Search results for: computer aided personalization.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1429

Search results for: computer aided personalization.

1069 A Review of in-orbit Observations of Radiation- Induced Effects in Commercial Memories onboard Alsat-1

Authors: Y. Bentoutou, A.M. Si Mohammed

Abstract:

This paper presents a review of an 8-year study on radiation effects in commercial memory devices operating within the main on-board computer system OBC386 of the Algerian microsatellite Alsat-1. A statistical analysis of single-event upset (SEU) and multiple-bit upset (MBU) activity in these commercial memories shows that the typical SEU rate at alsat-1's orbit is 4.04 × 10-7 SEU/bit/day, where 98.6% of these SEUs cause single-bit errors, 1.22% cause double-byte errors, and the remaining SEUs result in multiple-bit and severe errors.

Keywords: Radiation effects, error detection and correction, satellite computer, small satellite mission.

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1068 Program Memories Error Detection and Correction On-Board Earth Observation Satellites

Authors: Y. Bentoutou

Abstract:

Memory Errors Detection and Correction aim to secure the transaction of data between the central processing unit of a satellite onboard computer and its local memory. In this paper, the application of a double-bit error detection and correction method is described and implemented in Field Programmable Gate Array (FPGA) technology. The performance of the proposed EDAC method is measured and compared with two different EDAC devices, using the same FPGA technology. Statistical analysis of single-event upset (SEU) and multiple-bit upset (MBU) activity in commercial memories onboard the first Algerian microsatellite Alsat-1 is given.

Keywords: Error Detection and Correction, On-board computer, small satellite missions.

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1067 Interactive Chinese Character Learning System though Pictograph Evolution

Authors: J.H. Low, C.O. Wong, E.J. Han, K.R Kim K.C. Jung, H.K. Yang

Abstract:

This paper proposes an Interactive Chinese Character Learning System (ICCLS) based on pictorial evolution as an edutainment concept in computer-based learning of language. The advantage of the language origination itself is taken as a learning platform due to the complexity in Chinese language as compared to other types of languages. Users especially children enjoy more by utilize this learning system because they are able to memories the Chinese Character easily and understand more of the origin of the Chinese character under pleasurable learning environment, compares to traditional approach which children need to rote learning Chinese Character under un-pleasurable environment. Skeletonization is used as the representation of Chinese character and object with an animated pictograph evolution to facilitate the learning of the language. Shortest skeleton path matching technique is employed for fast and accurate matching in our implementation. User is required to either write a word or draw a simple 2D object in the input panel and the matched word and object will be displayed as well as the pictograph evolution to instill learning. The target of computer-based learning system is for pre-school children between 4 to 6 years old to learn Chinese characters in a flexible and entertaining manner besides utilizing visual and mind mapping strategy as learning methodology.

Keywords: Computer-based learning, Chinese character, pictograph evolution, skeletonization.

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1066 Gamification of eHealth Business Cases to Enhance Rich Learning Experience

Authors: Kari Björn

Abstract:

Introduction of games has expanded the application area of computer-aided learning tools to wide variety of age groups of learners. Serious games engage the learners into a real-world -type of simulation and potentially enrich the learning experience. Institutional background of a Bachelor’s level engineering program in Information and Communication Technology is introduced, with detailed focus on one of its majors, Health Technology. As part of a Customer Oriented Software Application thematic semester, one particular course of “eHealth Business and Solutions” is described and reflected in a gamified framework. Learning a consistent view into vast literature of business management, strategies, marketing and finance in a very limited time enforces selection of topics relevant to the industry. Health Technology is a novel and growing industry with a growing sector in consumer wearable devices and homecare applications. The business sector is attracting new entrepreneurs and impatient investor funds. From engineering education point of view the sector is driven by miniaturizing electronics, sensors and wireless applications. However, the market is highly consumer-driven and usability, safety and data integrity requirements are extremely high. When the same technology is used in analysis or treatment of patients, very strict regulatory measures are enforced. The paper introduces a course structure using gamification as a tool to learn the most essential in a new market: customer value proposition design, followed by a market entry game. Students analyze the existing market size and pricing structure of eHealth web-service market and enter the market as a steering group of their company, competing against the legacy players and with each other. The market is growing but has its rules of demand and supply balance. New products can be developed with an R&D-investment, and targeted to market with unique quality- and price-combinations. Product cost structure can be improved by investing to enhanced production capacity. Investments can be funded optionally by foreign capital. Students make management decisions and face the dynamics of the market competition in form of income statement and balance sheet after each decision cycle. The focus of the learning outcome is to understand customer value creation to be the source of cash flow. The benefit of gamification is to enrich the learning experience on structure and meaning of financial statements. The paper describes the gamification approach and discusses outcomes after two course implementations. Along the case description of learning challenges, some unexpected misconceptions are noted. Improvements of the game or the semi-gamified teaching pedagogy are discussed. The case description serves as an additional support to new game coordinator, as well as helps to improve the method. Overall, the gamified approach has helped to engage engineering student to business studies in an energizing way.

