Search results for: digital game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1158

Search results for: digital game

528 Competitiveness of Animation Industry: The Case of Thailand

Authors: T. Niracharapa

Abstract:

The research studied and examined the competitiveness of the animation industry in Thailand. Data were collected based on articles, related reports and websites, news, research, and interviews of key persons from both public and private sectors. The diamond model was used to analyze the study. The major factor driving the Thai animation industry forward includes a quality workforce, their creativity and strong associations. However, discontinuity in government support, infrastructure, marketing, IP creation and financial constraints were factors keeping the Thai animation industry less competitive in the global market.

Keywords: Animation, competitiveness, digital content, Thailand.

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527 Fuzzy Sequential Algorithm for Discrimination and Decision Maker in Sporting Events

Authors: Mourad Moussa, Ali Douik, Hassani Messaoud

Abstract:

Events discrimination and decision maker in sport field are the subject of many interesting studies in computer vision and artificial intelligence. A large volume of research has been conducted for automatic semantic event detection and summarization of sports videos. Indeed the results of these researches have a very significant contribution, as well to television broadcasts as to the football teams, since the result of sporting event can be reflected on the economic field. In this paper, we propose a novel fuzzy sequential technique which lead to discriminate events and specify the technico-tactics on going the game, nor the fuzzy system or the sequential one, may be able to respond to the asked question, in fact fuzzy process is not sufficient, it does not respect the chronological order according the time of various events, similarly the sequential process needs flexibility about the parameters used in this study, it may affect a membership degree of each parameter on the one hand and respect the sequencing of events for each frame on the other hand. Indeed this technique describes special events such as dribbling, headings, short sprints, rapid acceleration or deceleration, turning, jumping, kicking, ball occupation, and tackling according velocity vectors of the two players and the ball direction.

Keywords: Sequential process, Event detection, Soccer videos analysis, Fuzzy process, Spatio-temporal parameters.

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526 Digital Filter for Cochlear Implant Implemented on a Field- Programmable Gate Array

Authors: Rekha V. Dundur , M.V.Latte, S.Y. Kulkarni, M.K.Venkatesha

Abstract:

The advent of multi-million gate Field Programmable Gate Arrays (FPGAs) with hardware support for multiplication opens an opportunity to recreate a significant portion of the front end of a human cochlea using this technology. In this paper we describe the implementation of the cochlear filter and show that it is entirely suited to a single device XC3S500 FPGA implementation .The filter gave a good fit to real time data with efficiency of hardware usage.

Keywords: Cochlea, FPGA, IIR (Infinite Impulse Response), Multiplier.

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525 Intelligent Audio Watermarking using Genetic Algorithm in DWT Domain

Authors: M. Ketcham, S. Vongpradhip

Abstract:

In this paper, an innovative watermarking scheme for audio signal based on genetic algorithms (GA) in the discrete wavelet transforms is proposed. It is robust against watermarking attacks, which are commonly employed in literature. In addition, the watermarked image quality is also considered. We employ GA for the optimal localization and intensity of watermark. The watermark detection process can be performed without using the original audio signal. The experimental results demonstrate that watermark is inaudible and robust to many digital signal processing, such as cropping, low pass filter, additive noise.

Keywords: Intelligent Audio Watermarking, GeneticAlgorithm, DWT Domain.

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524 Efficacy of Recovery Tech Virtual Reality Rehabilitation System for Shoulder Impingement Syndrome

Authors: Kasra Afsahi, Maryam Soheilifar, Nazanin Vahed, Omid Seyed Esmaeili, S. Hossein Hosseini

Abstract:

The most common cause of shoulder pain occurs when rotator cuff tendons become trapped under the bony area in the shoulder. This pilot study was performed to evaluate the feasibility of Virtual Reality based rehabilitation of shoulder impingement syndrome in athletes. Three consecutive patients with subacromial impingement syndrome were enrolled. The participants were rehabilitated for 5 times a week for 4 weeks, 20 sessions in total (with duration of each session being 60 minutes). In addition to the conventional rehabilitation program, a 10-minute game-based virtual reality exercise was administered. Primary outcome measures were range of motion evaluated with goniometer, pain sensation, disability intensity using ‘The Disabilities of the Arm, Shoulder and Hand Questionnaire’, muscle strength using ‘dynamometer’; pain threshold with 'algometer' and level of satisfaction. There were significant improvements in the range of motion, pain sensation, disability, pain threshold and muscle strength compared to basis (P < 0.05). There were no major adverse effects. This study showed the usefulness of VR therapy as an adjunct to conventional physiotherapy in improving function in patients with shoulder impingement syndrome.

