Search results for: digital video broadcast-handheld
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3629

Search results for: digital video broadcast-handheld

1649 From Servicescape to Servicespace: Qualitative Research in a Post-Cartesian Retail Context

Authors: Chris Houliez

Abstract:

This study addresses the complex dynamics of the modern retail environment, focusing on how the ubiquitous nature of mobile communication technologies has reshaped the shopper experience and tested the limits of the conventional "servicescape" concept commonly used to describe retail experiences. The objective is to redefine the conceptualization of retail space by introducing an approach to space that aligns with a retail context where physical and digital interactions are increasingly intertwined. To offer a more shopper-centric understanding of the retail experience, this study draws from phenomenology, particularly Henri Lefebvre’s work on the production of space. The presented protocol differs from traditional methodologies by not making assumptions about what constitutes a retail space. Instead, it adopts a perspective based on Lefebvre’s seminal work, which posits that space is not a three-dimensional container commonly referred to as “servicescape” but is actively produced through shoppers’ spatial practices. This approach allows for an in-depth exploration of the retail experience by capturing the everyday spatial practices of shoppers without preconceived notions of what constitutes a retail space. The designed protocol was tested with eight participants during 209 hours of day-long field trips, immersing the researcher into the shopper's lived experience by combining multiple data collection methods, including participant observation, videography, photography, and both pre-fieldwork and post-fieldwork interviews. By giving equal importance to both locations and connections, this study unpacked various spatial practices that contribute to the production of retail space. These findings highlight the relative inadequacy of some traditional retail space conceptualizations, which often fail to capture the fluid nature of contemporary shopping experiences. The study's emphasis on the customization process, through which shoppers optimize their retail experience by producing a “fully lived retail space,” offers a more comprehensive understanding of consumer shopping behavior in the digital age. In conclusion, this research presents a significant shift in the conceptualization of retail space. By employing a phenomenological approach rooted in Lefebvre’s theory, the study provides a more efficient framework to understand the retail experience in the age of mobile communication technologies. Although this research is limited by its small sample size and the demographic profile of participants, it offers valuable insights into the spatial practices of modern shoppers and their implications for retail researchers and retailers alike.

Keywords: shopper behavior, mobile telecommunication technologies, qualitative research, servicescape, servicespace

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1648 'Enjoying the Czech Traditions with All Sences!': Tourism Product Promotion

Authors: Tomas Seidl

Abstract:

'Enjoy the Czech traditions with all sences!' is the main communication headline of one of the major current marketing project representing the intangible cultural heritage of the Czech Republic to its visitors. The project CZ.1.06/4.1.00/12.08915 and CZ.1.06/4.1.00/12.08916 which is solved in the period 2013-2015 is co-financed form the EU financial sources from the Integrated Operational Programme. The primary goal of the project was to analyze the dislocation and potential of the intangible cultural heritage in the Czech Republic. Further goal was to prepare a useful regionalization. An as solution based on the outcomes the creative and media strategy was created and prepared. The processor – CzechTourism expect the following web and mobile application development and successful marketing campaign in 2015.

Keywords: traditions, intangible cultural heritage, Czech Republic, CzechTourism, digital performance

Procedia PDF Downloads 368
1647 3D Model Completion Based on Similarity Search with Slim-Tree

Authors: Alexis Aldo Mendoza Villarroel, Ademir Clemente Villena Zevallos, Cristian Jose Lopez Del Alamo

Abstract:

With the advancement of technology it is now possible to scan entire objects and obtain their digital representation by using point clouds or polygon meshes. However, some objects may be broken or have missing parts; thus, several methods focused on this problem have been proposed based on Geometric Deep Learning, such as GCNN, ACNN, PointNet, among others. In this article an approach from a different paradigm is proposed, using metric data structures to index global descriptors in the spectral domain and allow the recovery of a set of similar models in polynomial time; to later use the Iterative Close Point algorithm and recover the parts of the incomplete model using the geometry and topology of the model with less Hausdorff distance.

Keywords: 3D reconstruction method, point cloud completion, shape completion, similarity search

Procedia PDF Downloads 122
1646 Together - A Decentralized Application Connects Ideas and Investors

Authors: Chandragiri Nagadeep, M. V. V. S. Durga, Sadu Mahikshith

Abstract:

Future generation is depended on new ideas and innovations that develops the country economical growth and technology standards so, Startups plays an important role in satisfying above goals. Startups includes support which is given by investing into it by investors but, single digit investors can’t keep supporting one startup and lot of security problems occurs while transferring large funds to startup’s bank account. Targeting security and most supportive funding, TogEther solves these issues by providing a platform where “Crowd Funding” is available in a decentralized way such that funding is done with digital currency called cryptocurrency where transactions are done in a secured way using “Block Chain Technology”. Not only Funding but also Ideas along with their documents can be presented and hosted with help of IPFS (Inter Planetary File System).

