basically of device-, service- and user profile representations. In this paper, we present how this semantic domain model can be used in order to compute the probability of matching rules and actions. We apply this probability estimation to compare the current domain model representation with the computed one in order to adapt the formal semantic representation. Our approach aims at minimizing the likelihood of unintended interferences in order to eliminate conflicts and unpredictable side-effects by updating pre-defined expert knowledge according to the most probable context representation. This enables agents to adapt to dynamic changes in the environment which enhances the provision of adequate assistance and affects positively the user satisfaction.

Keywords: ambient intelligence, machine learning, semantic web, software agents

Procedia PDF Downloads 281
17504 Deep Reinforcement Learning with Leonard-Ornstein Processes Based Recommender System

Authors: Khalil Bachiri, Ali Yahyaouy, Nicoleta Rogovschi

Abstract:

Improved user experience is a goal of contemporary recommender systems. Recommender systems are starting to incorporate reinforcement learning since it easily satisfies this goal of increasing a user’s reward every session. In this paper, we examine the most effective Reinforcement Learning agent tactics on the Movielens (1M) dataset, balancing precision and a variety of recommendations. The absence of variability in final predictions makes simplistic techniques, although able to optimize ranking quality criteria, worthless for consumers of the recommendation system. Utilizing the stochasticity of Leonard-Ornstein processes, our suggested strategy encourages the agent to investigate its surroundings. Research demonstrates that raising the NDCG (Discounted Cumulative Gain) and HR (HitRate) criterion without lowering the Ornstein-Uhlenbeck process drift coefficient enhances the diversity of suggestions.

Keywords: recommender systems, reinforcement learning, deep learning, DDPG, Leonard-Ornstein process

Procedia PDF Downloads 142
17503 The Design of the Blended Learning System via E-Media and Online Learning for the Asynchronous Learning: Case Study of Process Management Subject

Authors: Pimploi Tirastittam, Suppara Charoenpoom

Abstract:

Nowadays the asynchronous learning has granted the permission to the anywhere and anything learning via the technology and E-media which give the learner more convenient. This research is about the design of the blended and online learning for the asynchronous learning of the process management subject in order to create the prototype of this subject asynchronous learning which will create the easiness and increase capability in the learning. The pattern of learning is the integration between the in-class learning and online learning via the internet. This research is mainly focused on the online learning and the online learning can be divided into 5 parts which are virtual classroom, online content, collaboration, assessment and reference material. After the system design was finished, it was evaluated and tested by 5 experts in blended learning design and 10 students which the user’s satisfaction level is good. The result is as good as the assumption so the system can be used in the process management subject for a real usage.

Keywords: blended learning, asynchronous learning, design, process management

Procedia PDF Downloads 407
17502 Trend Detection Using Community Rank and Hawkes Process

Authors: Shashank Bhatnagar, W. Wilfred Godfrey

Abstract:

We develop in this paper, an approach to find the trendy topic, which not only considers the user-topic interaction but also considers the community, in which user belongs. This method modifies the previous approach of user-topic interaction to user-community-topic interaction with better speed-up in the range of [1.1-3]. We assume that trend detection in a social network is dependent on two things. The one is, broadcast of messages in social network governed by self-exciting point process, namely called Hawkes process and the second is, Community Rank. The influencer node links to others in the community and decides the community rank based on its PageRank and the number of users links to that community. The community rank decides the influence of one community over the other. Hence, the Hawkes process with the kernel of user-community-topic decides the trendy topic disseminated into the social network.

Keywords: community detection, community rank, Hawkes process, influencer node, pagerank, trend detection

Procedia PDF Downloads 383
17501 The Effect of Symmetry on the Perception of Happiness and Boredom in Design Products

Authors: Michele Sinico

Abstract:

The present research investigates the effect of symmetry on the perception of happiness and boredom in design products. Three experiments were carried out in order to verify the degree of the visual expressive value on different models of bookcases, wall clocks, and chairs. 60 participants directly indicated the degree of happiness and boredom using 7-point rating scales. The findings show that the participants acknowledged a different value of expressive quality in the different product models. Results show also that symmetry is not a significant constraint for an emotional design project.