Keywords: Engineering education, integrated curriculum, learning experience, learning outcomes.

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1065 Active Learning in Computer Exercises on Electronics

Authors: Zoja Raud, Valery Vodovozov

Abstract:

Modelling and simulation provide effective way to acquire engineering experience. An active approach to modelling and simulation proposed in the paper involves, beside the compulsory part directed by the traditional step-by-step instructions, the new optional part basing on the human’s habits to design thus stimulating the efforts towards success in active learning. Computer exercises as a part of engineering curriculum incorporate a set of effective activities. In addition to the knowledge acquired in theoretical training, the described educational arrangement helps to develop problem solutions, computation skills, and experimentation performance along with enhancement of practical experience and qualification.

Keywords: Modelling, simulation, engineering education, electronics, active learning.

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1064 Enhancing Camera Operator Performance with Computer Vision Based Control

Authors: Paul Y. Oh, Rares I. Stanciu

Abstract:

Cameras are often mounted on platforms that canmove like rovers, booms, gantries and aircraft. People operate suchplatforms to capture desired views of scene or target. To avoidcollisions with the environment and occlusions, such platforms oftenpossess redundant degrees-of-freedom. As a result, manipulatingsuch platforms demands much skill. Visual-servoing some degrees-of-freedom may reduce operator burden and improve tracking per-formance. This concept, which we call human-in-the-loop visual-servoing, is demonstrated in this paper and applies a Α-β-γ filter and feedforward controller to a broadcast camera boom.

Keywords: Computer vision, visual-servoing, man-machine sys-tems, human-in-the-loop control

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1063 Load Modeling for Power Flow and Transient Stability Computer Studies at BAKHTAR Network

Authors: M. Sedighizadeh, A. Rezazadeh

Abstract:

A method has been developed for preparing load models for power flow and stability. The load modeling (LOADMOD) computer software transforms data on load class mix, composition, and characteristics into the from required for commonly–used power flow and transient stability simulation programs. Typical default data have been developed for load composition and characteristics. This paper defines LOADMOD software and describes the dynamic and static load modeling techniques used in this software and results of initial testing for BAKHTAR power system.

Keywords: Load Modelling, Static, Power Flow.

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1062 Optical Fish Tracking in Fishways using Neural Networks

Authors: Alvaro Rodriguez, Maria Bermudez, Juan R. Rabuñal, Jeronimo Puertas

Abstract:

One of the main issues in Computer Vision is to extract the movement of one or several points or objects of interest in an image or video sequence to conduct any kind of study or control process. Different techniques to solve this problem have been applied in numerous areas such as surveillance systems, analysis of traffic, motion capture, image compression, navigation systems and others, where the specific characteristics of each scenario determine the approximation to the problem. This paper puts forward a Computer Vision based algorithm to analyze fish trajectories in high turbulence conditions in artificial structures called vertical slot fishways, designed to allow the upstream migration of fish through obstructions in rivers. The suggested algorithm calculates the position of the fish at every instant starting from images recorded with a camera and using neural networks to execute fish detection on images. Different laboratory tests have been carried out in a full scale fishway model and with living fishes, allowing the reconstruction of the fish trajectory and the measurement of velocities and accelerations of the fish. These data can provide useful information to design more effective vertical slot fishways.

