Search results for: virtual representation.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1078

Search results for: virtual representation.

748 Discrimination of Seismic Signals Using Artificial Neural Networks

Authors: Mohammed Benbrahim, Adil Daoudi, Khalid Benjelloun, Aomar Ibenbrahim

Abstract:

The automatic discrimination of seismic signals is an important practical goal for earth-science observatories due to the large amount of information that they receive continuously. An essential discrimination task is to allocate the incoming signal to a group associated with the kind of physical phenomena producing it. In this paper, two classes of seismic signals recorded routinely in geophysical laboratory of the National Center for Scientific and Technical Research in Morocco are considered. They correspond to signals associated to local earthquakes and chemical explosions. The approach adopted for the development of an automatic discrimination system is a modular system composed by three blocs: 1) Representation, 2) Dimensionality reduction and 3) Classification. The originality of our work consists in the use of a new wavelet called "modified Mexican hat wavelet" in the representation stage. For the dimensionality reduction, we propose a new algorithm based on the random projection and the principal component analysis.

Keywords: Seismic signals, Wavelets, Dimensionality reduction, Artificial neural networks, Classification.

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747 Human Motion Regeneration in 2-Dimension as Stick Figure Animation with Accelerometers

Authors: Alpha Agape Gopalai, Darwin Gouwanda, S.M.N. Arosha Senanayake

Abstract:

This paper explores the opportunity of using tri-axial wireless accelerometers for supervised monitoring of sports movements. A motion analysis system for the upper extremities of lawn bowlers in particular is developed. Accelerometers are placed on parts of human body such as the chest to represent the shoulder movements, the back to capture the trunk motion, back of the hand, the wrist and one above the elbow, to capture arm movements. These sensors placement are carefully designed in order to avoid restricting bowler-s movements. Data is acquired from these sensors in soft-real time using virtual instrumentation; the acquired data is then conditioned and converted into required parameters for motion regeneration. A user interface was also created to facilitate in the acquisition of data, and broadcasting of commands to the wireless accelerometers. All motion regeneration in this paper deals with the motion of the human body segment in the X and Y direction, looking into the motion of the anterior/ posterior and lateral directions respectively.

Keywords: Motion Regeneration, Virtual Instrumentation, Wireless Accelerometers

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746 Digital Geomatics Trends for Production and Updating Topographic Map by Using Digital Generalization Procedures

Authors: O. Z. Jasim

Abstract:

An accuracy digital map must satisfy the users for two main requirements, first, map must be visually readable and second, all the map elements must be in a good representation. These two requirements hold especially true for map generalization which aims at simplifying the representation of cartographic data. Different scales of maps are very important for any decision in any maps with different scales such as master plan and all the infrastructures maps in civil engineering. Cartographer cannot project the data onto a piece of paper, but he has to worry about its readability. The map layout of any geodatabase is very important, this layout is help to read, analyze or extract information from the map. There are many principles and guidelines of generalization that can be find in the cartographic literature. A manual reduction method for generalization depends on experience of map maker and therefore produces incompatible results. Digital generalization, rooted from conventional cartography, has become an increasing concern in both Geographic Information System (GIS) and mapping fields. This project is intended to review the state of the art of the new technology and help to understand the needs and plans for the implementation of digital generalization capability as well as increase the knowledge of production topographic maps.

Keywords: Cartography, digital generalization, mapping, GIS.

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745 Sound Instance: Art, Perception and Composition through Soundscapes

Authors: Ricardo Mestre

Abstract:

The soundscape stands out as an agglomeration of sounds available in the world, associated with different contexts and origins, being a theme studied by various areas of knowledge, seeking to guide their benefits and their consequences, contributing to the welfare of society and other ecosystems. With the objective for a greater recognition of sound reality, through the selection and differentiation of sounds, the soundscape studies focus on the contribution for a better tuning of the world and to the balance and well-being of humanity. Sound environment, produced and created in various ways, can provide various sources of information, contributing to the orientation of the human being, alerting and manipulating him during his daily journey, like small notifications received on a cell phone or other device with these features. In this way, it becomes possible to give sound its due importance in relation to the processes of individual representation, in manners of social, professional and emotional life. Ensuring an individual representation means providing the human being with new tools for the long process of reflection by recognizing his environment, the sounds that represent him, and his perspective on his respective function in it. In order to provide more information about the importance of the sound environment inherent to the individual reality, one introduces the term sound instance, in order to refer to the whole sound field existing in the individual's life, which is divided into four distinct subfields, but essential to the process of individual representation, called sound matrix, sound cycles, sound traces and sound interference. Alongside volunteers we were able to create six representations of sound instances, based on the individual perception of his/her life, focusing on the present, past and future. With this investigation it was possible to determine that sound instance has a tool for self-recognition, considering the statements of opinion about the experience from the volunteers, reflecting about the three time lines, based on memories, thoughts and wishes.

