Search results for: retrieval augmented generation
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3952

Search results for: retrieval augmented generation

3862 Homogenization of Culture and Its Effect on Preferred Reading of Media Communications Aimed at Members of Generation Z

Authors: Philip Katz

Abstract:

The research examines preferred reading of contemporary ads aimed at Generation Z through digital media. A qualitative analysis of focus groups consisting of members of Generation Z from 13 countries in Europe, the Middle East, South America and Asia has shown that, among this cohort, the influence of national culture does not create a strong impediment to understanding media communications targeting Generation Z. The familiarity of members of Generation Z with other countries’ popular culture through the spread of digital media has allowed a homogenizing effect and allowed a greater understanding of those cultures among this generation that lessens the impact of geographic separation.

Keywords: audience, Generation Z, marketing communication, preferred reading

Procedia PDF Downloads 147
3861 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 184
3860 Improvement of Realization Quality of Aerospace Products Using Augmented Reality Technology

Authors: Nuran Bahar, Mehmet A. Akcayol

Abstract:

In the aviation industry, many faults may occur frequently during the maintenance processes and assembly operations of complex structured aircrafts because of their high dependencies of components. These faults affect the quality of aircraft parts or developed modules adversely. Technical employee requires long time and high labor force while checking the correctness of each component. In addition, the person must be trained regularly because of the ever-growing and changing technology. Generally, the cost of this training is very high. Augmented Reality (AR) technology reduces the cost of training radically and improves the effectiveness of the training. In this study, the usage of AR technology in the aviation industry has been investigated and the effectiveness of AR with heads-up display glasses has been examined. An application has been developed for comparison of production process with AR and manual one.

Keywords: aerospace, assembly quality, augmented reality, heads-up display

Procedia PDF Downloads 324
3859 Reimagine and Redesign: Augmented Reality Digital Technologies and 21st Century Education

Authors: Jasmin Cowin

Abstract:

Augmented reality digital technologies, big data, and the need for a teacher workforce able to meet the demands of a knowledge-based society are poised to lead to major changes in the field of education. This paper explores applications and educational use cases of augmented reality digital technologies for educational organizations during the Fourth Industrial Revolution. The Fourth Industrial Revolution requires vision, flexibility, and innovative educational conduits by governments and educational institutions to remain competitive in a global economy. Educational organizations will need to focus on teaching in and for a digital age to continue offering academic knowledge relevant to 21st-century markets and changing labor force needs. Implementation of contemporary disciplines will need to be embodied through learners’ active knowledge-making experiences while embracing ubiquitous accessibility. The power of distributed ledger technology promises major streamlining for educational record-keeping, degree conferrals, and authenticity guarantees. Augmented reality digital technologies hold the potential to restructure educational philosophies and their underpinning pedagogies thereby transforming modes of delivery. Structural changes in education and governmental planning are already increasing through intelligent systems and big data. Reimagining and redesigning education on a broad scale is required to plan and implement governmental and institutional changes to harness innovative technologies while moving away from the big schooling machine.

Keywords: fourth industrial revolution, artificial intelligence, big data, education, augmented reality digital technologies, distributed ledger technology

Procedia PDF Downloads 248
3858 Design and Implementation of Flexible Metadata Editing System for Digital Contents

Authors: K. W. Nam, B. J. Kim, S. J. Lee

Abstract:

Along with the development of network infrastructures, such as high-speed Internet and mobile environment, the explosion of multimedia data is expanding the range of multimedia services beyond voice and data services. Amid this flow, research is actively being done on the creation, management, and transmission of metadata on digital content to provide different services to users. This paper proposes a system for the insertion, storage, and retrieval of metadata about digital content. The metadata server with Binary XML was implemented for efficient storage space and retrieval speeds, and the transport data size required for metadata retrieval was simplified. With the proposed system, the metadata could be inserted into the moving objects in the video, and the unnecessary overlap could be minimized by improving the storage structure of the metadata. The proposed system can assemble metadata into one relevant topic, even if it is expressed in different media or in different forms. It is expected that the proposed system will handle complex network types of data.

