Search results for: video traces
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1163

Search results for: video traces

1073 Free to Select vTuber Avatar eLearning Video for University Ray Tracing Course

Authors: Rex Hsieh, Kosei Yamamura, Satoshi Cho, Hisashi Sato

Abstract:

This project took place in the fall semester of 2019 from September 2019 to February 2020. It improves upon the design of a previous vTuber based eLearning video system by correcting criticisms from students and enhancing the positive aspects of the previous system. The transformed audio which has proven to be ineffective in previous experiments was not used in this experiment. The result is videos featuring 3 avatars covering different Ray Tracing subject matters being released weekly. Students are free to pick which videos they want to watch and can also re-watch any videos they want. The students' subjective impressions of each video is recorded and analysed to help further improve the system.

Keywords: vTuber, eLearning, Ray Tracing, Avatar

Procedia PDF Downloads 156
1072 A Real-Time Moving Object Detection and Tracking Scheme and Its Implementation for Video Surveillance System

Authors: Mulugeta K. Tefera, Xiaolong Yang, Jian Liu

Abstract:

Detection and tracking of moving objects are very important in many application contexts such as detection and recognition of people, visual surveillance and automatic generation of video effect and so on. However, the task of detecting a real shape of an object in motion becomes tricky due to various challenges like dynamic scene changes, presence of shadow, and illumination variations due to light switch. For such systems, once the moving object is detected, tracking is also a crucial step for those applications that used in military defense, video surveillance, human computer interaction, and medical diagnostics as well as in commercial fields such as video games. In this paper, an object presents in dynamic background is detected using adaptive mixture of Gaussian based analysis of the video sequences. Then the detected moving object is tracked using the region based moving object tracking and inter-frame differential mechanisms to address the partial overlapping and occlusion problems. Firstly, the detection algorithm effectively detects and extracts the moving object target by enhancing and post processing morphological operations. Secondly, the extracted object uses region based moving object tracking and inter-frame difference to improve the tracking speed of real-time moving objects in different video frames. Finally, the plotting method was applied to detect the moving objects effectively and describes the object’s motion being tracked. The experiment has been performed on image sequences acquired both indoor and outdoor environments and one stationary and web camera has been used.

Keywords: background modeling, Gaussian mixture model, inter-frame difference, object detection and tracking, video surveillance

Procedia PDF Downloads 444
1071 A Co-Constructed Picture of Chinese Teachers' Conceptions of Learning at Play

Authors: Shu-Chen Wu

Abstract:

This qualitative study investigated Chinese teachers’ perspectives on learning at play. Six kindergarten teachers were interviewed to obtain their understanding of learning at play. Exemplary play episodes from their classrooms were selected with the assistance of the participating teachers. Four three-minute videos containing the largest amount of learning elements based on the teachers’ views were selected for analysis. Applying video-stimulated interviews, the selected video clips were shown to eight teachers in two focus groups to elicit their perspectives on learning at play. The findings revealed that Chinese teachers have a very structured representation of learning at play, which should contribute to the development of professional practices and curricular policies.

Keywords: learning at play, teachers’ perspectives, co-constructed views, video-stimulated interviews

Procedia PDF Downloads 198
1070 Factorial Design Analysis for Quality of Video on MANET

Authors: Hyoup-Sang Yoon

Abstract:

The quality of video transmitted by mobile ad hoc networks (MANETs) can be influenced by several factors, including protocol layers; parameter settings of each protocol. In this paper, we are concerned with understanding the functional relationship between these influential factors and objective video quality in MANETs. We illustrate a systematic statistical design of experiments (DOE) strategy can be used to analyse MANET parameters and performance. Using a 2k factorial design, we quantify the main and interactive effects of 7 factors on a response metric (i.e., mean opinion score (MOS) calculated by PSNR with Evalvid package) we then develop a first-order linear regression model between the influential factors and the performance metric.