Keywords: Sound instance, soundscape, sound art, self-recognition.

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744 Flexure of Cantilever Thick Beams Using Trigonometric Shear Deformation Theory

Authors: Yuwaraj M. Ghugal, Ajay G. Dahake

Abstract:

A trigonometric shear deformation theory for flexure of thick beams, taking into account transverse shear deformation effects, is developed. The number of variables in the present theory is same as that in the first order shear deformation theory. The sinusoidal function is used in displacement field in terms of thickness coordinate to represent the shear deformation effects. The noteworthy feature of this theory is that the transverse shear stresses can be obtained directly from the use of constitutive relations with excellent accuracy, satisfying the shear stress free conditions on the top and bottom surfaces of the beam. Hence, the theory obviates the need of shear correction factor. Governing differential equations and boundary conditions are obtained by using the principle of virtual work. The thick cantilever isotropic beams are considered for the numerical studies to demonstrate the efficiency of the. Results obtained are discussed critically with those of other theories.

Keywords: Trigonometric shear deformation, thick beam, flexure, principle of virtual work, equilibrium equations, stress.

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743 Chikungunya Protease Domain–High Throughput Virtual Screening

Authors: Surender Singh Jadav, Venkatesan Jayaprakash, Arijit Basu, Barij Nayan Sinha

Abstract:

Chikungunya virus (CHICKV) is an arboviruses belonging to family Tagoviridae and is transmitted to human through by mosquito (Aedes aegypti and Aedes albopictus) bite. A large outbreak of chikungunya has been reported in India between 2006 and 2007, along with several other countries from South-East Asia and for the first time in Europe. It was for the first time that the CHICKV outbreak has been reported with mortality from Reunion Island and increased mortality from Asian countries. CHICKV affects all age groups, and currently there are no specific drugs or vaccine to cure the disease. The need of antiviral agents for the treatment of CHICKV infection and the success of virtual screening against many therapeutically valuable targets led us to carry out the structure based drug design against Chikungunya nSP2 protease (PDB: 3TRK). Highthroughput virtual screening of publicly available databases, ZINC12 and BindingDB, has been carried out using the Openeye tools and Schrodinger LLC software packages. Openeye Filter program has been used to filter the database and the filtered outputs were docked using HTVS protocol implemented in GLIDE package of Schrodinger LLC. The top HITS were further used for enriching the similar molecules from the database through vROCS; a shape based screening protocol implemented in Openeye. The approach adopted has provided different scaffolds as HITS against CHICKV protease. Three scaffolds: Indole, Pyrazole and Sulphone derivatives were selected based on the docking score and synthetic feasibility. Derivatives of Pyrazole were synthesized and submitted for antiviral screening against CHICKV.

Keywords: Chikungunya, nsP2 protease, ADME filter, HTVS, Docking, Active site.

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742 Using Serious Games to Improve the Preparation of Pre-Service Teachers in Bulgaria

Authors: Rumyana Peytcheva-Forsyth, Blagovesna Yovkova

Abstract:

This paper presents the outcomes of a qualitative study which aims to investigate the pedagogical potentials of serious games in the preparation of future teachers. The authors discuss the existing problems and barriers associated with the organization of teaching practices in Bulgaria as part of the pre-service teacher training, as well as the attitudes and perceptions of the interviewed academics, teachers and trainees concerning the integration of serious games in the teaching practicum. The study outcomes strongly confirm the positive attitudes of the respondents to the introduction of virtual learning environments for the development of professional skills of future teachers as a supplement to the traditional forms of education. Through the inclusion of serious games it is expected to improve the quality of practical training of pre-service teachers as they overcome many of the problems identified in the existing teaching practices. The outcomes of the study will inform the design of the educational simulation software which is part of the project SimAula Tomorrow's Teachers Training.

