Search results for: interactive visual analysis
29284 Masquerade and “What Comes Behind Six Is More Than Seven”: Thoughts on Art History and Visual Culture Research Methods
Authors: Osa D Egonwa
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In the 21st century, the disciplinary boundaries of past centuries that we often create through mainstream art historical classification, techniques and sources may have been eroded by visual culture, which seems to provide a more inclusive umbrella for the new ways artists go about the creative process and its resultant commodities. Over the past four decades, artists in Africa have resorted to new materials, techniques and themes which have affected our ways of research on these artists and their art. Frontline artists such as El Anatsui, Yinka Shonibare, Erasmus Onyishi are demonstrating that any material is just suitable for artistic expression. Most of times, these materials come with their own techniques/effects and visual syntax: a combination of materials compounds techniques, formal aesthetic indexes, halo effects, and iconography. This tends to challenge the categories and we lean on to view, think and talk about them. This renders our main stream art historical research methods inadequate, thus suggesting new discursive concepts, terms and theories. This paper proposed the Africanist eclectic methods derived from the dual framework of Masquerade Theory and What Comes Behind Six is More Than Seven. This paper shares thoughts/research on art historical methods, terminological re-alignments on classification/source data, presentational format and interpretation arising from the emergent trends in our subject. The outcome provides useful tools to mediate new thoughts and experiences in recent African art and visual culture.Keywords: art historical methods, classifications, concepts, re-alignment
Procedia PDF Downloads 11029283 A Bibliometric Analysis of Research on E-learning in Physics Education: Trends, Patterns, and Future Directions
Authors: Siti Nurjanah, Supahar
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E-learning has become an increasingly popular mode of instruction, particularly in the field of physics education, where it offers opportunities for interactive and engaging learning experiences. This research aims to analyze the trends of research that investigated e-learning in physics education. Data was extracted from Scopus's database using the keywords "physics" and "e-learning". Of the 380 articles obtained based on the search criteria, a trend analysis of the research was carried out with the help of RStudio using the biblioshiny package and VosViewer software. Analysis showed that publications on this topic have increased significantly from 2014 to 2021. The publication was dominated by researchers from the United States. The main journal that publishes articles on this topic is Proceedings Frontiers in Education Conference fie. The most widely cited articles generally focus on the effectiveness of Moodle for physics learning. Overall, this research provides an in-depth understanding of the trends and key findings of research related to e-learning in physics.Keywords: bibliometric analysis, physics education, biblioshiny, E-learning
Procedia PDF Downloads 4129282 Effectiveness of Visual Auditory Kinesthetic Tactile Technique on Reading Level among Dyslexic Children in Helikx Open School and Learning Centre, Salem
Authors: J. Mano Ranjini
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Each and every child is special, born with a unique talent to explore this world. The word Dyslexia is derived from the Greek language in which “dys” meaning poor or inadequate and “lexis” meaning words or language. Dyslexia describes about a different kind of mind, which is often gifted and productive, that learns the concept differently. The main aim of the study is to bring the positive outcome of the reading level by examining the effectiveness of Visual Auditory Kinesthetic Tactile technique on Reading Level among Dyslexic Children at Helikx Open School and Learning Centre. A Quasi experimental one group pretest post test design was adopted for this study. The Reading Level was assessed by using the Schonell Graded Word Reading Test. Thirty subjects were drawn by using purposive sampling technique and the intervention Visual Auditory Kinesthetic Tactile technique was implemented to the Dyslexic Children for 30 consecutive days followed by the post Reading Level assessment revealed the improvement in the mean score value of reading level by 12%. Multi-sensory (VAKT) teaching uses all learning pathways in the brain (visual, auditory, kinesthetic-tactile) in order to enhance memory and learning and the ability in uplifting emotional, physical and societal dimensions. VAKT is an effective method to improve the reading skill of the Dyslexic Children that ensures the enormous significance of learning thereby influencing the wholesome of the child’s life.Keywords: visual auditory kinesthetic tactile technique, reading level, dyslexic children, Helikx Open School
Procedia PDF Downloads 60029281 Comparative Spatial Analysis of a Re-Arranged Hospital Building
Authors: Burak Köken, Hatice D. Arslan, Bilgehan Y. Çakmak
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Analyzing the relation networks between the hospital buildings which have complex structure and distinctive spatial relationships is quite difficult. The hospital buildings which require specialty in spatial relationship solutions during design and self-innovation through the developing technology should survive and keep giving service even after the disasters such as earthquakes. In this study, a hospital building where the load-bearing system was strengthened because of the insufficient earthquake performance and the construction of an additional building was required to meet the increasing need for space was discussed and a comparative spatial evaluation of the hospital building was made with regard to its status before the change and after the change. For this reason, spatial organizations of the building before change and after the change were analyzed by means of Space Syntax method and the effects of the change on space organization parameters were searched by applying an analytical procedure. Using Depthmap UCL software, connectivity, visual mean depth, beta and visual integration analyses were conducted. Based on the data obtained after the analyses, it was seen that the relationships between spaces of the building increased after the change and the building has become more explicit and understandable for the occupants. Furthermore, it was determined according to findings of the analysis that the increase in depth causes difficulty in perceiving the spaces and the changes considering this problem generally ease spatial use.Keywords: architecture, hospital building, space syntax, strengthening