Keywords: video, multimedia, metadata, editing tool, XML

Procedia PDF Downloads 139
3857 Augmented Reality for Children Vocabulary Learning: Case Study in a Macau Kindergarten

Authors: R. W. Chan, Kan Kan Chan

Abstract:

Augmented Reality (AR), with the affordance of bridging between real world and virtual world, brings users immersive experience. It has been applied in education gradually and even come into practice in student daily learning. However, a systematic review shows that there are limited researches in the area of vocabulary acquisition in early childhood education. Since kindergarten is a key stage where children acquire language and AR as an emerging and potential technology to support the vocabulary acquisition, this study aims to explore its value in in real classroom with teacher’s view. Participants were a class of 5 to 6 years old kids studying in a Macau school that follows Cambridge curriculum and emphasizes multicultural ethos. There were 11 boys, 13 girls, and in a total of 24 kids. They learnt animal vocabulary using mobile device and AR flashcards, IPad to scan AR flashcards and interact with pop-up virtual objects. In order to estimate the effectiveness of using Augmented Reality, children attended vocabulary pre-posttest. In addition, teacher interview was administrated after this learning activity to seek practitioner’s opinion towards this technology. For data analysis, paired samples t-test was utilized to measure the instructional effect based on the pre-posttest data. Result shows that Augmented Reality could significantly enhance children vocabulary learning with large effect size. Teachers indicated that children enjoyed the AR learning activity but clear instruction is needed. Suggestions for the future implementation of vocabulary acquisition using AR are suggested.

Keywords: augmented reality, kindergarten children, vocabulary learning, Macau

Procedia PDF Downloads 122
3856 Android Application on Checking Halal Product Based on Augmented Reality

Authors: Saidatul A'isyah Ahmad Shukri, Haslina Arshad

Abstract:

This study was conducted to develop an application that provides Augmented Reality experience in identifying halal food products and beverages based on Malaysian Islamic Development Department (JAKIM) database for Muslim consumers in Malaysia. The applications is operating on the mobile device using the Android platform. This application aims to provide a new experience to the user how to use the Android application implements Augmentation Reality technology The methodology used is object-oriented analysis and design (OOAD). The programming language used is JAVA programming using the Android Software Development Kit (SDK) and XML. Android operating system is selected, and it is an open source operating system. Results from the study are implemented to further enhance diversity in presentation of information contained in this application and so can bring users using these applications from different angles.

Keywords: android, augmented reality, food, halal, Malaysia, products, XML

Procedia PDF Downloads 430
3855 Critical Review of Web Content Mining Extraction Mechanisms

Authors: Rabia Bashir, Sajjad Akbar

Abstract:

There is an inevitable demand of web mining due to rapid increase of huge information on the Internet, but the striking variety of web structures has made required content retrieval a difficult task. To counter this issue, Web Content Mining (WCM) emerges as a potential candidate which extracts and integrates suitable resources of data to users. In past few years, research has been done on several extraction techniques for WCM i.e. agent-based, template-based, assumption-based, statistic-based, wrapper-based and machine learning. However, it is still unclear that either these approaches are efficiently tackling the significant challenges of WCM or not. To answer this question, this paper identifies these challenges such as language independency, structure flexibility, performance, automation, dynamicity, redundancy handling, intelligence, relevant content retrieval, and privacy. Further, mapping of these challenges is done with existing extraction mechanisms which helps to adopt the most suitable WCM approach, given some conditions and characteristics at hand.

Keywords: content mining challenges, web content mining, web content extraction approaches, web information retrieval

Procedia PDF Downloads 509
3854 Augmented Reality Using Cuboid Tracking as a Support for Early Stages of Architectural Design

Authors: Larissa Negris de Souza, Ana Regina Mizrahy Cuperschmid, Daniel de Carvalho Moreira

Abstract:

Augmented Reality (AR) alters the elaboration of the architectural project, which relates to project cognition: representation, visualization, and perception of information. Understanding these features from the earliest stages of the design can facilitate the study of relationships, zoning, and overall dimensions of the forms. This paper’s goal was to explore a new approach for information visualization during the early stages of architectural design using Augmented Reality (AR). A three-dimensional marker inspired by the Rubik’s Cube was developed, and its performance, evaluated. This investigation interwovens the acquired knowledge of traditional briefing methods and contemporary technology. We considered the concept of patterns (Alexander et al. 1977) to outline geometric forms and associations using visual programming. The Design Science Research was applied to develop the study. An SDK was used in a game engine to generate the AR app. The tool's functionality was assessed by verifying the readability and precision of the reconfigurable 3D marker. The results indicated an inconsistent response. To use AR in the early stages of architectural design the system must provide consistent information and appropriate feedback. Nevertheless, we conclude that our framework sets the ground for looking deep into AR tools for briefing design.