Keywords: pre-service teacher training, serious games, virtual practicum, simulations

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741 Modal Dynamic Analysis of a Mechanism with Deformable Elements from an Oil Pump Unit Structure

Authors: N. Dumitru, S. Dumitru, C. Copilusi, N. Ploscaru

Abstract:

On this research, experimental analyses have been performed in order to determine the oil pump mechanism dynamics and stability from an oil unit mechanical structure. The experimental tests were focused on the vibrations which occur inside of the rod element during functionality of the oil pump unit. The oil pump mechanism dynamic parameters were measured and also determined through numerical computations. Entire research is based on the oil pump unit mechanical system virtual prototyping. For a complete analysis of the mechanism, the frequency dynamic response was identified, mainly for the mechanism driven element, based on two methods: processing and virtual simulations with MSC Adams aid and experimental analysis. In fact, through this research, a complete methodology is presented where numerical simulations of a mechanism with deformed elements are developed on a dynamic mode and these can be correlated with experimental tests.

Keywords: Modal dynamic analysis, oil pump, vibrations, flexible elements, frequency response.

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740 Effects of Virtual Reality on the Upper Extremity Spasticity and Motor Function in Patients with Stroke: A Single Blinded Randomized Controlled Trial

Authors: K. Afsahi, M. Soheilifar, S. H. Hosseini, O. S. Esmaeili, R. Kezemi, N. Mehrbod, N. Vahed, T. Hajiahmad, N. N. Ansari

Abstract:

Background: Stroke is a disabling neurological disease. Rehabilitative therapies are important treatment methods. This clinical trial was done to compare the effects of virtual reality (VR) beside conventional rehabilitation versus conventional rehabilitation alone on the spasticity and motor function in stroke patients. Materials and methods: In this open-label randomized controlled clinical trial, 40 consecutive patients with stable first-ever ischemic stroke in the past three to 12 months that were referred to a rehabilitation clinic in Tehran, Iran in 2020 were enrolled. After signing the informed written consent form, subjects were randomly assigned by block randomization of five in each block as cases with 1:1 into two groups of 20 cases; conventional plus VR therapy group: 45-minute conventional therapy session plus 15-minute VR therapy, and conventional group: 60-minute conventional therapy session. VR rehabilitation is designed and developed with different stages. Outcomes were Modified Ashworth scale, Recovery Stage score for motor function, range of motion (ROM) of shoulder abduction/wrist extension, and patients’ satisfaction rate. Data were compared after study termination. Results: The satisfaction rate among the patients was significantly better in combination group (P = 0.003). Only wrist extension was varied between groups and was better in combination group. The variables generally had statistically significant difference (P < 0.05). Conclusion: VR plus conventional rehabilitation therapy is superior versus conventional rehabilitation alone on the wrist and elbow spasticity and motor function in patients with stroke.

Keywords: Stroke, virtual therapy, efficacy, rehabilitation.

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739 Measuring Text-Based Semantics Relatedness Using WordNet

Authors: Madiha Khan, Sidrah Ramzan, Seemab Khan, Shahzad Hassan, Kamran Saeed

Abstract:

Measuring semantic similarity between texts is calculating semantic relatedness between texts using various techniques. Our web application (Measuring Relatedness of Concepts-MRC) allows user to input two text corpuses and get semantic similarity percentage between both using WordNet. Our application goes through five stages for the computation of semantic relatedness. Those stages are: Preprocessing (extracts keywords from content), Feature Extraction (classification of words into Parts-of-Speech), Synonyms Extraction (retrieves synonyms against each keyword), Measuring Similarity (using keywords and synonyms, similarity is measured) and Visualization (graphical representation of similarity measure). Hence the user can measure similarity on basis of features as well. The end result is a percentage score and the word(s) which form the basis of similarity between both texts with use of different tools on same platform. In future work we look forward for a Web as a live corpus application that provides a simpler and user friendly tool to compare documents and extract useful information.

Keywords: GraphViz representation, semantic relatedness, similarity measurement, WordNet similarity.

