Search results for: computer game
2473 Computer Science and Mathematics Collaborating to Create New Educational Opportunities While Developing Interactive Calculus Apps
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Since 2006, the School of Computing and the Department of Mathematical Sciences have collaborated on several industry and NSF grants to develop new uses of technology in teaching and learning. Clemson University’s Creative Inquiry Program allowed computer science and mathematics students to earn credit each semester for participating in seminars which introduced them to new areas for independent research. We will discuss how the development of three interactive instructional apps for Calculus resulted not only in a useful product, but also in unique educational benefits for both the computer science students and the mathematics students, graduate and undergraduate, involved in the development process.Keywords: calculus, apps, programming, mathematics
Procedia PDF Downloads 3972472 Study on Beta-Ray Detection System in Water Using a MCNP Simulation
Authors: Ki Hyun Park, Hye Min Park, Jeong Ho Kim, Chan Jong Park, Koan Sik Joo
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In the modern days, the use of radioactive substances is on the rise in the areas like chemical weaponry, industrial usage, and power plants. Although there are various technologies available to detect and monitor radioactive substances in the air, the technologies to detect underwater radioactive substances are scarce. In this study, computer simulation of the underwater detection system measuring beta-ray, a radioactive substance, has been done through MCNP. CaF₂, YAP(Ce) and YAG(Ce) have been used in the computer simulation to detect beta-ray as scintillator. Also, the source used in the computer simulation is Sr-90 and Y-90, both of them emitting only pure beta-ray. The distance between the source and the detector was shifted from 1mm to 10mm by 1 mm in the computer simulation. The result indicated that Sr-90 was impossible to measure below 1 mm since its emission energy is low while Y-90 was able to be measured up to 10mm underwater. In addition, the detector designed with CaF₂ had the highest efficiency among 3 scintillators used in the computer simulation. Since it was possible to verify the detectable range and the detection efficiency according to modeling through MCNP simulation, it is expected that such result will reduce the time and cost in building the actual beta-ray detector and evaluating its performances, thereby contributing the research and development.Keywords: Beta-ray, CaF₂, detector, MCNP simulation, scintillator
Procedia PDF Downloads 5022471 Application of ICT in the Teaching and Learning of English Language in Nigerian Secondary Schools
Authors: Richard Ayobayowa Foyewa
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This work examined the application of ICT in the teaching and learning of English language in Nigerian secondary schools. The definition of ICT was given briefly before areas in which the ICT could be applied in teaching and learning of English language were observed. Teachers’ attitudes towards the use of the computer and Internet facilities were also observed. The conclusion drawn was that ICT is very relevant in the teaching and learning of English language in Nigerian secondary schools. It was therefore recommended that teachers who are not computer literate should go for the training without further delay; government should always employ English language teachers who are computer literates. Government should make fund available in schools for the training and re-training of English language teachers in various computer programmes and in making internet facilities available in secondary schools.Keywords: ICT, Nigerian secondary schools, teaching and learning of English
Procedia PDF Downloads 3092470 Classification of Computer Generated Images from Photographic Images Using Convolutional Neural Networks
Authors: Chaitanya Chawla, Divya Panwar, Gurneesh Singh Anand, M. P. S Bhatia
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This paper presents a deep-learning mechanism for classifying computer generated images and photographic images. The proposed method accounts for a convolutional layer capable of automatically learning correlation between neighbouring pixels. In the current form, Convolutional Neural Network (CNN) will learn features based on an image's content instead of the structural features of the image. The layer is particularly designed to subdue an image's content and robustly learn the sensor pattern noise features (usually inherited from image processing in a camera) as well as the statistical properties of images. The paper was assessed on latest natural and computer generated images, and it was concluded that it performs better than the current state of the art methods.Keywords: image forensics, computer graphics, classification, deep learning, convolutional neural networks
Procedia PDF Downloads 3282469 Training of Future Computer Science Teachers Based on Machine Learning Methods
Authors: Meruert Serik, Nassipzhan Duisegaliyeva, Danara Tleumagambetova
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The article highlights and describes the characteristic features of real-time face detection in images and videos using machine learning algorithms. Students of educational programs reviewed the research work "6B01511-Computer Science", "7M01511-Computer Science", "7M01525- STEM Education," and "8D01511-Computer Science" of Eurasian National University named after L.N. Gumilyov. As a result, the advantages and disadvantages of Haar Cascade (Haar Cascade OpenCV), HoG SVM (Histogram of Oriented Gradients, Support Vector Machine), and MMOD CNN Dlib (Max-Margin Object Detection, convolutional neural network) detectors used for face detection were determined. Dlib is a general-purpose cross-platform software library written in the programming language C++. It includes detectors used for determining face detection. The Cascade OpenCV algorithm is efficient for fast face detection. The considered work forms the basis for the development of machine learning methods by future computer science teachers.Keywords: algorithm, artificial intelligence, education, machine learning