Keywords: augmented reality, cuboid marker, early design stages, graphic representation, patterns

Procedia PDF Downloads 71
3853 Short-Term Physiological Evaluation of Augmented Reality System for Thanatophobia Psychotherapy

Authors: Kais Siala, Mohamed Kharrat, Mohamed Abid

Abstract:

Exposure therapies encourage patients to gradually begin facing their painful memories of the trauma in order to reduce fear and anxiety. In this context, virtual reality techniques are widely used for treatment of different kinds of phobia. The particular case of fear of death phobia (thanataphobia) is addressed in this paper. For this purpose, we propose to make a simulation of Near Death Experience (NDE) using augmented reality techniques. We propose in particular to simulate the Out-of-Body experience (OBE) which is the first step of a Near-Death-Experience (NDE). In this paper, we present technical aspects of this simulation as well as short-term impact in terms of physiological measures. The non-linear Poincéré plot is used to describe the difference in Heart Rate Variability between In-Body and Out-Of-Body conditions.

Keywords: Out-of-Body simulation, physiological measure, augmented reality, phobia psychotherapy, HRV, Poincaré plot

Procedia PDF Downloads 276
3852 Online Augmented Reality Mathematics Application

Authors: Farhaz Amyn Rajabali, Collins Odour

Abstract:

Mathematics has been there for over 4000 years and has been one of the very first educational topics explored by human civilization. Throughout the years, it has become a complex study and has derived so many other subjects. With advancements in ICT, most of the computation in mathematics is done using powerful computers. In many different countries, the children in primary and secondary schools face difficulties in learning mathematics, and this has many reasons behind it, one being the students don’t engage much with the mathematical concepts hence failing to understand them deeply. The objective of this system is to help the students understand this mathematical concept interactively, which in return will encourage the love for learning and increase thorough understanding of many concepts. Research was conducted among a group of samples and about 50% of respondents replied that they had never used an augmented reality application before. This means that the chances for this system to be accepted in the market are high due to its innovative idea. Around 60% of people did recommend the use of this system to learn mathematics. The study also showed several challenges in an educational system, including but not limited to lack of resources which was chosen by 30% of respondents, the challenge to read from textbooks (34.6%) and how hard it is to visualize concepts (46.2%). The survey question asked what benefits the users see using augmented reality to learn mathematics. The responses that were picked the most were increased student engagement and using real-world examples to understand concepts, both being 65.4% and followed by easy access to learning material at 61.5%, and increased knowledge retention at 50%. This shows that there are plenty of issues with an education system that can be addressed by software applications; now that the newer generation is so enthusiastic about electronic devices, it can actually be used to deliver good knowledge and skills to the upcoming students and mitigate most of the challenges faced currently. The study concludes that the implementation of the system is a best practice for the educational system especially leveraging a new technology that has the ability to attract the attention of many young students and use it to deliver information. It will also give rise to awareness of new technology and on multiple ways it can be implemented. Addressing the educational sector in developing countries using information technology is an imperative task since these kids studying now is the future of the country and will use what they learn and understand during their childhood will help them to make decisions about their lives in the future which will not only affect them personally but also affect the whole society in general.

Keywords: AR, mathematics, system development, augmented reality

Procedia PDF Downloads 62
3851 Use of Cyber-Physical Devices for the Implementation of Virtual and Augmented Realities in Bridge Construction

Authors: Muhammmad Fawad

Abstract:

The bridge construction industry has been revolutionized by the applications of Virtual Reality (VR) and Augmented Reality (AR). In this article, the author has focused on the field applications of digital technologies in structural, especially in bridge engineering. This research analyzed the use of VR/AR for the assessment of bridge concepts. For this purpose, the author has used Cyber-Physical Devices, i.e., Oculus Quest (OQ) for the implementation of VR, Trimble Microsoft HoloLens (THL), and Trimble Site Vision (TSV) for the implementation of AR/MR by visualizing the models of bridge planned to be constructed in Poland. The visualization of the models in Extended Reality (XR) is based on the development of BIM models of the bridge, which are further uploaded to the platforms required to implement these models in XR. This research helped to implement the models in MR so a bridge with a 1:1 scale at the exact location was placed, and authorities were presented with the possibility to visualize the exact scale and location of the bridge before its construction.