Keywords: Shoulder impingement syndrome, VR therapy, feasibility, rehabilitation.

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523 Blind Low Frequency Watermarking Method

Authors: Dimitar Taskovski, Sofija Bogdanova, Momcilo Bogdanov

Abstract:

We present a low frequency watermarking method adaptive to image content. The image content is analyzed and properties of HVS are exploited to generate a visual mask of the same size as the approximation image. Using this mask we embed the watermark in the approximation image without degrading the image quality. Watermark detection is performed without using the original image. Experimental results show that the proposed watermarking method is robust against most common image processing operations, which can be easily implemented and usually do not degrade the image quality.

Keywords: Blind, digital watermarking, low frequency, visualmask.

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522 Natural Flickering of Methane Diffusion Flames

Authors: K. R. V. Manikantachari, Vasudevan Raghavan, K. Srinivasan

Abstract:

Present study focuses on studying the oscillatory behavior of jet diffusion flames. At a particular jet exit velocity, the flames are seen to exhibit natural flickering. Initially the flickering process is not continuous. In this transition region as well as in the continuous flickering regime, the flickering displays multiple frequency oscillations. The response of the flame to the exit velocity profile of the burner is also studied using three types of burners. The entire range of natural flickering is investigated by capturing high speed digital images and processing them using a MATLAB code.

Keywords: Diffusion flames, Natural flickering, flickering frequency, intermittent flickering

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521 Use of Personal Rhythm to Authenticate Encrypted Messages

Authors: Carlos Gonzalez

Abstract:

When communicating using private and secure keys, there is always the doubt as to the identity of the message creator. We introduce an algorithm that uses the personal typing rhythm (keystroke dynamics) of the message originator to increase the trust of the authenticity of the message originator by the message recipient. The methodology proposes the use of a Rhythm Certificate Authority (RCA) to validate rhythm information. An illustrative example of the communication between Bob and Alice and the RCA is included. An algorithm of how to communicate with the RCA is presented. This RCA can be an independent authority or an enhanced Certificate Authority like the one used in public key infrastructure (PKI).

Keywords: Personal rhythm, public-key encryption, authentication, digital signature, keystroke dynamics.

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520 The Wider Benefits of Negotiations: Austrian Perspective on Educational Leadership as a ‘Power Game’ for Trade Unions

Authors: Rudolf Egger

Abstract:

This paper explores the relationships between the basic learning processes of leading trade union workers and their methods for coping with the changes in the life-courses of societies today. It will discuss the fragile discourse on lifelong learning in trade unions and the “production of self-techniques” to get in touch with the new economic forms. On the basis of an empirical project, different processes of the socialization of leading trade union workers will be analysed to discover the consequences of the lifelong learning discourse. The results show what competences they need to develop for the “wider benefits of negotiations”. The main challenge remains to make visible how deeply intertwined trade union learning and education are with development in an ongoing dynamic economic process, rather than a quick-fix injection of skills and information. There is a complex relationship existing between the three ‘partners’, work, learning and society forming. The author suggests that contemporary trade unions could be trendsetters who make their own learning agendas by drawing less on formal education and more on informal and non-formal learning contexts. This is in parallel with growing political and scientific consciousness of the need to arrive at new educational/vocational policies and practices.

Keywords: Lifelong learning, Trade unions, Non-formal learning, Educational/vocational policies.

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519 Determination of Potential Agricultural Lands Using Landsat 8 OLI Images and GIS: Case Study of Gokceada (Imroz) Turkey

Authors: Rahmi Kafadar, Levent Genc

Abstract:

In present study, it was aimed to determine potential agricultural lands (PALs) in Gokceada (Imroz) Island of Canakkale province, Turkey. Seven-band Landsat 8 OLI images acquired on July 12 and August 13, 2013, and their 14-band combination image were used to identify current Land Use Land Cover (LULC) status. Principal Component Analysis (PCA) was applied to three Landsat datasets in order to reduce the correlation between the bands. A total of six Original and PCA images were classified using supervised classification method to obtain the LULC maps including 6 main classes (“Forest”, “Agriculture”, “Water Surface”, “Residential Area- Bare Soil”, “Reforestation” and “Other”). Accuracy assessment was performed by checking the accuracy of 120 randomized points for each LULC maps. The best overall accuracy and Kappa statistic values (90.83%, 0.8791% respectively) were found for PCA images which were generated from 14-bands combined images called 3- B/JA. Digital Elevation Model (DEM) with 15 m spatial resolution (ASTER) was used to consider topographical characteristics. Soil properties were obtained by digitizing 1:25000 scaled soil maps of Rural Services Directorate General. Potential Agricultural Lands (PALs) were determined using Geographic information Systems (GIS). Procedure was applied considering that “Other” class of LULC map may be used for agricultural purposes in the future properties. Overlaying analysis was conducted using Slope (S), Land Use Capability Class (LUCC), Other Soil Properties (OSP) and Land Use Capability Sub-Class (SUBC) properties. A total of 901.62 ha areas within “Other” class (15798.2 ha) of LULC map were determined as PALs. These lands were ranked as “Very Suitable”, “Suitable”, “Moderate Suitable” and “Low Suitable”. It was determined that the 8.03 ha were classified as “Very Suitable” while 18.59 ha as suitable and 11.44 ha as “Moderate Suitable” for PALs. In addition, 756.56 ha were found to be “Low Suitable”. The results obtained from this preliminary study can serve as basis for further studies.

Keywords: Digital Elevation Model (DEM), Geographic Information Systems (GIS), LANDSAT 8 OLI-TIRS, Land Use Land Cover (LULC).

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518 Design of Digital Differentiator to Optimize Relative Error

Authors: Vinita V. Sondur, Vilas B. Sondur, Narasimha H. Ayachit

Abstract:

It is observed that the Weighted least-square (WLS) technique, including the modifications, results in equiripple error curve. The resultant error as a percent of the ideal value is highly non-uniformly distributed over the range of frequencies for which the differentiator is designed. The present paper proposes a modification to the technique so that the optimization procedure results in lower maximum relative error compared to the ideal values. Simulation results for first order as well as higher order differentiators are given to illustrate the excellent performance of the proposed method.

Keywords: Differentiator, equiripple, error distribution, relative error.

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517 Human Factors Issues and Measures in Advanced NPPs

Authors: Jun Su Ha

Abstract:

Various advanced technologies will be adopted in Advanced Control Rooms (ACRs) of advanced Nuclear Power Plants (NPPs), which is thought to increase operators’ performance. However, potential human factors issues coupled with digital technologies might be troublesome. Human factors issues in ACRs are identified and strategies (or countermeasures) for evaluating and analyzing each of issues are addressed in this study.

 

Keywords: Advanced control room, human factor issues, human performance, human error, nuclear power plant.

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516 Differences in Goal Scoring and Passing Sequences between Winning and Losing Team in UEFA-EURO Championship 2012

Authors: Muhamad S., Norasrudin S, Rahmat A.

Abstract:

The objective of current study is to investigate the differences of winning and losing teams in terms of goal scoring and passing sequences. Total of 31 matches from UEFA-EURO 2012 were analyzed and 5 matches were excluded from analysis due to matches end up drawn. There are two groups of variable used in the study which is; i. the goal scoring variable and: ii. passing sequences variable. Data were analyzed using Wilcoxon matched pair rank test with significant value set at p < 0.05. Current study found the timing of goal scored was significantly higher for winning team at 1st half (Z=-3.416, p=.001) and 2nd half (Z=-3.252, p=.001). The scoring frequency was also found to be increase as time progressed and the last 15 minutes of the game was the time interval the most goals scored. The indicators that were significantly differences between winning and losing team were the goal scored (Z=-4.578, p=.000), the head (Z=-2.500, p=.012), the right foot (Z=-3.788,p=.000), corner (Z=-.2.126,p=.033), open play (Z=-3.744,p=.000), inside the penalty box (Z=-4.174, p=.000) , attackers (Z=-2.976, p=.003) and also the midfielders (Z=-3.400, p=.001). Regarding the passing sequences, there are significance difference between both teams in short passing sequences (Z=-.4.141, p=.000). While for the long passing, there were no significance difference (Z=-.1.795, p=.073). The data gathered in present study can be used by the coaches to construct detailed training program based on their objectives.