Keywords: blockchain, ethereum, web3, reactjs, interplanetary file system, funding

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1645 Evaluation of the Safety and Performance of Blood Culture Practices Using BD Safety-Lokᵀᴹ Blood Collection Sets in the Emergency Room

Authors: Jeonghyun Chang, Taegeun Lee, Heungsup Sung, Yoon-Seon Lee, Youn-Jung Kim, Mi-Na Kim

Abstract:

Background: Safety device has been applied to improve safety and performance of blood culture practice. BD vacutainer® Safety-Lokᵀᴹ blood collection sets with pre-attached holder (Safety-Lok) (BD, USA) was evaluated in the emergency room (ER) of a tertiary care hospital. Methods: From April to June 2017, interns and nurses in ER were surveyed for blood culture practices with a questionnaire before and after 2 or 3 weeks of experience of Safety-Lok. All of them participated in exercise workshop for 1 hour combined with video education prior to the initial survey. The blood volume, positive and contamination rates of Safety-Lok-drawn (SD) blood cultures were compared to those of overall blood cultures. Results: Eighteen interns and 30 nurses were enrolled. As a result of the initial survey, interns had higher rates of needlestick incidence (27.8%), carriage of the blood-filled syringe with needle (88.9%) and lower rates of vacutainer use (38.9%) than nurses (13.3%, 53.3%, and 60.0%). Interns preferred to use safety devices (88.9%) rather than nurses (40.0%). The number of overall blood cultures and SD blood cultures was 9,053 and 555, respectively. While the overall blood volume of aerobic bottles was 2.6±2.1 mL, those of SD blood cultures were 5.0±3.0 mL in aerobic bottles and 6.0±3.0 mL in anaerobic bottles. Positive and contamination rates were 6.5% and 0.72% with SD blood cultures and 6.2% and 0.3% with overall blood cultures. Conclusions: The introduction of the safety device would encourage healthcare workers to collect adequate blood volume as well as lead to safer practices in the ER.

Keywords: blood culture, needlestick, safety device, volume

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1644 Validating the Contract between Microservices

Authors: Parveen Banu Ansari, Venkatraman Chinnappan, Paramasivam Shankar

Abstract:

Contract testing plays a pivotal role in the current landscape of microservices architecture. Testing microservices at the initial stages of development helps to identify and rectify issues before they escalate to higher levels, such as UI testing. By validating microservices through contract testing, you ensure the integration quality of APIs, enhancing the overall reliability and performance of the application. Contract testing, being a collaborative effort between testers and developers, ensures that the microservices adhere to the specified contracts or agreements. This proactive approach significantly reduces defects, streamlines the development process, and contributes to the overall efficiency and robustness of the application. In the dynamic and fast-paced world of digital applications, where microservices are the building blocks, embracing contract testing is indeed a strategic move for ensuring the quality and reliability of the entire system.

Keywords: validation, testing, contract, agreement, microservices

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1643 Learn through AR (Augmented Reality)

Authors: Prajakta Musale, Bhargav Parlikar, Sakshi Parkhi, Anshu Parihar, Aryan Parikh, Diksha Parasharam, Parth Jadhav

Abstract:

AR technology is basically a development of VR technology that harnesses the power of computers to be able to read the surroundings and create projections of digital models in the real world for the purpose of visualization, demonstration, and education. It has been applied to education, fields of prototyping in product design, development of medical models, battle strategy in the military and many other fields. Our Engineering Design and Innovation (EDAI) project focuses on the usage of augmented reality, visual mapping, and 3d-visualization along with animation and text boxes to help students in fields of education get a rough idea of the concepts such as flow and mechanical movements that may be hard to visualize at first glance.

Keywords: spatial mapping, ARKit, depth sensing, real-time rendering

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1642 The Backlift Technique among South African Cricket Players

Authors: Habib Noorbhai

Abstract:

This study primarily aimed to investigate the batting backlift technique (BBT) among semi-professional, professional and current international cricket players. A key question was to investigate if the lateral batting backlift technique (LBBT) is more common at the highest levels of the game. The participants in this study sample (n = 130) were South African semi-professional players (SP) (n = 69) and professional players (P) (n = 49) and South African international professional players (SAI) (n = 12). Biomechanical and video analysis were performed on all participant groups. Classifiers were utilised to identify the batting backlift technique type (BBTT) employed by all batsmen. All statistics and wagon wheels (scoring areas of the batsmen on a cricket field) were sourced online. This study found that a LBBT is more common at the highest levels of cricket batsmanship with batsmen at the various levels of cricket having percentages of the LBBT as follows: SP = 37.7%; P = 38.8%; SAI = 75%; p = 0.001. This study also found that SAI batsmen who used the LBBT were more proficient at scoring runs in various areas around the cricket field (according to the wagon wheel analysis). This study found that a LBBT is more common at the highest levels of cricket batsmanship. Cricket coaches should also pay attention to the direction of the backlift with players, especially when correlating the backlift to various scoring areas on the cricket field. Further in-depth research is required to fully investigate the change in batting backlift techniques among cricket players over a long-term period.