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738 Flexure of Simply Supported Thick Beams Using Refined Shear Deformation Theory

Authors: Yuwaraj M. Ghugal, Ajay G. Dahake

Abstract:

A trigonometric shear deformation theory for flexure of thick beams, taking into account transverse shear deformation effects, is developed. The number of variables in the present theory is same as that in the first order shear deformation theory. The sinusoidal function is used in displacement field in terms of thickness coordinate to represent the shear deformation effects. The noteworthy feature of this theory is that the transverse shear stresses can be obtained directly from the use of constitutive relations with excellent accuracy, satisfying the shear stress free conditions on the top and bottom surfaces of the beam. Hence, the theory obviates the need of shear correction factor. Governing differential equations and boundary conditions are obtained by using the principle of virtual work. The thick simply supported isotropic beams are considered for the numerical studies to demonstrate the efficiency of the results obtained is discussed critically with those of other theories.

Keywords: Trigonometric shear deformation, thick beam, flexure, principle of virtual work, equilibrium equations, stress.

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737 Transient Voltage Distribution on the Single Phase Transmission Line under Short Circuit Fault Effect

Authors: A. Kojah, A. Nacaroğlu

Abstract:

Single phase transmission lines are used to transfer data or energy between two users. Transient conditions such as switching operations and short circuit faults cause the generation of the fluctuation on the waveform to be transmitted. Spatial voltage distribution on the single phase transmission line may change owing to the position and duration of the short circuit fault in the system. In this paper, the state space representation of the single phase transmission line for short circuit fault and for various types of terminations is given. Since the transmission line is modeled in time domain using distributed parametric elements, the mathematical representation of the event is given in state space (time domain) differential equation form. It also makes easy to solve the problem because of the time and space dependent characteristics of the voltage variations on the distributed parametrically modeled transmission line.

Keywords: Energy transmission, transient effects, transmission line, transient voltage, RLC short circuit, single phase.

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736 A Sentence-to-Sentence Relation Network for Recognizing Textual Entailment

Authors: Isaac K. E. Ampomah, Seong-Bae Park, Sang-Jo Lee

Abstract:

Over the past decade, there have been promising developments in Natural Language Processing (NLP) with several investigations of approaches focusing on Recognizing Textual Entailment (RTE). These models include models based on lexical similarities, models based on formal reasoning, and most recently deep neural models. In this paper, we present a sentence encoding model that exploits the sentence-to-sentence relation information for RTE. In terms of sentence modeling, Convolutional neural network (CNN) and recurrent neural networks (RNNs) adopt different approaches. RNNs are known to be well suited for sequence modeling, whilst CNN is suited for the extraction of n-gram features through the filters and can learn ranges of relations via the pooling mechanism. We combine the strength of RNN and CNN as stated above to present a unified model for the RTE task. Our model basically combines relation vectors computed from the phrasal representation of each sentence and final encoded sentence representations. Firstly, we pass each sentence through a convolutional layer to extract a sequence of higher-level phrase representation for each sentence from which the first relation vector is computed. Secondly, the phrasal representation of each sentence from the convolutional layer is fed into a Bidirectional Long Short Term Memory (Bi-LSTM) to obtain the final sentence representations from which a second relation vector is computed. The relations vectors are combined and then used in then used in the same fashion as attention mechanism over the Bi-LSTM outputs to yield the final sentence representations for the classification. Experiment on the Stanford Natural Language Inference (SNLI) corpus suggests that this is a promising technique for RTE.

Keywords: Deep neural models, natural language inference, recognizing textual entailment, sentence-to-sentence relation.

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735 A Fast Silhouette Detection Algorithm for Shadow Volumes in Augmented Reality

Authors: Hoshang Kolivand, Mahyar Kolivand, Mohd Shahrizal Sunar, Mohd Azhar M. Arsad

Abstract:

Real-time shadow generation in virtual environments and Augmented Reality (AR) was always a hot topic in the last three decades. Lots of calculation for shadow generation among AR needs a fast algorithm to overcome this issue and to be capable of implementing in any real-time rendering. In this paper, a silhouette detection algorithm is presented to generate shadows for AR systems. Δ+ algorithm is presented based on extending edges of occluders to recognize which edges are silhouettes in the case of real-time rendering. An accurate comparison between the proposed algorithm and current algorithms in silhouette detection is done to show the reduction calculation by presented algorithm. The algorithm is tested in both virtual environments and AR systems. We think that this algorithm has the potential to be a fundamental algorithm for shadow generation in all complex environments.

