Search results for: procedural animation
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 97

Search results for: procedural animation

37 Rule-Based Message Passing for Collaborative Application in Distributed Environments

Authors: Wataru Yamazaki, Hironori Hiraishi, Fumio Mizoguchi

Abstract:

In this paper, we describe a rule-based message passing method to support developing collaborative applications, in which multiple users share resources in distributed environments. Message communications of applications in collaborative environments tend to be very complex because of the necessity to manage context situations such as sharing events, access controlling of users, and network places. In this paper, we propose a message communications method based on unification of artificial intelligence and logic programming for defining rules of such context information in a procedural object-oriented programming language. We also present an implementation of the method as java classes.

Keywords: agent programming, logic programming, multi-media application, collaborative application.

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36 The Framework for Adaptive Games for Mobile Application Using Neural Networks

Authors: Widodo Budiharto, Michael Yoseph Ricky, Ro'fah Nur Rachmawati

Abstract:

The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform

Keywords: Adaptive games, neural networks, mobile games, BlackBerry

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35 Three-Level Tracking Method for Animating a 3D Humanoid Character

Authors: Tainchi Lu, Chochih Lin

Abstract:

With a rapid growth in 3D graphics technology over the last few years, people are desired to see more flexible reacting motions of a biped in animations. In particular, it is impossible to anticipate all reacting motions of a biped while facing a perturbation. In this paper, we propose a three-level tracking method for animating a 3D humanoid character. First, we take the laws of physics into account to attach physical attributes, such as mass, gravity, friction, collision, contact, and torque, to bones and joints of a character. The next step is to employ PD controller to follow a reference motion as closely as possible. Once the character cannot tolerate a strong perturbation to prevent itself from falling down, we are capable of tracking a desirable falling-down action to avoid any falling condition inaccuracy. From the experimental results, we demonstrate the effectiveness and flexibility of the proposed method in comparison with conventional data-driven approaches.

Keywords: Character Animation, Forward Dynamics, Motion Tracking, PD Control.

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34 Modeling and Simulation of Flow Shop Scheduling Problem through Petri Net Tools

Authors: Joselito Medina Marin, Norberto Hernández Romero, Juan Carlos Seck Tuoh Mora, Erick S. Martinez Gomez

Abstract:

The Flow Shop Scheduling Problem (FSSP) is a typical problem that is faced by production planning managers in Flexible Manufacturing Systems (FMS). This problem consists in finding the optimal scheduling to carry out a set of jobs, which are processed in a set of machines or shared resources. Moreover, all the jobs are processed in the same machine sequence. As in all the scheduling problems, the makespan can be obtained by drawing the Gantt chart according to the operations order, among other alternatives. On this way, an FMS presenting the FSSP can be modeled by Petri nets (PNs), which are a powerful tool that has been used to model and analyze discrete event systems. Then, the makespan can be obtained by simulating the PN through the token game animation and incidence matrix. In this work, we present an adaptive PN to obtain the makespan of FSSP by applying PN analytical tools.

Keywords: Flow-shop scheduling problem, makespan, Petri nets, state equation.

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33 Effect of Visual Speech in Sign Speech Synthesis

Authors: Zdenek Krnoul

Abstract:

This article investigates a contribution of synthesized visual speech. Synthesis of visual speech expressed by a computer consists in an animation in particular movements of lips. Visual speech is also necessary part of the non-manual component of a sign language. Appropriate methodology is proposed to determine the quality and the accuracy of synthesized visual speech. Proposed methodology is inspected on Czech speech. Hence, this article presents a procedure of recording of speech data in order to set a synthesis system as well as to evaluate synthesized speech. Furthermore, one option of the evaluation process is elaborated in the form of a perceptual test. This test procedure is verified on the measured data with two settings of the synthesis system. The results of the perceptual test are presented as a statistically significant increase of intelligibility evoked by real and synthesized visual speech. Now, the aim is to show one part of evaluation process which leads to more comprehensive evaluation of the sign speech synthesis system.