Procedia PDF Downloads 682468 Analyzing the Attitudes of Prep-Class Students at Higher Education towards Computer-Based Foreign Language Education
Authors: Sakine Sincer
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In today’s world, the borders between countries and globalization are getting faster. It is an undeniable fact that this trend mostly results from the developments and improvements in technology. Technology, which dominates our lives to a great extent, has turned out to be one of the most important resources to be used in building an effective and fruitful educational atmosphere. Nowadays, technology is a significant means of arranging educational activities at all levels of education such as primary, secondary or tertiary education. This study aims at analyzing the attitudes of prep-class students towards computer-based foreign language education. Within the scope of this study, prep-class students at a university in Ankara, Turkey in 2013-2014 Academic Year participated in this study. The participants were asked to fill in 'Computer-Based Educational Attitude Scale.' The data gathered in this study were analyzed by means of using statistical devices such as means, standard deviation, percentage as well as t-test and ANOVA. At the end of the analysis, it was found out that the participants had a highly positive attitude towards computer-based language education.Keywords: computer-based education, foreign language education, higher education, prep-class
Procedia PDF Downloads 4282467 Systems Intelligence in Management (High Performing Organizations and People Score High in Systems Intelligence)
Authors: Raimo P. Hämäläinen, Juha Törmänen, Esa Saarinen
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Systems thinking has been acknowledged as an important approach in the strategy and management literature ever since the seminal works of Ackhoff in the 1970´s and Senge in the 1990´s. The early literature was very much focused on structures and organizational dynamics. Understanding systems is important but making improvements also needs ways to understand human behavior in systems. Peter Senge´s book The Fifth Discipline gave the inspiration to the development of the concept of Systems Intelligence. The concept integrates the concepts of personal mastery and systems thinking. SI refers to intelligent behavior in the context of complex systems involving interaction and feedback. It is a competence related to the skills needed in strategy and the environment of modern industrial engineering and management where people skills and systems are in an increasingly important role. The eight factors of Systems Intelligence have been identified from extensive surveys and the factors relate to perceiving, attitude, thinking and acting. The personal self-evaluation test developed consists of 32 items which can also be applied in a peer evaluation mode. The concept and test extend to organizations too. One can talk about organizational systems intelligence. This paper reports the results of an extensive survey based on peer evaluation. The results show that systems intelligence correlates positively with professional performance. People in a managerial role score higher in SI than others. Age improves the SI score but there is no gender difference. Top organizations score higher in all SI factors than lower ranked ones. The SI-tests can also be used as leadership and management development tools helping self-reflection and learning. Finding ways of enhancing learning organizational development is important. Today gamification is a new promising approach. The items in the SI test have been used to develop an interactive card game following the Topaasia game approach. It is an easy way of engaging people in a process which both helps participants see and approach problems in their organization. It also helps individuals in identifying challenges in their own behavior and in improving in their SI.Keywords: gamification, management competence, organizational learning, systems thinking
Procedia PDF Downloads 912466 Scenario-Based Learning Using Virtual Optometrist Applications
Authors: J. S. M. Yang, G. E. T. Chua
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Diploma in Optometry (OPT) course is a three-year program offered by Ngee Ann Polytechnic (NP) to train students to provide primary eye care. Students are equipped with foundational conceptual knowledge and practical skills in the first three semesters before clinical modules in fourth to six semesters. In the clinical modules, students typically have difficulties in integrating the acquired knowledge and skills from the past semesters to perform general eye examinations on public patients at NP Optometry Centre (NPOC). To help the students overcome the challenge, a web-based game Virtual Optometrist (VO) was developed to help students apply their skills and knowledge through scenario-based learning. It consisted of two interfaces, Optical Practice Counter (OPC) and Optometric Consultation Room (OCR), to provide two simulated settings for authentic learning experiences. In OPC, students would recommend and provide appropriate frame and lens selection based on virtual patient’s case history. In OCR, students would diagnose and manage virtual patients with common ocular conditions. Simulated scenarios provided