Search results for: video smoke detection
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 4396

Search results for: video smoke detection

4156 Audio-Visual Co-Data Processing Pipeline

Authors: Rita Chattopadhyay, Vivek Anand Thoutam

Abstract:

Speech is the most acceptable means of communication where we can quickly exchange our feelings and thoughts. Quite often, people can communicate orally but cannot interact or work with computers or devices. It’s easy and quick to give speech commands than typing commands to computers. In the same way, it’s easy listening to audio played from a device than extract output from computers or devices. Especially with Robotics being an emerging market with applications in warehouses, the hospitality industry, consumer electronics, assistive technology, etc., speech-based human-machine interaction is emerging as a lucrative feature for robot manufacturers. Considering this factor, the objective of this paper is to design the “Audio-Visual Co-Data Processing Pipeline.” This pipeline is an integrated version of Automatic speech recognition, a Natural language model for text understanding, object detection, and text-to-speech modules. There are many Deep Learning models for each type of the modules mentioned above, but OpenVINO Model Zoo models are used because the OpenVINO toolkit covers both computer vision and non-computer vision workloads across Intel hardware and maximizes performance, and accelerates application development. A speech command is given as input that has information about target objects to be detected and start and end times to extract the required interval from the video. Speech is converted to text using the Automatic speech recognition QuartzNet model. The summary is extracted from text using a natural language model Generative Pre-Trained Transformer-3 (GPT-3). Based on the summary, essential frames from the video are extracted, and the You Only Look Once (YOLO) object detection model detects You Only Look Once (YOLO) objects on these extracted frames. Frame numbers that have target objects (specified objects in the speech command) are saved as text. Finally, this text (frame numbers) is converted to speech using text to speech model and will be played from the device. This project is developed for 80 You Only Look Once (YOLO) labels, and the user can extract frames based on only one or two target labels. This pipeline can be extended for more than two target labels easily by making appropriate changes in the object detection module. This project is developed for four different speech command formats by including sample examples in the prompt used by Generative Pre-Trained Transformer-3 (GPT-3) model. Based on user preference, one can come up with a new speech command format by including some examples of the respective format in the prompt used by the Generative Pre-Trained Transformer-3 (GPT-3) model. This pipeline can be used in many projects like human-machine interface, human-robot interaction, and surveillance through speech commands. All object detection projects can be upgraded using this pipeline so that one can give speech commands and output is played from the device.

Keywords: OpenVINO, automatic speech recognition, natural language processing, object detection, text to speech

Procedia PDF Downloads 63
4155 A Paper Based Sensor for Mercury Ion Detection

Authors: Emine G. Cansu Ergun

Abstract:

Conjugated system based sensors for selective detection of metal ions have been taking attention during last two decades. Fluorescent sensors are the promising candidates for ion detection due to their high selectivity towards metal ions, and rapid response times. Detection of mercury in an environmenet is important since mercury is a toxic element for human. Beyond the maximum allowable limit, mercury may cause serious problems in human health by spreading into the atmosphere, water and the food chain. In this study, a quinoxaline and 3,4-ethylenedioxy thiophene based donor-acceptor-donor type conjugated molecule used as a fluorescent sensor for detecting the mercury ion in aqueous medium. Among other various cations, existence of mercury resulted in a full quenching of the fluorescence signal. Then, a paper based sensor is constructed and used for mercury detection. As a result it is concluded that the offering sensor is a good candidate for selective mercury detection in aqueous media both in solution and paper based forms.

Keywords: Conjugated molecules , fluorescence quenching, metal ion detection , sensors

Procedia PDF Downloads 140
4154 Design of a Computer Vision Based Exercise Video Game for Senior Citizens

Authors: June Tay, Ivy Chia

Abstract:

There are numerous changes, both mental and physical, taking place when people age. We need to understand the different aspects required for healthy living, including meeting nutritional needs, regular physical activities to keep agility, sufficient rest and sleep to have physical and mental well-being, social engagement to avoid the risk of social isolation and depression, and access to healthcare to detect and manage chronic conditions. Promoting physical activities for an ageing population is necessary as many may have enjoyed sedentary lifestyles for some time. In our study, we evaluate the considerations when designing a computer vision video game for the elderly. We need to design some low-impact activities, such as stretching and gentle movements, because some elderly individuals may have joint pains or mobility issues. The exercise game should consist of simple movements that are easy to follow and remember. It should be fun and enjoyable so that they can be motivated to do some exercise. Social engagement can keep the elderly motivated and competitive, and they are more willing to engage in game exercises. Elderly citizens can compare their game scores and try to improve them. We propose a computer vision-based video game for the elderly that will capture and track the movement of the elderly hand pushing a ball on the screen into a circle. It can be easily set up using a PC laptop with a webcam. Our video game adhered to the design framework we employed, and it encompassed ease of use, a simple graphical interface, easy-to-play game exercise, and fun gameplay.