Keywords: product experience, emotional design, symmetry, expressive qualities

Procedia PDF Downloads 147
17500 An Artificially Intelligent Teaching-Agent to Enhance Learning Interactions in Virtual Settings

Authors: Abdulwakeel B. Raji

Abstract:

This paper introduces a concept of an intelligent virtual learning environment that involves communication between learners and an artificially intelligent teaching agent in an attempt to replicate classroom learning interactions. The benefits of this technology over current e-learning practices is that it creates a virtual classroom where real time adaptive learning interactions are made possible. This is a move away from the static learning practices currently being adopted by e-learning systems. Over the years, artificial intelligence has been applied to various fields, including and not limited to medicine, military applications, psychology, marketing etc. The purpose of e-learning applications is to ensure users are able to learn outside of the classroom, but a major limitation has been the inability to fully replicate classroom interactions between teacher and students. This study used comparative surveys to gain information and understanding of the current learning practices in Nigerian universities and how they compare to these practices compare to the use of a developed e-learning system. The study was conducted by attending several lectures and noting the interactions between lecturers and tutors and as an aftermath, a software has been developed that deploys the use of an artificial intelligent teaching-agent alongside an e-learning system to enhance user learning experience and attempt to create the similar learning interactions to those found in classroom and lecture hall settings. Dialogflow has been used to implement a teaching-agent, which has been developed using JSON, which serves as a virtual teacher. Course content has been created using HTML, CSS, PHP and JAVASCRIPT as a web-based application. This technology can run on handheld devices and Google based home technologies to give learners an access to the teaching agent at any time. This technology also implements the use of definite clause grammars and natural language processing to match user inputs and requests with defined rules to replicate learning interactions. This technology developed covers familiar classroom scenarios such as answering users’ questions, asking ‘do you understand’ at regular intervals and answering subsequent requests, taking advanced user queries to give feedbacks at other periods. This software technology uses deep learning techniques to learn user interactions and patterns to subsequently enhance user learning experience. A system testing has been undergone by undergraduate students in the UK and Nigeria on the course ‘Introduction to Database Development’. Test results and feedback from users shows that this study and developed software is a significant improvement on existing e-learning systems. Further experiments are to be run using the software with different students and more course contents.

Keywords: virtual learning, natural language processing, definite clause grammars, deep learning, artificial intelligence

Procedia PDF Downloads 135
17499 CFD Simulation for Development of Cooling System in a Cooking Oven

Authors: V. Jagadish, Mathiyalagan V.

Abstract:

Prediction of Door Touch temperature of a Cooking Oven using CFD Simulation. Self-Clean cycle is carried out in Cooking ovens to convert food spilling into ashes which makes cleaning easy. During this cycle cavity of oven is exposed to high temperature around 460 C. At this operating point the user may prone to touch the Door surfaces, Side Shield, Control Panel. To prevent heat experienced by user, cooling system is built in oven. The most effective cooling system is developed with existing design constraints through CFD Simulations. Cross Flow fan is used for Cooling system due to its cost effectiveness and it can give more air flow with low pressure drop.

Keywords: CFD, MRF, RBM, RANS, new product development, simulation, thermal analysis

Procedia PDF Downloads 160
17498 The Robotic Intervention in the Tourism Experience: The Customer Journey’s Touchpoints, Context, and Qualities

Authors: Aikaterini Manthiou, Phil Klaus, Kafia Ayadi

Abstract:

Tourism research has shown a growing need to comprehend the robotic tourism experience’s meaning and foundations while also offering guidance regarding future discussions and research. This paper aims to analyze the robotic tourism experience based on the basis of De Keyser et al.’s (2020) conceptualization. In order to develop three theoretical propositions, we explore the robotic tourism experience by means of the three building blocks: touchpoints, context, and qualities. The three building blocks should not be examined in isolation but as a system of interplaying factors impacting the customer journey and customer experience. The study discusses the theoretical and practical implications of these impacts, as well as providing future research directions.