Procedia PDF Downloads 52129280 An Investigation on Smartphone-Based Machine Vision System for Inspection
Authors: They Shao Peng
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Machine vision system for inspection is an automated technology that is normally utilized to analyze items on the production line for quality control purposes, it also can be known as an automated visual inspection (AVI) system. By applying automated visual inspection, the existence of items, defects, contaminants, flaws, and other irregularities in manufactured products can be easily detected in a short time and accurately. However, AVI systems are still inflexible and expensive due to their uniqueness for a specific task and consuming a lot of set-up time and space. With the rapid development of mobile devices, smartphones can be an alternative device for the visual system to solve the existing problems of AVI. Since the smartphone-based AVI system is still at a nascent stage, this led to the motivation to investigate the smartphone-based AVI system. This study is aimed to provide a low-cost AVI system with high efficiency and flexibility. In this project, the object detection models, which are You Only Look Once (YOLO) model and Single Shot MultiBox Detector (SSD) model, are trained, evaluated, and integrated with the smartphone and webcam devices. The performance of the smartphone-based AVI is compared with the webcam-based AVI according to the precision and inference time in this study. Additionally, a mobile application is developed which allows users to implement real-time object detection and object detection from image storage.Keywords: automated visual inspection, deep learning, machine vision, mobile application
Procedia PDF Downloads 12329279 A Study of Effect of Yoga on Choice Visual Reaction Time of Soccer Players
Authors: Vikram Singh, Parmod Kumar Sethi
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The objective of the study was to study the effectiveness of common yoga protocol on reaction time (choice visual reaction time, measured in milliseconds/seconds) of male football players in the age group of 16 to 21 years. The 40 boys were measured initially on parameters of years of experience, level of participation. They were randomly assigned into two groups i.e. control and experimental. CVRT for both the groups was measured on day-1 and post intervention (common yoga protocol here) was measured after 45 days of training to the experimental group after they had finished with their regular fitness and soccer skill training. One way ANOVA (Univariate analysis) and Independent t-test using SPSS 23 statistical package were applied to get and analyze the results. The experimental yoga protocol group showed a significant reduction in CVRT, whereas the insignificant difference in reaction times was observed for control group after 45 days. The effect size was more than 52% for CVRT indicating that the effect of treatment was large. Power of the study was also found to be high (> .80). There was a significant difference after 45 days of yoga protocol in choice visual reaction time of experimental group (p = .000), t (21.93) = 6.410, p = .000 (two-tailed). The null hypothesis (that there would be no difference in reaction times of control and experimental groups) was rejected. Where p< .05. Therefore alternate hypothesis was accepted.Keywords: reaction time, yoga protocol, t-test, soccer players
Procedia PDF Downloads 23629278 Odor-Color Association Stroop-Task and the Importance of an Odorant in an Odor-Imagery Task
Authors: Jonathan Ham, Christopher Koch
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There are consistently observed associations between certain odors and colors, and there is an association between the ability to imagine vivid visual objects and imagine vivid odors. However, little has been done to investigate how the associations between odors and visual information effect visual processes. This study seeks to understand the relationship between odor imaging, color associations, and visual attention by utilizing a Stroop-task based on common odor-color associations. This Stroop-task was designed using three fruits with distinct odors that are associated with the color of the fruit: lime with green, strawberry with red, and lemon with yellow. Each possible word-color combination was presented in the experimental trials. When the word matched the associated color (lime written in green) it was considered congruent; if it did not, it was considered incongruent (lime written in red or yellow). In experiment I (n = 34) participants were asked to both imagine the odor of the fruit on the screen and identify which fruit it was, and each word-color combination was presented 20 times (a total of 180 trials, with 60 congruent and 120 incongruent instances). Response time and error rate of the participant responses were recorded. There was no significant difference in either measure between the congruent and incongruent trials. In experiment II participants (n = 18) followed the identical procedure as in the previous experiment with the addition of an odorant in the room. The odorant (orange) was not the fruit or color used in the experimental trials. With a fruit-based odorant in the room, the response times (measured in milliseconds) between congruent and incongruent trials were significantly different, with incongruent trials (M = 755.919, SD = 239.854) having significantly longer response times than congruent trials (M = 690.626, SD = 198.822), t (1, 17) = 4.154, p < 0.01. This suggests that odor imagery does affect visual attention to colors, and the ability to inhibit odor-color associations; however, odor imagery is difficult and appears to be facilitated in the presence of a related odorant.Keywords: odor-color associations, odor imagery, visual attention, inhibition
