Search results for: human machine interface.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3482

Search results for: human machine interface.

3482 Challenges for Interface Designers in Designing Sensor Dashboards in the Context of Industry 4.0

Authors: Naveen Kumar, Shyambihari Prajapati

Abstract:

Industry 4.0 is the fourth industrial revolution that focuses on interconnectivity of machine to machine, human to machine and human to human via Internet of Things (IoT). Technologies of industry 4.0 facilitate communication between human and machine through IoT and forms Cyber-Physical Production System (CPPS). In CPPS, multiple shop floors sensor data are connected through IoT and displayed through sensor dashboard to the operator. These sensor dashboards have enormous amount of information to be presented which becomes complex for operators to perform monitoring, controlling and interpretation tasks. Designing handheld sensor dashboards for supervision task will become a challenge for the interface designers. This paper reports emerging technologies of industry 4.0, changing context of increasing information complexity in consecutive industrial revolutions and upcoming design challenges for interface designers in context of Industry 4.0. Authors conclude that information complexity of sensor dashboards design has increased with consecutive industrial revolutions and designs of sensor dashboard causes cognitive load on users. Designing such complex dashboards interfaces in Industry 4.0 context will become main challenges for the interface designers.

Keywords: Industry 4.0, sensor dashboard design, Cyber-physical production system, Interface designer.

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3481 Hand Controlled Mobile Robot Applied in Virtual Environment

Authors: Jozsef Katona, Attila Kovari, Tibor Ujbanyi, Gergely Sziladi

Abstract:

By the development of IT systems, human-computer interaction is also developing even faster and newer communication methods become available in human-machine interaction. In this article, the application of a hand gesture controlled human-computer interface is being introduced through the example of a mobile robot. The control of the mobile robot is implemented in a realistic virtual environment that is advantageous regarding the aspect of different tests, parallel examinations, so the purchase of expensive equipment is unnecessary. The usability of the implemented hand gesture control has been evaluated by test subjects. According to the opinion of the testing subjects, the system can be well used, and its application would be recommended on other application fields too.

Keywords: Human-machine interface, hand control, mobile robot, virtual environment.

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3480 Determination of the Concentrated State Using Multiple EEG Channels

Authors: Tae Jin Choi, Jong Ok Kim, Sang Min Jin, Gilwon Yoon

Abstract:

Analysis of EEG brainwave provides information on mental or emotional states. One of the particular states that can have various applications in human machine interface (HMI) is concentration. 8-channel EEG signals were measured and analyzed. The concentration index was compared during resting and concentrating periods. Among eight channels, locations the frontal lobe (Fp1 and Fp2) showed a clear increase of the concentration index during concentration regardless of subjects. The rest six channels produced conflicting observations depending on subjects. At this time, it is not clear whether individual difference or how to concentrate made these results for the rest six channels. Nevertheless, it is expected that Fp1 and Fp2 are promising locations for extracting control signal for HMI applications.

Keywords: Concentration, EEG, human machine interface.

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3479 Analytical Model Based Evaluation of Human Machine Interfaces Using Cognitive Modeling

Authors: Belkacem Chikhaoui, Helene Pigot

Abstract:

Cognitive models allow predicting some aspects of utility and usability of human machine interfaces (HMI), and simulating the interaction with these interfaces. The action of predicting is based on a task analysis, which investigates what a user is required to do in terms of actions and cognitive processes to achieve a task. Task analysis facilitates the understanding of the system-s functionalities. Cognitive models are part of the analytical approaches, that do not associate the users during the development process of the interface. This article presents a study about the evaluation of a human machine interaction with a contextual assistant-s interface using ACTR and GOMS cognitive models. The present work shows how these techniques may be applied in the evaluation of HMI, design and research by emphasizing firstly the task analysis and secondly the time execution of the task. In order to validate and support our results, an experimental study of user performance is conducted at the DOMUS laboratory, during the interaction with the contextual assistant-s interface. The results of our models show that the GOMS and ACT-R models give good and excellent predictions respectively of users performance at the task level, as well as the object level. Therefore, the simulated results are very close to the results obtained in the experimental study.

Keywords: HMI, interface evaluation, Analytical evaluation, cognitivemodeling, user modeling, user performance.