Keywords: robotic tourism experience, robot, touchpoints, context, qualities

Procedia PDF Downloads 217
17497 Evaluation of AR-4BL-MAST with Multiple Markers Interaction Technique for Augmented Reality Based Engineering Application

Authors: Waleed Maqableh, Ahmad Al-Hamad, Manjit Sidhu

Abstract:

Augmented reality (AR) technology has the capability to provide many benefits in the field of education as a modern technology which aided learning and improved the learning experience. This paper evaluates AR based application with multiple markers interaction technique (touch-to-print) which is designed for analyzing the kinematics of 4BL mechanism in mechanical engineering. The application is termed as AR-4BL-MAST and it allows the users to touch the symbols on a paper in natural way of interaction. The evaluation of this application was performed with mechanical engineering students and human–computer interaction (HCI) experts to test its effectiveness as a tangible user interface application where the statistical results show its ability as an interaction technique, and it gives the users more freedom in interaction with the virtual mechanical objects.

Keywords: augmented reality, multimedia, user interface, engineering, education technology

Procedia PDF Downloads 575
17496 Non Immersive Virtual Laboratory Applied to Robotics Arms

Authors: Luis F. Recalde, Daniela A. Bastidas, Dayana E. Gallegos, Patricia N. Constante, Victor H. Andaluz

Abstract:

This article presents a non-immersive virtual lab-oratory to emulate the behavior of the Mitsubishi Melfa RV 2SDB robotic arm, allowing students and users to acquire skills and experience related to real robots, augmenting the access and learning of robotics in Universidad de las Fuerzas Armadas (ESPE). It was developed using the mathematical model of the robotic arm, thus defining the parameters for virtual recreation. The environment, interaction, and behavior of the robotic arm were developed in a graphic engine (Unity3D) to emulate learning tasks such as in a robotics laboratory. In the virtual system, four inputs were developed for the movement of the robot arm; further, to program the robot, a user interface was created where the user selects the trajectory such as point to point, line, arc, or circle. Finally, the hypothesis of the industrial robotic learning process is validated through the level of knowledge acquired after using the system.

Keywords: virtual learning, robot arm, non-immersive reality, mathematical model

Procedia PDF Downloads 99
17495 Secure and Privacy-Enhanced Blockchain-Based Authentication System for University User Management

Authors: Ali El Ksimi

Abstract:

In today's digital academic environment, secure authentication methods are essential for managing sensitive user data, including that of students and faculty. The rise in cyber threats and data breaches has exposed the vulnerabilities of traditional authentication systems used in universities. Passwords, often the first line of defense, are particularly susceptible to hacking, phishing, and brute-force attacks. While multi-factor authentication (MFA) provides an additional layer of security, it can still be compromised and often adds complexity and inconvenience for users. As universities seek more robust security measures, blockchain technology emerges as a promising solution. Renowned for its decentralization, immutability, and transparency, blockchain has the potential to transform how user management is conducted in academic institutions. In this article, we explore a system that leverages blockchain technology specifically for managing user accounts within a university setting. The system enables the secure creation and management of accounts for different roles, such as administrators, teachers, and students. Each user is authenticated through a decentralized application (DApp) that ensures their data is securely stored and managed on the blockchain. By eliminating single points of failure and utilizing cryptographic techniques, the system enhances the security and integrity of user management processes. We will delve into the technical architecture, security benefits, and implementation considerations of this approach. By integrating blockchain into user management, we aim to address the limitations of traditional systems and pave the way for the future of digital security in education.

Keywords: blockchain, university, authentication, decentralization, cybersecurity, user management, privacy

Procedia PDF Downloads 23
17494 Exploring Pisa Monuments Using Mobile Augmented Reality

Authors: Mihai Duguleana, Florin Girbacia, Cristian Postelnicu, Raffaello Brodi, Marcello Carrozzino

Abstract:

Augmented Reality (AR) has taken a big leap with the introduction of mobile applications which co-locate bi-dimensional (e.g. photo, video, text) and tridimensional information with the location of the user enriching his/her experience. This study presents the advantages of using Mobile Augmented Reality (MAR) technologies in traveling applications, improving cultural heritage exploration. We propose a location-based AR application which combines co-location with the augmented visual information about Pisa monuments to establish a friendly navigation in this historic city. AR was used to render contextual visual information in the outdoor environment. The developed Android-based application offers two different options: it provides the ability to identify the monuments positioned close to the user’s position and it offers location information for getting near the key touristic objectives. We present the process of creating the monuments’ 3D map database and the navigation algorithm.