Keywords: about computer vision, video games, gerontology technology, caregiving

Procedia PDF Downloads 59
4153 Automated Pothole Detection Using Convolution Neural Networks and 3D Reconstruction Using Stereovision

Authors: Eshta Ranyal, Kamal Jain, Vikrant Ranyal

Abstract:

Potholes are a severe threat to road safety and a major contributing factor towards road distress. In the Indian context, they are a major road hazard. Timely detection of potholes and subsequent repair can prevent the roads from deteriorating. To facilitate the roadway authorities in the timely detection and repair of potholes, we propose a pothole detection methodology using convolutional neural networks. The YOLOv3 model is used as it is fast and accurate in comparison to other state-of-the-art models. You only look once v3 (YOLOv3) is a state-of-the-art, real-time object detection system that features multi-scale detection. A mean average precision(mAP) of 73% was obtained on a training dataset of 200 images. The dataset was then increased to 500 images, resulting in an increase in mAP. We further calculated the depth of the potholes using stereoscopic vision by reconstruction of 3D potholes. This enables calculating pothole volume, its extent, which can then be used to evaluate the pothole severity as low, moderate, high.

Keywords: CNN, pothole detection, pothole severity, YOLO, stereovision

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4152 Cross Site Scripting (XSS) Attack and Automatic Detection Technology Research

Authors: Tao Feng, Wei-Wei Zhang, Chang-Ming Ding

Abstract:

Cross-site scripting (XSS) is one of the most popular WEB Attacking methods at present, and also one of the most risky web attacks. Because of the population of JavaScript, the scene of the cross site scripting attack is also gradually expanded. However, since the web application developers tend to only focus on functional testing and lack the awareness of the XSS, which has made the on-line web projects exist many XSS vulnerabilities. In this paper, different various techniques of XSS attack are analyzed, and a method automatically to detect it is proposed. It is easy to check the results of vulnerability detection when running it as a plug-in.

Keywords: XSS, no target attack platform, automatic detection,XSS detection

Procedia PDF Downloads 386
4151 Real Time Multi Person Action Recognition Using Pose Estimates

Authors: Aishrith Rao

Abstract:

Human activity recognition is an important aspect of video analytics, and many approaches have been recommended to enable action recognition. In this approach, the model is used to identify the action of the multiple people in the frame and classify them accordingly. A few approaches use RNNs and 3D CNNs, which are computationally expensive and cannot be trained with the small datasets which are currently available. Multi-person action recognition has been performed in order to understand the positions and action of people present in the video frame. The size of the video frame can be adjusted as a hyper-parameter depending on the hardware resources available. OpenPose has been used to calculate pose estimate using CNN to produce heap-maps, one of which provides skeleton features, which are basically joint features. The features are then extracted, and a classification algorithm can be applied to classify the action.

Keywords: human activity recognition, computer vision, pose estimates, convolutional neural networks

Procedia PDF Downloads 123
4150 Remembering Route in an Unfamiliar Homogenous Environment

Authors: Ahmed Sameer, Braj Bhushan

Abstract:

The objective of our study was to compare two techniques (no landmark vs imaginary landmark) of remembering route while traversing in an unfamiliar homogenous environment. We used two videos each having nine identical turns with no landmarks. In the first video participant was required to remember the sequence of turns. In the second video participant was required to imagine a landmark at each turn and associate the turn with it. In both the task the participant was asked to recall the sequence of turns as it appeared in the video. Results showed that performance in the first condition i.e. without use of landmarks was better than imaginary landmark condition. The difference, however, became significant when the participant were tested again about 30 minutes later though performance was still better in no-landmark condition. The finding is surprising given the past research in memory and is explained in terms of cognitive factors such as mental workload.

Keywords: wayfinding, landmarks, unfamiliar environment, cognitive psychology

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4149 Incorporating Multiple Supervised Learning Algorithms for Effective Intrusion Detection

Authors: Umar Albalawi, Sang C. Suh, Jinoh Kim

Abstract:

As internet continues to expand its usage with an enormous number of applications, cyber-threats have significantly increased accordingly. Thus, accurate detection of malicious traffic in a timely manner is a critical concern in today’s Internet for security. One approach for intrusion detection is to use Machine Learning (ML) techniques. Several methods based on ML algorithms have been introduced over the past years, but they are largely limited in terms of detection accuracy and/or time and space complexity to run. In this work, we present a novel method for intrusion detection that incorporates a set of supervised learning algorithms. The proposed technique provides high accuracy and outperforms existing techniques that simply utilizes a single learning method. In addition, our technique relies on partial flow information (rather than full information) for detection, and thus, it is light-weight and desirable for online operations with the property of early identification. With the mid-Atlantic CCDC intrusion dataset publicly available, we show that our proposed technique yields a high degree of detection rate over 99% with a very low false alarm rate (0.4%).