Keywords: Computer Vision, Neural Network, Fishway, Fish Trajectory, Tracking

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1061 Performance Comparison of Real Time EDAC Systems for Applications On-Board Small Satellites

Authors: Y. Bentoutou

Abstract:

On-board Error Detection and Correction (EDAC) devices aim to secure data transmitted between the central processing unit (CPU) of a satellite onboard computer and its local memory. This paper presents a comparison of the performance of four low complexity EDAC techniques for application in Random Access Memories (RAMs) on-board small satellites. The performance of a newly proposed EDAC architecture is measured and compared with three different EDAC strategies, using the same FPGA technology. A statistical analysis of single-event upset (SEU) and multiple-bit upset (MBU) activity in commercial memories onboard Alsat-1 is given for a period of 8 years

Keywords: Error Detection and Correction; On-board computer; small satellite missions

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1060 Web Based Remote Access Microcontroller Laboratory

Authors: H. Çimen, İ. Yabanova, M. Nartkaya, S. M. Çinar

Abstract:

This paper presents a web based remote access microcontroller laboratory. Because of accelerated development in electronics and computer technologies, microcontroller-based devices and appliances are found in all aspects of our daily life. Before the implementation of remote access microcontroller laboratory an experiment set is developed by teaching staff for training microcontrollers. Requirement of technical teaching and industrial applications are considered when experiment set is designed. Students can make the experiments by connecting to the experiment set which is connected to the computer that set as the web server. The students can program the microcontroller, can control digital and analog inputs and can observe experiment. Laboratory experiment web page can be accessed via www.elab.aku.edu.tr address.

Keywords: Embedded systems education, distance learning, internet-based control, remote microcontroller laboratory.

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1059 An AI-Generated Semantic Communication Platform in Human-Computer Interaction Course

Authors: Yi Yang, Jiasong Sun

Abstract:

Almost every aspect of our daily lives is now intertwined with some degree of Human-Computer Interaction (HCI). HCI courses draw on knowledge from disciplines as diverse as computer science, psychology, design principles, anthropology and more. The HCI courses in the Department of Electronics at Tsinghua University, known as the Media and Cognition course, is constantly updated to reflect the most advanced technological advances, such as virtual reality, augmented reality and artificial intelligence-based interaction. For more than a decade, this course has used an interest-based approach to teaching, in which students proactively propose some research-based questions and collaborate with teachers, using course knowledge to explore potential solutions. Semantic communication plays a key role in facilitating understanding and interaction between users and computer systems, ultimately enhancing system usability and user experience. The advancements in AI-generated technology, which has gained significant attention from both academia and industry in recent years, are exemplified by language models like GPT-3 that generate human-like dialogues from given prompts. The latest version of the HCI course practices a semantic communication platform based on AI-generated techniques. We explored a student-centered model and proposed an interest-based teaching method. Students are no longer just recipients of knowledge, but become active participants in the learning process driven by personal interests, thereby encouraging students to take responsibility for their own education. One of the latest results of this teaching approach in the course "Media and Cognition" is a student proposal to develop a semantic communication platform rooted in artificial intelligence generative technologies. The platform solves a key challenge in communications technology: the ability to preserve visual signals. The interest-based approach emphasizes personal curiosity and active participation, and the proposal of an artificial intelligence-generated semantic communication platform is an example and successful result of how students can exert greater creativity when they have the power to control their own learning.

Keywords: Human-computer interaction, media and cognition course, semantic communication, retain ability, prompts.

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1058 iPAD as a Communication Tool for Disabled Seniors: A Case Study

Authors: Vojtěch Gybas, Libor Klubal, Kateřina Kostolányová

Abstract:

This case study responds to the current trends in ICT. Mobile Touch iPads can provide very good assistance to disabled seniors. The intuitive tablet environment, the possibility of the formation environment and its portability, has a very positive effect on the use of particular communication. For comparison, using a conventional PC/notebook, word processor, keyboard and computer mouse compared to the iPad and selected applications. The results of this case study show that the use of mobile touch devices iPad for seniors with mental retardation is a great benefit. These devices do not require high demands on graphomotorics like a standard PC devices.

Keywords: ICT, iPad, handicapped seniors, communication, computer, notebook, applications, text editor.