Keywords: Silhouette detection, shadow volumes, real-time shadows, rendering, augmented reality.

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734 Endogenous Fantasy – Based Serious Games: Intrinsic Motivation and Learning

Authors: Robert F. Kenny, Glenda A. Gunter

Abstract:

Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.

Keywords: serious games, endogenous fantasy, intrinsic motivation, online learning.

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733 An Integrated Cloud Service of Application Delivery in Virtualized Environments

Authors: Shuen-Tai Wang, Yu-Ching Lin, Hsi-Ya Chang

Abstract:

Virtualization technologies are experiencing a renewed interest as a way to improve system reliability, and availability, reduce costs, and provide flexibility. This paper presents the development on leverage existing cloud infrastructure and virtualization tools. We adopted some virtualization technologies which improve portability, manageability and compatibility of applications by encapsulating them from the underlying operating system on which they are executed. Given the development of application virtualization, it allows shifting the user’s applications from the traditional PC environment to the virtualized environment, which is stored on a remote virtual machine rather than locally. This proposed effort has the potential to positively provide an efficient, resilience and elastic environment for online cloud service. Users no longer need to burden the platform maintenances and drastically reduces the overall cost of hardware and software licenses. Moreover, this flexible and web-based application virtualization service represents the next significant step to the mobile workplace, and it lets user executes their applications from virtually anywhere. 

Keywords: Cloud service, application virtualization, virtual machine, elastic environment.

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732 Journey on Image Clustering Based on Color Composition

Authors: Achmad Nizar Hidayanto, Elisabeth Martha Koeanan

Abstract:

Image clustering is a process of grouping images based on their similarity. The image clustering usually uses the color component, texture, edge, shape, or mixture of two components, etc. This research aims to explore image clustering using color composition. In order to complete this image clustering, three main components should be considered, which are color space, image representation (feature extraction), and clustering method itself. We aim to explore which composition of these factors will produce the best clustering results by combining various techniques from the three components. The color spaces use RGB, HSV, and L*a*b* method. The image representations use Histogram and Gaussian Mixture Model (GMM), whereas the clustering methods use KMeans and Agglomerative Hierarchical Clustering algorithm. The results of the experiment show that GMM representation is better combined with RGB and L*a*b* color space, whereas Histogram is better combined with HSV. The experiments also show that K-Means is better than Agglomerative Hierarchical for images clustering.

Keywords: Image clustering, feature extraction, RGB, HSV, L*a*b*, Gaussian Mixture Model (GMM), histogram, Agglomerative Hierarchical Clustering (AHC), K-Means, Expectation-Maximization (EM).

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731 Augmented Reality in Advertising and Brand Communication: An Experimental Study

Authors: O. Mauroner, L. Le, S. Best

Abstract:

Digital technologies offer many opportunities in the design and implementation of brand communication and advertising. Augmented reality (AR) is an innovative technology in marketing communication that focuses on the fact that virtual interaction with a product ad offers additional value to consumers. AR enables consumers to obtain (almost) real product experiences by the way of virtual information even before the purchase of a certain product. Aim of AR applications in relation with advertising is in-depth examination of product characteristics to enhance product knowledge as well as brand knowledge. Interactive design of advertising provides observers with an intense examination of a specific advertising message and therefore leads to better brand knowledge. The elaboration likelihood model and the central route to persuasion strongly support this argumentation. Nevertheless, AR in brand communication is still in an initial stage and therefore scientific findings about the impact of AR on information processing and brand attitude are rare. The aim of this paper is to empirically investigate the potential of AR applications in combination with traditional print advertising. To that effect an experimental design with different levels of interactivity is built to measure the impact of interactivity of an ad on different variables o advertising effectiveness.

Keywords: Advertising effectiveness, augmented reality, brand communication, brand recall, interactivity.