Keywords: intrusion detection, supervised learning, traffic classification, computer networks

Procedia PDF Downloads 332
4148 Does an Educational Video Influence Running Shoe Selection? A Double-Blind Randomised Controlled Trial

Authors: Andrew Fife, Jean-Francois Esculier, Codi Ramsey, Kim Hebert-Losier

Abstract:

Objectives: We aimed to identify how an evidence-based educational video influences how runners select shoes, and perceive shoe comfort, satisfaction, and performance over three months in comparison with a control video. Design: Double-blind randomised controlled trial. Method: Fifty-six runners were randomly assigned to view one of two video presentations prior to purchasing new shoes for road running in speciality stores. Runners completed a survey with regards to their own shoes and one in reference to the new shoes purchased at three timepoints: before first use, one-month post-purchase, and three-months post-purchase. Perceived shoe comfort, satisfaction, and performance were assessed using 100 mm visual analogue scales. Factors that influenced their shoe purchase were ranked in order of importance. Results: Comfort and satisfaction were not significantly different between groups and timepoints. The perceived performance of new shoes (75.6 mm) was significantly greater than own shoes (mean: 67.6 mm) before first use, but ratings returned to own-shoe levels one month later in both groups. The group receiving the evidence-based presentation reported their purchased shoes as being influenced more by the video (55.4 mm) than the control group (21.8 mm), although both chose the same brand and model as previously worn over half of the time. Runners in both groups prioritised fit, comfort, and choosing similar shoes to the ones they previously used. Conclusions: In contrast to expectations, the evidence-based educational video did not appear to influence running shoe selection, or overall perceived shoe comfort, satisfaction, or performance.

Keywords: comfort, consumer behaviour, consciousness, education, running, shoes

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4147 Music Note Detection and Dictionary Generation from Music Sheet Using Image Processing Techniques

Authors: Muhammad Ammar, Talha Ali, Abdul Basit, Bakhtawar Rajput, Zobia Sohail

Abstract:

Music note detection is an area of study for the past few years and has its own influence in music file generation from sheet music. We proposed a method to detect music notes on sheet music using basic thresholding and blob detection. Subsequently, we created a notes dictionary using a semi-supervised learning approach. After notes detection, for each test image, the new symbols are added to the dictionary. This makes the notes detection semi-automatic. The experiments are done on images from a dataset and also on the captured images. The developed approach showed almost 100% accuracy on the dataset images, whereas varying results have been seen on captured images.

Keywords: music note, sheet music, optical music recognition, blob detection, thresholding, dictionary generation

Procedia PDF Downloads 158
4146 Efficient Iterative V-BLAST Detection Technique in Wireless Communication System

Authors: Hwan-Jun Choi, Sung-Bok Choi, Hyoung-Kyu Song

Abstract:

Recently, among the MIMO-OFDM detection techniques, a lot of papers suggested V-BLAST scheme which can achieve high data rate. Therefore, the signal detection of MIMOOFDM system is important issue. In this paper, efficient iterative VBLAST detection technique is proposed in wireless communication system. The proposed scheme adjusts the number of candidate symbol and iterative scheme based on channel state. According to the simulation result, the proposed scheme has better BER performance than conventional schemes and similar BER performance of the QRD-M with iterative scheme. Moreover complexity of proposed scheme has 50.6 % less than complexity of QRD-M detection with iterative scheme. Therefore the proposed detection scheme can be efficiently used in wireless communication.

Keywords: MIMO-OFDM, V-BLAST, QR-decomposition, QRDM, DFE, iterative scheme, channel condition

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4145 Investigation of Flow Effects of Soundwaves Incident on an Airfoil

Authors: Thirsa Sherry, Utkarsh Shrivastav, Kannan B. T., Iynthezhuton K.