Keywords: Perception test, Sign speech synthesis, Talking head, Visual speech.

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32 2D Human Motion Regeneration with Stick Figure Animation Using Accelerometers

Authors: Alpha Agape Gopalai, 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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31 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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30 Hybrid Coding for Animated Polygonal Meshes

Authors: Jinghua Zhang, Charles B. Owen, Jinsheng Xu

Abstract:

A new hybrid coding method for compressing animated polygonal meshes is presented. This paper assumes the simplistic representation of the geometric data: a temporal sequence of polygonal meshes for each discrete frame of the animated sequence. The method utilizes a delta coding and an octree-based method. In this hybrid method, both the octree approach and the delta coding approach are applied to each single frame in the animation sequence in parallel. The approach that generates the smaller encoded file size is chosen to encode the current frame. Given the same quality requirement, the hybrid coding method can achieve much higher compression ratio than the octree-only method or the delta-only method. The hybrid approach can represent 3D animated sequences with higher compression factors while maintaining reasonable quality. It is easy to implement and have a low cost encoding process and a fast decoding process, which make it a better choice for real time application.

Keywords: animated polygonal meshes, compression, deltacoding, octree.

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29 DRE - A Quality Metric for Component based Software Products

Authors: K. S. Jasmine, R. Vasantha

Abstract:

The overriding goal of software engineering is to provide a high quality system, application or a product. To achieve this goal, software engineers must apply effective methods coupled with modern tools within the context of a mature software process [2]. In addition, it is also must to assure that high quality is realized. Although many quality measures can be collected at the project levels, the important measures are errors and defects. Deriving a quality measure for reusable components has proven to be challenging task now a days. The results obtained from the study are based on the empirical evidence of reuse practices, as emerged from the analysis of industrial projects. Both large and small companies, working in a variety of business domains, and using object-oriented and procedural development approaches contributed towards this study. This paper proposes a quality metric that provides benefit at both project and process level, namely defect removal efficiency (DRE).

Keywords: Software Reuse, Defect density, Reuse metrics, Defect Removal efficiency.

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28 Development of Mobile Application Social Guidance and Counseling for Junior High School

Authors: Suyoto, Tri Prasetyaningrum

Abstract:

At this paper, we will present the development of mobile application Social Guidance and Counseling (GC) that called “m-NingBK: Social GC”. The application is used for GC services that run on mobile devices. The application is designed specifically for Junior High School student. The methods are a combination of interactive multimedia approaches and educational psychology. Therefore, the design process is carried out three processes, which are digitizing of material social GC services, visualizing wisely and making interactive. This method is intended to make students not only hear and see but also "do" the virtual. There are five components used in multimedia applications "m-NingBK: Social GC" i.e. text, images / graphics, audio / sound, animation and video. Four menus provided by this application is the potential self, social, Expert System and about. The application is built using the Java programming language. This application was tested using a Smartphone with Android Operating System. Based on the test, people give rating: 16.7% excellent, 61.1% good, 19.4% adequate, and 2.8% poor.

Keywords: Expert Systems, Guidance and Counseling, mobile application, multimedia.

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27 Search Engine Module in Voice Recognition Browser to Facilitate the Visually Impaired in Virtual Learning (MGSYS VISI-VL)

Authors: Nurulisma Ismail, Halimah Badioze Zaman

Abstract:

Nowadays, web-based technologies influence in people-s daily life such as in education, business and others. Therefore, many web developers are too eager to develop their web applications with fully animation graphics and forgetting its accessibility to its users. Their purpose is to make their web applications look impressive. Thus, this paper would highlight on the usability and accessibility of a voice recognition browser as a tool to facilitate the visually impaired and blind learners in accessing virtual learning environment. More specifically, the objectives of the study are (i) to explore the challenges faced by the visually impaired learners in accessing virtual learning environment (ii) to determine the suitable guidelines for developing a voice recognition browser that is accessible to the visually impaired. Furthermore, this study was prepared based on an observation conducted with the Malaysian visually impaired learners. Finally, the result of this study would underline on the development of an accessible voice recognition browser for the visually impaired.