real-world clinical situations that required contextual application of integrated knowledge from relevant modules. The stages in OPC and OCR are of increasing complexity to align to expected students’ clinical competency as they progress to more senior semesters. This prevented gameplay fatigue as VO was used over the semesters to achieve different learning outcomes. Numerous feedback opportunities were provided to students based on their decisions to allow individualized learning to take place. The game-based learning element in VO was achieved through the scoreboard and leader board to enhance students' motivation to perform. Scores were based on the speed and accuracy of students’ responses to the questions posed in the simulated scenarios, preparing the students to perform accurately and effectively under time pressure in a realistic optometric environment. Learning analytics was generated in VO’s backend office based on students’ responses, offering real-time data on distinctive and observable learners’ behavior to monitor students’ engagement and learning progress. The backend office allowed versatility to add, edit, and delete scenarios for different intended learning outcomes. Likert Scale was used to measure students’ learning experience with VO for OPT Year 2 and 3 students. The survey results highlighted the learning benefits of implementing VO in the different modules, such as enhancing recall and reinforcement of clinical knowledge for contextual application to develop higher-order thinking skills, increasing efficiency in clinical decision-making, facilitating learning through immediate feedback and second attempts, providing exposure to common and significant ocular conditions, and training effective communication skills. The results showed that VO has been useful in reinforcing optometry students’ learning and supporting the development of higher-order thinking, increasing efficiency in clinical decision-making, and allowing students to learn from their mistakes with immediate feedback and second attempts. VO also exposed the students to diverse ocular conditions through simulated real-world clinical scenarios, which may otherwise not be encountered in NPOC, and promoted effective communication skills.Keywords: authentic learning, game-based learning, scenario-based learning, simulated clinical scenarios
Procedia PDF Downloads 1122465 Frequency Recognition Models for Steady State Visual Evoked Potential Based Brain Computer Interfaces (BCIs)
Authors: Zeki Oralhan, Mahmut Tokmakçı
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SSVEP based brain computer interface (BCI) systems have been preferred, because of high information transfer rate (ITR) and practical use. ITR is the parameter of BCI overall performance. For high ITR value, one of specification BCI system is that has high accuracy. In this study, we investigated to recognize SSVEP with shorter time and lower error rate. In the experiment, there were 8 flickers on light crystal display (LCD). Participants gazed to flicker which had 12 Hz frequency and 50% duty cycle ratio on the LCD during 10 seconds. During the experiment, EEG signals were acquired via EEG device. The EEG data was filtered in preprocessing session. After that Canonical Correlation Analysis (CCA), Multiset CCA (MsetCCA), phase constrained CCA (PCCA), and Multiway CCA (MwayCCA) methods were applied on data. The highest average accuracy value was reached when MsetCCA was applied.Keywords: brain computer interface, canonical correlation analysis, human computer interaction, SSVEP
Procedia PDF Downloads 2602464 Design and Realization of Computer Network Security Perception Control System
Authors: El Miloudi Djelloul
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Based on analysis on applications by perception control technology in computer network security status and security protection measures, from the angles of network physical environment and network software system environmental security, this paper provides network security system perception control solution using Internet of Things (IOT), telecom and other perception technologies. Security Perception Control System is in the computer network environment, utilizing Radio Frequency Identification (RFID) of IOT and telecom integration technology to carry out integration design for systems. In the network physical security environment, RFID temperature, humidity, gas and perception technologies are used to do surveillance on environmental data, dynamic perception technology is used for network system security environment, user-defined security parameters, security log are used for quick data analysis, extends control on I/O interface, by development of API and AT command, Computer Network Security Perception Control based on Internet and GSM/GPRS is achieved, which enables users to carry out interactive perception and control for network security environment by WEB, E-MAIL as well as PDA, mobile phone short message and Internet. In the system testing, through middle ware server, security information data perception in real time with deviation of 3-5% was achieved; it proves the feasibility of Computer Network Security Perception Control System.Keywords: computer network, perception control system security strategy, Radio Frequency Identification (RFID)
Procedia PDF Downloads 4402463 Numerical Methods versus Bjerksund and Stensland Approximations for American Options Pricing
Authors: Marasovic Branka, Aljinovic Zdravka, Poklepovic Tea