Abstract:

The field of aerodynamics and aeroacoustics remains one of the most poignant and well-researched fields of today. The current paper aims to investigate the predominant problem concerning the effects of noise of varying frequencies and waveforms on airflow surrounding an airfoil. Using a single speaker beneath the airfoil at different positions, we wish to simulate the effects of sound directly impinging on an airfoil and study its direct effects on airflow. We wish to study the same using smoke visualization methods with incense as our smoke-generating material in a variable-speed subsonic wind tunnel. Using frequencies and wavelengths similar to those of common engine noise, we wish to simulate real-world conditions of engine noise interfering with airflow and document the arising trends. These results will allow us to look into the real-world effects of noise on airflow and how to minimize them and expand on the possible relation between waveforms and noise. The parameters used in the study include frequency, Reynolds number, waveforms, angle of attack, and the effects on airflow when varying these parameters.

Keywords: engine noise, aeroacoustics, acoustic excitation, low speed

Procedia PDF Downloads 78
4144 Combination between Intrusion Systems and Honeypots

Authors: Majed Sanan, Mohammad Rammal, Wassim Rammal

Abstract:

Today, security is a major concern. Intrusion Detection, Prevention Systems and Honeypot can be used to moderate attacks. Many researchers have proposed to use many IDSs ((Intrusion Detection System) time to time. Some of these IDS’s combine their features of two or more IDSs which are called Hybrid Intrusion Detection Systems. Most of the researchers combine the features of Signature based detection methodology and Anomaly based detection methodology. For a signature based IDS, if an attacker attacks slowly and in organized way, the attack may go undetected through the IDS, as signatures include factors based on duration of the events but the actions of attacker do not match. Sometimes, for an unknown attack there is no signature updated or an attacker attack in the mean time when the database is updating. Thus, signature-based IDS fail to detect unknown attacks. Anomaly based IDS suffer from many false-positive readings. So there is a need to hybridize those IDS which can overcome the shortcomings of each other. In this paper we propose a new approach to IDS (Intrusion Detection System) which is more efficient than the traditional IDS (Intrusion Detection System). The IDS is based on Honeypot Technology and Anomaly based Detection Methodology. We have designed Architecture for the IDS in a packet tracer and then implemented it in real time. We have discussed experimental results performed: both the Honeypot and Anomaly based IDS have some shortcomings but if we hybridized these two technologies, the newly proposed Hybrid Intrusion Detection System (HIDS) is capable enough to overcome these shortcomings with much enhanced performance. In this paper, we present a modified Hybrid Intrusion Detection System (HIDS) that combines the positive features of two different detection methodologies - Honeypot methodology and anomaly based intrusion detection methodology. In the experiment, we ran both the Intrusion Detection System individually first and then together and recorded the data from time to time. From the data we can conclude that the resulting IDS are much better in detecting intrusions from the existing IDSs.

Keywords: security, intrusion detection, intrusion prevention, honeypot, anomaly-based detection, signature-based detection, cloud computing, kfsensor

Procedia PDF Downloads 359
4143 Gender Difference in Social Interaction Skills of Autism Using Token Economy and Video Modelling Strategies

Authors: Olusola Akintunde Adediran

Abstract:

This study examined differential effect of Gender difference in social interaction skill of pupils with autism using token economy and video modeling as intervention strategies. A pretest, posttest, control group, quasi-experimental research design was adopted in the study. 17 participants (11 males and 6 females) were selected purposively from 5 centres in Ibadan and randomized into three groups (token economy, video modeling and control groups). Two instruments were used in the study; Autism Spectrum Rating Scale (ASRS) for 299.00 Autistic Disorder (r = 0.82) and Children’s Self-report Social Skill Scale (CS4) (r= 0.93). A descriptive statistics was used to analyse the participants social interaction data based on intervention and gender, while inferential statistics of analysis of covariance (ANCOVA) and scheffe post-hoc measure was used to anlayse three null hypotheses tested at 0.05 level of significance. The results obtained indicated that there was a significant main effect of treatment on social interaction of participants, but there was no significant of main effect of gender on the social interaction of participants, hence, (F(2,14) = .741; p > .05, eta = .050). Lastly, there was no significant interaction effect of treatment and gender of the participants, hence (F(2,10) = 2.177; p > .05, eta 2 = 202). The study has contributed to the frontiers of knowledge by establishing that social interaction of autism is attainable when token economy and video modelling are used as treatment intervention, hence, they should be adopted by the teachers, curriculum planners and other stakeholders.

Keywords: social interaction, token economy, video modelling, autism, gender

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4142 Video Games Technologies Approach for Their Use in the Classroom

Authors: Daniel Vargas-Herrera, Ivette Caldelas, Fernando Brambila-Paz, Rodrigo Montufar-Chaveznava

Abstract:

In this paper, we present the advances corresponding to the implementation of a set of educational materials based on video games technologies. Essentially these materials correspond to projects developed and under development as bachelor thesis of some Computer Engineering students of the Engineering School. All materials are based on the Unity SDK; integrating some devices such as kinect, leap motion, oculus rift, data gloves and Google cardboard. In detail, we present a virtual reality application for neurosciences students (suitable for neural rehabilitation), and virtual scenes for the Google cardboard, which will be used by the psychology students for phobias treatment. The objective is these materials will be located at a server to be available for all students, in the classroom or in the cloud, considering the use of smartphones has been widely extended between students.