Procedia PDF Downloads 17629277 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students
Authors: YuLung Wu, YuTien Wu, ShuMey Yu
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Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.Keywords: game-based learning, learning motivation, teaching aid, augmented reality
Procedia PDF Downloads 37529276 The Nature of the Complicated Fabric Textures: How to Represent in Primary Visual Cortex
Authors: J. L. Liu, L. Wang, B. Zhu, J. Zhou, W. D. Gao
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Fabric textures are very common in our daily life. However, we never explore the representation of fabric textures from neuroscience view. Theoretical studies suggest that primary visual cortex (V1) uses a sparse code to efficiently represent natural images. However, how the simple cells in V1 encode the artificial textures is still a mystery. So, here we will take fabric texture as stimulus to study the response of independent component analysis that is established to model the receptive field of simple cells in V1. Experimental results based on 140 classical fabric images indicate that the receptive fields of simple cells have obvious selectivity in orientation, frequency, and phase when drifting gratings are used to determine their tuning properties. Additionally, the distribution of optimal orientation and frequency shows that the patch size selected from each original fabric image has a significant effect on the frequency selectivity.Keywords: fabric texture, receptive filed, simple cell, spare coding
Procedia PDF Downloads 47529275 An Investigation of the Integration of Synchronous Online Tools into Task-Based Language Teaching: The Example of SpeakApps
Authors: Nouf Aljohani
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The research project described in this presentation focuses on designing and evaluating oral tasks related to students’ needs and levels to foster communication and negotiation of meaning for a group of female Saudi university students. The significance of the current research project lies in its contribution to determining the usefulness of synchronous technology-mediated interactive group discussion in improving different speaking strategies through using synchronous technology. Also, it discovers how to optimize learning outcomes, expand evaluation for online learning tasks and engaging students’ experience in evaluating synchronous interactive tools and tasks. The researcher used SpeakApps, a synchronous technology, that allows the students to practice oral interaction outside the classroom. Such a course of action was considered necessary due to low English proficiency among Saudi students. According to the author's knowledge, the main factor that causes poor speaking skills is that students do not have sufficient time to communicate outside English language classes. Further, speaking and listening course contents are not well designed to match the Saudi learning context. The methodology included designing speaking tasks to match the educational setting; a CALL framework for designing and evaluating tasks; participant involvement in evaluating these tasks in each online session; and an investigation of the factors that led to the successful implementation of Task-based Language Teaching (TBLT) and using SpeakApps. The analysis and data were drawn from the technology acceptance model surveys, a group interview, teachers’ and students’ weekly reflections, and discourse analysis of students’ interactions.Keywords: CALL evaluation, synchronous technology, speaking skill, task-based language teaching
Procedia PDF Downloads 31029274 Memory Based Reinforcement Learning with Transformers for Long Horizon Timescales and Continuous Action Spaces
Authors: Shweta Singh, Sudaman Katti
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The most well-known sequence models make use of complex recurrent neural networks in an encoder-decoder configuration. The model used in this research makes use of a transformer, which is based purely on a self-attention mechanism, without relying on recurrence at all. More specifically, encoders and decoders which make use of self-attention and operate based on a memory, are used. In this research work, results for various 3D visual and non-visual reinforcement learning tasks designed in Unity software were obtained. Convolutional neural networks, more specifically, nature CNN architecture, are used for input processing in visual tasks, and comparison with standard long short-term memory (LSTM) architecture is performed for both visual tasks based on CNNs and non-visual tasks based on coordinate inputs. This research work combines the transformer architecture with the proximal policy optimization technique used popularly in reinforcement learning for stability and better policy updates while training, especially for continuous action spaces, which are used in this research work. Certain tasks in this paper are long horizon tasks that carry on for a longer duration and require extensive use of memory-based functionalities like storage of experiences and choosing appropriate actions based on recall. The transformer, which makes use of memory and self-attention mechanism in an encoder-decoder configuration proved to have better performance when compared to LSTM in terms of exploration and rewards achieved. Such memory based architectures can be used extensively in the field of cognitive robotics and reinforcement learning.Keywords: convolutional neural networks, reinforcement learning, self-attention, transformers, unity
Procedia PDF Downloads 13629273 Virtual and Visual Reconstructions in Museum Expositions
Authors: Ekaterina Razuvalova, Konstantin Rudenko