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Numerical methods like binomial and trinomial trees and finite difference methods can be used to price a wide range of options contracts for which there are no known analytical solutions. American options are the most famous of that kind of options. Besides numerical methods, American options can be valued with the approximation formulas, like Bjerksund-Stensland formulas from 1993 and 2002. When the value of American option is approximated by Bjerksund-Stensland formulas, the computer time spent to carry out that calculation is very short. The computer time spent using numerical methods can vary from less than one second to several minutes or even hours. However to be able to conduct a comparative analysis of numerical methods and Bjerksund-Stensland formulas, we will limit computer calculation time of numerical method to less than one second. Therefore, we ask the question: Which method will be most accurate at nearly the same computer calculation time?Keywords: Bjerksund and Stensland approximations, computational analysis, finance, options pricing, numerical methods
Procedia PDF Downloads 4492462 Input-Output Analysis in Laptop Computer Manufacturing
Authors: H. Z. Ulukan, E. Demircioğlu, M. Erol Genevois
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The scope of this paper and the aim of proposed model were to apply monetary Input –Output (I-O) analysis to point out the importance of reusing know-how and other requirements in order to reduce the production costs in a manufacturing process for a laptop computer. I-O approach using the monetary input-output model is employed to demonstrate the impacts of different factors in a manufacturing process. A sensitivity analysis showing the correlation between these different factors is also presented. It is expected that the recommended model would have an advantageous effect in the cost minimization process.Keywords: input-output analysis, monetary input-output model, manufacturing process, laptop computer
Procedia PDF Downloads 3862461 Effectiveness of Computer-Based Cognitive Training in Improving Attention-Deficit/Hyperactivity Disorder Rehabilitation
Authors: Marjan Ghazisaeedi, Azadeh Bashiri
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Background: Attention-Deficit/Hyperactivity Disorder(ADHD), is one of the most common psychiatric disorders in early childhood that in addition to its main symptoms provide significant deficits in the areas of educational, social and individual relationship. Considering the importance of rehabilitation in ADHD patients to control these problems, this study investigated the advantages of computer-based cognitive training in these patients. Methods: This review article has been conducted by searching articles since 2005 in scientific databases and e-Journals and by using keywords including computerized cognitive rehabilitation, computer-based training and ADHD. Results: Since drugs have short term effects and also they have many side effects in the rehabilitation of ADHD patients, using supplementary methods such as computer-based cognitive training is one of the best solutions. This approach has quick feedback and also has no side effects. So, it provides promising results in cognitive rehabilitation of ADHD especially on the working memory and attention. Conclusion: Considering different cognitive dysfunctions in ADHD patients, application of the computerized cognitive training has the potential to improve cognitive functions and consequently social, academic and behavioral performances in patients with this disorder.Keywords: ADHD, computer-based cognitive training, cognitive functions, rehabilitation
Procedia PDF Downloads 2712460 3D Biomechanics Analysis of Tennis Elbow Factors & Injury Prevention Using Computer Vision and AI
Authors: Aaron Yan
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Tennis elbow has been a leading injury and problem among amateur and even professional players. Many factors contribute to tennis elbow. In this research, we apply state of the art sensor-less computer vision and AI technology to study the biomechanics of a player’s tennis movements during training and competition as they relate to the causes of tennis elbow. We provide a framework for the analysis of key biomechanical parameters and their correlations with specific tennis stroke and movements that can lead to tennis elbow or elbow injury. We also devise a method for using AI to automatically detect player’s forms that can lead to tennis elbow development for on-court injury prevention.Keywords: Tennis Elbow, Computer Vision, AI, 3DAT
Procedia PDF Downloads 342459 Meditation Based Brain Painting Promotes Foreign Language Memory through Establishing a Brain-Computer Interface
Authors: Zhepeng Rui, Zhenyu Gu, Caitilin de Bérigny
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In the current study, we designed an interactive meditation and brain painting application to cultivate users’ creativity, promote meditation, reduce stress, and improve cognition while attempting to learn a foreign language. User tests and data analyses were conducted on 42 male and 42 female participants to better understand sex-associated psychological and aesthetic differences. Our method utilized brain-computer interfaces to import meditation and attention data to create artwork in meditation-based applications. Female participants showed statistically significantly different language learning outcomes following three meditation paradigms. The art style of brain painting helped females with language memory. Our results suggest that the most ideal methods for promoting memory attention were meditation methods and brain painting exercises contributing to language learning, memory concentration promotion, and foreign word memorization. We conclude that a short period of meditation practice can help in learning a foreign language. These findings provide new insights into meditation, creative language education, brain-computer interface, and human-computer interactions.Keywords: brain-computer interface, creative thinking, meditation, mental health