Keywords: Accessibility, Usability, Virtual Learning, Visually Impaired, Voice Recognition.

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26 Project Base Learning for IT Personnel Resources Development using TVML

Authors: Tansuriyavong Suriyon, Endo Takanobu, Boonmee Choompol

Abstract:

Using the animations video of teaching materials is an effective learning method. However, we thought that more effective learning method is to produce the teaching video by learners themselves. The learners who act as the producer must learn and understand well to produce and present video of teaching materials to others. The purpose of this study is to propose the project based learning (PBL) technique by co-producing video of IT (information technology) teaching materials. We used the T2V player to produce the video based on TVML a TV program description language. By proposed method, we have assigned the learners to produce the animations video for “National Examination for Information Processing Technicians (IPA examination)" in Japan, in order to get them learns various knowledge and skill on IT field. Experimental result showed that learning effect has occurred at the video production process that useful for IT personnel resources development.

Keywords: TVML , T2V Player, The animation made as learning materials, National Examination for Information Processing Technicians, IT Education, Problem Based Learning

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25 Collapse of Family System of Japanese Tomb Culture

Authors: Miho Tsukamoto

Abstract:

This paper examines Japanese life expectancy, and the declining birth rate to investigate the Japanese people’s view of death, and their consciousness of death. To support their perspectives toward death, “Eitai Kuyobo,” and tombs with Japanese animation will be focused as Japanese citizens have created unique tombs designs of their own tombs. With the methodological aspects, Japan’s birth and mortality rates, Japan’s average life expectancy, history of tombs, creation of one’s own tombs and types of marriage will be significant. By examining the Japanese history of tombs, social change and unique tombs, and the increase of mortality rate in Japanese super-aging society, this study contributes the change of people’s view toward tombs, and a view toward life and death. Accordingly, focusing on the change of people’s view toward tombs it is concluded that the change is caused by the increase of mortality rate in Japanese super-aging society.

Keywords: Tombs, History, Change, New Designed Tombs, Family Relationship.

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24 Keyloggers Prevention with Time-Sensitive Obfuscation

Authors: Chien-Wei Hung, Fu-Hau Hsu, Chuan-Sheng Wang, Chia-Hao Lee

Abstract:

Nowadays, the abuse of keyloggers is one of the most widespread approaches to steal sensitive information. In this paper, we propose an On-Screen Prompts Approach to Keyloggers (OSPAK) and its analysis, which is installed in public computers. OSPAK utilizes a canvas to cue users when their keystrokes are going to be logged or ignored by OSPAK. This approach can protect computers against recoding sensitive inputs, which obfuscates keyloggers with letters inserted among users' keystrokes. It adds a canvas below each password field in a webpage and consists of three parts: two background areas, a hit area and a moving foreground object. Letters at different valid time intervals are combined in accordance with their time interval orders, and valid time intervals are interleaved with invalid time intervals. It utilizes animation to visualize valid time intervals and invalid time intervals, which can be integrated in a webpage as a browser extension. We have tested it against a series of known keyloggers and also performed a study with 95 users to evaluate how easily the tool is used. Experimental results made by volunteers show that OSPAK is a simple approach.

Keywords: Authentication, computer security, keylogger, privacy, information leakage.

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23 Humanoid Personalized Avatar Through Multiple Natural Language Processing

Authors: Jin Hou, Xia Wang, Fang Xu, Viet Dung Nguyen, Ling Wu

Abstract:

There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.