Keywords: augmented reality, electronic compass, GPS, location-based service

Procedia PDF Downloads 285
17493 Toward a Measure of Appropriateness of User Interfaces Adaptations Solutions

Authors: Abderrahim Siam, Ramdane Maamri, Zaidi Sahnoun

Abstract:

The development of adaptive user interfaces (UI) presents for a long time an important research area in which researcher attempt to call upon the full resources and skills of several disciplines. The adaptive UI community holds a thorough knowledge regarding the adaptation of UIs with users and with contexts of use. Several solutions, models, formalisms, techniques, and mechanisms were proposed to develop adaptive UI. In this paper, we propose an approach based on the fuzzy set theory for modeling the concept of the appropriateness of different solutions of UI adaptation with different situations for which interactive systems have to adapt their UIs.

Keywords: adaptive user interfaces, adaptation solution’s appropriateness, fuzzy sets

Procedia PDF Downloads 487
17492 Development of a Hamster Knowledge System Based on Android Application

Authors: Satien Janpla, Thanawan Boonpuck, Pattarapan Roonrakwit

Abstract:

In this paper, we present a hamster knowledge system based on android application. The objective of this system is to advice user to upkeep and feed hamsters based on mobile application. We describe the design approaches and functional components of this system. The system was developed based on knowledge based of hamster experts. The results were divided by the research purposes into 2 parts: developing the mobile application for advice users and testing and evaluating the system. Black box technique was used to evaluate application performances and questionnaires were applied to measure user satisfaction with system usability by specialists and users.

Keywords: hamster knowledge, Android application, black box, questionnaires

Procedia PDF Downloads 341
17491 The Impact of Online Learning on Visual Learners

Authors: Ani Demetrashvili

Abstract:

As online learning continues to reshape the landscape of education, questions arise regarding its efficacy for diverse learning styles, particularly for visual learners. This abstract delves into the impact of online learning on visual learners, exploring how digital mediums influence their educational experience and how educational platforms can be optimized to cater to their needs. Visual learners comprise a significant portion of the student population, characterized by their preference for visual aids such as diagrams, charts, and videos to comprehend and retain information. Traditional classroom settings often struggle to accommodate these learners adequately, relying heavily on auditory and written forms of instruction. The advent of online learning presents both opportunities and challenges in addressing the needs of visual learners. Online learning platforms offer a plethora of multimedia resources, including interactive simulations, virtual labs, and video lectures, which align closely with the preferences of visual learners. These platforms have the potential to enhance engagement, comprehension, and retention by presenting information in visually stimulating formats. However, the effectiveness of online learning for visual learners hinges on various factors, including the design of learning materials, user interface, and instructional strategies. Research into the impact of online learning on visual learners encompasses a multidisciplinary approach, drawing from fields such as cognitive psychology, education, and human-computer interaction. Studies employ qualitative and quantitative methods to assess visual learners' preferences, cognitive processes, and learning outcomes in online environments. Surveys, interviews, and observational studies provide insights into learners' preferences for specific types of multimedia content and interactive features. Cognitive tasks, such as memory recall and concept mapping, shed light on the cognitive mechanisms underlying learning in digital settings. Eye-tracking studies offer valuable data on attentional patterns and information processing during online learning activities. The findings from research on the impact of online learning on visual learners have significant implications for educational practice and technology design. Educators and instructional designers can use insights from this research to create more engaging and effective learning materials for visual learners. Strategies such as incorporating visual cues, providing interactive activities, and scaffolding complex concepts with multimedia resources can enhance the learning experience for visual learners in online environments. Moreover, online learning platforms can leverage the findings to improve their user interface and features, making them more accessible and inclusive for visual learners. Customization options, adaptive learning algorithms, and personalized recommendations based on learners' preferences and performance can enhance the usability and effectiveness of online platforms for visual learners.

