Search results for: watch birds using augmented reality
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1846

Search results for: watch birds using augmented reality

1756 Literature Review and Approach for the Use of Digital Factory Models in an Augmented Reality Application for Decision Making in Restructuring Processes

Authors: Rene Hellmuth, Jorg Frohnmayer

Abstract:

The requirements of the factory planning and the building concerned have changed in the last years. Factory planning has the task of designing products, plants, processes, organization, areas, and the building of a factory. Regular restructuring gains more importance in order to maintain the competitiveness of a factory. Even today, the methods and process models used in factory planning are predominantly based on the classical planning principles of Schmigalla, Aggteleky and Kettner, which, however, are not specifically designed for reorganization. In addition, they are designed for a largely static environmental situation and a manageable planning complexity as well as for medium to long-term planning cycles with a low variability of the factory. Existing approaches already regard factory planning as a continuous process that makes it possible to react quickly to adaptation requirements. However, digital factory models are not yet used as a source of information for building data. Approaches which consider building information modeling (BIM) or digital factory models in general either do not refer to factory conversions or do not yet go beyond a concept. This deficit can be further substantiated. A method for factory conversion planning using a current digital building model is lacking. A corresponding approach must take into account both the existing approaches to factory planning and the use of digital factory models in practice. A literature review will be conducted first. In it, approaches to classic factory planning and approaches to conversion planning are examined. In addition, it will be investigated which approaches already contain digital factory models. In the second step, an approach is presented how digital factory models based on building information modeling can be used as a basis for augmented reality tablet applications. This application is suitable for construction sites and provides information on the costs and time required for conversion variants. Thus a fast decision making is supported. In summary, the paper provides an overview of existing factory planning approaches and critically examines the use of digital tools. Based on this preliminary work, an approach is presented, which suggests the sensible use of digital factory models for decision support in the case of conversion variants of the factory building. The augmented reality application is designed to summarize the most important information for decision-makers during a reconstruction process.

Keywords: augmented reality, digital factory model, factory planning, restructuring

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1755 Expanding the Atelier: Design Lead Academic Project Using Immersive User-Generated Mobile Images and Augmented Reality

Authors: David Sinfield, Thomas Cochrane, Marcos Steagall

Abstract:

While there is much hype around the potential and development of mobile virtual reality (VR), the two key critical success factors are the ease of user experience and the development of a simple user-generated content ecosystem. Educational technology history is littered with the debris of over-hyped revolutionary new technologies that failed to gain mainstream adoption or were quickly superseded. Examples include 3D television, interactive CDROMs, Second Life, and Google Glasses. However, we argue that this is the result of curriculum design that substitutes new technologies into pre-existing pedagogical strategies that are focused upon teacher-delivered content rather than exploring new pedagogical strategies that enable student-determined learning or heutagogy. Visual Communication design based learning such as Graphic Design, Illustration, Photography and Design process is heavily based on the traditional forms of the classroom environment whereby student interaction takes place both at peer level and indeed teacher based feedback. In doing so, this makes for a healthy creative learning environment, but does raise other issue in terms of student to teacher learning ratios and reduced contact time. Such issues arise when students are away from the classroom and cannot interact with their peers and teachers and thus we see a decline in creative work from the student. Using AR and VR as a means of stimulating the students and to think beyond the limitation of the studio based classroom this paper will discuss the outcomes of a student project considering the virtual classroom and the techniques involved. The Atelier learning environment is especially suited to the Visual Communication model as it deals with the creative processing of ideas that needs to be shared in a collaborative manner. This has proven to have been a successful model over the years, in the traditional form of design education, but has more recently seen a shift in thinking as we move into a more digital model of learning and indeed away from the classical classroom structure. This study focuses on the outcomes of a student design project that employed Augmented Reality and Virtual Reality technologies in order to expand the dimensions of the classroom beyond its physical limits. Augmented Reality when integrated into the learning experience can improve the learning motivation and engagement of students. This paper will outline some of the processes used and the findings from the semester-long project that took place.

Keywords: augmented reality, blogging, design in community, enhanced learning and teaching, graphic design, new technologies, virtual reality, visual communications

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1754 Effect of Inclusion of Moringa oleifera Leaf on Physiological Responses of Broiler Chickens at Finisher Phase during Hot-Dry Season

Authors: Oyegunle Emmanuel Oke, A. O. Onabajo, M. O. Abioja, F. O. Sorungbe, D. E. Oyetunji, J. A. Abiona, A. O. Ladokun, O. M. Onagbesan

Abstract:

An experiment was conducted to determine the effect of different dietary inclusion levels of Moringa oleifera leaf powder (MOLP) on growth and physiological responses of broiler chickens during hot-dry season in Nigeria. Two hundred and forty (240) day-old commercial broiler chicks were randomly allotted to four dietary treatments having four replicates each. Each replicate had 15 birds. The levels of inclusion were 0g (Control group), 4g, 8g and 12g/Kg feed. The experiment lasted for eight weeks. The results of the study revealed that the initial body weight was significantly (P < 0.05) higher in birds fed 12g/kg diet than those fed 0, 4, and 8g MOLP. The birds fed 0, 4 and 8g/kg diet however had similar weights. The final body weight was significantly (P < 0.05) higher in the birds fed 12g MOLP than those fed 0, 4 and 8g MOLP. The final weights were similar in the birds fed 4 and 8g/kg diet but higher (P < 0.05) than those of the birds in the control group. The body weight gain was similar in birds fed 0 and 4g MOLP but significantly higher (P < 0.05) than those of the birds in 12g/kg diet. There were no significant differences (P > 0.05) in the feed intake. The serum albumin of the birds fed 12g MOLP/Kg diet (48.85g/L) was significantly (P < 0.05) higher than the mean value of those fed the control diet 0 and 8g MOLP/Kg diets having 36.05 and 37.10g/L respectively. Birds fed 12g MOLP/Kg feed recorded the lowest level of triglyceride (122.75g/L) which was significantly (P < 0.05) lower than those of the birds fed 0 and 4g/kg diet MOLP. The serum corticosterone decreased with increase in MOLP inclusion levels. The birds fed 12g MOLP had the least value. This study has shown that MOLP may contain potent antioxidants capable of ameliorating the effects of heat stress in broiler chickens with 12g MOLP inclusion.