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3478 WAF: an Interface Web Agent Framework

Authors: Xizhi Li, Qinming He

Abstract:

A trend in agent community or enterprises is that they are shifting from closed to open architectures composed of a large number of autonomous agents. One of its implications could be that interface agent framework is getting more important in multi-agent system (MAS); so that systems constructed for different application domains could share a common understanding in human computer interface (HCI) methods, as well as human-agent and agent-agent interfaces. However, interface agent framework usually receives less attention than other aspects of MAS. In this paper, we will propose an interface web agent framework which is based on our former project called WAF and a Distributed HCI template. A group of new functionalities and implications will be discussed, such as web agent presentation, off-line agent reference, reconfigurable activation map of agents, etc. Their enabling techniques and current standards (e.g. existing ontological framework) are also suggested and shown by examples from our own implementation in WAF.

Keywords: HCI, Interface agent, MAS.

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3477 Achieving Shear Wave Elastography by a Three-element Probe for Wearable Human-machine Interface

Authors: Jipeng Yan, Xingchen Yang, Xiaowei Zhou, Mengxing Tang, Honghai Liu

Abstract:

Shear elastic modulus of skeletal muscles can be obtained by shear wave elastography (SWE) and has been linearly related to muscle force. However, SWE is currently implemented using array probes. Price and volumes of these probes and their driving equipment prevent SWE from being used in wearable human-machine interfaces (HMI). Moreover, beamforming processing for array probes reduces the real-time performance. To achieve SWE by wearable HMIs, a customized three-element probe is adopted in this work, with one element for acoustic radiation force generation and the others for shear wave tracking. In-phase quadrature demodulation and 2D autocorrelation are adopted to estimate velocities of tissues on the sound beams of the latter two elements. Shear wave speeds are calculated by phase shift between the tissue velocities. Three agar phantoms with different elasticities were made by changing the weights of agar. Values of the shear elastic modulus of the phantoms were measured as 8.98, 23.06 and 36.74 kPa at a depth of 7.5 mm respectively. This work verifies the feasibility of measuring shear elastic modulus by wearable devices.

Keywords: Shear elastic modulus, skeletal muscle, ultrasound, wearable human-machine interface.

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3476 Knowledge Representation and Retrieval in Design Project Memory

Authors: Smain M. Bekhti, Nada T. Matta

Abstract:

Knowledge sharing in general and the contextual access to knowledge in particular, still represent a key challenge in the knowledge management framework. Researchers on semantic web and human machine interface study techniques to enhance this access. For instance, in semantic web, the information retrieval is based on domain ontology. In human machine interface, keeping track of user's activity provides some elements of the context that can guide the access to information. We suggest an approach based on these two key guidelines, whilst avoiding some of their weaknesses. The approach permits a representation of both the context and the design rationale of a project for an efficient access to knowledge. In fact, the method consists of an information retrieval environment that, in the one hand, can infer knowledge, modeled as a semantic network, and on the other hand, is based on the context and the objectives of a specific activity (the design). The environment we defined can also be used to gather similar project elements in order to build classifications of tasks, problems, arguments, etc. produced in a company. These classifications can show the evolution of design strategies in the company.

Keywords: Project Memory, Knowledge re-use, Design rationale, Knowledge representation.

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3475 Low Cost Microcontroller Based ECG Machine

Authors: Muhibul H. Bhuyan, Md. T. Hasan, Hasan Iskander

Abstract:

Electrocardiographic (ECG) machine is an important equipment to diagnose heart problems. Besides, the ECG signals are used to detect many other features of human body and behavior. But it is not so cheap and simple in operation to be used in the countries like Bangladesh, where most of the people are very low income earners. Therefore, in this paper, we have tried to implement a simple and portable ECG machine. Since Arduino Uno microcontroller is very cheap, we have used it in our system to minimize the cost. Our designed system is powered by a 2-voltage level DC power supply. It provides wireless connectivity to have ECG data either in smartphone having android operating system or a PC/laptop having Windows operating system. To get the data, a graphic user interface has been designed. Android application has also been made using IDE for Android 2.3 and API 10. Since it requires no USB host API, almost 98% Android smartphones, available in the country, will be able to use it. We have calculated the heart rate from the measured ECG by our designed machine and by an ECG machine of a reputed diagnostic center in Dhaka city for the same people at the same time on same day. Then we calculated the percentage of errors between the readings of two machines and computed its average. From this computation, we have found out that the average percentage of error is within an acceptable limit.