Keywords: online learning, visual learners, digital education, technology in learning

Procedia PDF Downloads 38
17490 Reviewing the Effect of Healing Design on Mental Health Establishments in the Context of India

Authors: Aratrika Sarkar, Jayita Guha Niyogi

Abstract:

This paper focuses on the application of general healing design theories to modulate them into case-specific and contextual design considerations. Existing literature focuses on the relationship between architecture and mental health. Primary case studies are selected in India to focus on the effect of a specific location on design considerations. They are qualitatively analysed to further contextualise the inferences from the literature study. An academic project is cited as an example to apply the learnings from the study and understand the influence of various parameters on the design process for further conclusion. Literature studies, case studies and hypothetical design applications helped in finding the different ways of achieving the similar goal of a sensitive approach toward mental health. Along with salutogenic parameters, category of establishment, age group, location of the site and user preference plays a crucial role in the design process. Design of mental health establishments, especially in India, has to involve transparency between stakeholders and users. Owing to different climatic zones and diverse sociocultural traditions, the approach toward healing should adapt accordingly. It should be an effort towards striking a balance between contradictory elements of healing design and resolving the dilemmas with sensitivity and consensus. Lastly, the design should not force a person towards communication or companionship but rather let the person realise that naturally through the healing process.

Keywords: contextual healing design, deinstitutionalisation, Indian mental healthcare establishments, environmental psychology, salutogenesis, therapeutic design

Procedia PDF Downloads 108
17489 Transformer Design Optimization Using Artificial Intelligence Techniques

Authors: Zakir Husain

Abstract:

Main objective of a power transformer design optimization problem requires minimizing the total overall cost and/or mass of the winding and core material by satisfying all possible constraints obligatory by the standards and transformer user requirement. The constraints include appropriate limits on winding fill factor, temperature rise, efficiency, no-load current and voltage regulation. The design optimizations tasks are a constrained minimum cost and/or mass solution by optimally setting the parameters, geometry and require magnetic properties of the transformer. In this paper, present the above design problems have been formulated by using genetic algorithm (GA) and simulated annealing (SA) on the MATLAB platform. The importance of the presented approach is stems for two main features. First, proposed technique provides reliable and efficient solution for the problem of design optimization with several variables. Second, it guaranteed to obtained solution is global optimum. This paper includes a demonstration of the application of the genetic programming GP technique to transformer design.

Keywords: optimization, power transformer, genetic algorithm (GA), simulated annealing technique (SA)

Procedia PDF Downloads 583
17488 Thermal Evaluation of Printed Circuit Board Design Options and Voids in Solder Interface by a Simulation Tool

Authors: B. Arzhanov, A. Correia, P. Delgado, J. Meireles

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Quad Flat No-Lead (QFN) packages have become very popular for turners, converters and audio amplifiers, among others applications, needing efficient power dissipation in small footprints. Since semiconductor junction temperature (TJ) is a critical parameter in the product quality. And to ensure that die temperature does not exceed the maximum allowable TJ, a thermal analysis conducted in an earlier development phase is essential to avoid repeated re-designs process with huge losses in cost and time. A simulation tool capable to estimate die temperature of components with QFN package was developed. Allow establish a non-empirical way to define an acceptance criterion for amount of voids in solder interface between its exposed pad and Printed Circuit Board (PCB) to be applied during industrialization process, and evaluate the impact of PCB designs parameters. Targeting PCB layout designer as an end user for the application, a user-friendly interface (GUI) was implemented allowing user to introduce design parameters in a convenient and secure way and hiding all the complexity of finite element simulation process. This cost effective tool turns transparent a simulating process and provides useful outputs after acceptable time, which can be adopted by PCB designers, preventing potential risks during the design stage and make product economically efficient by not oversizing it. This article gathers relevant information related to the design and implementation of the developed tool, presenting a parametric study conducted with it. The simulation tool was experimentally validated using a Thermal-Test-Chip (TTC) in a QFN open-cavity, in order to measure junction temperature (TJ) directly on the die under controlled and knowing conditions. Providing a short overview about standard thermal solutions and impacts in exposed pad packages (i.e. QFN), accurately describe the methods and techniques that the system designer should use to achieve optimum thermal performance, and demonstrate the effect of system-level constraints on the thermal performance of the design.