Keywords: personalized avatar, mutiple natural luanguage processing, social backgrounds, anmimation, human computer interaction

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22 Website Evaluation of Travel Agencies Class A in Saudi Arabia and Egypt Using Extended Version of Internet Commerce Adoption Model: A Comparative Study

Authors: Tarek Abdel Azim Ahmed, Eman Sarhan Shaker

Abstract:

This research aims to explore how well the extended model of internet commerce adoption (eMICA) model is often used to determine the extent of internet commerce adoption in the travel agencies sector in both Egypt and Kingdom of Saudi Arabia (KSA). The web content analysis method was used to analyze the level of adoption of Egyptian travel agencies and Saudi travel agencies according to data immensely available on their websites. Therefore, each site was categorized according to the phases and levels proposed. In order to achieve this, 120 websites were evaluated by the two authors over a three-month period, from August to October 2020, and then categorized according to the phases and levels of (eMICA). The results show that there are deficiencies in the application of the eMICA model by both KSA and Egyptian travel agencies, generally, updating their websites, the absence of quality certification, offering secure online payment, virtual tours, and videos using Flash animation. In general, the Egyptian companies slightly outperformed the KSA ones in applying eMICA model.

Keywords: e-commerce, eMICA, Internet marketing, travel agencies, websites.

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21 Military Combat Aircraft Selection Using Trapezoidal Fuzzy Numbers with the Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS)

Authors: C. Ardil

Abstract:

This article presents a new approach to uncertainty, vagueness, and imprecision analysis for ranking alternatives with fuzzy data for decision making using the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS). In the proposed approach, fuzzy decision information related to the aircraft selection problem is taken into account in ranking the alternatives and selecting the best one. The basic procedural step is to transform the fuzzy decision matrices into matrices of alternatives evaluated according to all decision criteria. A numerical example illustrates the proposed approach for the military combat aircraft selection problem.

Keywords: trapezoidal fuzzy numbers, multiple criteria decision making analysis, decision making, aircraft selection, MCDMA, fuzzy TOPSIS

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20 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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19 Modeling and Simulation of In-vessel Core Handling in PFBR Operator Training Simulator

Authors: Bindu Sankar, Jaideep Chakraborty, Rashmi Nawlakha, A. Venkatesan, S. Raghupathy, T. Jayanthi, S.A.V. Satya Murty

Abstract:

Component handling system is one of the important sub systems of Prototype Fast Breeder Reactor (PFBR) used for fuel handling. Core handling system is again a sub system of component handling system. Core handling system consists of in-vessel and ex-vessel subassembly handling. In-vessel core handling involves transfer arm, large rotatable plug and small rotatable plug operations. Modeling and simulation of in-vessel core handling is a part of development of Prototype Fast Breeder Reactor Operator Training Simulator. This paper deals with simulation and modeling of operations of transfer arm, large rotatable plug and small rotatable plug needed for in-vessel core handling. Process modeling was developed in house using platform independent Cµ code with OpenGL (Open Graphics Library). The control logic models and virtual panel were modeled using simulation tool.

Keywords: Animation, Core Handling System, Prototype Fast Breeder Reactor, Simulator

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18 Multi-Modal Visualization of Working Instructions for Assembly Operations

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

Abstract:

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

Keywords: Assembly, assistive technologies, augmented reality, manufacturing, visualization.

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17 The Feasibility of Augmenting an Augmented Reality Image Card on a Quick Response Code

Authors: Alfred Chen, Shr Yu Lu, Cong Seng Hong, Yur-June Wang

Abstract:

This research attempts to study the feasibility of augmenting an augmented reality (AR) image card on a Quick Response (QR) code. The authors have developed a new visual tag, which contains a QR code and an augmented AR image card. The new visual tag has features of reading both of the revealed data of the QR code and the instant data from the AR image card. Furthermore, a handheld communicating device is used to read and decode the new visual tag, and then the concealed data of the new visual tag can be revealed and read through its visual display. In general, the QR code is designed to store the corresponding data or, as a key, to access the corresponding data from the server through internet. Those reveled data from the QR code are represented in text. Normally, the AR image card is designed to store the corresponding data in 3-Dimensional or animation/video forms. By using QR code's property of high fault tolerant rate, the new visual tag can access those two different types of data by using a handheld communicating device. The new visual tag has an advantage of carrying much more data than independent QR code or AR image card. The major findings of this research are: 1) the most efficient area for the designed augmented AR card augmenting on the QR code is 9% coverage area out of the total new visual tag-s area, and 2) the best location for the augmented AR image card augmenting on the QR code is located in the bottom-right corner of the new visual tag.