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1057 Mining Educational Data to Support Students’ Major Selection

Authors: Kunyanuth Kularbphettong, Cholticha Tongsiri

Abstract:

This paper aims to create the model for student in choosing an emphasized track of student majoring in computer science at Suan Sunandha Rajabhat University. The objective of this research is to develop the suggested system using data mining technique to analyze knowledge and conduct decision rules. Such relationships can be used to demonstrate the reasonableness of student choosing a track as well as to support his/her decision and the system is verified by experts in the field. The sampling is from student of computer science based on the system and the questionnaire to see the satisfaction. The system result is found to be satisfactory by both experts and student as well. 

Keywords: Data mining technique, the decision support system, knowledge and decision rules.

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1056 Proactive Approach to Innovation Management

Authors: Andrus Pedai, Igor Astrov

Abstract:

The focus of this paper is to compare common approaches for Systems of Innovation (SI) and identify proactive alternatives for driving the innovation. Proactive approaches will also consider short and medium term perspectives with developments in the field of Computer Technology and Artificial Intelligence. Concerning Computer Technology and Large Connected Information Systems, it is reasonable to predict that during current or the next century intelligence and innovation will be separated from the constraints of human driven management. After this happens, humans will be no longer driving the innovation and there is possibility that SI for new intelligent systems will set its own targets and exclude humans. Over long time scale these developments could result in scenario, which will lead to the development of larger, cross galactic (universal) proactive SI and Intelligence.

Keywords: Artificial intelligence, DARPA, Moore’s law, proactive innovation, singularity, systems of innovation.

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1055 Electronic and Computer-Assisted Refreshable Braille Display Developed for Visually Impaired Individuals

Authors: Ayşe Eldem, Fatih Başçiftçi

Abstract:

Braille alphabet is an important tool that enables visually impaired individuals to have a comfortable life like those who have normal vision. For this reason, new applications related to the Braille alphabet are being developed. In this study, a new Refreshable Braille Display was developed to help visually impaired individuals learn the Braille alphabet easier. By means of this system, any text downloaded on a computer can be read by the visually impaired individual at that moment by feeling it by his/her hands. Through this electronic device, it was aimed to make learning the Braille alphabet easier for visually impaired individuals with whom the necessary tests were conducted.

Keywords: Visually Impaired Individual, Braille, Braille Display, Refreshable Braille Display, USB.

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1054 Implementation of Terrain Rendering on Mobile Device

Authors: S.A.M. Isa, M.S.M. Rahim, M.D. Kasmuni, D. Daman

Abstract:

Recently, there are significant improvements in the capabilities of mobile devices; rendering large terrain is tedious because of the constraint in resources of mobile devices. This paper focuses on the implementation of terrain rendering on mobile device to observe some issues and current constraints occurred. Experiments are performed using two datasets with results based on rendering speed and appearance to ascertain both the issues and constraints. The result shows a downfall of frame rate performance because of the increase of triangles. Since the resolution between computer and mobile device is different, the terrain surface on mobile device looks more unrealistic compared to on a computer. Thus, more attention in the development of terrain rendering on mobile devices is required. The problems highlighted in this paper will be the focus of future research and will be a great importance for 3D visualization on mobile device.

Keywords: Mobile Device, Mobile Rendering, OpenGL ES, Terrain Rendering.

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1053 Software Model for a Computer Based Training for an HVDC Control Desk Simulator

Authors: José R. G. Braga, Joice B. Mendes, Guilherme H. Caponetto, Alexandre C. B. Ramos

Abstract:

With major technological advances and to reduce the cost of training apprentices for real-time critical systems, it was necessary the development of Intelligent Tutoring Systems for training apprentices in these systems. These systems, in general, have interactive features so that the learning is actually more efficient, making the learner more familiar with the mechanism in question. In the home stage of learning, tests are performed to obtain the student's income, a measure on their use. The aim of this paper is to present a framework to model an Intelligent Tutoring Systems using the UML language. The various steps of the analysis are considered the diagrams required to build a general model, whose purpose is to present the different perspectives of its development.

Keywords: Computer based training, Hypermedia, Software modeling.