Keywords: physiology, performance, heat stress, anti-oxidant

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1753 Arboretum: Community Mixed Reality Nature Environment

Authors: Radek Richtr, Petr Paus

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The connection to the primal environment, living and growing nature is disappearing for most of the residents in urban core areas nowadays. Most of the residents perceive scattered green mass like more technical objects than sentient living organisms. The Arboretum is a type of application from the 'serious games' genre -it is a research experiment masked as a gaming environment. In used virtual and augmented reality environments, every city district is represented by central objects; Pillars created as a result of resident’s consensus. Every player can furthermore plant and grow virtual organic seeds everywhere he wants. Seeds sprout, and their form is determined by both players’ choice and nearest pillar. Every house, private rooms, and even workspace get their new living virtual avatar-connected 'residents' growing from player-planted seeds. Every room or workspace is transformed into (calming) nature scene, reflecting in some way both players and community spirit and together create a vicinity environment. The conceptual design phase of the project is crucial and allows for the identification of the fundamental problems through abstraction. The project that centers on wide community usage needs a clear and accessible interface. Simultaneously the conceptual design allows early sharing of project ideas and creating public concern. The paper discusses the current conceptual model of an Arboretum project (which is part of a whole widespread project) and its validation.

Keywords: augmented reality, conceptual design, mixed reality, social engineering

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1752 Augmenting Classroom Reality

Authors: Kerrin Burnell

Abstract:

In a world of increasingly technology-dependent students, the English language classroom should ideally keep up with developments to keep students engaged as much as possible. Unfortunately, as is the case in Oman, funding is not always adequate to ensure students have the most up to date technology, and most institutions are still reliant on paper-based textbooks. In order to try and bridge the gap between the technology available (smartphones) and textbooks, augmented reality (AR) technology can be utilized to enhance classroom, homework, and extracurricular activities. AR involves overlaying media (videos, images etc) over the top of physical objects (posters, book pages etc) and then sharing the media. This case study involved introducing students to a freely available entry level AR app called Aurasma. Students were asked to augment their English textbooks, word walls, research project posters, and extracurricular posters. Through surveys, interviews and an analysis of time spent accessing the different media, a determination of the appropriateness of the technology for the classroom was determined. Results indicate that the use of AR has positive effects on many aspects of the English classroom. Increased student engagement, total time spent on task, interaction, and motivation were evident, along with a decrease in technology-related anxiety. As it is proving very difficult to get tablets or even laptops in classrooms in Oman, these preliminary results indicate that many positive outcomes will come from introducing students to this innovative technology.

Keywords: augmented reality, classroom technology, classroom innovation, engagement

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1751 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

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1750 Egg Yolk and Serum Cholesterol Reducing Effect of Garlic and Natural Cocoa Powder Using Laying Birds as Model

Authors: Onyimonyi Anselm Ego, Obi-Keguna Christy, Dim Emmanuel Chinonso, Ugwuanyi Evelyn, Uzochukwu Ifeanyi Emmanuel

Abstract:

A total of 144 Shaver Brown Layers in their sixteenth week of lay were used in a twelve weeks study to evaluate the egg yolk and serum cholesterol of the birds when fed varying dietary combinations of garlic and natural cocoa powder. The birds were randomly assigned into nine dietary treatments with 16 birds per treatment. Each bird was housed separately in a cage measuring 45 cm x 35 cm in an open sided battery cage house typical of the tropics. A standard poultry mash diet with 16.5% CP and 2800 KcalME/kg was formulated as the basal ration which also served as the control diet. Garlic and natural cocoa powder were incorporated in varying combinations (50 g or 100 g/100 kg of feed) in the remaining eight treatments. Weekly data of egg weight, egg length, egg diameter, yolk weight, albumen weight and hen day egg production were kept. Egg yolk and serum cholesterol levels were determined using a Randox kit. Results showed that birds receiving garlic and natural cocoa powder had significantly (P<0.05) reduced egg and albumen weight as compared to control birds. Hen day production of the birds was also significantly higher than control birds. Egg yolk and serum cholesterol of birds receiving the garlic and natural cocoa powder were significantly (P<0.05) lower than the control. Serum cholesterol levels showed decline in the birds receiving garlic and natural cocoa powder. The least yolk cholesterol level of 160 mg/dl was observed in birds receiving 50g garlic and 50 g natural cocoa powder (Treatment 5). Control birds had an egg cholesterol level of 245.45 mg/dl. It was concluded that incorporating garlic and natural cocoa powder in the diets of laying hens can result in a significant reduction in the egg and serum cholesterol levels.