Keywords: evalvid, full factorial design, mobile ad hoc networks, ns-2

Procedia PDF Downloads 380
1069 Unsupervised Learning of Spatiotemporally Coherent Metrics

Authors: Ross Goroshin, Joan Bruna, Jonathan Tompson, David Eigen, Yann LeCun

Abstract:

Current state-of-the-art classification and detection algorithms rely on supervised training. In this work we study unsupervised feature learning in the context of temporally coherent video data. We focus on feature learning from unlabeled video data, using the assumption that adjacent video frames contain semantically similar information. This assumption is exploited to train a convolutional pooling auto-encoder regularized by slowness and sparsity. We establish a connection between slow feature learning to metric learning and show that the trained encoder can be used to define a more temporally and semantically coherent metric.

Keywords: machine learning, pattern clustering, pooling, classification

Procedia PDF Downloads 419
1068 Trace Logo: A Notation for Representing Control-Flow of Operational Process

Authors: M. V. Manoj Kumar, Likewin Thomas, Annappa

Abstract:

Process mining research discipline bridges the gap between data mining and business process modeling and analysis, it offers the process-centric and end-to-end methods/techniques for analyzing information of real-world process detailed in operational event-logs. In this paper, we have proposed a notation called trace logo for graphically representing control-flow perspective (order of execution of activities) of process. A trace logo consists of a stack of activity names at each position, sizes of the activity name indicates their frequency in the traces and the total height of the activity depicts the information content of the position. A trace logo created from a set of aligned traces generated using Multiple Trace Alignment technique.

Keywords: consensus trace, process mining, multiple trace alignment, trace logo

Procedia PDF Downloads 323
1067 Evaluation of University Students of a Video Game to Sensitize Young People about Mental Health Problems

Authors: Adolfo Cangas, Noelia Navarro

Abstract:

The current study shows the assessment made by university students of a video game entitled Stigma-Stop where the characters present different mental disorders. The objective is that players have more real information about mental disorders and empathize with them and thus reduce stigma. The sample consisted of 169 university students studying degrees related to education, social care and welfare (i.e., Social Education, Psychology, Early Childhood Education, Special Education, and Social Work). The participants valued the video game positively, especially in relation to utility, being somewhat lower the score awarded to the degree of entertainment. They detect the disorders and point out that in many occasions they felt the same (particularly in the case of depression, being lower in agoraphobia and bipolar disorder, and even lower in the case of schizophrenia), most students recommend the use of the video game. They emphasize that Stigma-Stop offers intervention strategies, information regarding the symptomatology and sensitizes against stigma.

Keywords: schizophrenia, social stigma, students, mental health

Procedia PDF Downloads 246
1066 Terraria AI: YOLO Interface for Decision-Making Algorithms

Authors: Emmanuel Barrantes Chaves, Ernesto Rivera Alvarado

Abstract:

This paper presents a method to enable agents for the Terraria game to evaluate algorithms commonly used in general video game artificial intelligence competitions. The usage of the ‘You Only Look Once’ model in the first layer of the process obtains information from the screen, translating this information into a video game description language known as “Video Game Description Language”; the agents take that as input to make decisions. For this, the state-of-the-art algorithms were tested and compared; Monte Carlo Tree Search and Rolling Horizon Evolutionary; in this case, Rolling Horizon Evolutionary shows a better performance. This approach’s main advantage is that a VGDL beforehand is unnecessary. It will be built on the fly and opens the road for using more games as a framework for AI.

Keywords: AI, MCTS, RHEA, Terraria, VGDL, YOLOv5

Procedia PDF Downloads 53
1065 Efficient Motion Estimation by Fast Three Step Search Algorithm

Authors: S. M. Kulkarni, D. S. Bormane, S. L. Nalbalwar

Abstract:

The rapid development in the technology have dramatic impact on the medical health care field. Medical data base obtained with latest machines like CT Machine, MRI scanner requires large amount of memory storage and also it requires large bandwidth for transmission of data in telemedicine applications. Thus, there is need for video compression. As the database of medical images contain number of frames (slices), hence while coding of these images there is need of motion estimation. Motion estimation finds out movement of objects in an image sequence and gets motion vectors which represents estimated motion of object in the frame. In order to reduce temporal redundancy between successive frames of video sequence, motion compensation is preformed. In this paper three step search (TSS) block matching algorithm is implemented on different types of video sequences. It is shown that three step search algorithm produces better quality performance and less computational time compared with exhaustive full search algorithm.