Keywords: QFN packages, exposed pads, junction temperature, thermal management and measurements

Procedia PDF Downloads 255
17487 Effective Editable Emoticon Description Schema for Mobile Applications

Authors: Jiwon Lee, Si-hwan Jang, Sanghyun Joo

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The popularity of emoticons are on the rise since the mobile messengers are generalized. At the same time, few problems of emoticons are also occurred due to innate characteristics of emoticons. Too many emoticons make difficult people to select one which is well-suited for user's intention. On the contrary to this, sometimes user cannot find the emoticon which expresses user's exact intention. Poor information delivery of emoticon is another problem due to a major part of current emoticons are focused on emotion delivery. In this situation, we propose a new concept of emoticons, editable emoticons, to solve above drawbacks of emoticons. User can edit the components inside the proposed editable emoticon and send it to express his exact intention. By doing so, the number of editable emoticons can be maintained reasonable, and it can express user's exact intention. Further, editable emoticons can be used as information deliverer according to user's intention and editing skills. In this paper, we propose the concept of editable emoticons and schema based editable emoticon description method. The proposed description method is 200 times superior to the compared screen capturing method in the view of transmission bandwidth. Further, the description method is designed to have compatibility since it follows MPEG-UD international standard. The proposed editable emoticons can be exploited not only mobile applications, but also various fields such as education and medical field.

Keywords: description schema, editable emoticon, emoticon transmission, mobile applications

Procedia PDF Downloads 297
17486 Tsada-MobiMinder: A Location Based Alarm Mobile Reminder

Authors: Marylene S. Eder

Abstract:

Existing location based alarm applications has inability to give information to user’s particular direction to a specified place of destination and does not display a particular scenic spot from its current location going to the destination. With this problem, a location based alarm mobile reminder was developed. The application is implemented on Android based smart phones to provide services like providing routing information, helping to find nearby hotels, restaurants and scenic spots and offer many advantages to the mobile users to retrieve the information about their current location and process that data to get more useful information near to their location. It reminds the user about the location when the user enters some predefined location. All the user needs to have is the mobile phone with android platform with version 4.0 and above, and then the user can select the destination and find the destination on the application. The main objective of the project is to develop a location based application that provides tourists with real time information for scenic spots and provides alarm to a specified place of destination. This mobile application service will act as assistance for the frequent travelers to visit new places around the City.

Keywords: location based alarm, mobile application, mobile reminder, tourist’s spots

Procedia PDF Downloads 382
17485 Design of a Graphical User Interface for Data Preprocessing and Image Segmentation Process in 2D MRI Images

Authors: Enver Kucukkulahli, Pakize Erdogmus, Kemal Polat

Abstract:

The 2D image segmentation is a significant process in finding a suitable region in medical images such as MRI, PET, CT etc. In this study, we have focused on 2D MRI images for image segmentation process. We have designed a GUI (graphical user interface) written in MATLABTM for 2D MRI images. In this program, there are two different interfaces including data pre-processing and image clustering or segmentation. In the data pre-processing section, there are median filter, average filter, unsharp mask filter, Wiener filter, and custom filter (a filter that is designed by user in MATLAB). As for the image clustering, there are seven different image segmentations for 2D MR images. These image segmentation algorithms are as follows: PSO (particle swarm optimization), GA (genetic algorithm), Lloyds algorithm, k-means, the combination of Lloyds and k-means, mean shift clustering, and finally BBO (Biogeography Based Optimization). To find the suitable cluster number in 2D MRI, we have designed the histogram based cluster estimation method and then applied to these numbers to image segmentation algorithms to cluster an image automatically. Also, we have selected the best hybrid method for each 2D MR images thanks to this GUI software.

Keywords: image segmentation, clustering, GUI, 2D MRI

Procedia PDF Downloads 377
17484 Development of MEMS Based 3-Axis Accelerometer for Hand Movement Monitoring

Authors: Zohra Aziz Ali Manjiyani, Renju Thomas Jacob, Keerthan Kumar

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This project develops a hand movement monitoring system, which feeds the data into the computer and gives the 3D image rotation according to the direction of the tilt and hence monitoring the movement of the hand in context to its tilt. Advancement of MEMS Technology has enabled us to get very small and low-cost accelerometer ICs which is based on capacitive principle. Accelerometer based Tilt sensor ADXL335 is used in this paper, based on MEMS technology and the project emphasis on the development of the MEMS-based accelerometer to measure the tilt, interfacing the hardware with the LabVIEW and showing the 3D rotation to the user, which is in his understandable form and tilt data can be saved in the computer. It provides an experience of working on emerging technologies like MEMS and design software like LabVIEW.