Keywords: cricket batting, biomechanical analysis, backlift, performance

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1641 Machine Learning and Deep Learning Approach for People Recognition and Tracking in Crowd for Safety Monitoring

Authors: A. Degale Desta, Cheng Jian

Abstract:

Deep learning application in computer vision is rapidly advancing, giving it the ability to monitor the public and quickly identify potentially anomalous behaviour from crowd scenes. Therefore, the purpose of the current work is to improve the performance of safety of people in crowd events from panic behaviour through introducing the innovative idea of Aggregation of Ensembles (AOE), which makes use of the pre-trained ConvNets and a pool of classifiers to find anomalies in video data with packed scenes. According to the theory of algorithms that applied K-means, KNN, CNN, SVD, and Faster-CNN, YOLOv5 architectures learn different levels of semantic representation from crowd videos; the proposed approach leverages an ensemble of various fine-tuned convolutional neural networks (CNN), allowing for the extraction of enriched feature sets. In addition to the above algorithms, a long short-term memory neural network to forecast future feature values and a handmade feature that takes into consideration the peculiarities of the crowd to understand human behavior. On well-known datasets of panic situations, experiments are run to assess the effectiveness and precision of the suggested method. Results reveal that, compared to state-of-the-art methodologies, the system produces better and more promising results in terms of accuracy and processing speed.

Keywords: action recognition, computer vision, crowd detecting and tracking, deep learning

Procedia PDF Downloads 162
1640 Research on the Optimization of the Facility Layout of Efficient Cafeterias for Troops

Authors: Qing Zhang, Jiachen Nie, Yujia Wen, Guanyuan Kou, Peng Yu, Kun Xia, Qin Yang, Li Ding

Abstract:

BACKGROUND: A facility layout problem (FLP) is an NP-complete (non-deterministic polynomial) problem, which is hard to obtain an exact optimal solution. FLP has been widely studied in various limited spaces and workflows. For example, cafeterias with many types of equipment for troops cause chaotic processes when dining. OBJECTIVE: This article tried to optimize the layout of troops’ cafeteria and to improve the overall efficiency of the dining process. METHODS: First, the original cafeteria layout design scheme was analyzed from an ergonomic perspective and two new design schemes were generated. Next, three facility layout models were designed, and further simulation was applied to compare the total time and density of troops between each scheme. Last, an experiment of the dining process with video observation and analysis verified the simulation results. RESULTS: In a simulation, the dining time under the second new layout is shortened by 2.25% and 1.89% (p<0.0001, p=0.0001) compared with the other two layouts, while troops-flow density and interference both greatly reduced in the two new layouts. In the experiment, process completing time and the number of interference reduced as well, which verified corresponding simulation results. CONCLUSIONS: Our two new layout schemes are tested to be optimal by a series of simulation and space experiments. In future research, similar approaches could be applied when taking layout-design algorithm calculation into consideration.

Keywords: layout optimization, dining efficiency, troops’ cafeteria, anylogic simulation, field experiment

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1639 Pedagogical Practices of a Teacher in Students' Experience Tellings: A Conversation Analytic Study

Authors: Derya Duran, Christine Jacknick

Abstract:

This study explores post-task reflections in an English as a Medium of Instruction (EMI) setting, and it specifically focuses on how a teacher performs pedagogical practices such as reformulating, extending and evaluating following students’ spontaneous experience tellings in EMI classrooms. The data consist of 30 hours of video recordings from two EMI content classes, which were recorded for an academic term at a university in Turkey. The course, Guidance, is offered to fourth year undergraduate students as a compulsory course in the Department of Educational Sciences. The participants (n=78) study at the Faculty of Education, majoring in different educational departments (i.e., Computer Education and Instructional Technology, Elementary Education, Foreign Language Education). Using conversation analysis, we demonstrate that the teacher employs a variety of interactional resources to elicit (i.e., asking specific questions) and also provides (i.e., giving scientific information) as much content as possible, which also sheds light on the institutional fingerprints of the current research context. The study contributes to the existing research by unpacking articulation of personal experiences and cultivation of collaborativeness in classroom interaction. Moreover, describing the dialogic nature of these specific occasions, the study demonstrates how teacher and students address learning tasks together (collectivity), how they orient to each other turns interactionally (reciprocity), and how they keep the pedagogical focus in mind (purposefulness).