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730 The Self-Energy of an Ellectron Bound in a Coulomb Field

Authors: J. Zamastil, V. Patkos

Abstract:

Recent progress in calculation of the one-loop selfenergy of the electron bound in the Coulomb field is summarized. The relativistic multipole expansion is introduced. This expansion is based on a single assumption: except for the part of the time component of the electron four-momentum corresponding to the electron rest mass, the exchange of four-momentum between the virtual electron and photon can be treated perturbatively. For non Sstates and normalized difference n3En −E1 of the S-states this itself yields very accurate results after taking the method to the third order. For the ground state the perturbation treatment of the electron virtual states with very high three-momentum is to be avoided. For these states one can always rearrange the pertinent expression in such a way that free-particle approximation is allowed. Combination of the relativistic multipole expansion and free-particle approximation yields very accurate result after taking the method to the ninth order. These results are in very good agreement with the previous results obtained by the partial wave expansion and definitely exclude the possibility that the uncertainity in determination of the proton radius comes from the uncertainity in the calculation of the one-loop selfenergy.

Keywords: Hydrogen-like atoms, self-energy.

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729 IRIS: An Interactive Video Game for Children with Long-Term Illness in Hospitals

Authors: Ganetsou Evanthia, Koutsikos Emmanouil, Austin Anna Maria

Abstract:

Information technology has long served the needs of individuals for learning and entertainment, but much less for children in sickness. The aim of the proposed online video game is to provide immersive learning opportunities as well as essential social and emotional scenarios for hospital-bound children with long-term illness. Online self-paced courses on chosen school subjects, including specialized software and multisensory assessments, aim at enhancing children’s academic achievement and sense of inclusion, while doctor minigames familiarize and educate young patients on their medical conditions. Online ethical dilemmas will offer children opportunities to contemplate on the importance of medical procedures and following assigned medication, often challenging for young patients; they will therefore reflect on their condition, re-evaluate their perceptions about hospitalization, and assume greater personal responsibility for their progress. Children’s emotional and psychosocial needs are addressed by engaging in social conventions, such as interactive, daily, collaborative mini games with other hospitalized peers, like virtual competitive sports games, weekly group psychodrama sessions, and online birthday parties or sleepovers. Social bonding is also fostered by having a virtual pet to interact with and take care of, as well as a virtual nurse to discuss and reflect on the mood of the day, engage in constructive dialogue and perspective-taking, and offer reminders. Access to the platform will be available throughout the day depending on the patient’s health status. The program is designed to minimize escapism and feelings of exclusion and can flexibly be adapted to offer post-treatment and a support online system at home.

Keywords: Hospitalized children, interactive games, long-term illness, cognitive enhancement, socioemotional development.

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728 Collaborative Web Platform for Rich Media Educational Material Creation

Authors: I. Alberdi, H. Iribas, A. Martin, N. Aginako

Abstract:

This paper describes a platform that faces the main research areas for e-learning educational contents. Reusability tackles the possibility to use contents in different courses reducing costs and exploiting available data from repositories. In our approach the production of educational material is based on templates to reuse learning objects. In terms of interoperability the main challenge lays on reaching the audience through different platforms. E-learning solution must track social consumption evolution where nowadays lots of multimedia contents are accessed through the social networks. Our work faces it by implementing a platform for generation of multimedia presentations focused on the new paradigm related to social media. The system produces videos-courses on top of web standard SMIL (Synchronized Multimedia Integration Language) ready to be published and shared. Regarding interfaces it is mandatory to satisfy user needs and ease communication. To overcome it the platform deploys virtual teachers that provide natural interfaces while multimodal features remove barriers to pupils with disabilities.

Keywords: Collaborative, multimedia e-learning, reusability, SMIL, virtual teacher

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727 Designing Pictogram for Food Portion Size

Authors: Y.C. Liu, S.J. Lu, Y.C. Weng, H. Su

Abstract:

The objective of this paper is to investigate a new approach based on the idea of pictograms for food portion size. This approach adopts the model of the United States Pharmacopeia- Drug Information (USP-DI). The representation of each food portion size composed of three parts: frame, the connotation of dietary portion sizes and layout. To investigate users- comprehension based on this approach, two experiments were conducted, included 122 Taiwanese people, 60 male and 62 female with ages between 16 and 64 (divided into age groups of 16-30, 31-45 and 46-64). In Experiment 1, the mean correcting rate of the understanding level of food items is 48.54% (S.D.= 95.08) and the mean response time 2.89sec (S.D.=2.14). The difference on the correct rates for different age groups is significant (P*=0.00<0.05). In Experiment 2, the correcting rate of selecting the right life-size measurement aid is 65.02% (S.D.=21.31). The result showed the potential of the approach for certain food potion sizes. Issues raised for discussions including comprehension on numerous food varieties in an open environment, selection of photograph or drawing, reasons of different correcting rates for the measurement aid. This research also could be used for those interested in systematic and pictorial representation of dietary portion size information.