Keywords: egg, serum, cholesterol, garlic

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1749 Prevalence of Cryptosporidium spp. in Free-Living Wild Birds by Using Carbol Fuchsin Staining Methods in Konya, Turkey

Authors: Nermin Isik

Abstract:

Cryptosporidiosis is one of the most common parasitic infection in domesticated, caged, wild birds. Cryptosporidium sp. has been reported in over 30 avian species worldwide. Cryptosporidium meleagridis, Cryptosporidium baileyi and Cryptosporidium galli are recognised avian species of Cryptosporidium. This study was carried out to determine the prevalance of Cryptosporidium sp. in wild birds in Konya province, Turkey. Faecal samples were collected from 65 wild birds including 52 Podicipedidae (Podiceps cristatus), 11 Rallidae (Fulicia Atra), 2 Anitadia (Aytha ferina). Faecal samples were stained with Modified Ziehl-Neelsen staining technigue, they were examined under light microscope for the presence of Cryptosporidium sp. oocyts. Among the 65 faecal samples, 11 (16.9%) were found to be infected with Cryptosporidium sp. oocysts. The results of this study indicate that wild birds may play an important role in the epidemiology of Cryptosporidium. In conclusion, Cryptosporidiosis has suggested zoonotic potential and thus warrant further attention. In addition, biological and genetic studies are required to provide more information on Cryptosporidiosis.

Keywords: Cryptosporidium sp, wild birds, Konya, Turkey

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1748 Integration of an Augmented Reality System for the Visualization of the HRMAS NMR Analysis of Brain Biopsy Specimens Using the Brainlab Cranial Navigation System

Authors: Abdelkrim Belhaoua, Jean-Pierre Radoux, Mariana Kuras, Vincent Récamier, Martial Piotto, Karim Elbayed, François Proust, Izzie Namer

Abstract:

This paper proposes an augmented reality system dedicated to neurosurgery in order to assist the surgeon during an operation. This work is part of the ExtempoRMN project (Funded by Bpifrance) which aims at analyzing during a surgical operation the metabolic content of tumoral brain biopsy specimens by HRMAS NMR. Patients affected with a brain tumor (gliomas) frequently need to undergo an operation in order to remove the tumoral mass. During the operation, the neurosurgeon removes biopsy specimens using image-guided surgery. The biopsy specimens removed are then sent for HRMAS NMR analysis in order to obtain a better diagnosis and prognosis. Image-guided refers to the use of MRI images and a computer to precisely locate and target a lesion (abnormal tissue) within the brain. This is performed using preoperative MRI images and the BrainLab neuro-navigation system. With the patient MRI images loaded on the Brainlab Cranial neuro-navigation system in the operating theater, surgeons can better identify their approach before making an incision. The Brainlab neuro-navigation tool tracks in real time the position of the instruments and displays their position on the patient MRI data. The results of the biopsy analysis by 1H HRMAS NMR are then sent back to the operating theater and superimposed on the 3D localization system directly on the MRI images. The method we have developed to communicate between the HRMAS NMR analysis software and Brainlab makes use of a combination of C++, VTK and the Insight Toolkit using OpenIGTLink protocol.

Keywords: neuro-navigation, augmented reality, biopsy, BrainLab, HR-MAS NMR

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1747 Using the M-Learning to Support Learning of the Concept of the Derivative

Authors: Elena F. Ruiz, Marina Vicario, Chadwick Carreto, Rubén Peredo

Abstract:

One of the main obstacles in Mexico’s engineering programs is math comprehension, especially in the Derivative concept. Due to this, we present a study case that relates Mobile Computing and Classroom Learning in the “Escuela Superior de Cómputo”, based on the Educational model of the Instituto Politécnico Nacional (competence based work and problem solutions) in which we propose apps and activities to teach the concept of the Derivative. M- Learning is emphasized as one of its lines, as the objective is the use of mobile devices running an app that uses its components such as sensors, screen, camera and processing power in classroom work. In this paper, we employed Augmented Reality (ARRoC), based on the good results this technology has had in the field of learning. This proposal was developed using a qualitative research methodology supported by quantitative research. The methodological instruments used on this proposal are: observation, questionnaires, interviews and evaluations. We obtained positive results with a 40% increase using M-Learning, from the 20% increase using traditional means.

Keywords: augmented reality, classroom learning, educational research, mobile computing

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1746 Curve Fitting by Cubic Bezier Curves Using Migrating Birds Optimization Algorithm

Authors: Mitat Uysal

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A new met heuristic optimization algorithm called as Migrating Birds Optimization is used for curve fitting by rational cubic Bezier Curves. This requires solving a complicated multivariate optimization problem. In this study, the solution of this optimization problem is achieved by Migrating Birds Optimization algorithm that is a powerful met heuristic nature-inspired algorithm well appropriate for optimization. The results of this study show that the proposed method performs very well and being able to fit the data points to cubic Bezier Curves with a high degree of accuracy.

Keywords: algorithms, Bezier curves, heuristic optimization, migrating birds optimization

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1745 Analyzing the Use of Augmented and Virtual Reality to Teach Social Skills to Students with Autism

Authors: Maggie Mosher, Adam Carreon, Sean Smith

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A systematic literature review was conducted to explore the evidence base on the use of augmented reality (AR), virtual reality (VR), mixed reality (MR), and extended reality (XR) to present social skill instruction to school-age students with autism spectrum disorder (ASD). Specifically, the systematic review focus was on a. the participants and intervention agents using AR, VR, MR, and XR for social skill acquisition b. the social skills taught through these mediums and c. the social validity measures (i.e., goals, procedures, and outcomes) reported in these studies. Forty-one articles met the inclusion criteria. Researchers in six studies taught social skills to students through AR, in 27 studies through non-immersive VR, and in 10 studies through immersive VR. No studies used MR or XR. The primary targeted social skills were relationship skills, emotion recognition, social awareness, cooperation, and executive functioning. An intervention to improve many social skills was implemented by 73% of researchers, 17% taught a single skill, and 10% did not clearly state the targeted skill. The intervention was considered effective in 26 of the 41 studies (63%), not effective in four studies (10%), and 11 studies (27%) reported mixed results. No researchers reported information for all 17 social validity indicators. The social validity indicators reported by researchers ranged from two to 14. Social validity measures on the feelings toward and use of the technology were provided in 22 studies (54%). Findings indicated both AR and VR are promising platforms for providing social skill instruction to students with ASD. Studies utilizing this technology show a number of social validity indicators. However, the limited information provided on the various interventions, participant characteristics, and validity measures, offers insufficient evidence of the impact of these technologies in teaching social skills to students with ASD. Future research should develop a protocol for training treatment agents to assess the role of different variables (i.e., whether agents are customizing content, monitoring student learning, using intervention specific vocabulary in their day to day instruction). Sustainability may be increased by providing training in the technology to both treatment agents and participants. Providing scripts of instruction occurring within the intervention would provide the needed information to determine the primary method of teaching within the intervention. These variables play a role in maintenance and generalization of the social skills. Understanding the type of feedback provided would help researchers determine if students were able to feel rewarded for progressing through the scenarios or if students require rewarding aspects within the intervention (i.e., badges, trophies). AR has the potential to generalize instruction and VR has the potential for providing a practice environment for performance deficits. Combining these two technologies into a mixed reality intervention may provide a more cohesive and effective intervention.