Keywords: block matching, exhaustive search motion estimation, three step search, video compression

Procedia PDF Downloads 453
1064 A Multi Sensor Monochrome Video Fusion Using Image Quality Assessment

Authors: M. Prema Kumar, P. Rajesh Kumar

Abstract:

The increasing interest in image fusion (combining images of two or more modalities such as infrared and visible light radiation) has led to a need for accurate and reliable image assessment methods. This paper gives a novel approach of merging the information content from several videos taken from the same scene in order to rack up a combined video that contains the finest information coming from different source videos. This process is known as video fusion which helps in providing superior quality (The term quality, connote measurement on the particular application.) image than the source images. In this technique different sensors (whose redundant information can be reduced) are used for various cameras that are imperative for capturing the required images and also help in reducing. In this paper Image fusion technique based on multi-resolution singular value decomposition (MSVD) has been used. The image fusion by MSVD is almost similar to that of wavelets. The idea behind MSVD is to replace the FIR filters in wavelet transform with singular value decomposition (SVD). It is computationally very simple and is well suited for real time applications like in remote sensing and in astronomy.

Keywords: multi sensor image fusion, MSVD, image processing, monochrome video

Procedia PDF Downloads 542
1063 Development of Latent Fingerprints on Non-Porous Surfaces Recovered from Fresh and Sea Water

Authors: A. Somaya Madkour, B. Abeer sheta, C. Fatma Badr El Dine, D. Yasser Elwakeel, E. Nermine AbdAllah

Abstract:

Criminal offenders have a fundamental goal not to leave any traces at the crime scene. Some may suppose that items recovered underwater will have no forensic value, therefore, they try to destroy the traces by throwing items in water. These traces are subjected to the destructive environmental effects. This can represent a challenge for Forensic experts investigating finger marks. Accordingly, the present study was conducted to determine the optimal method for latent fingerprints development on non-porous surfaces submerged in aquatic environments at different time interval. The two factors analyzed in this study were the nature of aquatic environment and length of submerged time. In addition, the quality of developed finger marks depending on the used method was also assessed. Therefore, latent fingerprints were deposited on metallic, plastic and glass objects and submerged in fresh or sea water for one, two, and ten days. After recovery, the items were subjected to cyanoacrylate fuming, black powder and small particle reagent processing and the prints were examined. Each print was evaluated according to fingerprint quality assessment scale. The present study demonstrated that the duration of submersion affects the quality of finger marks; the longer the duration, the worse the quality.The best results of visualization were achieved using cyanoacrylate either in fresh or sea water. This study has also revealed that the exposure to sea water had more destructive influence on the quality of detected finger marks.

Keywords: fingerprints, fresh water, sea, non-porous

Procedia PDF Downloads 426
1062 Efficient DCT Architectures

Authors: Mr. P. Suryaprasad, R. Lalitha

Abstract:

This paper presents an efficient area and delay architectures for the implementation of one dimensional and two dimensional discrete cosine transform (DCT). These are supported to different lengths (4, 8, 16, and 32). DCT blocks are used in the different video coding standards for the image compression. The 2D- DCT calculation is made using the 2D-DCT separability property, such that the whole architecture is divided into two 1D-DCT calculations by using a transpose buffer. Based on the existing 1D-DCT architecture two different types of 2D-DCT architectures, folded and parallel types are implemented. Both of these two structures use the same transpose buffer. Proposed transpose buffer occupies less area and high speed than existing transpose buffer. Hence the area, low power and delay of both the 2D-DCT architectures are reduced.