Keywords: virtual reality, interactive technologies, video games, educational materials

Procedia PDF Downloads 637
4141 Mosaic Augmentation: Insights and Limitations

Authors: Olivia A. Kjorlien, Maryam Asghari, Farshid Alizadeh-Shabdiz

Abstract:

The goal of this paper is to investigate the impact of mosaic augmentation on the performance of object detection solutions. To carry out the study, YOLOv4 and YOLOv4-Tiny models have been selected, which are popular, advanced object detection models. These models are also representatives of two classes of complex and simple models. The study also has been carried out on two categories of objects, simple and complex. For this study, YOLOv4 and YOLOv4 Tiny are trained with and without mosaic augmentation for two sets of objects. While mosaic augmentation improves the performance of simple object detection, it deteriorates the performance of complex object detection, specifically having the largest negative impact on the false positive rate in a complex object detection case.

Keywords: accuracy, false positives, mosaic augmentation, object detection, YOLOV4, YOLOV4-Tiny

Procedia PDF Downloads 113
4140 Authentication Based on Hand Movement by Low Dimensional Space Representation

Authors: Reut Lanyado, David Mendlovic

Abstract:

Most biological methods for authentication require special equipment and, some of them are easy to fake. We proposed a method for authentication based on hand movement while typing a sentence with a regular camera. This technique uses the full video of the hand, which is harder to fake. In the first phase, we tracked the hand joints in each frame. Next, we represented a single frame for each individual using our Pose Agnostic Rotation and Movement (PARM) dimensional space. Then, we indicated a full video of hand movement in a fixed low dimensional space using this method: Fixed Dimension Video by Interpolation Statistics (FDVIS). Finally, we identified each individual in the FDVIS representation using unsupervised clustering and supervised methods. Accuracy exceeds 96% for 80 individuals by using supervised KNN.

Keywords: authentication, feature extraction, hand recognition, security, signal processing

Procedia PDF Downloads 113
4139 Active Islanding Detection Method Using Intelligent Controller

Authors: Kuang-Hsiung Tan, Chih-Chan Hu, Chien-Wu Lan, Shih-Sung Lin, Te-Jen Chang

Abstract:

An active islanding detection method using disturbance signal injection with intelligent controller is proposed in this study. First, a DC\AC power inverter is emulated in the distributed generator (DG) system to implement the tracking control of active power, reactive power outputs and the islanding detection. The proposed active islanding detection method is based on injecting a disturbance signal into the power inverter system through the d-axis current which leads to a frequency deviation at the terminal of the RLC load when the utility power is disconnected. Moreover, in order to improve the transient and steady-state responses of the active power and reactive power outputs of the power inverter, and to further improve the performance of the islanding detection method, two probabilistic fuzzy neural networks (PFNN) are adopted to replace the traditional proportional-integral (PI) controllers for the tracking control and the islanding detection. Furthermore, the network structure and the online learning algorithm of the PFNN are introduced in detail. Finally, the feasibility and effectiveness of the tracking control and the proposed active islanding detection method are verified with experimental results.

Keywords: distributed generators, probabilistic fuzzy neural network, islanding detection, non-detection zone

Procedia PDF Downloads 372
4138 Structural Damage Detection Using Sensors Optimally Located

Authors: Carlos Alberto Riveros, Edwin Fabián García, Javier Enrique Rivero

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The measured data obtained from sensors in continuous monitoring of civil structures are mainly used for modal identification and damage detection. Therefore when modal identification analysis is carried out the quality in the identification of the modes will highly influence the damage detection results. It is also widely recognized that the usefulness of the measured data used for modal identification and damage detection is significantly influenced by the number and locations of sensors. The objective of this study is the numerical implementation of two widely known optimum sensor placement methods in beam-like structures

Keywords: optimum sensor placement, structural damage detection, modal identification, beam-like structures.