Keywords: autism, augmented reality, social and emotional learning, social skills, virtual reality

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1744 Performance, Yolk and Serum Cholesterol of Shaver-Brown Layers Fed Moringa Leaf Meal and Sun Dried Garlic Powder

Authors: Anselm Onyimonyi, A. Abaponitus

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One hundred and ninety two Shaver-Brown layers aged 40 weeks were used in a 10 weeks feeding trial to investigate the effect of supplementary moringa leaf meal and sun-dried garlic powder (MOGA) on the performance, egg yolk and serum cholesterol profiles of the birds. The birds were randomly assigned to four treatments in a 2 x 2 factorial in a Completely Randomized Design with 48 birds per treatment. Each treatment had 24 replicates with 2 birds, each separately housed in a cell in a battery cage. Birds on treatment 1 received a standard layers mash (16.5% CP and 3000 kcalME/kg) without any MOGA. Treatment 2 birds received the control diet with 5 g moringa leaf meal/kg of feed, treatment 3 received the control diet with 5 g sun-dried garlic powder/kg of feed, treatment 4 had a combination of 5 g each of moringa leaf meal and sun dried garlic powder/kg of feed. Data were kept on daily egg production, egg weight and feed intake. 10 eggs were collected per treatment at the end of the study for yolk cholesterol determination. Blood samples from four birds per treatment were collected and used for the serum cholesterol and triglycerides determination. Results showed that bird on treatment 3 (5% moringa leaf meal/kg of feed) had significantly higher (P < 0.05) Hen Day Egg Production record of 83.3% as against 78.75%, 65.05% and 66.67% recorded for the control, T2 and T4 birds, respectively. Egg weight of 56.39 g recorded for the same birds on treatment 3 was significantly (P< 0.05) lower than the values of 62.61 g, 60.99 g and 59.33 g recorded for birds on T4, T1 and T2, respectively. Yolk and serum cholesterol profiles of the moringa leaf meal fed birds were significantly (P<0.05) lowered when compared to those of the other treatments. Comparatively, the birds on the MOGA diets had significantly reduced yolk and serum cholesterol than the control. It is concluded that supplementation of moringa leaf meal and sun dried garlic powder at the levels used in this study will result in the production of nutritionally healthier eggs with less yolk and serum cholesterol.

Keywords: performance, cholesterol, moringa, garlic

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1743 Multi-Modal Visualization of Working Instructions for Assembly Operations

Authors: Josef Wolfartsberger, Michael Heiml, Georg Schwarz, Sabrina Egger

Abstract:

Growing individualization and higher numbers of variants in industrial assembly products raise the complexity of manufacturing processes. Technical assistance systems considering both procedural and human factors allow for an increase in product quality and a decrease in required learning times by supporting workers with precise working instructions. Due to varying needs of workers, the presentation of working instructions leads to several challenges. This paper presents an approach for a multi-modal visualization application to support assembly work of complex parts. Our approach is integrated within an interconnected assistance system network and supports the presentation of cloud-streamed textual instructions, images, videos, 3D animations and audio files along with multi-modal user interaction, customizable UI, multi-platform support (e.g. tablet-PC, TV screen, smartphone or Augmented Reality devices), automated text translation and speech synthesis. The worker benefits from more accessible and up-to-date instructions presented in an easy-to-read way.

Keywords: assembly, assistive technologies, augmented reality, manufacturing, visualization

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1742 The OLOS® Way to Cultural Heritage: User Interface with Anthropomorphic Characteristics

Authors: Daniele Baldacci, Remo Pareschi

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Augmented Reality and Augmented Intelligence are radically changing information technology. The path that starts from the keyboard and then, passing through milestones such as Siri, Alexa and other vocal avatars, reaches a more fluid and natural communication with computers, thus converting the dichotomy between man and machine into a harmonious interaction, now heads unequivocally towards a new IT paradigm, where holographic computing will play a key role. The OLOS® platform contributes substantially to this trend in that it infuses computers with human features, by transferring the gestures and expressions of persons of flesh and bones to anthropomorphic holographic interfaces which in turn will use them to interact with real-life humans. In fact, we could say, boldly but with a solid technological background to back the statement, that OLOS® gives reality to an altogether new entity, placed at the exact boundary between nature and technology, namely the holographic human being. Holographic humans qualify as the perfect carriers for the virtual reincarnation of characters handed down from history and tradition. Thus, they provide for an innovative and highly immersive way of experiencing our cultural heritage as something alive and pulsating in the present.