Keywords: Football, goals scored, passing, timing.

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515 Analysis of Secondary School Students’ Perceptions about Information Technologies through a Word Association Test

Authors: Fetah Eren, Ismail Sahin, Ismail Celik, Ahmet Oguz Akturk

Abstract:

The aim of this study is to discover secondary school students’ perceptions related to information technologies and the connections between concepts in their cognitive structures. A word association test consisting of six concepts related to information technologies is used to collect data from 244 secondary school students. Concept maps that present students’ cognitive structures are drawn with the help of frequency data. Data are analyzed and interpreted according to the connections obtained as a result of the concept maps. It is determined students associate most with these concepts—computer, Internet, and communication of the given concepts, and associate least with these concepts—computer-assisted education and information technologies. These results show the concepts, Internet, communication, and computer, are an important part of students’ cognitive structures. In addition, students mostly answer computer, phone, game, Internet and Facebook as the key concepts. These answers show students regard information technologies as a means for entertainment and free time activity, not as a means for education.

Keywords: Word association test, cognitive structure, information technology, secondary school.

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514 Design and Implementation of a Microcontroller Based LCD Screen Digital Stop Watch

Authors: Mr. Khalid I. Saad, Ms. Nusrat Afrin, Mr. Rajib Mikail

Abstract:

The stop watch is used to measure the time required for a certain event. This is different from normal clocks in many ways, one of which is the accuracy of time. The stop watch requires much more accuracy than the normal clocks. In this paper, an ATmega8535 microcontroller was used to control the stop watch, by which perfect accuracy can be ensured. For compiling the C code and for loading the compiled .hex file into the microcontroller, AVR studio and PonyProg were used respectively. The stop watch is also different from traditional stop watches, as it contains two different timing modes namely 'Split timing' and 'Lap timing'.

Keywords: Stop Watch, Microcontroller, Split timing, Laptiming, LCD.

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513 Neuro-Fuzzy System for Equalization Channel Distortion

Authors: Rahib H. Abiyev

Abstract:

In this paper the application of neuro-fuzzy system for equalization of channel distortion is considered. The structure and operation algorithm of neuro-fuzzy equalizer are described. The use of neuro-fuzzy equalizer in digital signal transmission allows to decrease training time of parameters and decrease the complexity of the network. The simulation of neuro-fuzzy equalizer is performed. The obtained result satisfies the efficiency of application of neurofuzzy technology in channel equalization.

Keywords: Neuro-fuzzy system, noise equalization, neuro-fuzzy equalizer, neural system.

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512 Video Mining for Creative Rendering

Authors: Mei Chen

Abstract:

More and more home videos are being generated with the ever growing popularity of digital cameras and camcorders. For many home videos, a photo rendering, whether capturing a moment or a scene within the video, provides a complementary representation to the video. In this paper, a video motion mining framework for creative rendering is presented. The user-s capture intent is derived by analyzing video motions, and respective metadata is generated for each capture type. The metadata can be used in a number of applications, such as creating video thumbnail, generating panorama posters, and producing slideshows of video.

Keywords: Motion mining, semantic abstraction, video mining, video representation.

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511 Impact of Non-parental Early Childhood Education on Digital Friendship Tendency

Authors: Sheel Chakraborty

Abstract:

Modern society in developed countries has distanced itself from the earlier norm of joint family living, and with the increase of economic pressure, parents' availability for their children during their infant years has been consistently decreasing over the past three decades. This has been promoted in the US through the legislature and funding. Early care and education may have a positive impact on young minds, but a growing number of kids facing social challenges in making friendships in their teenage years raises serious concerns about its effectiveness. The survey-based primary research presented here shows that a statistically significant number of millennials between the ages of 10 and 25 years prefer to build friendships virtually than face-to-face interactions. Moreover, many teenagers depend more on their virtual friends whom they never met. Contrary to the belief that early social interactions in a non-home setup make the kids confident and more prepared for the real world, many shy-natured kids seem to develop a sense of shakiness in forming social relationships, resulting in loneliness by the time they are young adults. Reflecting on George Mead’s theory of self that is made up of “I” and “Me”, most functioning homes provide the required freedom and forgivable, congenial environment for building the "I" of a toddler; however, daycare or preschools can barely match that. It seems social images created from the “Me” perspective in preschoolers in a daycare environment has interfered and greatly overpowered the formation of a confident "I" thus created a crisis around the inability to form friendships face to face when they grow older. Though the pervasive nature of social media cannot be ignored, the non-parental early care and education practices adopted largely by the urban population have created a favorable platform of teen psychology on which social media popularity thrived, especially providing refuge to shy Gen-Z teenagers. This can explain why young adults today perceive social media as their preferred outlet of expression and a place to form dependable friendships, despite the risk of being cyberbullied.