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1052 Active Segment Selection Method in EEG Classification Using Fractal Features

Authors: Samira Vafaye Eslahi

Abstract:

BCI (Brain Computer Interface) is a communication machine that translates brain massages to computer commands. These machines with the help of computer programs can recognize the tasks that are imagined. Feature extraction is an important stage of the process in EEG classification that can effect in accuracy and the computation time of processing the signals. In this study we process the signal in three steps of active segment selection, fractal feature extraction, and classification. One of the great challenges in BCI applications is to improve classification accuracy and computation time together. In this paper, we have used student’s 2D sample t-statistics on continuous wavelet transforms for active segment selection to reduce the computation time. In the next level, the features are extracted from some famous fractal dimension estimation of the signal. These fractal features are Katz and Higuchi. In the classification stage we used ANFIS (Adaptive Neuro-Fuzzy Inference System) classifier, FKNN (Fuzzy K-Nearest Neighbors), LDA (Linear Discriminate Analysis), and SVM (Support Vector Machines). We resulted that active segment selection method would reduce the computation time and Fractal dimension features with ANFIS analysis on selected active segments is the best among investigated methods in EEG classification.

Keywords: EEG, Student’s t- statistics, BCI, Fractal Features, ANFIS, FKNN.

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1051 Gesture Recognition by Data Fusion of Time-of-Flight and Color Cameras

Authors: Piercarlo Dondi, Luca Lombardi, Marco Porta

Abstract:

In the last years numerous applications of Human- Computer Interaction have exploited the capabilities of Time-of- Flight cameras for achieving more and more comfortable and precise interactions. In particular, gesture recognition is one of the most active fields. This work presents a new method for interacting with a virtual object in a 3D space. Our approach is based on the fusion of depth data, supplied by a ToF camera, with color information, supplied by a HD webcam. The hand detection procedure does not require any learning phase and is able to concurrently manage gestures of two hands. The system is robust to the presence in the scene of other objects or people, thanks to the use of the Kalman filter for maintaining the tracking of the hands.

Keywords: Gesture recognition, human-computer interaction, Time-of-Flight camera.

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1050 The Project Evaluation to Develop the Competencies, Capabilities, and Skills in Repairing Computers of People in Jompluak Local Municipality, Bang Khonthi District, Samut Songkram Province

Authors: Wilailuk Meepracha

Abstract:

The results of the study on the project evaluation to  develop the competencies, capabilities, and skills in repairing  computers of people in Jompluak Local Municipality, Bang Khonthi  District, Samut Songkram Province showed that the overall result  was good (4.33). When considering on each aspect, it was found that  the highest one was on process evaluation (4.60) followed by product  evaluation (4.50) and the least one was on feeding factor (3.97).  When considering in details, it was found that: 1) the context aspect  was high (4.23) with the highest item on the arrangement of the  training situation (4.67) followed by the appropriateness of the target  (4.30) and the least aspect was on the project cooperation (3.73). 2)  The evaluation of average overall primary factor or feeding factor  showed high value (4.23) while the highest aspect was on the  capability of the trainers (4.47) followed by the suitable venue (4.33)  while the least aspect was on the insufficient budget (3.47). 3) The  average result of process evaluation was very high (4.60). The  highest aspect was on the follow-op supervision (4.70) followed by  responsibility of each project staffs (4.50) while the least aspect was  on the present situation and the problems of the community (4.40). 4)  The overall result of the product evaluation was very high (4.50). The  highest aspect was on the diversity of the activities and the  community integration (4.67) followed by project target achievement  (4.63) while the least aspect was on continuation and regularity of the  activities (4.33). The trainees reported high satisfaction on the project  management at very high level (43.33%) while 40% reported high  level and 16.67% reported moderate level. Suggestions for the project  were on the additional number of the computer sets (37.78%)  followed by longer training period especially on computer skills  (43.48%).

 

Keywords: Project evaluation, competency development, the capability on computer repairing and computer skills.

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1049 Ontology for a Voice Transcription of OpenStreetMap Data: The Case of Space Apprehension by Visually Impaired Persons

Authors: Said Boularouk, Didier Josselin, Eitan Altman

Abstract:

In this paper, we present a vocal ontology of OpenStreetMap data for the apprehension of space by visually impaired people. Indeed, the platform based on produsage gives a freedom to data producers to choose the descriptors of geocoded locations. Unfortunately, this freedom, called also folksonomy leads to complicate subsequent searches of data. We try to solve this issue in a simple but usable method to extract data from OSM databases in order to send them to visually impaired people using Text To Speech technology. We focus on how to help people suffering from visual disability to plan their itinerary, to comprehend a map by querying computer and getting information about surrounding environment in a mono-modal human-computer dialogue.