Keywords: digital cinematography, human-computer interfaces, holographic simulation, interactive museum exhibits

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1741 Breathing New Life into Old Media

Authors: Dennis Schmickle

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Introductory statement: Augmented reality (AR) can be used to breathe life into traditional graphic design media, such as posters, book covers, and album art. AR superimposes a unique image/video on a user’s view of the real world, which makes it more immersive and realistic than traditional 2D media. This study developed a series of projects that utilize both traditional and AR media to teach the fundamental principles of graphic design. The results of this study suggest that AR can be an effective tool for teaching graphic design. Abstract: Traditional graphic design media, such as posters, book covers, and album art, could be considered to be “old media.” However, augmented reality (AR) can breathe life into these formats by making them more interactive and engaging for students and audiences alike. AR is a technology that superimposes a computer-generated image on a user’s view of the real world. This allows users to interact with digital content in a way that is more immersive and interactive than traditional 2D media. AR is becoming increasingly popular, as more and more people have access to smartphones and other devices that can support AR experiences. This study is comprised of a series of projects that utilize both traditional and AR media to teach the fundamental principles of graphic design. In these projects, students learn to create traditional design objects, such as posters, book covers, and album art. However, they are also required to create an animated version of their design and to use AR software to create an AR experience with which viewers can interact. The results of this study suggest that AR can be an effective and exciting tool for teaching graphic design. The students who participated in the study were able to learn the fundamental principles of graphic design, and they also developed the skills they need to create effective AR content. This study has implications for the future of graphic design education. As AR becomes more popular, it is likely that it will become an increasingly important tool for teaching graphic design.

Keywords: graphic design, augmented reality, print media, new media, AR, old media

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1740 Growth Performance,haematological And Serum Biochemistry Of Broilers Fed Graded Levels Of Cocoyam (Xanthosoma Sagittifolium)

Authors: Urom Scholastica Mgbo, Ifeanyichukwu, Vivian, Anaba, Uchemadu Martins, Arusiaba, Nelson Chijioke

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The study was investigated to determine the growth performance , haematological and serum biochemistry of broiler fed graded levels of cocoyam (Xanthosoma sagittifolium). One hundred and twenty (120) day old broiler chicks of Anak strain were used for the study. The birds were randomly divided into 4 treatment groups of 30 birds per group, and each group was further divided into 3 replicates of 10 birds per replicate in group. Cooked cocoyam was used to formulate diets at inclusion levels of 0.00% for T1 (control), while T2, T3 and T4 contained 10.00%, 20.00% and 30.00% inclusion of cocoyam in partial replacement of maize in a Completely Randomized Design (CRD). At the end of the research, the haematological indices of broiler showed that packed cell volume (PCV) of birds fed diets 1(42.26%) and 3 (42.42%) were significantly (p<0.05) higher than birds fed diets 2 (39.72%) and 4 (38.78%).The Haemoglobin (Hb) of birds fed diets 3 (12.58g/dl) and 4 (12.26g/dl) were significantly (p<0.05) higher than birds fed diets 1 (11.60g/dl) and 2 (11.42g/dl). The values of the white blood cell (WBC) of the broiler chickens placed on cocoyam diet increased significantly (P<0.05) compared with the values obtained in the control (T1) . The serum protein value for birds fed diet I (5.45g/dl) were statistically (P>0.05) similar to those fed diets 2 (5.10g/dl) and 3 (5.38g/dl) but differ significantly (P<0.05) from diet 4 (4.97g/dl) which had the least protein value. Final weight of the birds showed that diet 4 (2370.85g) had the highest (P<0.05) value which was followed closely by diet 3 (2225.55g), while birds fed diets 1 (2165.70g) and diet 2 (2145.00g) recorded the least values Similar pattern was observed in the weight gain of the birds. Birds fed diet 4 (2270.30g) had higher (P<0.05) value, followed by birds on diet 3 (2125.45g), while birds fed diet 1 (2065.15g) and 2 (2044.90g) had the least values.. This study showed that birds fed diet 3 (50.60g) and diet 4 (54.05g) gave significantly (P<0.05) higher weight than the control diet (49.17g). There was significant (P<0.05) difference among the treatments for feed conversion ratio (FCR), were birds fed diet 4 (1.74) performed better, having the least feed conversion ratio. Economics of broiler chickens showed that Cost/kg of feed favored diet 4 (₦158.65) followed by diets 3 (₦165.95), 2 (₦178.52) and control diet 1 (₦197.14). From the result, the higher weight recorded in T4 4 showed that cocoyam meal can successfully replace maize up to 30% in the diet of broiler chickens. The low cost recorded in cocoyam based diets showed that the diets were more economical and beneficial compared to control diet 1. Therefore, feeding diet 4 (30%) cocoyam meal as replacement of maize in broiler chickens is recommended.

Keywords: cocoyam, growth, heamatology, serum biochemistry

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1739 Avifaunal Diversity in the Mallathahalli Lake of Bangalore Urban District, Karnataka, India

Authors: Vidya Padmakumar, N. C. Tharavathy

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The study was conducted from July 2015 to July 2017 to determine and understand the occurrence, frequency and diversity of avifauna in the Mallathahalli Lake of Bangalore Urban district. During the study period, 46 species of both terrestrial, as well as, aquatic birds belonging to 30 families were identified out of which 9 families were aquatic birds and 21 families were terrestrial birds. There were 4 species of migratory birds out of 46, showing diurnal migration. There was a significant reduce in the number of bird species both terrestrial and aquatic during the summer season and also varied greatly during winters and monsoon. Of the total 24 species of aquatic birds, Fulica atra and Tachybaptus ruficolis were the most common with 100% frequency and the least frequent species with 3.02% frequency was identified as Threskiornis melanocephalus. Among the 22 species of terrestrial birds, Acridotheres tristis had a frequency of 89% and the least frequent was Pycnonotus cafer (4.45%). The most commonly encountered bird species were from the families- Anatidae, Podicipedidae, Ardeidae, Phalacrocoracidae, Rallidae, Accipitridae, Scolopacidae, Charadridae, Laridae, Meropidae, Hirudinidae. All the birds surviving around the area are dependent on the wetland and crop vegetation surrounding the lake, which are deteriorating due to anthropogenic interventions and urbanization which are rising to its peak gradually causing the decline in the avifaunal diversity.