Keywords: augmented reality, virtual reality, HoloLens, BIM, bridges

Procedia PDF Downloads 87
3850 An Interactive Platform Displaying Mixed Reality Media

Authors: Alfred Chen, Cheng Chieh Hsu, Yu-Pin Ma, Meng-Jie Lin, Fu Pai Chiu, Yi-Yan Sie

Abstract:

This study is attempted to construct a human-computer interactive platform system that has mainly consisted of an augmented hardware system, a software system, a display table, and mixed media. This system has provided with human-computer interaction services through an interactive platform for the tourism industry. A well designed interactive platform, integrating of augmented reality and mixed media, has potential to enhance museum display quality and diversity. Besides, it will create a comprehensive and creative display mode for most museums and historical heritages. Therefore, it is essential to let public understand what the platform is, how it functions, and most importantly how one builds an interactive augmented platform. Hence the authors try to elaborate the construction process of the platform in detail. Thus, there are three issues to be considered, i.e.1) the theory and application of augmented reality, 2) the hardware and software applied, and 3) the mixed media presented. In order to describe how the platform works, Courtesy Door of Tainan Confucius Temple has been selected as case study in this study. As a result, a developed interactive platform has been presented by showing the physical entity object, along with virtual mixing media such as text, images, animation, and video. This platform will result in providing diversified and effective information that will be delivered to the users.

Keywords: human-computer interaction, mixed reality, mixed media, tourism

Procedia PDF Downloads 455
3849 An Augmented Reality Based Self-Learning Support System for Skills Training

Authors: Chinlun Lai, Yu-Mei Chang

Abstract:

In this paper, an augmented reality learning support system is proposed to replace the traditional teaching tool thus to help students improve their learning motivation, effectiveness, and efficiency. The system can not only reduce the exhaust of educational hardware and realistic material, but also provide an eco-friendly and self-learning practical environment in any time and anywhere with immediate practical experiences feedback. To achieve this, an interactive self-training methodology which containing step by step operation directions is designed using virtual 3D scenario and wearable device platforms. The course of nasogastric tube care of nursing skills is selected as the test example for self-learning and online test. From the experimental results, it is observed that the support system can not only increase the student’s learning interest but also improve the learning performance than the traditional teaching methods. Thus, it fulfills the strategy of learning by practice while reducing the related cost and effort significantly and is practical in various fields.

Keywords: augmented reality technology, learning support system, self-learning, simulation learning method

Procedia PDF Downloads 142
3848 Visualize Global Warming and Its Consequences Using Augmented Reality

Authors: K. R. Parvathy, R. Rao Bhavani , M. L. McLain, Kamal Bijlani, R. Jayakrishnan

Abstract:

Augmented Reality (AR) technology is considered to be an important emerging technology used in education today. One potentially key use of AR in education is to teach socio-scientific issues (SSI), topics that inure students towards social conscience and critical thinking. This work uses multiple markers and virtual buttons that interact with each other, creating a life-like visual spectacle. Learning about issues such as global warming by using AR technology, students will have an increased sense of experiencing immersion, immediacy, and presence, thereby enhancing their learning as well as likely improving their ability to make better informed decisions about considerations of such issues. Another advantage of AR is that it is a low cost technology, making it advantageous for educators to adapt to their classrooms. Also in this work we compare the effectiveness of AR versus ordinary video by polling a group of students to assess the content understandability, effectiveness and interaction of both the delivery methods.