Keywords: conversation analysis, English as a medium of instruction, higher education, post-task reflections

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1638 The Musical Imagination: Re-Imagining a Sound Education through Musical Boundary Play

Authors: Michael J. Cutler

Abstract:

This paper presents what musical boundary play can look like when beginning music learners work with professional musicians with an emphasis on composition. Music education can be re-imagined through the lenses of boundary objects and boundary play by engaging non-professional musicians in collaborative sound creation, improvisation and composition along with professional musicians. To the author’s best knowledge, no similar study exists on boundary objects and boundary play in music education. The literature reviewed for this paper explores the epistemological perspectives connected to music education and situates musical boundary play as an alternative approach to the more prevalent paradigms of music education in K-12 settings. A qualitative multiple-case study design was chosen to seek an in-depth understanding of the role of boundary objects and musical boundary play. The constant comparative method was utilized in analyzing and interpreting the data resulting in the development of effective, transferable theory. The study gathered relevant data using audio and video recordings of musical boundary play, artifacts, interviews, and observations. Findings from this study offer insight into the development of a more inclusive music education and yield a pedagogical framework for music education based on musical boundary play. Through the facilitation of musical boundary play, it is possible for music learners to experience musical sound creation, improvisation and composition in the same way an instrumentalist or vocalist would without the acquisition of complex component operations required to play a traditional instrument or sing in a proficient manner.

Keywords: boundary play, boundary objects, music education, music pedagogy, musical boundary play

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1637 Morphological Rules of Bangla Repetition Words for UNL Based Machine Translation

Authors: Nawab Yousuf Ali, S. Golam, A. Ameer, Ashok Toru Roy

Abstract:

This paper develops new morphological rules suitable for Bangla repetition words to be incorporated into an inter lingua representation called Universal Networking Language (UNL). The proposed rules are to be used to combine verb roots and their inflexions to produce words which are then combined with other similar types of words to generate repetition words. This paper outlines the format of morphological rules for different types of repetition words that come from verb roots based on the framework of UNL provided by the UNL centre of the Universal Networking Digital Language (UNDL) foundation.

Keywords: Universal Networking Language (UNL), universal word (UW), head word (HW), Bangla-UNL Dictionary, morphological rule, enconverter (EnCo)

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1636 Role of Machine Learning in Internet of Things Enabled Smart Cities

Authors: Amit Prakash Singh, Shyamli Singh, Chavi Srivastav

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This paper presents the idea of Internet of Thing (IoT) for the infrastructure of smart cities. Internet of Thing has been visualized as a communication prototype that incorporates myriad of digital services. The various component of the smart cities shall be implemented using microprocessor, microcontroller, sensors for network communication and protocols. IoT enabled systems have been devised to support the smart city vision, of which aim is to exploit the currently available precocious communication technologies to support the value-added services for function of the city. Due to volume, variety, and velocity of data, it requires analysis using Big Data concept. This paper presented the various techniques used to analyze big data using machine learning.

Keywords: IoT, smart city, embedded systems, sustainable environment

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1635 TRNG Based Key Generation for Certificateless Signcryption

Authors: S.Balaji, R.Sujatha, M. Ramakrishnan

Abstract:

Signcryption is a cryptographic primitive that fulfills both the functions of digital signature and public key encryption simultaneously in low cost when compared with the traditional signature-then-encryption approach. In this paper, we propose a novel mouse movement based key generation technique to generate secret keys which is secure against the outer and insider attacks. Tag Key Encapsulation Mechanism (KEM) process is implemented using True Random Number Generator (TRNG) method. This TRNG based key is used for data encryption in the Data Encapsulation Mechanism (DEM). We compare the statistical reports of the proposed system with the previous methods which implements TKEM based on pseudo random number generator

Keywords: pseudo random umber generator, signcryption, true random number generator, node deployment

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1634 Hybrid Temporal Correlation Based on Gaussian Mixture Model Framework for View Synthesis

Authors: Deng Zengming, Wang Mingjiang

Abstract:

As 3D video is explored as a hot research topic in the last few decades, free-viewpoint TV (FTV) is no doubt a promising field for its better visual experience and incomparable interactivity. View synthesis is obviously a crucial technology for FTV; it enables to render images in unlimited numbers of virtual viewpoints with the information from limited numbers of reference view. In this paper, a novel hybrid synthesis framework is proposed and blending priority is explored. In contrast to the commonly used View Synthesis Reference Software (VSRS), the presented synthesis process is driven in consideration of the temporal correlation of image sequences. The temporal correlations will be exploited to produce fine synthesis results even near the foreground boundaries. As for the blending priority, this scheme proposed that one of the two reference views is selected to be the main reference view based on the distance between the reference views and virtual view, another view is chosen as the auxiliary viewpoint, just assist to fill the hole pixel with the help of background information. Significant improvement of the proposed approach over the state-of –the-art pixel-based virtual view synthesis method is presented, the results of the experiments show that subjective gains can be observed, and objective PSNR average gains range from 0.5 to 1.3 dB, while SSIM average gains range from 0.01 to 0.05.