Procedia PDF Downloads 1192458 Design and Creation of a BCI Videogame for Training and Measure of Sustained Attention in Children with ADHD
Authors: John E. Muñoz, Jose F. Lopez, David S. Lopez
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Attention Deficit Hyperactivity Disorder (ADHD) is a disorder that affects 1 out of 5 Colombian children, converting into a real public health problem in the country. Conventional treatments such as medication and neuropsychological therapy have been proved to be insufficient in order to decrease high incidence levels of ADHD in the principal Colombian cities. This work demonstrates a design and development of a videogame that uses a brain computer interface not only to serve as an input device but also as a tool to monitor neurophysiologic signal. The video game named “The Harvest Challenge” puts a cultural scene of a Colombian coffee grower in its context, where a player can use his/her avatar in three mini games created in order to reinforce four fundamental aspects: i) waiting ability, ii) planning ability, iii) ability to follow instructions and iv) ability to achieve objectives. The details of this collaborative designing process of the multimedia tool according to the exact clinic necessities and the description of interaction proposals are presented through the mental stages of attention and relaxation. The final videogame is presented as a tool for sustained attention training in children with ADHD using as an action mechanism the neuromodulation of Beta and Theta waves through an electrode located in the central part of the front lobe of the brain. The processing of an electroencephalographic signal is produced automatically inside the videogame allowing to generate a report of the theta/beta ratio evolution - a biological marker, which has been demonstrated to be a sufficient measure to discriminate of children with deficit and without.Keywords: BCI, neuromodulation, ADHD, videogame, neurofeedback, theta/beta ratio
Procedia PDF Downloads 3652457 Character and Evolution of Electronic Waste: A Technologically Developing Country's Experience
Authors: Karen C. Olufokunbi, Odetunji A. Odejobi
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The discourse of this paper is the examination of the generation, accumulation and growth of e-waste in a developing country. Images and other data about computer e-waste were collected using a digital camera, 290 copies of questionnaire and three structured interviews using Obafemi Awolowo University (OAU), Ile-Ife, Nigeria environment as a case study. The numerical data were analysed using R data analysis and process tool. Automata-based techniques and Petri net modeling tool were used to design and simulate a computational model for the recovery of saleable materials from e-waste. The R analysis showed that at a 95 percent confidence level, the computer equipment that will be disposed by 2020 will be 417 units. Compared to the 800 units in circulation in 2014, 50 percent of personal computer components will become e-waste. This indicates that personal computer components were in high demand due to their low costs and will be disposed more rapidly when replaced by new computer equipment Also, 57 percent of the respondents discarded their computer e-waste by throwing it into the garbage bin or by dumping it. The simulated model using Coloured Petri net modelling tool for the process showed that the e-waste dynamics is a forward sequential process in the form of a pipeline meaning that an e-waste recovery of saleable materials process occurs in identifiable discrete stages indicating that e-waste will continue to accumulate and grow in volume with time.Keywords: Coloured Petri net, computational modelling, electronic waste, electronic waste process dynamics
Procedia PDF Downloads 1612456 An Experimental Approach to the Influence of Tipping Points and Scientific Uncertainties in the Success of International Fisheries Management
Authors: Jules Selles
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The Atlantic and Mediterranean bluefin tuna fishery have been considered as the archetype of an overfished and mismanaged fishery. This crisis has demonstrated the role of public awareness and the importance of the interactions between science and management about scientific uncertainties. This work aims at investigating the policy making process associated with a regional fisheries management organization. We propose a contextualized computer-based experimental approach, in order to explore the effects of key factors on the cooperation process in a complex straddling stock management setting. Namely, we analyze the effects of the introduction of a socio-economic tipping point and the uncertainty surrounding the estimation of the resource level. Our approach is based on a Gordon-Schaefer bio-economic model which explicitly represents the decision making process. Each participant plays the role of a stakeholder of ICCAT and represents a coalition of fishing nations involved in the fishery and decide unilaterally a harvest policy for the coming year. The context of the experiment induces the incentives for exploitation and collaboration to achieve common sustainable harvest plans at the Atlantic bluefin tuna stock scale. Our rigorous framework allows testing how stakeholders who plan the exploitation of a fish stock (a common pool resource) respond to two kinds of effects: i) the inclusion of a drastic shift in the management constraints (beyond a socio-economic tipping point) and ii) an increasing uncertainty in the scientific estimation of the resource level.Keywords: economic experiment, fisheries management, game theory, policy making, Atlantic Bluefin tuna
Procedia PDF Downloads 2492455 Analysis of Public Space Usage Characteristics Based on Computer Vision Technology - Taking Shaping Park as an Example