Keywords: augmented reality, global warming, multiple markers, virtual buttons

Procedia PDF Downloads 373
3847 Enhancing Word Meaning Retrieval Using FastText and Natural Language Processing Techniques

Authors: Sankalp Devanand, Prateek Agasimani, Shamith V. S., Rohith Neeraje

Abstract:

Machine translation has witnessed significant advancements in recent years, but the translation of languages with distinct linguistic characteristics, such as English and Sanskrit, remains a challenging task. This research presents the development of a dedicated English to Sanskrit machine translation model, aiming to bridge the linguistic and cultural gap between these two languages. Using a variety of natural language processing (NLP) approaches, including FastText embeddings, this research proposes a thorough method to improve word meaning retrieval. Data preparation, part-of-speech tagging, dictionary searches, and transliteration are all included in the methodology. The study also addresses the implementation of an interpreter pattern and uses a word similarity task to assess the quality of word embeddings. The experimental outcomes show how the suggested approach may be used to enhance word meaning retrieval tasks with greater efficacy, accuracy, and adaptability. Evaluation of the model's performance is conducted through rigorous testing, comparing its output against existing machine translation systems. The assessment includes quantitative metrics such as BLEU scores, METEOR scores, Jaccard Similarity etc.

Keywords: machine translation, English to Sanskrit, natural language processing, word meaning retrieval, fastText embeddings

Procedia PDF Downloads 4
3846 Attractiveness of Cafeteria Systems as Viewed by Generation Z

Authors: Joanna Nieżurawska, Hanna Karaszewska, Anna Dziadkiewicz

Abstract:

Contemporary conditions force companies to constantly implement changes and improvements, which is connected with plasticization of their activity in all spheres. Cafeteria systems are a good example of flexible remuneration systems. Cafeteria systems are well-known and often used in the United States, Great Britain and in Western Europe. In Poland, they are hardly ever used and greater flexibility in remuneration packages refers mainly to senior managers and executives. The main aim of this article is to research the attractiveness of the cafeteria system as viewed by generation Z. The additional aim of the article is to prioritize using the importance index of particular types of cafeteria systems from the generation Z’s perspective, as well as to identify the factors which determine the development of cafeteria systems in Poland. The research was conducted in June 2015 among 185 young employees (generation Z). The paper presents some of the results.

Keywords: cafeteria, generation X, generation Y, generation Z, flexible remuneration systems, plasticization of remuneration

Procedia PDF Downloads 378
3845 Evaluation of AR-4BL-MAST with Multiple Markers Interaction Technique for Augmented Reality Based Engineering Application

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

Abstract:

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

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

Procedia PDF Downloads 546
3844 Genetic Algorithms for Feature Generation in the Context of Audio Classification

Authors: José A. Menezes, Giordano Cabral, Bruno T. Gomes

Abstract:

Choosing good features is an essential part of machine learning. Recent techniques aim to automate this process. For instance, feature learning intends to learn the transformation of raw data into a useful representation to machine learning tasks. In automatic audio classification tasks, this is interesting since the audio, usually complex information, needs to be transformed into a computationally convenient input to process. Another technique tries to generate features by searching a feature space. Genetic algorithms, for instance, have being used to generate audio features by combining or modifying them. We find this approach particularly interesting and, despite the undeniable advances of feature learning approaches, we wanted to take a step forward in the use of genetic algorithms to find audio features, combining them with more conventional methods, like PCA, and inserting search control mechanisms, such as constraints over a confusion matrix. This work presents the results obtained on particular audio classification problems.

Keywords: feature generation, feature learning, genetic algorithm, music information retrieval

Procedia PDF Downloads 401
3843 Future of Electric Power Generation Technologies: Environmental and Economic Comparison

Authors: Abdulrahman A. Bahaddad, Mohammed Beshir

Abstract:

The objective of this paper is to demonstrate and describe eight different types of power generation technologies and to understand the history and future trends of each technology. In addition, a comparative analysis between these technologies will be presented with respect to their cost analysis and associated performance.