Keywords: fusion method, Gaussian mixture model, hybrid framework, view synthesis

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1633 Different Levels of Mixed Reality: Mixed Reality as a Tool to Change the Visitor's Experience in the Museum

Authors: Hector Valverde Martínez

Abstract:

In this text, the application possibilities of developments in MR are explored as an element within the museographic space that affects the visitor-museum relationship to satisfy the needs of knowledge and recreation that visitors have to improve the experience. The emphasis points out the way in which it is thinking from the digital to understand the possibilities in the design of museum experiences, and are analyzed the strategies used inside and outside the museum space are exemplified from the use of MR and their impact on the visitors' experience to reach different levels of depth of knowledge in an exhibition; the exploration of limits in the creation of atmospheres that allow visitors to feel immersed in a completely different reality from the one they live to better understand the topics addressed in the exhibition, and strategies that are used to encourage museum audiences to actively participate and extend the experience of the museum beyond its walls.

Keywords: mixed realities, experience, visitor, museums

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1632 A Pedagogical Study of Computational Design in a Simulated Building Information Modeling-Cloud Environment

Authors: Jaehwan Jung, Sung-Ah Kim

Abstract:

Building Information Modeling (BIM) provides project stakeholders with various information about property and geometry of entire component as a 3D object-based parametric building model. BIM represents a set of Information and solutions that are expected to improve collaborative work process and quality of the building design. To improve collaboration among project participants, the BIM model should provide the necessary information to remote participants in real time and manage the information in the process. The purpose of this paper is to propose a process model that can apply effective architectural design collaborative work process in architectural design education in BIM-Cloud environment.

Keywords: BIM, cloud computing, collaborative design, digital design education

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1631 Physics Recitations for College Physics Courses Using Breakout Rooms during COVID Pandemic

Authors: Pratheesh Jakkala

Abstract:

This paper addresses the use of breakout sessions to conduct successful weekly physics recitations for College Physics I and II at a large University in remote teaching method during COVID-19 pandemic. All breakout sessions are synchronous, conducted live, and handled by teaching assistants. A two-prong approach is used to maintain the integrity of recitations. Three different conference platforms WebEx, Zoom, and Canvas conferences, were tested, and BigBlue button using Canvas was adopted. The results and experiences of all three learning platforms are presented in this paper. Recitation questions were assigned on WebAssign learning platform and a standard five-question template developed by the instructor was used for group discussions and active peer-peer engagement. Breakout sessions feature of BigBlueButton in Canvas conferences was successfully implemented. Each breakout session consists of a team of 4 students. An online whiteboard, chat window options were used for live teamwork. Student peer-peer interactions, Teaching Assistants’ interaction with students were video and audio recorded. A total of 72 students in College Physics II and 55 students in College Physics I was enrolled. 82% of students agreed that method under study is better than previous methods. The study addressed the quality of student teamwork, student attitude towards problem-solving, and student performance in the exams.

Keywords: recitations, breakout rooms, online learning platforms, COVID pandemic

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1630 Enabling UDP Multicast in Cloud IaaS: An Enterprise Use Case

Authors: Patrick J. Kerpan, Ryan C. Koop, Margaret M. Walker, Chris P. Swan

Abstract:

The User Datagram Protocol (UDP) multicast is a vital part of data center networking that is being left out of major cloud computing providers' network infrastructure. Enterprise users rely on multicast, and particularly UDP multicast to create and connect vital business operations. For example, UPD makes a variety of business functions possible from simultaneous content media updates, High-Performance Computing (HPC) grids, and video call routing for massive open online courses (MOOCs). Essentially, UDP multicast's technological slight is causing a huge effect on whether companies choose to use (or not to use) public cloud infrastructure as a service (IaaS). Allowing the ‘chatty’ UDP multicast protocol inside a cloud network could have a serious impact on the performance of the cloud as a whole. Cloud IaaS providers solve the issue by disallowing all UDP multicast. But what about enterprise use cases for multicast applications in organizations that want to move to the cloud? To re-allow multicast traffic, enterprises can build a layer 3 - 7 network over the top of a data center, private cloud, or public cloud. An overlay network simply creates a private, sealed network on top of the existing network. Overlays give complete control of the network back to enterprise cloud users the freedom to manage their network beyond the control of the cloud provider’s firewall conditions. The same logic applies if for users who wish to use IPsec or BGP network protocols inside or connected into an overlay network in cloud IaaS.

Keywords: cloud computing, protocols, UDP multicast, virtualization

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1629 MapReduce Algorithm for Geometric and Topological Information Extraction from 3D CAD Models

Authors: Ahmed Fradi

Abstract:

In a digital world in perpetual evolution and acceleration, data more and more voluminous, rich and varied, the new software solutions emerged with the Big Data phenomenon offer new opportunities to the company enabling it not only to optimize its business and to evolve its production model, but also to reorganize itself to increase competitiveness and to identify new strategic axes. Design and manufacturing industrial companies, like the others, face these challenges, data represent a major asset, provided that they know how to capture, refine, combine and analyze them. The objective of our paper is to propose a solution allowing geometric and topological information extraction from 3D CAD model (precisely STEP files) databases, with specific algorithm based on the programming paradigm MapReduce. Our proposal is the first step of our future approach to 3D CAD object retrieval.