Keywords: Ontology, OpenStreetMap, visually impaired people, TTS, taxonomy.

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1048 Synchronous Courses Attendance in Distance Higher Education: Case Study of a Computer Science Department

Authors: Thierry Eude

Abstract:

The use of videoconferencing platforms adapted to teaching offers students the opportunity to take distance education courses in much the same way as traditional in-class training. The sessions can be recorded and they allow students the option of following the courses synchronously or asynchronously. Three typical profiles can then be distinguished: students who choose to follow the courses synchronously, students who could attend the course in synchronous mode but choose to follow the session off-line, and students who follow the course asynchronously as they cannot attend the course when it is offered because of professional or personal constraints. Our study consists of observing attendance at all distance education courses offered in the synchronous mode by the Computer Science and Software Engineering Department at Laval University during 10 consecutive semesters. The aim is to identify factors that influence students in their choice of attending the distance courses in synchronous mode. It was found that participation tends to be relatively stable over the years for any one semester (fall, winter summer) and is similar from one course to another, although students may be increasingly familiar with the synchronous distance education courses. Average participation is around 28%. There may be deviations, but they concern only a few courses during certain semesters, suggesting that these deviations would only have occurred because of the composition of particular promotions during specific semesters. Furthermore, course schedules have a great influence on the attendance rate. The highest rates are all for courses which are scheduled outside office hours.

Keywords: Attendance, distance undergraduate education in computer science, student behavior, synchronous e-learning.

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1047 Effective Online Staff Training: Is This Possible?

Authors: C. Rogerson, E. Scott

Abstract:

The purpose of this paper is to consider the introduction of online courses to replace the current classroom-based staff training. The current training is practical, and must be completed before access to the financial computer system is authorized. The long term objective is to measure the efficacy, effectiveness and efficiency of the training, and to establish whether a transfer of knowledge back to the workplace has occurred. This paper begins with an overview explaining the importance of staff training in an evolving, competitive business environment and defines the problem facing this particular organization. A summary of the literature review is followed by a brief discussion of the research methodology and objective. The implementation of the alpha version of the online course is then described. This paper may be of interest to those seeking insights into, or new theory regarding, practical interventions of online learning in the real world.

Keywords: Computer-based courses, e-learning, online training, workplace training.

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1046 Automation of the Maritime UAV Command, Control, Navigation Operations, Simulated in Real-Time Using Kinect Sensor: A Feasibility Study

Authors: Regius Asiimwe, Amir Anvar

Abstract:

This paper describes the process used in the automation of the Maritime UAV commands using the Kinect sensor. The AR Drone is a Quadrocopter manufactured by Parrot [1] to be controlled using the Apple operating systems such as iPhones and Ipads. However, this project uses the Microsoft Kinect SDK and Microsoft Visual Studio C# (C sharp) software, which are compatible with Windows Operating System for the automation of the navigation and control of the AR drone. The navigation and control software for the Quadrocopter runs on a windows 7 computer. The project is divided into two sections; the Quadrocopter control system and the Kinect sensor control system. The Kinect sensor is connected to the computer using a USB cable from which commands can be sent to and from the Kinect sensors. The AR drone has Wi-Fi capabilities from which it can be connected to the computer to enable transfer of commands to and from the Quadrocopter. The project was implemented in C#, a programming language that is commonly used in the automation systems. The language was chosen because there are more libraries already established in C# for both the AR drone and the Kinect sensor. The study will contribute toward research in automation of systems using the Quadrocopter and the Kinect sensor for navigation involving a human operator in the loop. The prototype created has numerous applications among which include the inspection of vessels such as ship, airplanes and areas that are not accessible by human operators.

Keywords: UAV, AR drone, Kinect Sensors, Automation, Real time, C sharp, Microsoft Kinect SDK.