Keywords: conventional power generation, economic analysis, environmental impact, renewable energy power generation

Procedia PDF Downloads 101
3842 Income-Consumption Relationships in Pakistan (1980-2011): A Cointegration Approach

Authors: Himayatullah Khan, Alena Fedorova

Abstract:

The present paper analyses the income-consumption relationships in Pakistan using annual time series data from 1980-81 to 2010-1. The paper uses the Augmented Dickey-Fuller test to check the unit root and stationarity in these two time series. The paper finds that the two time series are nonstationary but stationary at their first difference levels. The Augmented Engle-Granger test and the Cointegrating Regression Durbin-Watson test imply that the two time series of consumption and income are cointegrated and that long-run marginal propensity to consume is 0.88 which is given by the estimated (static) equilibrium relation. The paper also used the error correction mechanism to find out to model dynamic relationship. The purpose of the ECM is to indicate the speed of adjustment from the short-run equilibrium to the long-run equilibrium state. The results show that MPC is equal to 0.93 and is highly significant. The coefficient of Engle-Granger residuals is negative but insignificant. Statistically, the equilibrium error term is zero, which suggests that consumption adjusts to changes in GDP in the same period. The short-run changes in GDP have a positive impact on short-run changes in consumption. The paper concludes that we may interpret 0.93 as the short-run MPC. The pair-wise Granger Causality test shows that both GDP and consumption Granger cause each other.

Keywords: cointegrating regression, Augmented Dickey Fuller test, Augmented Engle-Granger test, Granger causality, error correction mechanism

Procedia PDF Downloads 389
3841 Personalization of Context Information Retrieval Model via User Search Behaviours for Ranking Document Relevance

Authors: Kehinde Agbele, Longe Olumide, Daniel Ekong, Dele Seluwa, Akintoye Onamade

Abstract:

One major problem of most existing information retrieval systems (IRS) is that they provide even access and retrieval results to individual users specially based on the query terms user issued to the system. When using IRS, users often present search queries made of ad-hoc keywords. It is then up to IRS to obtain a precise representation of user’s information need, and the context of the information. In effect, the volume and range of the Internet documents is growing exponentially and consequently causes difficulties for a user to obtain information that precisely matches the user interest. Diverse combination techniques are used to achieve the specific goal. This is due, firstly, to the fact that users often do not present queries to IRS that optimally represent the information they want, and secondly, the measure of a document's relevance is highly subjective between diverse users. In this paper, we address the problem by investigating the optimization of IRS to individual information needs in order of relevance. The paper addressed the development of algorithms that optimize the ranking of documents retrieved from IRS. This paper addresses this problem with a two-fold approach in order to retrieve domain-specific documents. Firstly, the design of context of information. The context of a query determines retrieved information relevance using personalization and context-awareness. Thus, executing the same query in diverse contexts often leads to diverse result rankings based on the user preferences. Secondly, the relevant context aspects should be incorporated in a way that supports the knowledge domain representing users’ interests. In this paper, the use of evolutionary algorithms is incorporated to improve the effectiveness of IRS. A context-based information retrieval system that learns individual needs from user-provided relevance feedback is developed whose retrieval effectiveness is evaluated using precision and recall metrics. The results demonstrate how to use attributes from user interaction behavior to improve the IR effectiveness.

Keywords: context, document relevance, information retrieval, personalization, user search behaviors

Procedia PDF Downloads 436
3840 The Museum of Museums: A Mobile Augmented Reality Application

Authors: Qian Jin

Abstract:

Museums have been using interactive technology to spark visitor interest and improve understanding. These technologies can play a crucial role in helping visitors understand more about an exhibition site by using multimedia to provide information. Google Arts and Culture and Smartify are two very successful digital heritage products. They used mobile augmented reality to visualise the museum's 3D models and heritage images but did not include 3D models of the collection and audio information. In this research, service-oriented mobile augmented reality application was developed for users to access collections from multiple museums(including V and A, the British Museum, and British Library). The third-party API (Application Programming Interface) is requested to collect metadata (including images, 3D models, videos, and text) of three museums' collections. The acquired content is then visualized in AR environments. This product will help users who cannot visit the museum offline due to various reasons (inconvenience of transportation, physical disability, time schedule).

Keywords: digital heritage, argument reality, museum, flutter, ARcore

Procedia PDF Downloads 51
3839 A Finite Memory Residual Generation Filter for Fault Detection

Authors: Pyung Soo Kim, Eung Hyuk Lee, Mun Suck Jang

Abstract:

In the current paper, a residual generation filter with finite memory structure is proposed for fault detection. The proposed finite memory residual generation filter provides the residual by real-time filtering of fault vector using only the most recent finite observations and inputs on the window. It is shown that the residual given by the proposed residual generation filter provides the exact fault for noise-free systems. Finally, to illustrate the capability of the proposed residual generation filter, numerical examples are performed for the discretized DC motor system having the multiple sensor faults.