Keywords: Big Data, MapReduce, 3D object retrieval, CAD, STEP format

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1628 Content Creation as Performance

Authors: D. van der Merwe

Abstract:

Walter Benjamin observed a marked difference in test performances versus final performances, with special regard to film and the cinema setting versus the stage as the site of performance, exhibition, and consumption. The attention given to film is justifiable and valid given its position as the best example of media convergence of Benjamin’s era, that of late modernity. In contemporary terms, however, the film has been supplanted by content as the prime example of convergence at work, and the digital domain, materialized in the form of the mobile internet, as the substituted site for the cinema. By examining the performance of the polymediated self within social media content, this paper hopes to establish the practice of content creation as a cultural artefact evidencing exhibition value on par with -or at least comparable with- performance art.

Keywords: content creation, convergence, stage performance, test performance, polymediation, Walter Benjamin

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1627 Designing a Cyclic Redundancy Checker-8 for 32 Bit Input Using VHDL

Authors: Ankit Shai

Abstract:

CRC or Cyclic Redundancy Check is one of the most common, and one of the most powerful error-detecting codes implemented on modern computers. Most of the modern communication protocols use some error detection algorithms in digital networks and storage devices to detect accidental changes to raw data between transmission and reception. Cyclic Redundancy Check, or CRC, is the most popular one among these error detection codes. CRC properties are defined by the generator polynomial length and coefficients. The aim of this project is to implement an efficient FPGA based CRC-8 that accepts a 32 bit input, taking into consideration optimal chip area and high performance, using VHDL. The proposed architecture is implemented on Xilinx ISE Simulator. It is designed while keeping in mind the hardware design, complexity and cost factor.

Keywords: cyclic redundancy checker, CRC-8, 32-bit input, FPGA, VHDL, ModelSim, Xilinx

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1626 3D Text Toys: Creative Approach to Experiential and Immersive Learning for World Literacy

Authors: Azyz Sharafy

Abstract:

3D Text Toys is an innovative and creative approach that utilizes 3D text objects to enhance creativity, literacy, and basic learning in an enjoyable and gamified manner. By using 3D Text Toys, children can develop their creativity, visually learn words and texts, and apply their artistic talents within their creative abilities. This process incorporates haptic engagement with 2D and 3D texts, word building, and mechanical construction of everyday objects, thereby facilitating better word and text retention. The concept involves constructing visual objects made entirely out of 3D text/words, where each component of the object represents a word or text element. For instance, a bird can be recreated using words or text shaped like its wings, beak, legs, head, and body, resulting in a 3D representation of the bird purely composed of text. This can serve as an art piece or a learning tool in the form of a 3D text toy. These 3D text objects or toys can be crafted using natural materials such as leaves, twigs, strings, or ropes, or they can be made from various physical materials using traditional crafting tools. Digital versions of these objects can be created using 2D or 3D software on devices like phones, laptops, iPads, or computers. To transform digital designs into physical objects, computerized machines such as CNC routers, laser cutters, and 3D printers can be utilized. Once the parts are printed or cut out, students can assemble the 3D texts by gluing them together, resulting in natural or everyday 3D text objects. These objects can be painted to create artistic pieces or text toys, and the addition of wheels can transform them into moving toys. One of the significant advantages of this visual and creative object-based learning process is that students not only learn words but also derive enjoyment from the process of creating, painting, and playing with these objects. The ownership and creation process further enhances comprehension and word retention. Moreover, for individuals with learning disabilities such as dyslexia, ADD (Attention Deficit Disorder), or other learning difficulties, the visual and haptic approach of 3D Text Toys can serve as an additional creative and personalized learning aid. The application of 3D Text Toys extends to both the English language and any other global written language. The adaptation and creative application may vary depending on the country, space, and native written language. Furthermore, the implementation of this visual and haptic learning tool can be tailored to teach foreign languages based on age level and comprehension requirements. In summary, this creative, haptic, and visual approach has the potential to serve as a global literacy tool.

Keywords: 3D text toys, creative, artistic, visual learning for world literacy

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1625 Stochastic Simulation of Random Numbers Using Linear Congruential Method

Authors: Melvin Ballera, Aldrich Olivar, Mary Soriano

Abstract:

Digital computers nowadays must be able to have a utility that is capable of generating random numbers. Usually, computer-generated random numbers are not random given predefined values such as starting point and end points, making the sequence almost predictable. There are many applications of random numbers such business simulation, manufacturing, services domain, entertainment sector and other equally areas making worthwhile to design a unique method and to allow unpredictable random numbers. Applying stochastic simulation using linear congruential algorithm, it shows that as it increases the numbers of the seed and range the number randomly produced or selected by the computer becomes unique. If this implemented in an environment where random numbers are very much needed, the reliability of the random number is guaranteed.