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1045 Hand Gesture Recognition using Blob Detection for Immersive Projection Display System

Authors: Hasup Lee, Yoshisuke Tateyama, Tetsuro Ogi

Abstract:

We developed a vision interface immersive projection system, CAVE in virtual rea using hand gesture recognition with computer vis background image was subtracted from current webcam and we convert the color space of the imag Then we mask skin regions using skin color range t a noise reduction operation. We made blobs fro gestures were recognized using these blobs. Using recognition, we could implement an effective bothering devices for CAVE. e framework for an reality research field vision techniques. ent image frame age into HSV space. e threshold and apply from the image and ing our hand gesture e interface without

Keywords: CAVE, Computer Vision, Ges Virtual Reality esture Recognition,

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1044 The Integrated Studies of Infectious Disease Using Mathematical Modeling and Computer Simulation

Authors: R. Kongnuy, E. Naowanich

Abstract:

In this paper we develop and analyze the model for the spread of Leptospirosis by age group in Thailand, between 1997 and 2010 by using mathematical modeling and computer simulation. Leptospirosis is caused by pathogenic spirochetes of the genus Leptospira. It is a zoonotic disease of global importance and an emerging health problem in Thailand. In Thailand, leptospirosis is a reportable disease, the top three age groups are 23.31% in 35-44 years olds group, 22.76% in 25-34 year olds group, 17.60% in 45-54 year olds group from reported leptospirosis between 1997 and 2010, with a peak in 35-44 year olds group. Our paper, the Leptosipirosis transmission by age group in Thailand is studied on the mathematical model. Some analytical and simulation results are presented.

Keywords: Age Group, Equilibrium State, Leptospirosis, Mathematical Modeling.

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1043 Memristor: The Missing Circuit Element and its Application

Authors: Vishnu Pratap Singh Kirar

Abstract:

Memristor is also known as the fourth fundamental passive circuit element. When current flows in one direction through the device, the electrical resistance increases and when current flows in the opposite direction, the resistance decreases. When the current is stopped, the component retains the last resistance that it had, and when the flow of charge starts again, the resistance of the circuit will be what it was when it was last active. It behaves as a nonlinear resistor with memory. Recently memristors have generated wide research interest and have found many applications. In this paper we survey the various applications of memristors which include non volatile memory, nanoelectronic memories, computer logic, neuromorphic computer architectures low power remote sensing applications, crossbar latches as transistor replacements, analog computations and switches.

Keywords: Memristor, non-volatile memory, arithmatic operation, programmable resistor.

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1042 Hand Motion and Gesture Control of Laboratory Test Equipment Using the Leap Motion Controller

Authors: Ian A. Grout

Abstract:

In this paper, the design and development of a system to provide hand motion and gesture control of laboratory test equipment is considered and discussed. The Leap Motion controller is used to provide an input to control a laboratory power supply as part of an electronic circuit experiment. By suitable hand motions and gestures, control of the power supply is provided remotely and without the need to physically touch the equipment used. As such, it provides an alternative manner in which to control electronic equipment via a PC and is considered here within the field of human computer interaction (HCI).

Keywords: Control, hand gesture, human computer interaction, test equipment.

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1041 Induction Heating Process Design Using Comsol® Multiphysics Software Version 4.2a

Authors: K. Djellabi, M. E. H. Latreche

Abstract:

Induction heating computer simulation is a powerful tool for process design and optimization, induction coil design, equipment selection, as well as education and business presentations. The authors share their vast experience in the practical use of computer simulation for different induction heating and heat treating processes. In this paper treated with mathematical modeling and numerical simulation of induction heating furnaces with axisymmetric geometries for the numerical solution, we propose finite element methods combined with boundary (FEM) for the electromagnetic model using COMSOL® Multiphysics Software. Some numerical results for an industrial furnace are shown with high frequency.

Keywords: Numerical methods, Induction furnaces, Induction Heating, Finite element method, Comsol Multiphysics software.

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1040 On the Continuous Service of Distributed e-Learning System

Authors: Kazunari Meguro, Shinichi Motomura, Takao Kawamura, Kazunori Sugahara

Abstract:

In this paper, backup and recovery technique for Peer to Peer applications, such as a distributed asynchronous Web-Based Training system that we have previously proposed. In order to improve the scalability and robustness of this system, all contents and function are realized on mobile agents. These agents are distributed to computers, and they can obtain using a Peer to Peer network that modified Content-Addressable Network. In the proposed system, although entire services do not become impossible even if some computers break down, the problem that contents disappear occurs with an agent-s disappearance. As a solution for this issue, backups of agents are distributed to computers. If a failure of a computer is detected, other computers will continue service using backups of the agents belonged to the computer.

Keywords: Distributed Multimedia Systems, e-Learning, P2P, Mobile Agent

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