Keywords: Augmented reality, QR code, Visual tag, Handheldcommunicating device

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16 Object-Oriented Programming Strategies in C# for Power Conscious System

Authors: Kayun Chantarasathaporn, Chonawat Srisa-an

Abstract:

Low power consumption is a major constraint for battery-powered system like computer notebook or PDA. In the past, specialists usually designed both specific optimized equipments and codes to relief this concern. Doing like this could work for quite a long time, however, in this era, there is another significant restraint, the time to market. To be able to serve along the power constraint while can launch products in shorter production period, objectoriented programming (OOP) has stepped in to this field. Though everyone knows that OOP has quite much more overhead than assembly and procedural languages, development trend still heads to this new world, which contradicts with the target of low power consumption. Most of the prior power related software researches reported that OOP consumed much resource, however, as industry had to accept it due to business reasons, up to now, no papers yet had mentioned about how to choose the best OOP practice in this power limited boundary. This article is the pioneer that tries to specify and propose the optimized strategy in writing OOP software under energy concerned environment, based on quantitative real results. The language chosen for studying is C# based on .NET Framework 2.0 which is one of the trendy OOP development environments. The recommendation gotten from this research would be a good roadmap that can help developers in coding that well balances between time to market and time of battery.

Keywords: Low power consumption, object oriented programming, power conscious system, software.

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15 3-D Reconstruction of Objects Using Digital Fringe Projection: Survey and Experimental Study

Authors: R. Talebi, A. Abdel-Dayem, J. Johnson

Abstract:

Three-dimensional reconstruction of small objects has been one of the most challenging problems over the last decade. Computer graphics researchers and photography professionals have been working on improving 3D reconstruction algorithms to fit the high demands of various real life applications. Medical sciences, animation industry, virtual reality, pattern recognition, tourism industry, and reverse engineering are common fields where 3D reconstruction of objects plays a vital role. Both lack of accuracy and high computational cost are the major challenges facing successful 3D reconstruction. Fringe projection has emerged as a promising 3D reconstruction direction that combines low computational cost to both high precision and high resolution. It employs digital projection, structured light systems and phase analysis on fringed pictures. Research studies have shown that the system has acceptable performance, and moreover it is insensitive to ambient light. This paper presents an overview of fringe projection approaches. It also presents an experimental study and implementation of a simple fringe projection system. We tested our system using two objects with different materials and levels of details. Experimental results have shown that, while our system is simple, it produces acceptable results.

Keywords: Digital fringe projection, 3D reconstruction, phase unwrapping, phase shifting.

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14 The Mitigation Strategy Analysis of Kuosheng Nuclear Power Plant Spent Fuel Pool Using MELCOR2.1/SNAP

Authors: Y. Chiang, J. R. Wang, J. H. Yang, Y. S. Tseng, C. Shih, S. W. Chen

Abstract:

Kuosheng nuclear power plant (NPP) is a BWR/6 plant in Taiwan. There is more concern for the safety of Spent Fuel Pools (SFPs) in Taiwan after Fukushima event. In order to estimate the safety of Kuosheng NPP SFP, by using MELCOR2.1 and SNAP, the safety analysis of Kuosheng NPP SFP was performed combined with the mitigation strategy of NEI 06-12 report. There were several steps in this research. First, the Kuosheng NPP SFP models were established by MELCOR2.1/SNAP. Second, the Station Blackout (SBO) analysis of Kuosheng SFP was done by TRACE and MELCOR under the cooling system failure condition. The results showed that the calculations of MELCOR and TRACE were very similar in this case. Second, the mitigation strategy analysis was done with the MELCOR model by following the NEI 06-12 report. The results showed the effectiveness of NEI 06-12 strategy in Kuosheng NPP SFP. Finally, a sensitivity study of SFP quenching was done to check the differences of different water injection time and the phenomena during the quenching. The results showed that if the cladding temperature was over 1600 K, the water injection may have chance to cause the accident more severe with more hydrogen generation. It was because of the oxidation heat and the “Breakaway” effect of the zirconium-water reaction. An animation model built by SNAP was also shown in this study.