Keywords: residual generation filter, finite memory structure, kalman filter, fast detection

Procedia PDF Downloads 670
3838 A Similar Image Retrieval System for Auroral All-Sky Images Based on Local Features and Color Filtering

Authors: Takanori Tanaka, Daisuke Kitao, Daisuke Ikeda

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The aurora is an attractive phenomenon but it is difficult to understand the whole mechanism of it. An approach of data-intensive science might be an effective approach to elucidate such a difficult phenomenon. To do that we need labeled data, which shows when and what types of auroras, have appeared. In this paper, we propose an image retrieval system for auroral all-sky images, some of which include discrete and diffuse aurora, and the other do not any aurora. The proposed system retrieves images which are similar to the query image by using a popular image recognition method. Using 300 all-sky images obtained at Tromso Norway, we evaluate two methods of image recognition methods with or without our original color filtering method. The best performance is achieved when SIFT with the color filtering is used and its accuracy is 81.7% for discrete auroras and 86.7% for diffuse auroras.

Keywords: data-intensive science, image classification, content-based image retrieval, aurora

Procedia PDF Downloads 423
3837 Accessible Mobile Augmented Reality App for Art Social Learning Based on Technology Acceptance Model

Authors: Covadonga Rodrigo, Felipe Alvarez Arrieta, Ana Garcia Serrano

Abstract:

Mobile augmented reality technologies have become very popular in the last years in the educational field. Researchers have studied how these technologies improve the engagement of the student and better understanding of the process of learning. But few studies have been made regarding the accessibility of these new technologies applied to digital humanities. The goal of our research is to develop an accessible mobile application with embedded augmented reality main characters of the art work and gamification events accompanied by multi-sensorial activities. The mobile app conducts a learning itinerary around the artistic work, driving the user experience in and out the museum. The learning design follows the inquiry-based methodology and social learning conducted through interaction with social networks. As for the software application, it’s being user-centered designed, following the universal design for learning (UDL) principles to assure the best level of accessibility for all. The mobile augmented reality application starts recognizing a marker from a masterpiece of a museum using the camera of the mobile device. The augmented reality information (history, author, 3D images, audio, quizzes) is shown through virtual main characters that come out from the art work. To comply with the UDL principles, we use a version of the technology acceptance model (TAM) to study the easiness of use and perception of usefulness, extended by the authors with specific indicators for measuring accessibility issues. Following a rapid prototype method for development, the first app has been recently produced, fulfilling the EN 301549 standard and W3C accessibility guidelines for mobile development. A TAM-based web questionnaire with 214 participants with different kinds of disabilities was previously conducted to gather information and feedback on user preferences from the artistic work on the Museo del Prado, the level of acceptance of technology innovations and the easiness of use of mobile elements. Preliminary results show that people with disabilities felt very comfortable while using mobile apps and internet connection. The augmented reality elements seem to offer an added value highly engaging and motivating for the students.

Keywords: H.5.1 (multimedia information systems), artificial, augmented and virtual realities, evaluation/methodology

Procedia PDF Downloads 103
3836 Social Networking Sites and Narcissism among Generation Z

Authors: Christine Mappala

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Social Networking Sites has an undeniable contribution but also a downgrading effect in our society when used inappropriately. It has effects on an individual’s physical, academic, social, emotional, and behavioral aspects in life, a reason to take account to the possible risks it can have with the future generations, specifically the Generation Z. Determining if SNS Usage has an effect on an individual’s Narcissistic Tendencies, how common narcissism is among these individuals and to provide additional information about the Generation Z in the Philippines is the purpose of this study. A total of 342 participants were gathered. Results indicated that there is a low significance of SNS as a predictor to Narcissism. Also, results showed that there is a low level of narcissism among Generation Z.