Keywords: Low cost ECG machine, heart diseases, remote monitoring, Arduino microcontroller.

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3474 Motor Imaginary Signal Classification Using Adaptive Recursive Bandpass Filter and Adaptive Autoregressive Models for Brain Machine Interface Designs

Authors: Vickneswaran Jeyabalan, Andrews Samraj, Loo Chu Kiong

Abstract:

The noteworthy point in the advancement of Brain Machine Interface (BMI) research is the ability to accurately extract features of the brain signals and to classify them into targeted control action with the easiest procedures since the expected beneficiaries are of disabled. In this paper, a new feature extraction method using the combination of adaptive band pass filters and adaptive autoregressive (AAR) modelling is proposed and applied to the classification of right and left motor imagery signals extracted from the brain. The introduction of the adaptive bandpass filter improves the characterization process of the autocorrelation functions of the AAR models, as it enhances and strengthens the EEG signal, which is noisy and stochastic in nature. The experimental results on the Graz BCI data set have shown that by implementing the proposed feature extraction method, a LDA and SVM classifier outperforms other AAR approaches of the BCI 2003 competition in terms of the mutual information, the competition criterion, or misclassification rate.

Keywords: Adaptive autoregressive, adaptive bandpass filter, brain machine Interface, EEG, motor imaginary.

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3473 Intelligent Vision System for Human-Robot Interface

Authors: Al-Amin Bhuiyan, Chang Hong Liu

Abstract:

This paper addresses the development of an intelligent vision system for human-robot interaction. The two novel contributions of this paper are 1) Detection of human faces and 2) Localizing the eye. The method is based on visual attributes of human skin colors and geometrical analysis of face skeleton. This paper introduces a spatial domain filtering method named ?Fuzzily skewed filter' which incorporates Fuzzy rules for deciding the gray level of pixels in the image in their neighborhoods and takes advantages of both the median and averaging filters. The effectiveness of the method has been justified over implementing the eye tracking commands to an entertainment robot, named ''AIBO''.

Keywords: Fuzzily skewed filter, human-robot interface, rmscontrast, skin color segmentation.

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3472 Remote Operation of CNC Milling Through Virtual Simulation and Remote Desktop Interface

Authors: Afzeri, A.G.E Sujtipto, R. Muhida, M. Konneh, Darmawan

Abstract:

Increasing the demand for effectively use of the production facility requires the tools for sharing the manufacturing facility through remote operation of the machining process. This research introduces the methodology of machining technology for direct remote operation of networked milling machine. The integrated tools with virtual simulation, remote desktop protocol and Setup Free Attachment for remote operation of milling process are proposed. Accessing and monitoring of machining operation is performed by remote desktop interface and 3D virtual simulations. Capability of remote operation is supported by an auto setup attachment with a reconfigurable pin type setup free technology installed on the table of CNC milling machine to perform unattended machining process. The system is designed using a computer server and connected to a PC based controlled CNC machine for real time monitoring. A client will access the server through internet communication and virtually simulate the machine activity. The result has been presented that combination between real time virtual simulation and remote desktop tool is enabling to operate all machine tool functions and as well as workpiece setup..

Keywords: Remote Desktop, PC Based CNC, Remote Machining.

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3471 Experimental Simulation Set-Up for Validating Out-Of-The-Loop Mitigation when Monitoring High Levels of Automation in Air Traffic Control

Authors: Oliver Ohneiser, Francesca De Crescenzio, Gianluca Di Flumeri, Jan Kraemer, Bruno Berberian, Sara Bagassi, Nicolina Sciaraffa, Pietro Aricò, Gianluca Borghini, Fabio Babiloni

Abstract:

An increasing degree of automation in air traffic will also change the role of the air traffic controller (ATCO). ATCOs will fulfill significantly more monitoring tasks compared to today. However, this rather passive role may lead to Out-Of-The-Loop (OOTL) effects comprising vigilance decrement and less situation awareness. The project MINIMA (Mitigating Negative Impacts of Monitoring high levels of Automation) has conceived a system to control and mitigate such OOTL phenomena. In order to demonstrate the MINIMA concept, an experimental simulation set-up has been designed. This set-up consists of two parts: 1) a Task Environment (TE) comprising a Terminal Maneuvering Area (TMA) simulator as well as 2) a Vigilance and Attention Controller (VAC) based on neurophysiological data recording such as electroencephalography (EEG) and eye-tracking devices. The current vigilance level and the attention focus of the controller are measured during the ATCO’s active work in front of the human machine interface (HMI). The derived vigilance level and attention trigger adaptive automation functionalities in the TE to avoid OOTL effects. This paper describes the full-scale experimental set-up and the component development work towards it. Hence, it encompasses a pre-test whose results influenced the development of the VAC as well as the functionalities of the final TE and the two VAC’s sub-components.

Keywords: Automation, human factors, air traffic controller, MINIMA, OOTL, Out-Of-The-Loop, EEG, electroencephalography, HMI, human machine interface.

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3470 Parameters Influencing Human-Machine Interaction in Hospitals

Authors: Hind Bouami, Patrick Millot

Abstract:

Handling life-critical systems complexity requires to be equipped with appropriate technology and the right human agents’ functions such as knowledge, experience, and competence in problem’s prevention and solving. Human agents are involved in the management and control of human-machine system’s performance. Documenting human agent’s situation awareness is crucial to support human-machine designers’ decision-making. Knowledge about risks, critical parameters and factors that can impact and threaten automation system’s performance should be collected using preventive and retrospective approaches. This paper aims to document operators’ situation awareness through the analysis of automated organizations’ feedback. The analysis of automated hospital pharmacies feedback helps identify and control critical parameters influencing human machine interaction in order to enhance system’s performance and security. Our human machine system evaluation approach has been deployed in Macon hospital center’s pharmacy which is equipped with automated drug dispensing systems since 2015. Automation’s specifications are related to technical aspects, human-machine interaction, and human aspects. The evaluation of drug delivery automation performance in Macon hospital center has shown that the performance of the automated activity depends on the performance of the automated solution chosen, and also on the control of systemic factors. In fact, 80.95% of automation specification related to the chosen Sinteco’s automated solution is met. The performance of the chosen automated solution is involved in 28.38% of automation specifications performance in Macon hospital center. The remaining systemic parameters involved in automation specifications performance need to be controlled. 

Keywords: Life-critical systems, situation awareness, human-machine interaction, decision-making.

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3469 A Holographic Infotainment System for Connected and Driverless Cars: An Exploratory Study of Gesture Based Interaction

Authors: Nicholas Lambert, Seungyeon Ryu, Mehmet Mulla, Albert Kim

Abstract:

In this paper, an interactive in-car interface called HoloDash is presented. It is intended to provide information and infotainment in both autonomous vehicles and ‘connected cars’, vehicles equipped with Internet access via cellular services. The research focuses on the development of interactive avatars for this system and its gesture-based control system. This is a case study for the development of a possible human-centred means of presenting a connected or autonomous vehicle’s On-Board Diagnostics through a projected ‘holographic’ infotainment system. This system is termed a Holographic Human Vehicle Interface (HHIV), as it utilises a dashboard projection unit and gesture detection. The research also examines the suitability for gestures in an automotive environment, given that it might be used in both driver-controlled and driverless vehicles. Using Human Centred Design methods, questions were posed to test subjects and preferences discovered in terms of the gesture interface and the user experience for passengers within the vehicle. These affirm the benefits of this mode of visual communication for both connected and driverless cars.

Keywords: Holographic interface, human-computer interaction, user-centered design, Gesture.

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3468 A Universal Approach for the Intuitive Control of Mobile Robots using an AR/VR-based Interface

Authors: Juergen Rossmann, Andre Kupetz, Roland Wischnewski

Abstract:

Mobile robots are used in a large field of scenarios, like exploring contaminated areas, repairing oil rigs under water, finding survivors in collapsed buildings, etc. Currently, there is no unified intuitive user interface (UI) to control such complex mobile robots. As a consequence, some scenarios are done without the exploitation of experience and intuition of human teleoperators. A novel framework has been developed to embed a flexible and modular UI into a complete 3-D virtual reality simulation system. This new approach wants to access maximum benefits of human operators. Sensor information received from the robot is prepared for an intuitive visualization. Virtual reality metaphors support the operator in his decisions. These metaphors are integrated into a real time stereo video stream. This approach is not restricted to any specific type of mobile robot and allows for the operation of different robot types with a consistent concept and user interface.