Procedia PDF Downloads 417
4137 Improving Second Language Speaking Skills via Video Exchange

Authors: Nami Takase

Abstract:

Computer-mediated-communication allows people to connect and interact with each other as if they were sharing the same space. The current study examined the effects of using video letters (VLs) on the development of second language speaking skills of Common European Framework of Reference for Languages (CEFR) A1 and CEFR B2 level learners of English as a foreign language. Two groups were formed to measure the impact of VLs. The experimental and control groups were given the same topic, and both groups worked with a native English-speaking university student from the United States of America. Students in the experimental group exchanged VLs, and students in the control group used video conferencing. Pre- and post-tests were conducted to examine the effects of each practice mode. The transcribed speech-text data showed that the VL group had improved speech accuracy scores, while the video conferencing group had increased sentence complexity scores. The use of VLs may be more effective for beginner-level learners because they are able to notice their own errors and replay videos to better understand the native speaker’s speech at their own pace. Both the VL and video conferencing groups provided positive feedback regarding their interactions with native speakers. The results showed how different types of computer-mediated communication impacts different areas of language learning and speaking practice and how each of these types of online communication tool is suited to different teaching objectives.

Keywords: computer-assisted-language-learning, computer-mediated-communication, english as a foreign language, speaking

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4136 GPU Based Real-Time Floating Object Detection System

Authors: Jie Yang, Jian-Min Meng

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A GPU-based floating object detection scheme is presented in this paper which is designed for floating mine detection tasks. This system uses contrast and motion information to eliminate as many false positives as possible while avoiding false negatives. The GPU computation platform is deployed to allow detecting objects in real-time. From the experimental results, it is shown that with certain configuration, the GPU-based scheme can speed up the computation up to one thousand times compared to the CPU-based scheme.

Keywords: object detection, GPU, motion estimation, parallel processing

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4135 Thermal Neutron Detection Efficiency as a Function of Film Thickness for Front and Back Irradiation Detector Devices Coated with ¹⁰B, ⁶LiF, and Pure Li Thin Films

Authors: Vedant Subhash

Abstract:

This paper discusses the physics of the detection of thermal neutrons using thin-film coated semiconductor detectors. The thermal neutron detection efficiency as a function of film thickness is calculated for the front and back irradiation detector devices coated with ¹⁰B, ⁶LiF, and pure Li thin films. The detection efficiency for back irradiation devices is 4.15% that is slightly higher than that for front irradiation detectors, 4.0% for ¹⁰B films of thickness 2.4μm. The theoretically calculated thermal neutron detection efficiency using ¹⁰B film thickness of 1.1 μm for the back irradiation device is 3.0367%, which has an offset of 0.0367% from the experimental value of 3.0%. The detection efficiency values are compared and proved consistent with the given calculations.

Keywords: detection efficiency, neutron detection, semiconductor detectors, thermal neutrons

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4134 Developing Communicative Skills in Foreign Languages by Video Tasks

Authors: Ekaterina G. Lipatova

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The developing potential of a video task in teaching foreign languages involves the opportunities to improve four aspects of speech production process: listening, reading, speaking and writing. A video represents the sequence of actions, realized in the pictures logically connected and verbalized speech flow that simplifies and stimulates the process of perception. In this connection listening skills of students are developed effectively as well as their intellectual properties such as synthesizing, analyzing and generalizing the information. In terms of teaching capacity, a video task, in our opinion, is more stimulating than a traditional listening, since it involves the student into the plot of the communicative situation, emotional background and potentially makes them react to the gist in the cognitive and communicative ways. To be an effective method of teaching the video task should be structured in the way of psycho-linguistic characteristics of speech production process, in other words, should include three phases: before-watching, while-watching and after-watching. The system of tasks provided to each phase might involve the situations on reflecting to the video content in the forms of filling-the-gap tasks, multiple choice, True-or-False tasks (reading skills), exercises on expressing the opinion, project fulfilling (writing and speaking skills). In the before-watching phase we offer the students to adjust their perception mechanism to the topic and the problem of the chosen video by such task as “what do you know about such a problem?”, “is it new for you?”, “have you ever faced the situation of…?”. Then we proceed with the lexical and grammatical analysis of language units that form the body of a speech sample to lessen the perception and develop the student’s lexicon. The goal of while-watching phase is to build the student’s awareness about the problem presented in the video and challenge their inner attitude towards what they have seen by identifying the mistakes in the statements about the video content or making the summary, justifying their understanding. Finally, we move on to development of their speech skills within the communicative situation they observed and learnt by stimulating them to search the similar ideas in their backgrounds and represent them orally or in the written form or express their own opinion on the problem. It is compulsory to highlight, that a video task should contain the urgent, valid and interesting event related to the future profession of the student, since it will help to activate cognitive, emotional, verbal and ethic capacity of students. Also, logically structured video tasks are easily integrated into the system of e-learning and can provide the opportunity for the students to work with the foreign language on their own.