Keywords: MELCOR, SNAP, spent fuel pool, quenching.

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13 Fiber-Reinforced Sandwich Structures Based on Selective Laser Sintering: A Technological View

Authors: T. Häfele, J. Kaspar, M. Vielhaber, W. Calles, J. Griebsch

Abstract:

The demand for an increasing diversification of the product spectrum associated with the current huge customization desire and subsequently the decreasing unit quantities of each production lot is gaining more and more importance within a great variety of industrial branches, e.g. automotive industry. Nevertheless, traditional product development and production processes (molding, extrusion) are already reaching their limits or fail to address these trends of a flexible and digitized production in view of a product variability up to lot size one. Thus, upcoming innovative production concepts like the additive manufacturing technology basically create new opportunities with regard to extensive potentials in product development (constructive optimization) and manufacturing (economic individualization), but mostly suffer from insufficient strength regarding structural components. Therefore, this contribution presents an innovative technological and procedural conception of a hybrid additive manufacturing process (fiber-reinforced sandwich structures based on selective laser sintering technology) to overcome these current structural weaknesses, and consequently support the design of complex lightweight components.

Keywords: Additive manufacturing, fiber-reinforced plastics, hybrid design, lightweight design.

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12 ‘Memory Mate’ as Boundary Object in Cancer Treatment for Patients with Dementia

Authors: Rachel Hurdley, Jane Hopkinson

Abstract:

This article is based on observation of a cross-disciplinary, cross-institutional team that worked on an intervention called ‘Memory Mate’ for use in a UK Cancer Centre. This aimed to improve treatment outcomes for patients who had comorbid dementia or other memory impairment. Comorbid patients present ambiguous, spoiled identities, problematising the boundaries of health specialisms and frames of understanding. Memory Mate is theorised as a boundary object facilitating service transformation by changing relations between oncology and mental health care practice. It crosses the boundaries between oncology and mental health. Its introduction signifies an important step in reconfiguring relations between the specialisms. As a boundary object, it contains parallel, even contesting worlds, with potential to enable an eventual synthesis of the double stigma of cancer and dementia. Memory Mate comprises physical things, such as an animation, but its principal value is in the interaction it initiates across disciplines and services. It supports evolution of practices to address a newly emergent challenge for health service provision, namely the cancer patient with comorbid dementia/cognitive impairment. Getting clinicians from different disciplines working together on a practical solution generates a dialogue that can shift professional identity and change the culture of practice.

Keywords: Boundary object, cancer, dementia, interdisciplinary teams.

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11 Students’ Perception of Vector Representation in the Context of Electric Force and the Role of Simulation in Developing an Understanding

Authors: S. Shubha, B. N. Meera

Abstract:

Physics Education Research (PER) results have shown that students do not achieve the expected level of competency in understanding the concepts of different domains of Physics learning when taught by the traditional teaching methods, the concepts of Electricity and Magnetism (E&M) being one among them. Simulation being one of the valuable instructional tools renders an opportunity to visualize varied experiences with such concepts. Considering the electric force concept which requires extensive use of vector representations, we report here the outcome of the research results pertaining to the student understanding of this concept and the role of simulation in using vector representation. The simulation platform provides a positive impact on the use of vector representation. The first stage of this study involves eliciting and analyzing student responses to questions that probe their understanding of the concept of electrostatic force and this is followed by four stages of student interviews as they use the interactive simulations of electric force in one dimension. Student responses to the questions are recorded in real time using electronic pad. A validation test interview is conducted to evaluate students' understanding of the electric force concept after using interactive simulation. Results indicate lack of procedural knowledge of the vector representation. The study emphasizes the need for the choice of appropriate simulation and mode of induction for learning.