Keywords: Comprehension, Food Portion Size, Model of DietaryInformation, Pictogram Design, USP-DI.

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726 Effective Collaboration in Product Development via a Common Sharable Ontology

Authors: Sihem Mostefai, Abdelaziz Bouras, Mohamed Batouche

Abstract:

To achieve competitive advantage nowadays, most of the industrial companies are considering that success is sustained to great product development. That is to manage the product throughout its entire lifetime ranging from design, manufacture, operation and destruction. Achieving this goal requires a tight collaboration between partners from a wide variety of domains, resulting in various product data types and formats, as well as different software tools. So far, the lack of a meaningful unified representation for product data semantics has slowed down efficient product development. This paper proposes an ontology based approach to enable such semantic interoperability. Generic and extendible product ontology is described, gathering main concepts pertaining to the mechanical field and the relations that hold among them. The ontology is not exhaustive; nevertheless, it shows that such a unified representation is possible and easily exploitable. This is illustrated thru a case study with an example product and some semantic requests to which the ontology responds quite easily. The study proves the efficiency of ontologies as a support to product data exchange and information sharing, especially in product development environments where collaboration is not just a choice but a mandatory prerequisite.

Keywords: Information exchange, product lifecyclemanagement, product ontology, semantic interoperability.

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725 Mode III Interlaminar Fracture in Woven Glass/Epoxy Composite Laminates

Authors: Farhad Asgari Mehrabadi, Mohammad Reza Khoshravan

Abstract:

In the present study, fracture behavior of woven fabric-reinforced glass/epoxy composite laminates under mode III crack growth was experimentally investigated and numerically modeled. Two methods were used for the calculation of the strain energy release rate: the experimental compliance calibration (CC) method and the Virtual Crack Closure Technique (VCCT). To achieve this aim ECT (Edge Crack Torsion) was used to evaluate fracture toughness in mode III loading (out of plane-shear) at different crack lengths. Load–displacement and associated energy release rates were obtained for various case of interest. To calculate fracture toughness JIII, two criteria were considered including non-linearity and maximum points in load-displacement curve and it is observed that JIII increases with the crack length increase. Both the experimental compliance method and the virtual crack closure technique proved applicable for the interpretation of the fracture mechanics data of woven glass/epoxy laminates in mode III.

Keywords: Mode III, Fracture, Composite, Crack growth Finite Element.

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724 Palmprint based Cancelable Biometric Authentication System

Authors: Ying-Han Pang, Andrew Teoh Beng Jin, David Ngo Chek Ling

Abstract:

A cancelable palmprint authentication system proposed in this paper is specifically designed to overcome the limitations of the contemporary biometric authentication system. In this proposed system, Geometric and pseudo Zernike moments are employed as feature extractors to transform palmprint image into a lower dimensional compact feature representation. Before moment computation, wavelet transform is adopted to decompose palmprint image into lower resolution and dimensional frequency subbands. This reduces the computational load of moment calculation drastically. The generated wavelet-moment based feature representation is used to generate cancelable verification key with a set of random data. This private binary key can be canceled and replaced. Besides that, this key also possesses high data capture offset tolerance, with highly correlated bit strings for intra-class population. This property allows a clear separation of the genuine and imposter populations, as well as zero Equal Error Rate achievement, which is hardly gained in the conventional biometric based authentication system.

Keywords: Cancelable biometric authenticator, Discrete- Hashing, Moments, Palmprint.

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723 Automatic Change Detection for High-Resolution Satellite Images of Urban and Suburban Areas

Authors: Antigoni Panagiotopoulou, Lemonia Ragia

Abstract:

High-resolution satellite images can provide detailed information about change detection on the earth. In the present work, QuickBird images of spatial resolution 60 cm/pixel and WorldView images of resolution 30 cm/pixel are utilized to perform automatic change detection in urban and suburban areas of Crete, Greece. There is a relative time difference of 13 years among the satellite images. Multiindex scene representation is applied on the images to classify the scene into buildings, vegetation, water and ground. Then, automatic change detection is made possible by pixel-per-pixel comparison of the classified multi-temporal images. The vegetation index and the water index which have been developed in this study prove effective. Furthermore, the proposed change detection approach not only indicates whether changes have taken place or not but also provides specific information relative to the types of changes. Experimentations with other different scenes in the future could help optimize the proposed spectral indices as well as the entire change detection methodology.