Keywords: stochastic simulation, random numbers, linear congruential algorithm, pseudorandomness

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1624 Microfabrication and Non-Invasive Imaging of Porous Osteogenic Structures Using Laser-Assisted Technologies

Authors: Irina Alexandra Paun, Mona Mihailescu, Marian Zamfirescu, Catalin Romeo Luculescu, Adriana Maria Acasandrei, Cosmin Catalin Mustaciosu, Roxana Cristina Popescu, Maria Dinescu

Abstract:

A major concern in bone tissue engineering is to develop complex 3D architectures that mimic the natural cells environment, facilitate the cells growth in a defined manner and allow the flow transport of nutrients and metabolic waste. In particular, porous structures of controlled pore size and positioning are indispensable for growing human-like bone structures. Another concern is to monitor both the structures and the seeded cells with high spatial resolution and without interfering with the cells natural environment. The present approach relies on laser-based technologies employed for fabricating porous biomimetic structures that support the growth of osteoblast-like cells and for their non-invasive 3D imaging. Specifically, the porous structures were built by two photon polymerization –direct writing (2PP_DW) of the commercially available photoresists IL-L780, using the Photonic Professional 3D lithography system. The structures consist of vertical tubes with micrometer-sized heights and diameters, in a honeycomb-like spatial arrangement. These were fabricated by irradiating the IP-L780 photoresist with focused laser pulses with wavelength centered at 780 nm, 120 fs pulse duration and 80 MHz repetition rate. The samples were precisely scanned in 3D by piezo stages. The coarse positioning was done by XY motorized stages. The scanning path was programmed through a writing language (GWL) script developed by Nanoscribe. Following laser irradiation, the unexposed regions of the photoresist were washed out by immersing the samples in the Propylene Glycol Monomethyl Ether Acetate (PGMEA). The porous structures were seeded with osteoblast like MG-63 cells and their osteogenic potential was tested in vitro. The cell-seeded structures were analyzed in 3D using the digital holographic microscopy technique (DHM). DHM is a marker free and high spatial resolution imaging tool, where the hologram acquisition is performed non-invasively i.e. without interfering with the cells natural environment. Following hologram recording, a digital algorithm provided a 3D image of the sample, as well as information about its refractive index, which is correlated with the intracellular content. The axial resolution of the images went down to the nanoscale, while the temporal scales ranged from milliseconds up to hours. The hologram did not involve sample scanning and the whole image was available in one frame recorded going over 200μm field of view. The digital holograms processing provided 3D quantitative information on the porous structures and allowed a quantitative analysis of the cellular response in respect to the porous architectures. The cellular shape and dimensions were found to be influenced by the underlying micro relief. Furthermore, the intracellular content gave evidence on the beneficial role of the porous structures in promoting osteoblast differentiation. In all, the proposed laser-based protocol emerges as a promising tool for the fabrication and non-invasive imaging of porous constructs for bone tissue engineering. Acknowledgments: This work was supported by a grant of the Romanian Authority for Scientific Research and Innovation, CNCS-UEFISCDI, project PN-II-RU-TE-2014-4-2534 (contract 97 from 01/10/2015) and by UEFISCDI PN-II-PT-PCCA no. 6/2012. A part of this work was performed in the CETAL laser facility, supported by the National Program PN 16 47 - LAPLAS IV.

Keywords: biomimetic, holography, laser, osteoblast, two photon polymerization

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1623 The Role of Citizen Journalism on the Rising of Public Awareness in the Kurdistan Region Government-Iraq

Authors: Abdulsamad Qadir Hussien

Abstract:

The development of new technology in recent years has offered ordinary people various online digital platform tools and internet access to provide news stories, information, and subjects of public interest in the Kurdistan Region Government-Iraq (KRI). This shifting aspect has offered more chances for ordinary people to engage with other individuals on many issues in order to discuss and argue matters relating to their everyday lives. The key purpose of this research project will examine the role of citizen journalism in the increase of public awareness in the Kurdish community in the KRi; particularly, citizen journalism provides a new opportunity for ordinary people to raise their voices about problems and public matters in the KRI. The sample of this research project encompasses ordinary people who use social media platforms as sources of information and news concerning the KRI government policy. In the research project, the focus is on the ordinary people who are interacting with the blogs, posts, and footage that are produced by citizen journalism. The questionnaire was sent to more than 1,000 participants in the Kurdish community; this aspect produces statistically acceptable numbers to obtain a significant result for this research project. The sampling process is mainly based on the survey method in this study. The online questionnaire form includes many sections, which are divided into four key sections. The first section contains socio-demographic questions, including gender, age, and level of education. The research project applied the survey method in order to gather data and information surrounding the role of citizen journalism in increasing awareness of individuals in the Kurdish community. For this purpose, the researcher designed a questionnaire as the primary tool for the data collection process from ordinary people who use social media as a source of news and information. During the research project, online questionnaires were mailed in two ways – via Facebook and email – to participants in the Kurdish community, and this questionnaire looked for answers to questions from ordinary people, such as to what extent citizen journalism helps users to obtain information and news about public affairs and government policy. The research project found that citizen journalism has an essential role in increasing awareness of the Kurdish community, especially mainstream journalism has helped ordinary people to raise their voices in the KRI. Furthermore, citizen journalism carries more advantages as digital sources of news, footage, and information related to public affairs. This study provides useful tools to fore the news stories that are unreachable to professional journalists in the KRI.