Keywords: communicative situation, perception mechanism, speech production process, speech skills

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4133 High Fidelity Interactive Video Segmentation Using Tensor Decomposition, Boundary Loss, Convolutional Tessellations, and Context-Aware Skip Connections

Authors: Anthony D. Rhodes, Manan Goel

Abstract:

We provide a high fidelity deep learning algorithm (HyperSeg) for interactive video segmentation tasks using a dense convolutional network with context-aware skip connections and compressed, 'hypercolumn' image features combined with a convolutional tessellation procedure. In order to maintain high output fidelity, our model crucially processes and renders all image features in high resolution, without utilizing downsampling or pooling procedures. We maintain this consistent, high grade fidelity efficiently in our model chiefly through two means: (1) we use a statistically-principled, tensor decomposition procedure to modulate the number of hypercolumn features and (2) we render these features in their native resolution using a convolutional tessellation technique. For improved pixel-level segmentation results, we introduce a boundary loss function; for improved temporal coherence in video data, we include temporal image information in our model. Through experiments, we demonstrate the improved accuracy of our model against baseline models for interactive segmentation tasks using high resolution video data. We also introduce a benchmark video segmentation dataset, the VFX Segmentation Dataset, which contains over 27,046 high resolution video frames, including green screen and various composited scenes with corresponding, hand-crafted, pixel-level segmentations. Our work presents a improves state of the art segmentation fidelity with high resolution data and can be used across a broad range of application domains, including VFX pipelines and medical imaging disciplines.

Keywords: computer vision, object segmentation, interactive segmentation, model compression

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4132 Incorporating Anomaly Detection in a Digital Twin Scenario Using Symbolic Regression

Authors: Manuel Alves, Angelica Reis, Armindo Lobo, Valdemar Leiras

Abstract:

In industry 4.0, it is common to have a lot of sensor data. In this deluge of data, hints of possible problems are difficult to spot. The digital twin concept aims to help answer this problem, but it is mainly used as a monitoring tool to handle the visualisation of data. Failure detection is of paramount importance in any industry, and it consumes a lot of resources. Any improvement in this regard is of tangible value to the organisation. The aim of this paper is to add the ability to forecast test failures, curtailing detection times. To achieve this, several anomaly detection algorithms were compared with a symbolic regression approach. To this end, Isolation Forest, One-Class SVM and an auto-encoder have been explored. For the symbolic regression PySR library was used. The first results show that this approach is valid and can be added to the tools available in this context as a low resource anomaly detection method since, after training, the only requirement is the calculation of a polynomial, a useful feature in the digital twin context.

Keywords: anomaly detection, digital twin, industry 4.0, symbolic regression

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4131 Relevance of Copyright and Trademark in the Gaming Industry

Authors: Deeksha Karunakar

Abstract:

The gaming industry is one of the biggest industries in the world. Video games are interactive works of authorship that require the execution of a computer programme on specialized hardware but which also incorporate a wide variety of other artistic mediums, such as music, scripts, stories, video, paintings, and characters, into which the player takes an active role. Therefore, video games are not made as singular, simple works but rather as a collection of elements that, if they reach a certain level of originality and creativity, can each be copyrighted on their own. A video game is made up of a wide variety of parts, all of which combine to form the overall sensation that we, the players, have while playing. The entirety of the components is implemented in the form of software code, which is then translated into the game's user interface. Even while copyright protection is already in place for the coding of software, the work that is produced because of that coding can also be protected by copyright. This includes the game's storyline or narrative, its characters, and even elements of the code on their own. In each sector, there is a potential legal framework required, and the gaming industry also requires legal frameworks. This represents the importance of intellectual property laws in each sector. This paper will explore the beginnings of video games, the various aspects of game copyrights, and the approach of the courts, including examples of a few different instances. Although the creative arts have always been known to draw inspiration from and build upon the works of others, it has not always been simple to evaluate whether a game has been cloned. The video game business is experiencing growth as it has never seen before today. The majority of today's video games are both pieces of software and works of audio-visual art. Even though the existing legal framework does not have a clause specifically addressing video games, it is clear that there is a great many alternative means by which this protection can be granted. This paper will represent the importance of copyright and trademark laws in the gaming industry and its regulations with the help of relevant case laws via utilizing doctrinal methodology to support its findings. The aim of the paper is to make aware of the applicability of intellectual property laws in the gaming industry and how the justice system is evolving to adapt to such new industries. Furthermore, it will provide in-depth knowledge of their relationship with each other.