Keywords: 3-D simulation system, augmented reality, teleoperation of mobile robots, user interface.

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3467 Towards Developing a Self-Explanatory Scheduling System Based on a Hybrid Approach

Authors: Jian Zheng, Yoshiyasu Takahashi, Yuichi Kobayashi, Tatsuhiro Sato

Abstract:

In the study, we present a conceptual framework for developing a scheduling system that can generate self-explanatory and easy-understanding schedules. To this end, a user interface is conceived to help planners record factors that are considered crucial in scheduling, as well as internal and external sources relating to such factors. A hybrid approach combining machine learning and constraint programming is developed to generate schedules and the corresponding factors, and accordingly display them on the user interface. Effects of the proposed system on scheduling are discussed, and it is expected that scheduling efficiency and system understandability will be improved, compared with previous scheduling systems.

Keywords: Constraint programming, Factors considered in scheduling, machine learning, scheduling system.

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3466 Noninvasive Brain-Machine Interface to Control Both Mecha TE Robotic Hands Using Emotiv EEG Neuroheadset

Authors: Adrienne Kline, Jaydip Desai

Abstract:

Electroencephalogram (EEG) is a noninvasive technique that registers signals originating from the firing of neurons in the brain. The Emotiv EEG Neuroheadset is a consumer product comprised of 14 EEG channels and was used to record the reactions of the neurons within the brain to two forms of stimuli in 10 participants. These stimuli consisted of auditory and visual formats that provided directions of ‘right’ or ‘left.’ Participants were instructed to raise their right or left arm in accordance with the instruction given. A scenario in OpenViBE was generated to both stimulate the participants while recording their data. In OpenViBE, the Graz Motor BCI Stimulator algorithm was configured to govern the duration and number of visual stimuli. Utilizing EEGLAB under the cross platform MATLAB®, the electrodes most stimulated during the study were defined. Data outputs from EEGLAB were analyzed using IBM SPSS Statistics® Version 20. This aided in determining the electrodes to use in the development of a brain-machine interface (BMI) using real-time EEG signals from the Emotiv EEG Neuroheadset. Signal processing and feature extraction were accomplished via the Simulink® signal processing toolbox. An Arduino™ Duemilanove microcontroller was used to link the Emotiv EEG Neuroheadset and the right and left Mecha TE™ Hands.

Keywords: Brain-machine interface, EEGLAB, emotiv EEG neuroheadset, openViBE, simulink.

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3465 Animated Versus Static User Interfaces: A Study of Mathsigner™

Authors: Scott Dyer, Nicoletta Adamo-Villani

Abstract:

In this paper we report a study aimed at determining the effects of animation on usability and appeal of educational software user interfaces. Specifically, the study compares 3 interfaces developed for the Mathsigner™ program: a static interface, an interface with highlighting/sound feedback, and an interface that incorporates five Disney animation principles. The main objectives of the comparative study were to: (1) determine which interface is the most effective for the target users of Mathsigner™ (e.g., children ages 5-11), and (2) identify any Gender and Age differences in using the three interfaces. To accomplish these goals we have designed an experiment consisting of a cognitive walkthrough and a survey with rating questions. Sixteen children ages 7-11 participated in the study, ten males and six females. Results showed no significant interface effect on user task performance (e.g., task completion time and number of errors); however, interface differences were seen in rating of appeal, with the animated interface rated more 'likeable' than the other two. Task performance and rating of appeal were not affected significantly by Gender or Age of the subjects.

Keywords: Animation, Animated interfaces, EducationalSoftware, Human Computer Interaction, Multimedia.