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In this article the most successful examples of international visual and virtual reconstructions of historical and culture objects, which are based on informative and communicative technologies, are represented. 3D reconstructions can demonstrate outward appearance, visualize different hypothesis, connected to represented object. Virtual reality can give us any daytime and season, any century and environment. We can see how different people from different countries and different era lived; we can get different information about any object; we can see historical complexes in real city environment, which are damaged or vanished. These innovations confirm the fact, that 3D reconstruction is important in museum development. Considering the most interesting examples of visual and virtual reconstructions, we can notice, that visual reconstruction is a 3D image of different objects, historical complexes, buildings and phenomena. They are constant and we can see them only as momentary objects. And virtual reconstruction is some environment with its own time, rules and phenomena. These reconstructions are continuous; seasons, daytime and natural conditions can change there. They can demonstrate abilities of virtual world existence. In conclusion: new technologies give us opportunities to expand the boundaries of museum space, improve abilities of museum expositions, create emotional atmosphere of game immersion, which can interest visitor. Usage of network sources allows increasing the number of visitors and virtual reconstruction opportunities show creative side of museum business.Keywords: computer technologies, historical reconstruction, museums, museum expositions, virtual reconstruction
Procedia PDF Downloads 32929272 Literature Review on Text Comparison Techniques: Analysis of Text Extraction, Main Comparison and Visual Representation Tools
Authors: Andriana Mkrtchyan, Vahe Khlghatyan
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The choice of a profession is one of the most important decisions people make throughout their life. With the development of modern science, technologies, and all the spheres existing in the modern world, more and more professions are being arisen that complicate even more the process of choosing. Hence, there is a need for a guiding platform to help people to choose a profession and the right career path based on their interests, skills, and personality. This review aims at analyzing existing methods of comparing PDF format documents and suggests that a 3-stage approach is implemented for the comparison, that is – 1. text extraction from PDF format documents, 2. comparison of the extracted text via NLP algorithms, 3. comparison representation using special shape and color psychology methodology.Keywords: color psychology, data acquisition/extraction, data augmentation, disambiguation, natural language processing, outlier detection, semantic similarity, text-mining, user evaluation, visual search
Procedia PDF Downloads 7629271 Studying the Spatial Aspects of Visual Attention Processing in Global Precedence Paradigm
Authors: Shreya Borthakur, Aastha Vartak
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This behavioral experiment aimed to investigate the global precedence phenomenon in a South Asian sample and its correlation with mobile screen time. The global precedence effect refers to the tendency to process overall structure before attending to specific details. Participants completed attention tasks involving global and local stimuli with varying consistencies. The results showed a tendency towards local precedence, but no significant differences in reaction times were found between consistency levels or attention conditions. However, the correlation analysis revealed that participants with higher screen time exhibited a stronger negative correlation with local attention, suggesting that excessive screen usage may impact perceptual organization. Further research is needed to explore this relationship and understand the influence of screen time on cognitive processing.Keywords: global precedence, visual attention, perceptual organization, screen time, cognition
Procedia PDF Downloads 6829270 An Image Based Visual Servoing (IBVS) Approach Using a Linear-Quadratic Regulator (LQR) for Quadcopters
Authors: C. Gebauer, C. Henke, R. Vossen
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Within the Mohamed Bin Zayed International Robotics Challenge (MBZIRC) 2020, a team of unmanned aerial vehicles (UAV) is used to capture intruder drones by physical interaction. The challenge is motivated by UAV safety. The purpose of this work is to investigate the agility of a quadcopter being controlled visually. The aim is to track and follow a highly dynamic target, e.g., an intruder quadcopter. The following is realized in close range and the opponent has a velocity of up to 10 m/s. Additional limitations are given by the hardware itself, where only monocular vision is present, and no additional knowledge about the targets state is available. An image based visual servoing (IBVS) approach is applied in combination with a Linear Quadratic Regulator (LQR). The IBVS is integrated into the LQR and an optimal trajectory is computed within the projected three-dimensional image-space. The approach has been evaluated on real quadcopter systems in different flight scenarios to demonstrate the system's stability.Keywords: image based visual servoing, quadcopter, dynamic object tracking, linear-quadratic regulator
Procedia PDF Downloads 14929269 Augmented Reality Sandbox and Constructivist Approach for Geoscience Teaching and Learning
Authors: Muhammad Nawaz, Sandeep N. Kundu, Farha Sattar
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Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively.Keywords: augmented reality sandbox, constructivism, deep learning, geoscience
Procedia PDF Downloads 40229268 Hacking the Spatial Limitations in Bridging Virtual and Traditional Teaching Methodologies in Sri Lanka
Authors: Manuela Nayantara Jeyaraj
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Having moved into the 21st century, it is way past being arguable that innovative technology needs to be incorporated into conventional classroom teaching. Though the Western world has found presumable success in achieving this, it is still a concept under battle in developing countries such as Sri Lanka. Reaching the acme of implementing interactive virtual learning within classrooms is a struggling idealistic fascination within the island. In order to overcome this problem, this study is set to reveal facts that limit the implementation of virtual, interactive learning within the school classrooms and provide hacks that could prove the augmented use of the Virtual World to enhance teaching and learning experiences. As each classroom moves along with the usage of technology to fulfill its functionalities, a few intense hacks provided will build the administrative onuses on a virtual system. These hacks may divulge barriers based on social conventions, financial boundaries, digital literacy, intellectual capacity of the staff, and highlight the impediments in introducing students to an interactive virtual learning environment and thereby provide the necessary actions or changes to be made to succeed and march along in creating an intellectual society built on virtual learning and lifestyle. This digital learning environment will be composed of multimedia presentations, trivia and pop quizzes conducted on a GUI, assessments conducted via a virtual system, records maintained on a database, etc. The ultimate objective of this study could enhance every child's basic learning environment; hence, diminishing the digital divide that exists in certain communities.Keywords: digital divide, digital learning, digitization, Sri Lanka, teaching methodologies