Keywords: copyright, DMCA, gaming industry, trademark, WIPO

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4130 Fault Detection and Isolation in Attitude Control Subsystem of Spacecraft Formation Flying Using Extended Kalman Filters

Authors: S. Ghasemi, K. Khorasani

Abstract:

In this paper, the problem of fault detection and isolation in the attitude control subsystem of spacecraft formation flying is considered. In order to design the fault detection method, an extended Kalman filter is utilized which is a nonlinear stochastic state estimation method. Three fault detection architectures, namely, centralized, decentralized, and semi-decentralized are designed based on the extended Kalman filters. Moreover, the residual generation and threshold selection techniques are proposed for these architectures.

Keywords: component, formation flight of satellites, extended Kalman filter, fault detection and isolation, actuator fault

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4129 Long-Range Transport of Biomass Burning Aerosols over South America: A Case Study in the 2019 Amazon Rainforest Wildfires Season

Authors: Angel Liduvino Vara-Vela, Dirceu Luis Herdies, Debora Souza Alvim, Eder Paulo Vendrasco, Silvio Nilo Figueroa, Jayant Pendharkar, Julio Pablo Reyes Fernandez

Abstract:

Biomass-burning episodes are quite common in the central Amazon rainforest and represent a dominant source of aerosols during the dry season, between August and October. The increase in the occurrence of fires in 2019 in the world’s largest biomes has captured the attention of the international community. In particular, a rare and extreme smoke-related event occurred in the afternoon of Monday, August 19, 2019, in the most populous city in the Western Hemisphere, the São Paulo Metropolitan Area (SPMA), located in southeastern Brazil. The sky over the SPMA suddenly blackened, with the day turning into night, as reported by several news media around the world. In order to clarify whether or not the smoke that plunged the SPMA into sudden darkness was related to wildfires in the Amazon rainforest region, a set of 48-hour simulations over South America were performed using the Weather Research and Forecasting with Chemistry (WRF-Chem) model at 20 km horizontal resolution, on a daily basis, during the period from August 16 to August 19, 2019. The model results were satisfactorily compared against satellite-based data products and in situ measurements collected from air quality monitoring sites. Although a very strong smoke transport coming from the Amazon rainforest was observed in the middle of the afternoon on August 19, its impact on air quality over the SPMA took place in upper levels far above the surface, where, conversely, low air pollutant concentrations were observed.

Keywords: Amazon rainforest, biomass burning aerosols, São Paulo metropolitan area, WRF-Chem model

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4128 Reliving Historical Events Using Augmented Reality Techniques

Authors: Josep Domenech Mingot, Francisco Javier Esclapes Jover

Abstract:

The arrival of the age of information and new technologies allowed humanity to see what the future has in store, but occasionally it also brings the opportunity to look through a window to the past, an opportunity to relive history. This paper introduces a prototype of a digital system that lets us peek into our past making use of augmented reality technologies. A 3D scene will be modeled and animated based on an old image, depicting an event of historical significance. From this scene, a video will be rendered, recreating the events that were taking place at the time. Also, a smartphone app will be created. This app will detect the original image with the smartphone’s camera, overlay the rendered video so that it fully covers it and track the detected image, so that the overlaying video can keep covering the image. The recreation of Alicante’s Central Market bombing during the Spanish Civil War is presented as a case study.

Keywords: augmented reality, digital heritage, history, multimedia, smartphone

Procedia PDF Downloads 206
4127 Developing a Video Game (Historia’s Nightmare) and Finding Out if We Can Use It to Raise Social Awareness and Improve Learning

Authors: Hasibul Kabir, Samin Shahriar Tokey, Md. Tofazzal Hossain

Abstract:

One of the most necessary things in the present time is raising social awareness about global warming and climate change among the people. Though many types of mediums and techniques have been used to teach people about this global phenomenon, there are still more effective ways to reach people with useful information about global warming. As many traditional methods to teach people about global warming and climate change did not work well, video games were overdue. To learn how effective a video game can be in this regard, we developed a Video game, "Historia's Nightmare," that teaches people about Global warming and climate change. The game was designed to entertain people and give them an idea about the reasons and consequences of global warming and climate change while not being like traditional educational games. The game threw a mini quiz consisting of two MCQs based on the information shown in the game, where a gamer had to pass the quiz to reach the next level. We published the game on different platforms to let all types of people play and complete our experiment effectively. The game continuously communicated with our server to send data about gamers' performance. We observed the data, including the participants' performance, time spent, quiz score, and the in-game feedback on a regular basis, and finally came to a verdict. In our experiment, we have found that most participants positively accepted the game and learned something new. The participants who spent more on our game performed better in both quiz and the game. Our experiment's result demonstrates that video games can be a great way to teach people something, particularly to raise social awareness about global warming and climate change. It also demonstrates that the game can be a significant element in education and learning improvement.

Keywords: video game, global warming, social awareness, climate change, education, feedback

Procedia PDF Downloads 108