Keywords: transposition buffer, video compression, discrete cosine transform, high efficiency video coding, two dimensional picture

Procedia PDF Downloads 487
1061 Towards the Reverse Engineering of UML Sequence Diagrams Using Petri Nets

Authors: C. Baidada, M. H. Abidi, A. Jakimi, E. H. El Kinani

Abstract:

Reverse engineering has become a viable method to measure an existing system and reconstruct the necessary model from tis original. The reverse engineering of behavioral models consists in extracting high-level models that help understand the behavior of existing software systems. In this paper, we propose an approach for the reverse engineering of sequence diagrams from the analysis of execution traces produced dynamically by an object-oriented application using petri nets. Our methods show that this approach can produce state diagrams in reasonable time and suggest that these diagrams are helpful in understanding the behavior of the underlying application. Finally we will discuss approachs and tools that are needed in the process of reverse engineering UML behavior. This work is a substantial step towards providing high-quality methodology for effectiveand efficient reverse engineering of sequence diagram.

Keywords: reverse engineering, UML behavior, sequence diagram, execution traces, petri nets

Procedia PDF Downloads 417
1060 The Digital Video and Online Media Development for Integrated Marketing Communication and Tourism Promote in Taling Chan District, Bangkok

Authors: Somsak Klaysung

Abstract:

This study purpose to develop video to promote cultural tourism in Taling Chan District. For qualitative research, the sample size was 40 people from 5 group of the tourism entrepreneur in Taling Chan district, conducted the key informants’ content analysis by using focus group and structures in-depth interview from all stakeholders. Quota sampling was used for this kind of research. The findings indicated that get media video marketing and tourism contribute a set length 11.35 9 minutes there is plenty of social capital in Taling Chan District including detail like local wisdom, knowledge, and way of thinking related to nature, history, historic document, occupation, administration and attribute of local people. Additional research found the new path of travel through the water route according to Khlong Bang Ramat called Route 9 temples that travelers can travel by boat are available in the market in four areas Taling Chan also as well.

Keywords: digital video, integrated marketing communication, online media development, Taling Chan district

Procedia PDF Downloads 305
1059 Hyperchaos-Based Video Encryption for Device-To-Device Communications

Authors: Samir Benzegane, Said Sadoudi, Mustapha Djeddou

Abstract:

In this paper, we present a software development of video streaming encryption for Device-to-Device (D2D) communications by using Hyperchaos-based Random Number Generator (HRNG) implemented in C#. The software implements and uses the proposed HRNG to generate key stream for encrypting and decrypting real-time video data. The used HRNG consists of Hyperchaos Lorenz system which produces four signal outputs taken as encryption keys. The generated keys are characterized by high quality randomness which is confirmed by passing standard NIST statistical tests. Security analysis of the proposed encryption scheme confirms its robustness against different attacks.

Keywords: hyperchaos Lorenz system, hyperchaos-based random number generator, D2D communications, C#

Procedia PDF Downloads 338
1058 Automatic Motion Trajectory Analysis for Dual Human Interaction Using Video Sequences

Authors: Yuan-Hsiang Chang, Pin-Chi Lin, Li-Der Jeng

Abstract:

Advance in techniques of image and video processing has enabled the development of intelligent video surveillance systems. This study was aimed to automatically detect moving human objects and to analyze events of dual human interaction in a surveillance scene. Our system was developed in four major steps: image preprocessing, human object detection, human object tracking, and motion trajectory analysis. The adaptive background subtraction and image processing techniques were used to detect and track moving human objects. To solve the occlusion problem during the interaction, the Kalman filter was used to retain a complete trajectory for each human object. Finally, the motion trajectory analysis was developed to distinguish between the interaction and non-interaction events based on derivatives of trajectories related to the speed of the moving objects. Using a database of 60 video sequences, our system could achieve the classification accuracy of 80% in interaction events and 95% in non-interaction events, respectively. In summary, we have explored the idea to investigate a system for the automatic classification of events for interaction and non-interaction events using surveillance cameras. Ultimately, this system could be incorporated in an intelligent surveillance system for the detection and/or classification of abnormal or criminal events (e.g., theft, snatch, fighting, etc.).