Procedia PDF Downloads 35329267 Location3: A Location Scouting Platform for the Support of Film and Multimedia Industries
Authors: Dimitrios Tzilopoulos, Panagiotis Symeonidis, Michael Loufakis, Dimosthenis Ioannidis, Dimitrios Tzovaras
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The domestic film industry in Greece has traditionally relied heavily on state support. While film productions are crucial for the country's economy, it has not fully capitalized on attracting and promoting foreign productions. The lack of motivation, organized state support for attraction and licensing, and the absence of location scouting have hindered its potential. Although recent legislative changes have addressed the first two of these issues, the development of a comprehensive location database and a search engine that would effectively support location scouting at the pre-production location scouting is still in its early stages. In addition to the expected benefits of the film, television, marketing, and multimedia industries, a location-scouting service platform has the potential to yield significant financial gains locally and nationally. By promoting featured places like cultural and archaeological sites, natural monuments, and attraction points for visitors, it plays a vital role in both cultural promotion and facilitating tourism development. This study introduces LOCATION3, an internet platform revolutionizing film production location management. It interconnects location providers, film crews, and multimedia stakeholders, offering a comprehensive environment for seamless collaboration. The platform's central geodatabase (PostgreSQL) stores each location’s attributes, while web technologies like HTML, JavaScript, CSS, React.js, and Redux power the user-friendly interface. Advanced functionalities, utilizing deep learning models, developed in Python, are integrated via Node.js. Visual data presentation is achieved using the JS Leaflet library, delivering an interactive map experience. LOCATION3 sets a new standard, offering a range of essential features to enhance the management of film production locations. Firstly, it empowers users to effortlessly upload audiovisual material enriched with geospatial and temporal data, such as location coordinates, photographs, videos, 360-degree panoramas, and 3D location models. With the help of cutting-edge deep learning algorithms, the application automatically tags these materials, while users can also manually tag them. Moreover, the application allows users to record locations directly through its user-friendly mobile application. Users can then embark on seamless location searches, employing spatial or descriptive criteria. This intelligent search functionality considers a combination of relevant tags, dominant colors, architectural characteristics, emotional associations, and unique location traits. One of the application's standout features is the ability to explore locations by their visual similarity to other materials, facilitated by a reverse image search. Also, the interactive map serves as both a dynamic display for locations and a versatile filter, adapting to the user's preferences and effortlessly enhancing location searches. To further streamline the process, the application facilitates the creation of location lightboxes, enabling users to efficiently organize and share their content via email. Going above and beyond location management, the platform also provides invaluable liaison, matchmaking, and online marketplace services. This powerful functionality bridges the gap between visual and three-dimensional geospatial material providers, local agencies, film companies, production companies, etc. so that those interested in a specific location can access additional material beyond what is stored on the platform, as well as access production services supporting the functioning and completion of productions in a location (equipment provision, transportation, catering, accommodation, etc.).Keywords: deep learning models, film industry, geospatial data management, location scouting
Procedia PDF Downloads 7129266 Lip Localization Technique for Myanmar Consonants Recognition Based on Lip Movements
Authors: Thein Thein, Kalyar Myo San
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Lip reading system is one of the different supportive technologies for hearing impaired, or elderly people or non-native speakers. For normal hearing persons in noisy environments or in conditions where the audio signal is not available, lip reading techniques can be used to increase their understanding of spoken language. Hearing impaired persons have used lip reading techniques as important tools to find out what was said by other people without hearing voice. Thus, visual speech information is important and become active research area. Using visual information from lip movements can improve the accuracy and robustness of a speech recognition system and the need for lip reading system is ever increasing for every language. However, the recognition of lip movement is a difficult task because of the region of interest (ROI) is nonlinear and noisy. Therefore, this paper proposes method to detect the accurate lips shape and to localize lip movement towards automatic lip tracking by using the combination of Otsu global thresholding technique and Moore Neighborhood Tracing Algorithm. Proposed method shows how accurate lip localization and tracking which is useful for speech recognition. In this work of study and experiments will be carried out the automatic lip localizing the lip shape for Myanmar consonants using the only visual information from lip movements which is useful for visual speech of Myanmar languages.Keywords: lip reading, lip localization, lip tracking, Moore neighborhood tracing algorithm