Keywords: Electric Force, Interactive, Representation, Simulation.

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10 A New Classification of Risk-Reduction Options to Improve the Risk-Reduction Readiness of the Railway Industry

Authors: Eberechi Weli, Michael Todinov

Abstract:

The gap between the selection of risk-reduction options in the railway industry and the task of their effective implementation results in compromised safety and substantial losses. An effective risk management must necessarily integrate the evaluation phases with the implementation phase. This paper proposes an essential categorisation of risk reduction measures that best addresses a standard railway industry portfolio. By categorising the risk reduction options into design, operational, procedural and technical options, it is guaranteed that the efforts of the implementation facilitators (people, processes and supporting systems) are systematically harmonised. The classification is based on an integration of fundamental principles of risk reduction in the railway industry with the systems engineering approach.

This paper argues that the use of a similar classification approach is an attribute of organisations possessing a superior level of risk-reduction readiness. The integration of the proposed rational classification structure provides a solid ground for effective risk reduction.

Keywords: Cost effectiveness, organisational readiness, risk reduction, railway, system engineering.

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9 Mediation in Turkish Health Law for Healthcare Disputes

Authors: V. Durmus, M. Uydaci

Abstract:

In order to prevent overburdened courts, rising costs of litigation, and lengthy trial resolutions, the Law on Mediation for Civil Disputes was enacted, which was aimed at defining the procedure and guiding principles for dispute resolutions under Civil Law, in 2012. This “Mediation Code” also applies for civil healthcare disputes in Turkey. Aside from mediation, reconciliation, governed by Articles 253-255 of Criminal Procedure Law, has emerged as an alternative way to resolve criminal medical disputes, but the difference between mediation and conciliation is mostly procedural. This article deals with mediation in Turkish health law and aspect of medical malpractice mediation in Turkey. In addition, this study examines the issue of mediation in health law from both a legal and normative point of view, including codes of mediation which regulate both the structural and professional practice of mediation providers. As a result, although there is not official record about success rate of medical malpractice litigations and malpractice mediation in Turkey, it is widely accepted that the success rate for medical malpractice cases is relatively low compared to other personal injury cases even if it is generally considered that medical malpractice case filings have gradually increased recently. According to the Justice Ministry’s Department of Mediation in Turkey, 719 civil disputes have referred to mediators since 2013 (when the first mediation law came into force) with a 98% success rate.

Keywords: Malpractice mediation, medical disputes, reconciliation, health litigation, Turkish Health Law.

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8 The Experiences of Coronary Heart Disease Patients: Biopsychosocial Perspective

Authors: Christopher C. Anyadubalu

Abstract:

Biological, psychological and social experiences and perceptions of healthcare services in patients medically diagnosed of coronary heart disease were investigated using a sample of 10 participants whose responses to the in-depth interview questions were analyzed based on inter-and-intra-case analyses. The results obtained revealed that advancing age, single status, divorce and/or death of spouse and the issue of single parenting negatively impacted patients- biopsychosocial experiences. The patients- experiences of physical signs and symptoms, anxiety and depression, past serious medical conditions, use of self-prescribed medications, family history of poor mental/medical or physical health, nutritional problems and insufficient physical activities heightened their risk of coronary attack. Collectivist culture served as a big source of relieve to the patients. Patients- temperament, experience of different chronic life stresses/challenges, mood alteration, regular drinking, smoking/gambling, and family/social impairments compounded their health situation. Patients were satisfied with the biomedical services rendered by the healthcare personnel, whereas their psychological and social needs were not attended to. Effective procedural treatment model, a holistic and multidimensional approach to the treatment of heart disease patients was proposed.

Keywords: Biopsychosocial, Coronary Heart Disease, Experience, Patients, Perception, Perspective.

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