Authors: Guantao Bai
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Public space is an indispensable and important component of the urban built environment. How to more accurately evaluate the usage characteristics of public space can help improve its spatial quality. Compared to traditional survey methods, computer vision technology based on deep learning has advantages such as dynamic observation and low cost. This study takes the public space of Shaping Park as an example and, based on deep learning computer vision technology, processes and analyzes the image data of the public space to obtain the spatial usage characteristics and spatiotemporal characteristics of the public space. Research has found that the spontaneous activity time in public spaces is relatively random with a relatively short average activity time, while social activities have a relatively stable activity time with a longer average activity time. Computer vision technology based on deep learning can effectively describe the spatial usage characteristics of the research area, making up for the shortcomings of traditional research methods and providing relevant support for creating a good public space.Keywords: computer vision, deep learning, public spaces, using features
Procedia PDF Downloads 642454 Human Motion Capture: New Innovations in the Field of Computer Vision
Authors: Najm Alotaibi
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Human motion capture has become one of the major area of interest in the field of computer vision. Some of the major application areas that have been rapidly evolving include the advanced human interfaces, virtual reality and security/surveillance systems. This study provides a brief overview of the techniques and applications used for the markerless human motion capture, which deals with analyzing the human motion in the form of mathematical formulations. The major contribution of this research is that it classifies the computer vision based techniques of human motion capture based on the taxonomy, and then breaks its down into four systematically different categories of tracking, initialization, pose estimation and recognition. The detailed descriptions and the relationships descriptions are given for the techniques of tracking and pose estimation. The subcategories of each process are further described. Various hypotheses have been used by the researchers in this domain are surveyed and the evolution of these techniques have been explained. It has been concluded in the survey that most researchers have focused on using the mathematical body models for the markerless motion capture.Keywords: human motion capture, computer vision, vision-based, tracking
Procedia PDF Downloads 3112453 Post 2014 Afghanistan and Its Implications on Pakistan
Authors: Naad-E-Ali Sulehria
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This paper unfolds the facts and findings of Afghan scenario particularly its implications on Pakistan. At present, the Post 2014 withdrawal of US and ISAF combat forces from Afghan land is one of the up-to-the-minute issues among analysts of international relations. Deliberating from the current situation of Afghanistan towards its future prospects and the elements vibrating Afghanistan's internal dynamics, as well as exploitation of its resources by other states and non-state actors, are discussed accordingly. Moreover, the reasons behind such a paradigm shift in US foreign policy are tried to be contemplated with first hand knowledge. It is investigated that 'what is the current image of Afghanistan in today's world?', 'what will be its future aspects?', and 'what sort of Afghanistan does Pakistan foresees' as the concerned area of discussion.Keywords: Afghanistan, Pakistan, new great game, taliban
Procedia PDF Downloads 2932452 An Evaluation of Neural Network Efficacies for Image Recognition on Edge-AI Computer Vision Platform
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Image recognition, as one of the most critical technologies in computer vision, works to help machine-like robotics understand a scene, that is, if deployed appropriately, will trigger the revolution in remote sensing and industry automation. With the developments of AI technologies, there are many prevailing and sophisticated neural networks as technologies developed for image recognition. However, computer vision platforms as hardware, supporting neural networks for image recognition, as crucial as the neural network technologies, need to be more congruently addressed as the research subjects. In contrast, different computer vision platforms are deterministic to leverage the performance of different neural networks for recognition. In this paper, three different computer vision platforms – Jetson Nano(with 4GB), a standalone laptop(with RTX 3000s, using CUDA), and Google Colab (web-based, using GPU) are explored and four prominent neural network architectures (including AlexNet, VGG(16/19), GoogleNet, and ResNet(18/34/50)), are investigated. In the context of pairwise usage between different computer vision platforms and distinctive neural networks, with the merits of recognition accuracy and time efficiency, the performances are evaluated. In the case study using public imageNets, our findings provide a nuanced perspective on optimizing image recognition tasks across Edge-AI platforms, offering guidance on selecting appropriate neural network structures to maximize performance under hardware constraints.Keywords: alexNet, VGG, googleNet, resNet, Jetson nano, CUDA, COCO-NET, cifar10, imageNet large scale visual recognition challenge (ILSVRC), google colab
Procedia PDF Downloads 792451 Human Computer Interaction Using Computer Vision and Speech Processing
Authors: Shreyansh Jain Jeetmal, Shobith P. Chadaga, Shreyas H. Srinivas