Keywords: Avifaunal diversity, Mallathahalli lake, seasonal migration, urbanization

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1738 A Study to Understand the Factors Influencing the Behavioral Intentions of Individuals Towards Using Metaverse

Authors: Suktisuddha Goswami, Surekha Chukkali

Abstract:

Metaverse is a real time rendered 3D world which is an extension of the virtual reality, augmented reality, mixed reality, and holographic reality. While using the metaverse can enhance various aspects of our lives, it might also create certain challenges. However, since the concept of the metaverse is very new, there is a lack of research on factors influencing the individual’s behavioural intentions to use it. To address this gap, this quantitative research study was conducted to understand the factors influencing the behavioural intention of individuals towards metaverse usage. This research was conducted through a large-scale questionnaire survey of 325 Indian students at three major engineering colleges. The questionnaire was adequately customized for the present study. It was found that behavioral intention towards metaverse usage differs among individuals. There were few individuals who had no intention of using metaverse in near future, while some of them were already using it and a few were significantly inclined towards using it. The findings of this study have suggested that behavioural intention was significantly and positively related to performance expectancy and effort expectancy of individuals.

Keywords: behavioral intention, effort expectancy, performance expectancy, technology, metaverse

Procedia PDF Downloads 78
1737 Stoa: Urban Community-Building Social Experiment through Mixed Reality Game Environment

Authors: Radek Richtr, Petr Pauš

Abstract:

Social media nowadays connects people more tightly and intensively than ever, but simultaneously, some sort of social distance, incomprehension, lost of social integrity appears. People can be strongly connected to the person on the other side of the world but unaware of neighbours in the same district or street. The Stoa is a type of application from the ”serious games” genre- it is research augmented reality experiment masked as a gaming environment. In the Stoa environment, the player can plant and grow virtual (organic) structure, a Pillar, that represent the whole suburb. Everybody has their own idea of what is an acceptable, admirable or harmful visual intervention in the area they live in; the purpose of this research experiment is to find and/or define residents shared subconscious spirit, genius loci of the Pillars vicinity, where residents live in. The appearance and evolution of Stoa’s Pillars reflect the real world as perceived by not only the creator but also by other residents/players, who, with their actions, refine the environment. Squares, parks, patios and streets get their living avatar depictions; investors and urban planners obtain information on the occurrence and level of motivation for reshaping the public space. As the project is in product conceptual design phase, the function is one of its most important factors. Function-based modelling makes design problem modular and structured and thus decompose it into sub-functions or function-cells. Paper discuss the current conceptual model for Stoa project, the using of different organic structure textures and models, user interface design, UX study and project’s developing to the final state.

Keywords: augmented reality, urban computing, interaction design, mixed reality, social engineering

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1736 An Exploratory Research of Human Character Analysis Based on Smart Watch Data: Distinguish the Drinking State from Normal State

Authors: Lu Zhao, Yanrong Kang, Lili Guo, Yuan Long, Guidong Xing

Abstract:

Smart watches, as a handy device with rich functionality, has become one of the most popular wearable devices all over the world. Among the various function, the most basic is health monitoring. The monitoring data can be provided as an effective evidence or a clue for the detection of crime cases. For instance, the step counting data can help to determine whether the watch wearer was quiet or moving during the given time period. There is, however, still quite few research on the analysis of human character based on these data. The purpose of this research is to analyze the health monitoring data to distinguish the drinking state from normal state. The analysis result may play a role in cases involving drinking, such as drunk driving. The experiment mainly focused on finding the figures of smart watch health monitoring data that change with drinking and figuring up the change scope. The chosen subjects are mostly in their 20s, each of whom had been wearing the same smart watch for a week. Each subject drank for several times during the week, and noted down the begin and end time point of the drinking. The researcher, then, extracted and analyzed the health monitoring data from the watch. According to the descriptive statistics analysis, it can be found that the heart rate change when drinking. The average heart rate is about 10% higher than normal, the coefficient of variation is less than about 30% of the normal state. Though more research is needed to be carried out, this experiment and analysis provide a thought of the application of the data from smart watches.

Keywords: character analysis, descriptive statistics analysis, drink state, heart rate, smart watch

Procedia PDF Downloads 138
1735 Species Diversity of Migratory Birds along Boat Touring Routes in Klong Kone Sub-District, Muang District, Samut Songkram Province, Thailand

Authors: P. Chitman, N. Charoenpokaraj

Abstract:

This research aims to study the species, feeding behavior and activity characteristics of birds which reap benefits from the research area in boat touring routes in Klong Kone Sub-district, Muang District, Samut Songkram Province, Thailand from October 2013 – May 2014. The results from the survey of birds on all three routes found that there are 11 families and 22 species. Route 1 (Klong Kone canal) had the most species, 20 species. According to feeding behavior, there were insectivorous, piscivorous and aquatic invertebrate feeder birds. Activity characteristics of birds which reap benefits from the research were finding food, nesting and raise nestlings along boat touring routes.

Keywords: bird species diversity, boat touring routes, Samut Songkram, feeding behavior

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1734 VR/AR Applications in Personalized Learning

Authors: Andy Wang

Abstract:

Personalized learning refers to an educational approach that tailors instruction to meet the unique needs, interests, and abilities of each learner. This method of learning aims at providing students with a customized learning experience that is more engaging, interactive, and relevant to their personal lives. With generative AI technology, the author has developed a Personal Tutoring Bot (PTB) that supports personalized learning. The author is currently testing PTB in his EE 499 – Microelectronics Metrology course. Virtual Reality (VR) and Augmented Reality (AR) provide interactive and immersive learning environments that can engage student in online learning. This paper presents the rationale of integrating VR/AR tools in PTB and discusses challenges and solutions of incorporating VA/AR into the Personal Tutoring Bot (PTB).