Keywords: Digital socialization, shyness, developmental psychology, friendship, early education.

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510 Development of a Real-Time Simulink Based Robotic System to Study Force Feedback Mechanism during Instrument-Object Interaction

Authors: Jaydip M. Desai, Antonio Valdevit, Arthur Ritter

Abstract:

Robotic surgery is used to enhance minimally invasive surgical procedure. It provides greater degree of freedom for surgical tools but lacks of haptic feedback system to provide sense of touch to the surgeon. Surgical robots work on master-slave operation, where user is a master and robotic arms are the slaves. Current, surgical robots provide precise control of the surgical tools, but heavily rely on visual feedback, which sometimes cause damage to the inner organs. The goal of this research was to design and develop a realtime Simulink based robotic system to study force feedback mechanism during instrument-object interaction. Setup includes three VelmexXSlide assembly (XYZ Stage) for three dimensional movement, an end effector assembly for forceps, electronic circuit for four strain gages, two Novint Falcon 3D gaming controllers, microcontroller board with linear actuators, MATLAB and Simulink toolboxes. Strain gages were calibrated using Imada Digital Force Gauge device and tested with a hard-core wire to measure instrument-object interaction in the range of 0-35N. Designed Simulink model successfully acquires 3D coordinates from two Novint Falcon controllers and transfer coordinates to the XYZ stage and forceps. Simulink model also reads strain gages signal through 10-bit analog to digital converter resolution of a microcontroller assembly in real time, converts voltage into force and feedback the output signals to the Novint Falcon controller for force feedback mechanism. Experimental setup allows user to change forward kinematics algorithms to achieve the best-desired movement of the XYZ stage and forceps. This project combines haptic technology with surgical robot to provide sense of touch to the user controlling forceps through machine-computer interface.

Keywords: Haptic feedback, MATLAB, Simulink, Strain Gage, Surgical Robot.

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509 The Impact of Information and Communication Technology in Education: Opportunities and Challenges

Authors: M. Nadeem, S. Nasir, K. A. Moazzam, R. Kashif

Abstract:

The remarkable growth and evolution in information and communication technology (ICT) in the past few decades has transformed modern society in almost every aspect of life. The impact and application of ICT have been observed in almost all walks of life including science, arts, business, health, management, engineering, sports, and education. ICT in education is being used extensively for student learning, creativity, interaction, and knowledge sharing and as a valuable source of teaching instrument. Apart from the student’s perspective, it plays a vital role for teacher education, instructional methods and curriculum development. There is a significant difference in growth of ICT enabled education in developing countries compared to developed nations and according to research, this gap is widening. ICT gradually infiltrate in almost every aspect of life. It has a deep and profound impact on our social, economic, health, environment, development, work, learning, and education environments. ICT provides very effective and dominant tools for information and knowledge processing. It is firmly believed that the coming generation should be proficient and confident in the use of ICT to cope with the existing international standards. This is only possible if schools can provide basic ICT infrastructure to students and to develop an ICT-integrated curriculum which covers all aspects of learning and creativity in students. However, there is a digital divide and steps must be taken to reduce this digital divide considerably to have the profound impact of ICT in education all around the globe. This study is based on theoretical approach and an extensive literature review is being conducted to see the successful implementations of ICT integration in education and to identify technologies and models which have been used in education in developed countries. This paper deals with the modern applications of ICT in schools for both teachers and students to uplift the learning and creativity amongst the students. A brief history of technology in education is presented and discussed are some important ICT tools for both student and teacher’s perspective. Basic ICT-based infrastructure for academic institutions is presented. The overall conclusion leads to the positive impact of ICT in education by providing an interactive, collaborative and challenging environment to students and teachers for knowledge sharing, learning and critical thinking.

Keywords: Information and communication technology, ICT, education, ICT infrastructure, teacher education.