Keywords: MEMS accelerometer, tilt sensor ADXL335, LabVIEW simulation, 3D animation

Procedia PDF Downloads 516
17483 Affective Adaptation Design for Better Gaming Experiences

Authors: Ollie Hall, Salma ElSayed

Abstract:

Affective adaptation is a novel way for game designers to add an extra layer of engagement to their productions. When player’s emotions factor in game design, endless possibilities for creative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments carried in restrictive settings and relies on one or more specialist devices for measuring a player’s emotional state. These conditions, albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for the average player. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements in an attempt for the average developer to reach the average player. A puzzle game is created with a rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging, and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.

Keywords: affective games, dynamic adaptation, emotion recognition, game design

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17482 Design of a Virtual Instrument (VI) System for Earth Resistivity Survey

Authors: Henry Okoh, Obaro Verisa Omayuli, Gladys A. Osagie

Abstract:

One of the challenges of developing nations is the dearth of measurement devices. Aside the shortage, when available, they are either old or obsolete and also very expensive. When this is the situation, researchers must design alternative systems to help meet the desired needs of academia. This paper presents a design of cost-effective multi-disciplinary virtual instrument system for scientific research. This design was based on NI USB-6255 multifunctional DAQ which was used for earth resistivity measurement in Schlumberger array and the result obtained compared closely with that of a conventional ABEM Terrameter. This instrument design provided a hands-on experience as related to full-waveform signal acquisition in the field.

Keywords: cost-effective, data acquisition (DAQ), full-waveform, multi-disciplinary, Schlumberger array, virtual Instrumentation (VI).

Procedia PDF Downloads 470
17481 Improved Performance of Cooperative Scheme in the Cellular and Broadcasting System

Authors: Hyun-Jee Yang, Bit-Na Kwon, Yong-Jun Kim, Hyoung-Kyu Song

Abstract:

In the cooperative transmission scheme, both the cellular system and broadcasting system are composed. Two cellular base stations (CBSs) communicating with a user in the cell edge use cooperative transmission scheme in the conventional scheme. In the case that the distance between two CBSs and the user is distant, the conventional scheme does not guarantee the quality of the communication because the channel condition is bad. Therefore, if the distance between CBSs and a user is distant, the performance of the conventional scheme is decreased. Also, the bad channel condition has bad effects on the performance. The proposed scheme uses two relays to communicate well with CBSs when the channel condition between CBSs and the user is poor. Using the relay in the high attenuation environment can obtain both advantages of the high bit error rate (BER) and throughput performance.

Keywords: cooperative communications, diversity gain, OFDM, interworking system

Procedia PDF Downloads 575
17480 Developing a Recommendation Library System based on Android Application

Authors: Kunyanuth Kularbphettong, Kunnika Tenprakhon, Pattarapan Roonrakwit

Abstract:

In this paper, we present a recommendation library application on Android system. The objective of this system is to support and advice user to use library resources based on mobile application. We describe the design approaches and functional components of this system. The system was developed based on under association rules, Apriori algorithm. In this project, it was divided the result by the research purposes into 2 parts: developing the Mobile application for online library service and testing and evaluating the system. Questionnaires were used to measure user satisfaction with system usability by specialists and users. The results were satisfactory both specialists and users.

Keywords: online library, Apriori algorithm, Android application, black box

Procedia PDF Downloads 487
17479 An Experience Report on Course Teaching in Information Systems

Authors: Carlos Oliveira

Abstract:

This paper is a criticism of the traditional model of teaching and presents alternative teaching methods, different from the traditional lecture. These methods are accompanied by reports of experience of their application in a class. It was concluded that in the lecture, the student has a low learning rate and that other methods should be used to make the most engaging learning environment for the student, contributing (or facilitating) his learning process. However, the teacher should not use a single method, but rather a range of different methods to ensure the learning experience does not become repetitive and fatiguing for the student.

Keywords: educational practices, experience report, IT in education, teaching methods

Procedia PDF Downloads 397