Procedia PDF Downloads 35229265 Optimized and Secured Digital Watermarking Using Fuzzy Entropy, Bezier Curve and Visual Cryptography
Authors: R. Rama Kishore, Sunesh
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Recent development in the usage of internet for different purposes creates a great threat for the copyright protection of the digital images. Digital watermarking can be used to address the problem. This paper presents detailed review of the different watermarking techniques, latest trends in the field of secured, robust and imperceptible watermarking. It also discusses the different optimization techniques used in the field of watermarking in order to improve the robustness and imperceptibility of the method. Different measures are discussed to evaluate the performance of the watermarking algorithm. At the end, this paper proposes a watermarking algorithm using (2, 2) share visual cryptography and Bezier curve based algorithm to improve the security of the watermark. The proposed method uses fractional transformation to improve the robustness of the copyright protection of the method. The algorithm is optimized using fuzzy entropy for better results.Keywords: digital watermarking, fractional transform, visual cryptography, Bezier curve, fuzzy entropy
Procedia PDF Downloads 36529264 Voice Signal Processing and Coding in MATLAB Generating a Plasma Signal in a Tesla Coil for a Security System
Authors: Juan Jimenez, Erika Yambay, Dayana Pilco, Brayan Parra
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This paper presents an investigation of voice signal processing and coding using MATLAB, with the objective of generating a plasma signal on a Tesla coil within a security system. The approach focuses on using advanced voice signal processing techniques to encode and modulate the audio signal, which is then amplified and applied to a Tesla coil. The result is the creation of a striking visual effect of voice-controlled plasma with specific applications in security systems. The article explores the technical aspects of voice signal processing, the generation of the plasma signal, and its relationship to security. The implications and creative potential of this technology are discussed, highlighting its relevance at the forefront of research in signal processing and visual effect generation in the field of security systems.Keywords: voice signal processing, voice signal coding, MATLAB, plasma signal, Tesla coil, security system, visual effects, audiovisual interaction
Procedia PDF Downloads 9229263 A Study on the Quantitative Evaluation Method of Asphalt Pavement Condition through the Visual Investigation
Authors: Sungho Kim, Jaechoul Shin, Yujin Baek
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In recent years, due to the environmental impacts and time factor, etc., various type of pavement deterioration is increasing rapidly such as crack, pothole, rutting and roughness degradation. The Ministry of Land, Infrastructure and Transport maintains regular pavement condition of the highway and the national highway using the pavement condition survey equipment and structural survey equipment in Korea. Local governments that maintain local roads, farm roads, etc. are difficult to maintain the pavement condition using the pavement condition survey equipment depending on economic conditions, skills shortages and local conditions such as narrow roads. This study presents a quantitative evaluation method of the pavement condition through the visual inspection to overcome these problems of roads managed by local governments. It is difficult to evaluate rutting and roughness with the naked eye. However, the condition of cracks can be evaluated with the naked eye. Linear cracks (m), area cracks (m²) and potholes (number, m²) were investigated with the naked eye every 100 meters for survey the cracks. In this paper, crack ratio was calculated using the results of the condition of cracks and pavement condition was evaluated by calculated crack ratio. The pavement condition survey equipment also investigated the pavement condition in the same section in order to evaluate the reliability of pavement condition evaluation by the calculated crack ratio. The pavement condition was evaluated through the SPI (Seoul Pavement Index) and calculated crack ratio using results of field survey. The results of a comparison between 'the SPI considering only crack ratio' and 'the SPI considering rutting and roughness either' using the equipment survey data showed a margin of error below 5% when the SPI is less than 5. The SPI 5 is considered the base point to determine whether to maintain the pavement condition. It showed that the pavement condition can be evaluated using only the crack ratio. According to the analysis results of the crack ratio between the visual inspection and the equipment survey, it has an average error of 1.86%(minimum 0.03%, maximum 9.58%). Economically, the visual inspection costs only 10% of the equipment survey and will also help the economy by creating new jobs. This paper advises that local governments maintain the pavement condition through the visual investigations. However, more research is needed to improve reliability. Acknowledgment: The author would like to thank the MOLIT (Ministry of Land, Infrastructure, and Transport). This work was carried out through the project funded by the MOLIT. The project name is 'development of 20mm grade for road surface detecting roadway condition and rapid detection automation system for removal of pothole'.Keywords: asphalt pavement maintenance, crack ratio, evaluation of asphalt pavement condition, SPI (Seoul Pavement Index), visual investigation
Procedia PDF Downloads 16729262 Visual Aid and Imagery Ramification on Decision Making: An Exploratory Study Applicable in Emergency Situations
Authors: Priyanka Bharti