Keywords: motion detection, motion tracking, trajectory analysis, video surveillance

Procedia PDF Downloads 509
1057 Assisted Video Colorization Using Texture Descriptors

Authors: Andre Peres Ramos, Franklin Cesar Flores

Abstract:

Colorization is the process of add colors to a monochromatic image or video. Usually, the process involves to segment the image in regions of interest and then apply colors to each one, for videos, this process is repeated for each frame, which makes it a tedious and time-consuming job. We propose a new assisted method for video colorization; the user only has to colorize one frame, and then the colors are propagated to following frames. The user can intervene at any time to correct eventual errors in color assignment. The method consists of to extract intensity and texture descriptors from the frames and then perform a feature matching to determine the best color for each segment. To reduce computation time and give a better spatial coherence we narrow the area of search and give weights for each feature to emphasize texture descriptors. To give a more natural result, we use an optimization algorithm to make the color propagation. Experimental results in several image sequences, compared to others existing methods, demonstrates that the proposed method perform a better colorization with less time and user interference.

Keywords: colorization, feature matching, texture descriptors, video segmentation

Procedia PDF Downloads 137
1056 Research on Evaluation Method of Urban Road Section Traffic Safety Status Based on Video Information

Authors: Qiang Zhang, Xiaojian Hu

Abstract:

Aiming at the problem of the existing real-time evaluation methods for traffic safety status, a video information-based urban road section traffic safety status evaluation method was established, and the rapid detection method of traffic flow parameters based on video information is analyzed. The concept of the speed dispersion of the road section that affects the traffic safety state of the urban road section is proposed, and the method of evaluating the traffic safety state of the urban road section based on the speed dispersion of the road section is established. Experiments show that the proposed method can reasonably evaluate the safety status of urban roads in real-time, and the evaluation results can provide a corresponding basis for the traffic management department to formulate an effective urban road section traffic safety improvement plan.

Keywords: intelligent transportation system, road traffic safety, video information, vehicle speed dispersion

Procedia PDF Downloads 130
1055 Virtual Reality Based 3D Video Games and Speech-Lip Synchronization Superseding Algebraic Code Excited Linear Prediction

Authors: P. S. Jagadeesh Kumar, S. Meenakshi Sundaram, Wenli Hu, Yang Yung

Abstract:

In 3D video games, the dominance of production is unceasingly growing with a protruding level of affordability in terms of budget. Afterward, the automation of speech-lip synchronization technique is customarily onerous and has advanced a critical research subject in virtual reality based 3D video games. This paper presents one of these automatic tools, precisely riveted on the synchronization of the speech and the lip movement of the game characters. A robust and precise speech recognition segment that systematized with Algebraic Code Excited Linear Prediction method is developed which unconventionally delivers lip sync results. The Algebraic Code Excited Linear Prediction algorithm is constructed on that used in code-excited linear prediction, but Algebraic Code Excited Linear Prediction codebooks have an explicit algebraic structure levied upon them. This affords a quicker substitute to the software enactments of lip sync algorithms and thus advances the superiority of service factors abridged production cost.

Keywords: algebraic code excited linear prediction, speech-lip synchronization, video games, virtual reality

Procedia PDF Downloads 436
1054 Speech Perception by Video Hosting Services Actors: Urban Planning Conflicts

Authors: M. Pilgun

Abstract:

The report presents the results of a study of the specifics of speech perception by actors of video hosting services on the material of urban planning conflicts. To analyze the content, the multimodal approach using neural network technologies is employed. Analysis of word associations and associative networks of relevant stimulus revealed the evaluative reactions of the actors. Analysis of the data identified key topics that generated negative and positive perceptions from the participants. The calculation of social stress and social well-being indices based on user-generated content made it possible to build a rating of road transport construction objects according to the degree of negative and positive perception by actors.