Keywords: narcissism, social networking sites, Generation Z, normal narcissism

Procedia PDF Downloads 473
3835 Exploring Augmented Reality Applications for UNESCO World Heritage Sites in Greece: Addressing Purpose, Scenarios, Platforms, and Visitor Impact

Authors: A. Georgiou, A. Galani, A. Karatza, G. E. Bampasidis

Abstract:

Augmented Reality (AR) technology has become integral in enhancing visitor experiences at Greece's UNESCO World Heritage Sites. This research meticulously investigates various facets of AR applications/games associated with these revered sites. The cultural heritage represents the identity of each nation in the world. Technology can breathe life into this identity. Through Augmented Reality (AR), individuals can travel back in time, visit places they cannot access in real life, discover the history of these places, and live unique experiences. The study examines the objectives and intended goals behind the development and deployment of each augmented reality application/game pertaining to the UNESCO World Heritage Sites in Greece. It thoroughly analyzes the scenarios presented within these AR games/applications, examining how historical narratives, interactive elements, and cultural context are incorporated to engage users. Furthermore, the research identifies and assesses the technological platforms utilized for the development and implementation of these AR experiences, encompassing mobile devices, AR headsets, or specific software frameworks. It classifies and examines the types of augmented reality employed within these applications/games, including marker-based, markerless, location-based, or immersive AR experiences. Evaluation of the benefits accrued by visitors engaging with these AR applications/games, such as enhanced learning experiences, improved cultural understanding, and heightened engagement with the heritage sites, forms a crucial aspect of this study. Additionally, the research scrutinizes potential drawbacks or limitations associated with the AR applications/games, considering technological barriers, user accessibility issues, or constraints affecting user experience. By thoroughly investigating these pivotal aspects, this research aims to provide a comprehensive overview and analysis of the landscape of augmented reality applications/games linked to the UNESCO World Heritage Sites in Greece. The findings seek to contribute nuanced insights into the effectiveness, challenges, and opportunities associated with leveraging AR technology for heritage site preservation, visitor engagement, and cultural enrichment.

Keywords: augmented reality, AR applications, UNESCO sites, cultural heritage, Greece, visitor engagement, historical narratives

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3834 Generation Y in Organizations: Distinctive Characteristics and Behavior at Work of Moroccan YERs

Authors: Fatima Ezzahra Siragi, Omar Benaini

Abstract:

For many years, Generation Y has been at the center of controversies. This topic made the buzz in the Media as well as in scientific literature. Previous research led to contradictory results; some scholars considered this population a wealth for companies, while the others believe it constitutes a young danger in need of proper control. Existing literature has almost studied Generation Y in developed countries; very rare studies were conducted in developing countries. To our knowledge, no published articles have treated Generation Y in Morocco. The purpose of this research is to examine the distinctive characteristics of Generation Y in Morocco as well as their behavior at work. Using quantitative method, the study was conducted on a sample of 250 Moroccan employees that have a high educational level and who belong to Generation Y. Our results have shown high resemblance between Moroccan and Occidental Yers (France, USA, Canada …)

Keywords: Behavior in Organizations, Generation Y, Key Characteristics, Moroccan Yers, Motivation

Procedia PDF Downloads 249
3833 Quantum Entangled States and Image Processing

Authors: Sanjay Singh, Sushil Kumar, Rashmi Jain

Abstract:

Quantum registering is another pattern in computational hypothesis and a quantum mechanical framework has a few helpful properties like Entanglement. We plan to store data concerning the structure and substance of a basic picture in a quantum framework. Consider a variety of n qubits which we propose to use as our memory stockpiling. In recent years classical processing is switched to quantum image processing. Quantum image processing is an elegant approach to overcome the problems of its classical counter parts. Image storage, retrieval and its processing on quantum machines is an emerging area. Although quantum machines do not exist in physical reality but theoretical algorithms developed based on quantum entangled states gives new insights to process the classical images in quantum domain. Here in the present work, we give the brief overview, such that how entangled states can be useful for quantum image storage and retrieval. We discuss the properties of tripartite Greenberger-Horne-Zeilinger and W states and their usefulness to store the shapes which may consist three vertices. We also propose the techniques to store shapes having more than three vertices.

Keywords: Greenberger-Horne-Zeilinger, image storage and retrieval, quantum entanglement, W states

Procedia PDF Downloads 277