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508 A Case of Study for 3D Stereoscopic Conversion in Visual Effects Industry

Authors: Jin Zhi

Abstract:

This paper covered a series of key points in terms of 2D to 3D stereoscopic conversion. A successfully applied stereoscopic conversion approach in current visual effects industry was presented. The purpose of this paper is to cover a detailed workflow and concept, which has been successfully used in 3D stereoscopic conversion for feature films in visual effects industry, and therefore to clarify the process in stereoscopic conversion production and provide a clear idea for those entry-level artists to improve an overall understanding of 3D stereoscopic in digital compositing field as well as to the higher education factor of visual effects and hopefully inspire further collaboration and participants particularly between academia and industry.

Keywords: Clean plates, Mattes, Stereoscopic conversion, 3Dprojection, Z-depth.

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507 Trust and Security in Electronic Payments: What We Have and Need to Know?

Authors: Theodosios Tsiakis, George Stephanides, George Pekos

Abstract:

The growth of open networks created the interest to commercialise it. The establishment of an electronic business mechanism must be accompanied by a digital-electronic payment system to transfer the value of transactions. Financial organizations are requested to offer a secure e-payment synthesis with equivalent levels of trust and security served in conventional paper-based payment transactions. The paper addresses the challenge of the first trade problem in e-commerce, provides a brief literature review on electronic payment and attempts to explain the underlying concept and method of trust in relevance to electronic payment.

Keywords: Electronic payment, security, trust, electronic business mechanism.

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506 Grid Artifacts Suppression in Computed Radiographic Images

Authors: Igor Belykh

Abstract:

Anti-scatter grids used in radiographic imaging for the contrast enhancement leave specific artifacts. Those artifacts may be visible or may cause Moiré effect when digital image is resized on a diagnostic monitor. In this paper we propose an automated grid artifactsdetection and suppression algorithm which is still an actual problem. Grid artifacts detection is based on statistical approach in spatial domain. Grid artifacts suppression is based on Kaiser bandstop filter transfer function design and application avoiding ringing artifacts. Experimental results are discussed and concluded with description of advantages over existing approaches.

Keywords: Computed radiography, grid artifacts, image filtering.

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505 Determination of Q and R Matrices for Optimal Pitch Aircraft Control

Authors: N. Popovich, P. Yan

Abstract:

In this paper, the process of obtaining Q and R matrices for optimal pitch aircraft control system has been described. Since the innovation of optimal control method, the determination of Q and R matrices for such system has not been fully specified. The value of Q and R for optimal pitch aircraft control application, have been simulated and calculated. The suitable results for Q and R have been observed through the performance index (PI). If the PI is small “enough", we would say the Q & R values are suitable for that certain type of optimal control system. Moreover, for the same value of PI, we could have different Q and R sets. Due to the rule-free determination of Q and R matrices, a specific method is brought to find out the rough value of Q and R referring to rather small value of PI.

Keywords: Aircraft, control, digital, optimal, Q and R matrices

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504 New Approach to Spectral Analysis of High Bit Rate PCM Signals

Authors: J. P. Dubois

Abstract:

Pulse code modulation is a widespread technique in digital communication with significant impact on existing modern and proposed future communication technologies. Its widespread utilization is due to its simplicity and attractive spectral characteristics. In this paper, we present a new approach to the spectral analysis of PCM signals using Riemann-Stieltjes integrals, which is very accurate for high bit rates. This approach can serve as a model for similar spectral analysis of other competing modulation schemes.

Keywords: Coding, discrete Fourier, power spectral density, pulse code modulation, Riemann-Stieltjes integrals.

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503 Interdisciplinary Integrated Physical Education Program Using a Philosophical Approach

Authors: Ellie Abdi, Susana Juniu

Abstract:

The purpose of this presentation is to describe an interdisciplinary teaching program that integrates physical education concepts using a philosophical approach. The presentation includes a review of: a) the philosophy of American education, b) the philosophy of sports and physical education, c) the interdisciplinary physical education program, d) professional development programs, (e) the Success of this physical education program, f) future of physical education. This unique interdisciplinary program has been implemented in an urban school physical education discipline in East Orange, New Jersey for over 10 years.

During the program the students realize that the bodies go through different experiences. The body becomes a place where a child can recognize in an enjoyable way to express and perceive particular feelings or mental states. Children may distinguish themselves to have high abilities in the social or other domains but low abilities in the field of athletics.