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Decades ago designs were based on common sense and tradition, but after an enhancement in visualization technology and research, we are now able to comprehend the cognitive ability involved in the decoding of the visual information. However, many fields in visuals need intense research to deliver an efficient explanation for the events. Visuals are an information representation mode through images, symbols and graphics. It plays an impactful role in decision making by facilitating quick recognition, comprehension, and analysis of a situation. They enhance problem-solving capabilities by enabling the processing of more data without overloading the decision maker. As research proves that, visuals offer an improved learning environment by a factor of 400 compared to textual information. Visual information engages learners at a cognitive level and triggers the imagination, which enables the user to process the information faster (visuals are processed 60,000 times faster in the brain than text). Appropriate information, visualization, and its presentation are known to aid and intensify the decision-making process for the users. However, most literature discusses the role of visual aids in comprehension and decision making during normal conditions alone. Unlike emergencies, in a normal situation (e.g. our day to day life) users are neither exposed to stringent time constraints nor face the anxiety of survival and have sufficient time to evaluate various alternatives before making any decision. An emergency is an unexpected probably fatal real-life situation which may inflict serious ramifications on both human life and material possessions unless corrective measures are taken instantly. The situation demands the exposed user to negotiate in a dynamic and unstable scenario in the absence or lack of any preparation, but still, take swift and appropriate decisions to save life/lives or possessions. But the resulting stress and anxiety restricts cue sampling, decreases vigilance, reduces the capacity of working memory, causes premature closure in evaluating alternative options, and results in task shedding. Limited time, uncertainty, high stakes and vague goals negatively affect cognitive abilities to take appropriate decisions. More so, theory of natural decision making by experts has been understood with far more depth than that of an ordinary user. Therefore, in this study, the author aims to understand the role of visual aids in supporting rapid comprehension to take appropriate decisions during an emergency situation.Keywords: cognition, visual, decision making, graphics, recognition
Procedia PDF Downloads 26829261 Correlation between Speech Emotion Recognition Deep Learning Models and Noises
Authors: Leah Lee
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This paper examines the correlation between deep learning models and emotions with noises to see whether or not noises mask emotions. The deep learning models used are plain convolutional neural networks (CNN), auto-encoder, long short-term memory (LSTM), and Visual Geometry Group-16 (VGG-16). Emotion datasets used are Ryerson Audio-Visual Database of Emotional Speech and Song (RAVDESS), Crowd-sourced Emotional Multimodal Actors Dataset (CREMA-D), Toronto Emotional Speech Set (TESS), and Surrey Audio-Visual Expressed Emotion (SAVEE). To make it four times bigger, audio set files, stretch, and pitch augmentations are utilized. From the augmented datasets, five different features are extracted for inputs of the models. There are eight different emotions to be classified. Noise variations are white noise, dog barking, and cough sounds. The variation in the signal-to-noise ratio (SNR) is 0, 20, and 40. In summation, per a deep learning model, nine different sets with noise and SNR variations and just augmented audio files without any noises will be used in the experiment. To compare the results of the deep learning models, the accuracy and receiver operating characteristic (ROC) are checked.Keywords: auto-encoder, convolutional neural networks, long short-term memory, speech emotion recognition, visual geometry group-16
Procedia PDF Downloads 7529260 Computer Science, Mass Communications, and Social Entrepreneurship: An Interdisciplinary Approach to Teaching Interactive Storytelling for the Greater Good
Authors: Susan Cardillo
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This research will consider ways to bridge the gap between Computer Science and Media Communications and while doing so create Social Entrepreneurship for student success. New Media, as it has been referred to, is considered content available on-demand through Internet, a digital device, usually containing some kind of interactivity and creative participation. It is the interplay between technology, images, media and communications. The next generation of the newspaper, radio, television, and film students need to have a working knowledge of the technologies that are available for the creation of their work and taught to use this knowledge to create a voice. The work is interdisciplinary; in communications, we understand the necessity of reporting and disseminating information. In documentary film we understand the instructional and historic aspects of media and technology and in the non-profit sector, we see the need for expanding outlets for good. So, the true necessity is to utilize ‘new media’ technologies to advance social causes while reporting information, teaching and creating art. Goals: The goal of this research is to give communications students a better understanding of the technology that is both, currently at their disposal, and on the horizon, so that they can use it in their media, communications and art endeavors to be a voice for their generation. There is no longer a need to be a computer scientist to have a working knowledge of communication technologies and how they will benefit our work. There are many free and easy to use applications available for the creation of interactive communications. Methodology: This is Qualitative-Case Study that puts these ideas into action. There is a survey at the end of the experiment that is qualitative in nature and allows for the participants to share ideas and feelings about the technology and approach.Keywords: interactive storytelling, web documentary, mass communications, teaching
Procedia PDF Downloads 28029259 SENSE-SEAT: Improving Creativity and Productivity through the Redesign of a Multisensory Technological Office Chair