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Internet of Things (IoT) is seen as the next major step in the ongoing revolution in the Information Age. It is predicted that in the near future billions of embedded devices will be communicating with each other to perform a plethora of tasks with or without human intervention. One of the major ongoing hotbed of research activity in IoT is Human Computer Interaction (HCI). HCI is used to facilitate communication between an intelligent system and a user. An intelligent system typically comprises of a system consisting of various sensors, actuators and embedded controllers which communicate with each other to monitor data collected from the environment. Communication by the user to the system is typically done using voice. One of the major ongoing applications of HCI is in home automation as a personal assistant. The prime objective of our project is to implement a use case of HCI for home automation. Our system is designed to detect and recognize the users and personalize the appliances in the house according to their individual preferences. Our HCI system is also capable of speaking with the user when certain commands are spoken such as searching on the web for information and controlling appliances. Our system can also monitor the environment in the house such as air quality and gas leakages for added safety.Keywords: human computer interaction, internet of things, computer vision, sensor networks, speech to text, text to speech, android
Procedia PDF Downloads 3562450 Concussion Prediction for Speed Skater Impacting on Crash Mats by Computer Simulation Modeling
Authors: Yilin Liao, Hewen Li, Paula McConvey
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Concussion for speed skaters often occurs when skaters fall on the ice and impact the crash mats during practices and competition races. Gaining insight into the impact of interactions is of essential interest as it is directly related to skaters’ potential health risks and injuries. Precise concussion measurements are challenging and very difficult, making computer simulation the only reliable way to analyze accidents. This research aims to create the crash mat and skater’s multi-body model using Solidworks, develop a computer simulation model for skater-mat impact using ANSYS software, and predict the skater’s concussion degree by evaluating the “head injury criteria” (HIC) through the resulting accelerations. The developed method and results help understand the relationship between impact parameters and concussion risk for speed skaters and inform the design of crash mats and skating rink layouts more specifically by considering athletes’ health risks.Keywords: computer simulation modeling, concussion, impact, speed skater
Procedia PDF Downloads 1342449 All at Sea: Why OT / IT Infrastructure Is So Complex and the Challenges of Securing These on a Cruise Ship
Authors: Ken Munro
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Cruise ships are possibly the most complex collection of systems it is possible to find in one physical, moving location. Propulsion, navigation, power generation and more, combined with a hotel, restaurant, casino, theatre etc, with safety and fire control systems to boot. That complexity creates huge challenges with keeping OT and IT systems apart. Ships engines are often remotely managed, network segregation is often defeated through troubleshooting when at sea. This session will refer to multiple entertaining and informative tales of taking control of ships, including accessing a ships Azipods via a game simulator for passengers. Fortunately, genuine attacks against vessels are very rare, but the effects and impacts to world trade are becoming increasingly obvious.Keywords: maritime security, cybersecurity, OT, IT, networks
Procedia PDF Downloads 192448 Stimulating Young Children Social Interaction Behaviour through Computer Play Activities: The Role of Teachers and Parents Support
Authors: Mahani Razali, Nordin Mamat
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The purpose of the study is to explore how computer technology is integrated into pre-school activities and its relationship with children’s social interaction behaviour in pre-school classroom. The major question of interest in the present study is to investigate the social interaction behaviour of children when using computers in the Malaysian pre-school classroom. This research is based on three main objectives which are to identify children`s social interaction during computer play activities, teacher’s role and parent’s participation to develop children`s social interaction. This qualitative study was carried out among 25 pre-school children, three teachers and three parents as the research sample. On the other hand, parent’s support was obtained from their discussions, supervisions and communication at home. The data collection procedures involved structured observation which was to identify social interaction behaviour among pre-school children through computer play activities; as for semi-structured interviews, it was done to study the perception of the teachers and parents on the acquired social interaction behaviour among the children. Besides, documentation analysis method was used as to triangulate acquired information with observations and interviews. In this study, the qualitative data analysis was tabulated in descriptive manner with frequency and percentage format. This study primarily focused on social interaction behaviour elements among the pre-school children. Findings revealed that the children showed positive outcomes on the social interaction behaviour during their computer play. This research summarizes that teacher’s role and parent’s support can improve children`s social interaction behaviour through computer play activities. As a whole, this research highlighted the significance of computer play activities as to stimulate social interaction behavior among the pre-school children.Keywords: early childhood, emotional development, parent support, play