The goal of this program for the individuals is to discover new skills, develop and demonstrate age appropriate mastery level at different tasks, therefore the program consists of 9 to 12 sports, including many game. Each successful experience increases the awareness ability. Engaging in sports and physical activities are social movements involving groups of children in situations such as teams, friends, and recreational settings, which serve as a primary socializing agent for teaching interpersonal skills. As a result of this presentation the audience will reflect and explore how to structure a physical education program to integrate interdisciplinary subjects with philosophical concepts.

Keywords: Interdisciplinary disciplines, philosophical concepts, physical education.

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502 The Causation and Solution of Ringing Effect in DCT-based Video Coding

Authors: Yu Yuan, David Feng, Yu-Zhuo Zhong

Abstract:

Ringing effect is one of the most annoying visual artifacts in digital video. It is a significant factor of subjective quality deterioration. However, there is a widely-accepted misunderstanding of its cause. In this paper, we propose a reasonable interpretation of the cause of ringing effect. Based on the interpretation, we suggest further two methods to reduce ringing effect in DCT-based video coding. The methods adaptively adjust quantizers according to video features. Our experiments proved that the methods could efficiently improve subjective quality with acceptable additional computing costs.

Keywords: ringing effect, video coding, subjective quality, DCT.

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501 Sigma-Delta ADCs Converter a Study Case

Authors: Thiago Brito Bezerra, Mauro Lopes de Freitas, Waldir Sabino da Silva Júnior

Abstract:

The Sigma-Delta A/D converters have been proposed as a practical application for A/D conversion at high rates because of its simplicity and robustness to imperfections in the circuit, also because the traditional converters are more difficult to implement in VLSI technology. These difficulties with conventional conversion methods need precise analog components in their filters and conversion circuits, and are more vulnerable to noise and interference. This paper aims to analyze the architecture, function and application of Analog-Digital converters (A/D) Sigma-Delta to overcome these difficulties, showing some simulations using the Simulink software and Multisim.

Keywords: Analysis, Oversampling Modulator, A/D converters, Sigma-Delta.

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500 A Psychophysiological Evaluation of an Effective Recognition Technique Using Interactive Dynamic Virtual Environments

Authors: Mohammadhossein Moghimi, Robert Stone, Pia Rotshtein

Abstract:

Recording psychological and physiological correlates of human performance within virtual environments and interpreting their impacts on human engagement, ‘immersion’ and related emotional or ‘effective’ states is both academically and technologically challenging. By exposing participants to an effective, real-time (game-like) virtual environment, designed and evaluated in an earlier study, a psychophysiological database containing the EEG, GSR and Heart Rate of 30 male and female gamers, exposed to 10 games, was constructed. Some 174 features were subsequently identified and extracted from a number of windows, with 28 different timing lengths (e.g. 2, 3, 5, etc. seconds). After reducing the number of features to 30, using a feature selection technique, K-Nearest Neighbour (KNN) and Support Vector Machine (SVM) methods were subsequently employed for the classification process. The classifiers categorised the psychophysiological database into four effective clusters (defined based on a 3-dimensional space – valence, arousal and dominance) and eight emotion labels (relaxed, content, happy, excited, angry, afraid, sad, and bored). The KNN and SVM classifiers achieved average cross-validation accuracies of 97.01% (±1.3%) and 92.84% (±3.67%), respectively. However, no significant differences were found in the classification process based on effective clusters or emotion labels.

Keywords: Virtual Reality, effective computing, effective VR, emotion-based effective physiological database.

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499 A Proposal for Federation Technology for Authenticated Information between Terminals

Authors: Katsuyuki Umezawa, Takashi Tashiro, Satoru Tezuka

Abstract:

Recently, various services such as television and the Internet have come to be received through various terminals. However, we could gain greater convenience by receiving these services through cellular phone terminals when we go out and then continuing to receive the same services through a large screen digital television after we have come home. However, it is necessary to go through the same authentication processing again when using TVs after we have come home. In this study, we have developed an authentication method that enables users to switch terminals in environments in which the user receives service from a server through a terminal. Specifically, the method simplifies the authentication of the server side when switching from one terminal to another terminal by using previously authenticated information.

Keywords: Authentication, Cookie, Federation, GBA, IPSec

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