Keywords: personalized learning, online education, hands-on practice, VR/AR tools

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1733 Protocol for Dynamic Load Distributed Low Latency Web-Based Augmented Reality and Virtual Reality

Authors: Rohit T. P., Sahil Athrij, Sasi Gopalan

Abstract:

Currently, the content entertainment industry is dominated by mobile devices. As the trends slowly shift towards Augmented/Virtual Reality applications the computational demands on these devices are increasing exponentially and we are already reaching the limits of hardware optimizations. This paper proposes a software solution to this problem. By leveraging the capabilities of cloud computing we can offload the work from mobile devices to dedicated rendering servers that are way more powerful. But this introduces the problem of latency. This paper introduces a protocol that can achieve high-performance low latency Augmented/Virtual Reality experience. There are two parts to the protocol, 1) In-flight compression The main cause of latency in the system is the time required to transmit the camera frame from client to server. The round trip time is directly proportional to the amount of data transmitted. This can therefore be reduced by compressing the frames before sending. Using some standard compression algorithms like JPEG can result in minor size reduction only. Since the images to be compressed are consecutive camera frames there won't be a lot of changes between two consecutive images. So inter-frame compression is preferred. Inter-frame compression can be implemented efficiently using WebGL but the implementation of WebGL limits the precision of floating point numbers to 16bit in most devices. This can introduce noise to the image due to rounding errors, which will add up eventually. This can be solved using an improved interframe compression algorithm. The algorithm detects changes between frames and reuses unchanged pixels from the previous frame. This eliminates the need for floating point subtraction thereby cutting down on noise. The change detection is also improved drastically by taking the weighted average difference of pixels instead of the absolute difference. The kernel weights for this comparison can be fine-tuned to match the type of image to be compressed. 2) Dynamic Load distribution Conventional cloud computing architectures work by offloading as much work as possible to the servers, but this approach can cause a hit on bandwidth and server costs. The most optimal solution is obtained when the device utilizes 100% of its resources and the rest is done by the server. The protocol balances the load between the server and the client by doing a fraction of the computing on the device depending on the power of the device and network conditions. The protocol will be responsible for dynamically partitioning the tasks. Special flags will be used to communicate the workload fraction between the client and the server and will be updated in a constant interval of time ( or frames ). The whole of the protocol is designed so that it can be client agnostic. Flags are available to the client for resetting the frame, indicating latency, switching mode, etc. The server can react to client-side changes on the fly and adapt accordingly by switching to different pipelines. The server is designed to effectively spread the load and thereby scale horizontally. This is achieved by isolating client connections into different processes.

Keywords: 2D kernelling, augmented reality, cloud computing, dynamic load distribution, immersive experience, mobile computing, motion tracking, protocols, real-time systems, web-based augmented reality application

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1732 Behavioral Intentions and Cognitive-Affective Effects of Exposure to YouTube Advertisements among College Students

Authors: Abd El-Basit Ahmed Hashem Mahmoud, Othman Fekry Abdelbaki

Abstract:

This study attempts to investigate the exposure to YouTube ads among Egyptian college students, their attitudes towards these ads, behavioral intentions to watch them, and the effects of this exposure and to examine the relationships among these variables as well. The current study is theoretically guided by the theory of reasoned action (TRA) and cognitive-affective behavioral model (CAB) through a questionnaire survey administered to a convenience sample of 390 college students who watch YouTube videos from Cairo University, Egypt from February to May 2019. The results showed that 98.7% of respondents exposed to YouTube ads, and both of their attitudes towards YouTube ads exposure and their intentions to this exposure were moderately positive. The findings also indicated that respondents' gender had a significant impact on their intention to expose these ads. One-way ANOVA indicated that their attitudes towards exposure to YouTube ads influenced their behavioral intentions to watch these ads, and it also demonstrated that their behavioral intentions to watch these ads had an impact on the exposure to such ads. Pearson correlation revealed that there was a significant positive relationship between respondents' attitudes towards YouTube ads exposure and the cognitive, affective, and behavioral effects of this exposure.

Keywords: attitudes, behavioral intentions, theory of reasoned action, YouTube ads

Procedia PDF Downloads 123
1731 Integrating Wearable Devices in Real-Time Computer Applications of Petrochemical Systems

Authors: Paul B Stone, Subhashini Ganapathy, Mary E. Fendley, Layla Akilan

Abstract:

As notifications become more common through mobile devices, it is important to understand the impact of wearable devices on the improved user experience of man-machine interfaces. This study examined the use of a wearable device for a real-time system using a computer-simulated petrochemical system. The key research question was to determine how using the information provided by the wearable device can improve human performance through measures of situational awareness and decision making. Results indicate that there was a reduction in response time when using the watch, and there was no difference in situational awareness. Perception of using the watch was positive, with 83% of users finding value in using the watch and receiving haptic feedback.

Keywords: computer applications, haptic feedback, petrochemical systems, situational awareness, wearable technology

Procedia PDF Downloads 177
1730 Virtual Reality Design Platform to Easily Create Virtual Reality Experiences

Authors: J. Casteleiro- Pitrez

Abstract:

The interest in Virtual Reality (VR) keeps increasing among the community of designers. To develop this type of immersive experience, the understanding of new processes and methodologies is as fundamental as its complex implementation which usually implies hiring a specialized team. In this paper, we introduce a case study, a platform that allows designers to easily create complex VR experiences, present its features, and its development process. We conclude that this platform provides a complete solution for the design and development of VR experiences, no-code needed.