Keywords: citizen journalism, public awareness, demonstration and democracy, social media news

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1622 Spatial Behavioral Model-Based Dynamic Data-Driven Diagram Information Model

Authors: Chiung-Hui Chen

Abstract:

Diagram and drawing are important ways to communicate and the reproduce of architectural design, Due to the development of information and communication technology, the professional thinking of architecture and interior design are also change rapidly. In development process of design, diagram always play very important role. This study is based on diagram theories, observe and record interaction between man and objects, objects and space, and space and time in a modern nuclear family. Construct a method for diagram to systematically and visualized describe the space plan of a modern nuclear family toward a intelligent design, to assist designer to retrieve information and check/review event pattern of past and present.

Keywords: digital diagram, information model, context aware, data analysis

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1621 The Correspondence between Self-regulated Learning, Learning Efficiency and Frequency of ICT Use

Authors: Maria David, Tunde A. Tasko, Katalin Hejja-Nagy, Laszlo Dorner

Abstract:

The authors have been concerned with research on learning since 1998. Recently, the focus of our interest is how prevalent use of information and communication technology (ICT) influences students' learning abilities, skills of self-regulated learning and learning efficiency. Nowadays, there are three dominant theories about the psychic effects of ICT use: According to social optimists, modern ICT devices have a positive effect on thinking. As to social pessimists, this effect is rather negative. And, regarding the views of biological optimists, the change is obvious, but these changes can fit into the mankind's evolved neurological system as did writing long ago. Mentality of 'digital natives' differ from that of elder people. They process information coming from the outside world in an other way, and different experiences result in different cerebral conformation. In this regard, researchers report about both positive and negative effects of ICT use. According to several studies, it has a positive effect on cognitive skills, intelligence, school efficiency, development of self-regulated learning, and self-esteem regarding learning. It is also proven, that computers improve skills of visual intelligence such as spacial orientation, iconic skills and visual attention. Among negative effects of frequent ICT use, researchers mention the decrease of critical thinking, as permanent flow of information does not give scope for deeper cognitive processing. Aims of our present study were to uncover developmental characteristics of self-regulated learning in different age groups and to study correlations of learning efficiency, the level of self-regulated learning and frequency of use of computers. Our subjects (N=1600) were primary and secondary school students and university students. We studied four age groups (age 10, 14, 18, 22), 400 subjects of each. We used the following methods: the research team developed a questionnaire for measuring level of self-regulated learning and a questionnaire for measuring ICT use, and we used documentary analysis to gain information about grade point average (GPA) and results of competence-measures. Finally, we used computer tasks to measure cognitive abilities. Data is currently under analysis, but as to our preliminary results, frequent use of computers results in shorter response time regarding every age groups. Our results show that an ordinary extent of ICT use tend to increase reading competence, and had a positive effect on students' abilities, though it didn't show relationship with school marks (GPA). As time passes, GPA gets worse along with the learning material getting more and more difficult. This phenomenon draws attention to the fact that students are unable to switch from guided to independent learning, so it is important to consciously develop skills of self-regulated learning.

Keywords: digital natives, ICT, learning efficiency, reading competence, self-regulated learning

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1620 Real-Time Pedestrian Detection Method Based on Improved YOLOv3

Authors: Jingting Luo, Yong Wang, Ying Wang

Abstract:

Pedestrian detection in image or video data is a very important and challenging task in security surveillance. The difficulty of this task is to locate and detect pedestrians of different scales in complex scenes accurately. To solve these problems, a deep neural network (RT-YOLOv3) is proposed to realize real-time pedestrian detection at different scales in security monitoring. RT-YOLOv3 improves the traditional YOLOv3 algorithm. Firstly, the deep residual network is added to extract vehicle features. Then six convolutional neural networks with different scales are designed and fused with the corresponding scale feature maps in the residual network to form the final feature pyramid to perform pedestrian detection tasks. This method can better characterize pedestrians. In order to further improve the accuracy and generalization ability of the model, a hybrid pedestrian data set training method is used to extract pedestrian data from the VOC data set and train with the INRIA pedestrian data set. Experiments show that the proposed RT-YOLOv3 method achieves 93.57% accuracy of mAP (mean average precision) and 46.52f/s (number of frames per second). In terms of accuracy, RT-YOLOv3 performs better than Fast R-CNN, Faster R-CNN, YOLO, SSD, YOLOv2, and YOLOv3. This method reduces the missed detection rate and false detection rate, improves the positioning accuracy, and meets the requirements of real-time detection of pedestrian objects.

Keywords: pedestrian detection, feature detection, convolutional neural network, real-time detection, YOLOv3

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