Keywords: social media, speech perception, video hosting, networks

Procedia PDF Downloads 118
1053 Engaging Mature Learners through Video Case Studies

Authors: Jacqueline Mary Jepson

Abstract:

This article provides a case study centred on the development of 13 video episodes which have been created to enhance student engagement with a post graduate online course in Project Management. The student group was unique as their online course needed to provide for asynchronistic learning and an adult learning pedagogy. In addition, students had come from a wide range professional backgrounds, with some having no Project Management experience, while others had 20 years or more. Students had to gain an understanding of an advanced body of knowledge and the course needed to achieve the academic requirements to qualify individuals to apply their learning in a range of contexts for professional practice and scholarship. To achieve this, a 13 episode case study was developed along with supportive learning materials based on the relocation of a zoo. This unique project provided a learning environment where the project could evolve over each video episode demonstrating the application of Project Management methodology which was then tied into the learning outcomes for the course and the assessment tasks. Discussion forums provided a way for students to converse and demonstrate their own understanding of content and how Project Management methodology can be applied.

Keywords: project management, adult learning, video case study, asynchronistic education

Procedia PDF Downloads 306
1052 Classifications of Images for the Recognition of People’s Behaviors by SIFT and SVM

Authors: Henni Sid Ahmed, Belbachir Mohamed Faouzi, Jean Caelen

Abstract:

Behavior recognition has been studied for realizing drivers assisting system and automated navigation and is an important studied field in the intelligent Building. In this paper, a recognition method of behavior recognition separated from a real image was studied. Images were divided into several categories according to the actual weather, distance and angle of view etc. SIFT was firstly used to detect key points and describe them because the SIFT (Scale Invariant Feature Transform) features were invariant to image scale and rotation and were robust to changes in the viewpoint and illumination. My goal is to develop a robust and reliable system which is composed of two fixed cameras in every room of intelligent building which are connected to a computer for acquisition of video sequences, with a program using these video sequences as inputs, we use SIFT represented different images of video sequences, and SVM (support vector machine) Lights as a programming tool for classification of images in order to classify people’s behaviors in the intelligent building in order to give maximum comfort with optimized energy consumption.

Keywords: video analysis, people behavior, intelligent building, classification

Procedia PDF Downloads 344
1051 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 42
1050 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 109
1049 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

Procedia PDF Downloads 443
1048 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

Procedia PDF Downloads 106
1047 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

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1046 A Novel Approach to Design of EDDR Architecture for High Speed Motion Estimation Testing Applications

Authors: T. Gangadhararao, K. Krishna Kishore

Abstract:

Motion Estimation (ME) plays a critical role in a video coder, testing such a module is of priority concern. While focusing on the testing of ME in a video coding system, this work presents an error detection and data recovery (EDDR) design, based on the residue-and-quotient (RQ) code, to embed into ME for video coding testing applications. An error in processing Elements (PEs), i.e. key components of a ME, can be detected and recovered effectively by using the proposed EDDR design. The proposed EDDR design for ME testing can detect errors and recover data with an acceptable area overhead and timing penalty.

Keywords: area overhead, data recovery, error detection, motion estimation, reliability, residue-and-quotient (RQ) code

Procedia PDF Downloads 399
1045 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

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1044 Video Based Ambient Smoke Detection By Detecting Directional Contrast Decrease

Authors: Omair Ghori, Anton Stadler, Stefan Wilk, Wolfgang Effelsberg

Abstract:

Fire-related incidents account for extensive loss of life and material damage. Quick and reliable detection of occurring fires has high real world implications. Whereas a major research focus lies on the detection of outdoor fires, indoor camera-based fire detection is still an open issue. Cameras in combination with computer vision helps to detect flames and smoke more quickly than conventional fire detectors. In this work, we present a computer vision-based smoke detection algorithm based on contrast changes and a multi-step classification. This work accelerates computer vision-based fire detection considerably in comparison with classical indoor-fire detection.

Keywords: contrast analysis, early fire detection, video smoke detection, video surveillance

Procedia PDF Downloads 402