Keywords: creatives, designers, virtual reality, virtual reality design platform, virtual reality system, no-coding

Procedia PDF Downloads 130
1729 Effect of Graded Levels of Detoxified Jatropha cursas on the Performance Characteristics of Cockerel Birds

Authors: W. S. Lawal, T. Akande

Abstract:

Abstract— Four (4) difference methods were employed to detoxify Jatropha carcas, they were physical method (it include soaking and sun drying) Chemical (the use of methylated sprit, hexane and methane). Biological (the use of Aspergillus niger and then sundry for 7days and then Bacillus lichiformis) and Combined method (the combination of chemical and biological methods). Phobol esther analysis was carried out after the detoxification methods and it was found that the combined method is better off (P<0.05). Detoxified Jatropha from each of this methods was sundry and grinded for easy inclusion into poultry feed, detoxified jatropha was included at 0%, 0.5%, 1%, 2%, 3%, 4%, and 5% but the combined method was increased up to 7% because the birds were able to tolerate it, the 0% was the control experiment. 405 day old broiler chicks was used to test the effect of detoxified Jatropha carcas on their performance, there are 5birds per treatment and there are 3 replicates, the experiment lasted for 8weeks,highest number of mortality was obtained in physical method, birds in chemical method tolerated up to 3% Jatropha carcas, biological method is better, as birds there were comfortable at 5% but the best of them is combined method the birds did very well at 7% as there were less mortality and highest weight gain was achieved here (P<0.05) and it was recommended.

Keywords: phobol esther, inclusion level, tolerance level, Jatropha carcas

Procedia PDF Downloads 381
1728 Artificial Intelligence Protecting Birds against Collisions with Wind Turbines

Authors: Aleksandra Szurlej-Kielanska, Lucyna Pilacka, Dariusz Górecki

Abstract:

The dynamic development of wind energy requires the simultaneous implementation of effective systems minimizing the risk of collisions between birds and wind turbines. Wind turbines are installed in more and more challenging locations, often close to the natural environment of birds. More and more countries and organizations are defining guidelines for the necessary functionality of such systems. The minimum bird detection distance, trajectory tracking, and shutdown time are key factors in eliminating collisions. Since 2020, we have continued the survey on the validation of the subsequent version of the BPS detection and reaction system. Bird protection system (BPS) is a fully automatic camera system which allows one to estimate the distance of the bird to the turbine, classify its size and autonomously undertake various actions depending on the bird's distance and flight path. The BPS was installed and tested in a real environment at a wind turbine in northern Poland and Central Spain. The performed validation showed that at a distance of up to 300 m, the BPS performs at least as well as a skilled ornithologist, and large bird species are successfully detected from over 600 m. In addition, data collected by BPS systems installed in Spain showed that 60% of the detections of all birds of prey were from individuals approaching the turbine, and these detections meet the turbine shutdown criteria. Less than 40% of the detections of birds of prey took place at wind speeds below 2 m/s while the turbines were not working. As shown by the analysis of the data collected by the system over 12 months, the system classified the improved size of birds with a wingspan of more than 1.1 m in 90% and the size of birds with a wingspan of 0.7 - 1 m in 80% of cases. The collected data also allow the conclusion that some species keep a certain distance from the turbines at a wind speed of over 8 m/s (Aquila sp., Buteo sp., Gyps sp.), but Gyps sp. and Milvus sp. remained active at this wind speed on the tested area. The data collected so far indicate that BPS is effective in detecting and stopping wind turbines in response to the presence of birds of prey with a wingspan of more than 1 m.

Keywords: protecting birds, birds monitoring, wind farms, green energy, sustainable development

Procedia PDF Downloads 48
1727 A Study on Hierarchy and Popularity of Foreign TV Series with Different Origin Countries among Chinese Audiences from a Uses and Gratification Perspective

Authors: Terigele

Abstract:

Cultural products are always shelved into different classes of a hierarchy that separates so-called highbrow and lowbrow cultures. This study illustrated that audiences might even construct a hierarchy according to the origin countries when consuming certain products. Chinese audiences now have access to TV series from all around the world thanks to the internet. TV series from different origin countries show some particular features in terms of length, theme, plots, accessibility, seriousness etc. Their audiences were therefore stereotyped because of what they watch. Based on in-depth interviews with 20 participants, this research has following findings: 1) Most popular origin countries of foreign TV series in China are Korea, the United States, the United Kingdom, Japan and European countries in a descending order. Korean TV series are most popular because they are less serious and more accessible compared to others. 2) In the hierarchy of the TV series, European TV series stand on the top followed by British and American TV series. Japanese TV series are also categorized into highbrow class. Korean TV series are at the bottom and always seen as lowbrow cultural products. 3) Most audiences consume TV series from more than one origin countries and have different needs when watching them. Participants reported that they watch European TV series because those TV series are more artistic than their counterparts and of great quality. They watch British and American TV series mainly to improve their English and to learn about the culture. They find Japanese TV series very enjoyable with a large variety of themes and impressive lines. Audiences watch Korean TV series mostly to entertain and kill time. 4) Audiences do care about cultural taste. Especially those who watch European, British and American TV series usually tend to consider audiences who watch nothing but Korean TV series to be shallow. On the other hand, Korean TV series’ audiences seem to care less about the hierarchy of the TV series. Even when they discuss the hierarchy, they tend to accept the judgments with ironies and jokes. Future studies can dig deeply into the genre and content of TV series with different origin countries and also investigate more about the psychology of audiences regarding the gender, age, education, socioeconomic status etc.

Keywords: foreign TV series, hierarchy, popularity, uses and gratification

Procedia PDF Downloads 214