Procedia PDF Downloads 3552447 3 Dimensional (3D) Assesment of Hippocampus in Alzheimer’s Disease
Authors: Mehmet Bulent Ozdemir, Sultan Çagirici, Sahika Pinar Akyer, Fikri Turk
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Neuroanatomical appearance can be correlated with clinical or other characteristics of illness. With the introduction of diagnostic imaging machines, producing 3D images of anatomic structures, calculating the correlation between subjects and pattern of the structures have become possible. The aim of this study is to examine the 3D structure of hippocampus in cases with Alzheimer disease in different dementia severity. For this purpose, 62 female and 38 male- 68 patients’s (age range between 52 and 88) MR scanning were imported to the computer. 3D model of each right and left hippocampus were developed by a computer aided propramme-Surf Driver 3.5. Every reconstruction was taken by the same investigator. There were different apperance of hippocampus from normal to abnormal. In conclusion, These results might improve the understanding of the correlation between the morphological changes in hippocampus and clinical staging in Alzheimer disease.Keywords: Alzheimer disease, hippocampus, computer-assisted anatomy, 3D
Procedia PDF Downloads 4762446 An Anthropometric and Postural Risk Assessment of Students in Computer Laboratories of a State University
Authors: Sarah Louise Cruz, Jemille Venturina
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Ergonomics considers the capabilities and limitations of a person as they interact with tools, equipment, facilities and tasks in their work environment. Workplace is one example of physical work environment, be it a workbench or a desk. In school laboratories, sitting is the most common working posture of the students. Students maintain static sitting posture as they perform different computer-aided activities. The College of Engineering and College of Information and Communication Technology of a State University consist of twenty-two computer laboratories. Normally, students aren’t usually aware of the importance of sustaining proper sitting posture while doing their long hour computer laboratory activities. The study evaluates the perceived discomfort and working postures of students as they are exposed on current workplace design of computer laboratories. The current study utilizes Rapid Upper Limb Assessment (RULA), Body Discomfort Chart using Borg’s CR-10 Scale Rating and Quick Exposure Checklist in order to assess the posture and the current working condition. The result of the study may possibly minimize the body discomfort experienced by the students. The researchers redesign the individual workstations which includes working desk, sitting stool and other workplace design components. Also, the economic variability of each alternative was considered given that the study focused on improvement of facilities of a state university.Keywords: computer workstation, ergonomics, posture, students, workplace
Procedia PDF Downloads 3042445 A Study on the Impacts of Computer Aided Design on the Architectural Design Process
Authors: Halleh Nejadriahi, Kamyar Arab
Abstract:
Computer-aided design (CAD) tools have been extensively used by the architects for the several decades. It has evolved from being a simple drafting tool to being an intelligent architectural software and a powerful means of communication for architects. CAD plays an essential role in the profession of architecture and is a basic tool for any architectural firm. It is not possible for an architectural firm to compete without taking the advantage of computer software, due to the high demand and competition in the architectural industry. The aim of this study is to evaluate the impacts of CAD on the architectural design process from conceptual level to final product, particularly in architectural practice. It examines the range of benefits of integrating CAD into the industry and discusses the possible defects limiting the architects. Method of this study is qualitatively based on data collected from the professionals’ perspective. The identified benefits and limitations of CAD on the architectural design process will raise the awareness of professionals on the potentials of CAD and proper utilization of that in the industry, which would result in a higher productivity along with a better quality in the architectural offices.Keywords: architecture, architectural practice, computer aided design (CAD), design process
Procedia PDF Downloads 3512444 A Comparative Study of Virus Detection Techniques
Authors: Sulaiman Al amro, Ali Alkhalifah
Abstract:
The growing number of computer viruses and the detection of zero day malware have been the concern for security researchers for a large period of time. Existing antivirus products (AVs) rely on detecting virus signatures which do not provide a full solution to the problems associated with these viruses. The use of logic formulae to model the behaviour of viruses is one of the most encouraging recent developments in virus research, which provides alternatives to classic virus detection methods. In this paper, we proposed a comparative study about different virus detection techniques. This paper provides the advantages and drawbacks of different detection techniques. Different techniques will be used in this paper to provide a discussion about what technique is more effective to detect computer viruses.Keywords: computer viruses, virus detection, signature-based, behaviour-based, heuristic-based
Procedia PDF Downloads 472