Keywords: Change detection, multiindex scene representation, spectral index, QuickBird, WorldView.

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722 Cooperative Sensing for Wireless Sensor Networks

Authors: Julien Romieux, Fabio Verdicchio

Abstract:

Wireless Sensor Networks (WSNs), which sense environmental data with battery-powered nodes, require multi-hop communication. This power-demanding task adds an extra workload that is unfairly distributed across the network. As a result, nodes run out of battery at different times: this requires an impractical individual node maintenance scheme. Therefore we investigate a new Cooperative Sensing approach that extends the WSN operational life and allows a more practical network maintenance scheme (where all nodes deplete their batteries almost at the same time). We propose a novel cooperative algorithm that derives a piecewise representation of the sensed signal while controlling approximation accuracy. Simulations show that our algorithm increases WSN operational life and spreads communication workload evenly. Results convey a counterintuitive conclusion: distributing workload fairly amongst nodes may not decrease the network power consumption and yet extend the WSN operational life. This is achieved as our cooperative approach decreases the workload of the most burdened cluster in the network.

Keywords: Cooperative signal processing, power management, signal representation, signal approximation, wireless sensor networks.

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721 3DARModeler: a 3D Modeling System in Augmented Reality Environment

Authors: Trien V. Do, Jong-Weon Lee

Abstract:

This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models by combining both the traditional input method (mouse/keyboard) and the tangible input method (markers). It has the ability to align a new virtual object with the existing parts of a model. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world. Using the hierarchical modeling technique, the users are able to group several basic objects to manage them as a unified, complex object. The system can also connect with other 3D systems by importing and exporting VRML/3Ds Max files. A module of speech recognition is included in the system to provide flexible user interfaces.

Keywords: 3D Modeling, Augmented Reality, GeometricModeling, Virtual Reality

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720 The Relationship between Representational Conflicts, Generalization, and Encoding Requirements in an Instance Memory Network

Authors: Mathew Wakefield, Matthew Mitchell, Lisa Wise, Christopher McCarthy

Abstract:

This paper aims to provide an interpretation of artificial neural networks (ANNs) and explore some of its implications. The interpretation views ANNs as a memory which encodes instances of experience. An experiment explores the behavior of encoding and retrieval of instances from memory. A localised representation ANN is created that allows control over encoding and retrieved memory sample size and is experimented with using the MNIST digits dataset. The relationship between input familiarity, conflict within retrieved samples, and error rates is described and demonstrated to be an effective driver for memory encoding. Results indicate that selective encoding and retrieval samples that allow detection of memory conflicts produce optimal performance, and that error rates are normally distributed with input familiarity and conflict. By using input familiarity and sample consistency to guide memory encoding, the number of encoding trials on the dataset were reduced to 18.33% of the training data while maintaining good recognition performance on the test data.

Keywords: Artificial Neural Networks, ANNs, representation, memory, conflict monitoring, confidence.

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719 Customer Relations and Use of Online Shopping Sites

Authors: Bahar Urhan Torun, Havva Nur Tarakcı

Abstract:

At the present time, online marketing has become the common target of small and full-scale organizations. Today’s humanbeing who has to spend most of their time in front of the computer because of his job, prefers to socialize by internet due to the easy access to technology. So online marketing area expands day by day. All business organizations from the smallest to the biggest are in a race in order to get a cut from the virtual market share in an extreme competitive environment. However these organizations which use the internet to reach more consumers cannot determine their target group accurately, so this is the biggest handicap of online marketing sales nowadays. The aim of this study is to determine some significant elements about need for communicating efficiently with the consumer on the internet on online marketing. The strategies that can be used in order to increase sales and the limitations of virtual environment where cannot be communicated with the consumer face to face are argued in this study’s scope. As a consequence it is thought that to study on this subject because of lacking and also being limited efficiency of researches and outputs. Within this scope suggesting some proposals about how to communicate efficiently with the consumer and also offering the consumers’ demands efficiently is the essential objective of this study.

Keywords: Communication, competition, consumer, online marketing.

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