Authors: Fernando Miguel Campos, Carlos Ferreira, João Pestana, Pedro Campos, Nils Ehrenberg, Wojciech Hydzik
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The current trend of organizations offering their workers open-office spaces and co-working offices has been primed for stimulating teamwork and collaboration. However, this is not always valid as these kinds of spaces bring other types of challenges that compromise workers productivity and creativity. We present an approach for improving creativity and productivity at the workspace by redesigning an office chair that incorporates subtle technological elements that help users focus, relax and being more productive and creative. This sheds light on how we can better design interactive furniture for such popular contexts, as we develop this new chair through a multidisciplinary approach using ergonomics, interior design, interaction design, hardware and software engineering and psychology.Keywords: creativity, co-working, ergonomics, human-computer interaction, interaction, interactive furniture, productivity
Procedia PDF Downloads 33029258 Interactive and Innovative Environments for Modeling Digital Educational Games and Animations
Authors: Ida Srdić, Luka Mandić, LidijaMandić
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Digitization and intensive use of tablets, smartphones, the internet, mobile, and web applications have massively disrupted our habits, and the way audiences (especially youth) consume content. To introduce educational content in games and animations, and at the same time to keep it interesting and compelling for kids, is a challenge. In our work, we are comparing the different possibilities and potentials that digital games could provide to successfully mitigate direct connection with education. We analyze the main directions and educational methods in game-based learning and the possibilities of interactive modeling through questionnaires for user experience and requirements. A pre and post-quantitative survey will be conducted in order to measure levels of objective knowledge as well as the games perception. This approach enables quantitative and objective evaluation of the impact the game has on participants. Also, we will discuss the main barriers to the use of games in education and how games can be best used for learning.Keywords: Bloom’s taxonomy, epistemic games, learning objectives, virtual learning environments
Procedia PDF Downloads 9829257 Enabling Citizen Participation in Urban Planning through Geospatial Gamification
Authors: Joanne F. Hayek
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This study explores the use of gamification to promote citizen e-participation in urban planning. The research departs from a case study: the ‘Shape Your City’ web app designed and programmed by the author and presented as part of the 2021 Dubai Design Week to engage citizens in the co-creation of the future of their city through a gamified experience. The paper documents the design and development methodology of the web app and concludes with the findings of its pilot release. The case study explores the use of mobile interactive mapping, real-time data visualization, augmented reality, and machine learning as tools to enable co-planning. The paper also details the user interface design strategies employed to integrate complex cross-sector e-planning systems and make them accessible to citizens.Keywords: gamification, co-planning, citizen e-participation, mobile interactive mapping, real-time data visualization
Procedia PDF Downloads 14129256 Patient Service Improvement in Public Emergency Department Using Discrete Event Simulation
Authors: Dana Mohammed, Fatemah Abdullah, Hawraa Ali, Najat Al-Shaer, Rawan Al-Awadhi, , Magdy Helal
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We study the patient service performance at the emergency department of a major Kuwaiti public hospital, using discrete simulation and lean concepts. In addition to the common problems in such health care systems (over crowdedness, facilities planning and usage, scheduling and staffing, capacity planning) the emergency department suffered from several cultural and patient behavioural issues. Those contributed significantly to the system problems and constituted major obstacles in maintaining the performance in control. This led to overly long waiting times and the potential of delaying providing help to critical cases. We utilized the visual management tools to mitigate the impact of the patients’ behaviours and attitudes and improve the logistics inside the system. In addition a proposal is made to automate the date collection and communication within the department using RFID-based barcoding system. Discrete event simulation models were developed as decision support systems; to study the operational problems and assess achieved improvements. The simulation analysis resulted in cutting the patient delays to about 35% of their current values by reallocating and rescheduling the medical staff. Combined with the application of the visual management concepts, this provided the basis to improving patient service without any major investments.Keywords: simulation, visual management, health care system, patient
Procedia PDF Downloads 47529255 Interactive Learning Practices for Class Room Teaching
Authors: Shamshuddin K., Nagaraj Vannal, Diwakar Kulkarni
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This paper presents details of teaching and learning pedagogical techniques attempted for the undergraduate engineering program to improve the concentration span of students in a classroom. The details of activities such as valid statement, quiz competition, classroom paper, group work and product marketing to make the students remain active for the entire class duration and to improve presentation skills are presented. These activities shown tremendous improvement in student’s performance in academics, also in asking questions, concept understanding and interaction with the course instructor. With these pedagogical activities we are able to achieve Program outcome elements and ABET Program outcomes such as d, i, g and h which are difficult to achieve through the conventional teaching methods.Keywords: activities, pedagogy, interactive learning, valid statement, quiz competition, classroom papers, group work, product marketing
Procedia PDF Downloads 646