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3464 EEG-Based Fractal Analysis of Different Motor Imagery Tasks using Critical Exponent Method

Authors: Montri Phothisonothai, Masahiro Nakagawa

Abstract:

The objective of this paper is to characterize the spontaneous Electroencephalogram (EEG) signals of four different motor imagery tasks and to show hereby a possible solution for the present binary communication between the brain and a machine ora Brain-Computer Interface (BCI). The processing technique used in this paper was the fractal analysis evaluated by the Critical Exponent Method (CEM). The EEG signal was registered in 5 healthy subjects,sampling 15 measuring channels at 1024 Hz.Each channel was preprocessed by the Laplacian space ltering so as to reduce the space blur and therefore increase the spaceresolution. The EEG of each channel was segmented and its Fractaldimension (FD) calculated. The FD was evaluated in the time interval corresponding to the motor imagery and averaged out for all the subjects (each channel). In order to characterize the FD distribution,the linear regression curves of FD over the electrodes position were applied. The differences FD between the proposed mental tasks are quantied and evaluated for each experimental subject. The obtained results of the proposed method are a substantial fractal dimension in the EEG signal of motor imagery tasks and can be considerably utilized as the multiple-states BCI applications.

Keywords: electroencephalogram (EEG), motor imagery tasks, mental tasks, biomedical signals processing, human-machine interface, fractal analysis, critical exponent method (CEM).

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3463 Issues in the User Interface Design of a Content Rich Vocational Training Application for Digitally Illiterate Users

Authors: Jamie Otelsberg, Nagarajan Akshay, Rao R. Bhavani

Abstract:

This paper discusses our preliminary experiences in the design of a user interface of a computerized content-rich vocational training courseware meant for users with little or no computer experience. In targeting a growing population with limited access to skills training of any sort, we faced numerous challenges, including language and cultural differences, resource limits, gender boundaries and, in many cases, the simple lack of trainee motivation. With the size of the unskilled population increasing much more rapidly than the numbers of sufficiently skilled teachers, there is little choice but to develop teaching techniques that will take advantage of emerging computer-based training technologies. However, in striving to serve populations with minimal computer literacy, one must carefully design the user interface to accommodate their cultural, social, educational, motivational and other differences. Our work, which uses computer based and haptic simulation technologies to deliver training to these populations, has provided some useful insights on potential user interface design approaches.

Keywords: User interface design, digitally illiterate, vocational training, navigation issues, computer human interaction, human factors.

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3462 From Modeling of Data Structures towards Automatic Programs Generating

Authors: Valentin P. Velikov

Abstract:

Automatic program generation saves time, human resources, and allows receiving syntactically clear and logically correct modules. The 4-th generation programming languages are related to drawing the data and the processes of the subject area, as well as, to obtain a frame of the respective information system. The application can be separated in interface and business logic. That means, for an interactive generation of the needed system to be used an already existing toolkit or to be created a new one.

Keywords: Computer science, graphical user interface, user dialog interface, dialog frames, data modeling, subject area modeling.

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3461 Automatic Rearrangement of Localized Graphical User Interface

Authors: Ágoston Winkler, Sándor Juhász

Abstract:

The localization of software products is essential for reaching the users of the international market. An important task for this is the translation of the user interface into local national languages. As graphical interfaces are usually optimized for the size of the texts in the original language, after the translation certain user controls (e.g. text labels and buttons in dialogs) may grow in such a manner that they slip above each other. This not only causes an unpleasant appearance but also makes the use of the program more difficult (or even impossible) which implies that the arrangement of the controls must be corrected subsequently. The correction should preserve the original structure of the interface (e.g. the relation of logically coherent controls), furthermore, it is important to keep the nicely proportioned design: the formation of large empty areas should be avoided. This paper describes an algorithm that automatically rearranges the controls of a graphical user interface based on the principles above. The algorithm has been implemented and integrated into a translation support system and reached results pleasant for the human eye in most test cases.

Keywords: Graphical user interface, GUI, natural languages, software localization, translation support systems.

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3460 Critical Analysis of Decision Making Experience with a Machine Learning Approach in Playing Ayo Game

Authors: Ibidapo O. Akinyemi, Ezekiel F. Adebiyi, Harrison O. D. Longe

Abstract:

The major goal in defining and examining game scenarios is to find good strategies as solutions to the game. A plausible solution is a recommendation to the players on how to play the game, which is represented as strategies guided by the various choices available to the players. These choices invariably compel the players (decision makers) to execute an action following some conscious tactics. In this paper, we proposed a refinement-based heuristic as a machine learning technique for human-like decision making in playing Ayo game. The result showed that our machine learning technique is more adaptable and more responsive in making decision than human intelligence. The technique has the advantage that a search is astutely conducted in a shallow horizon game tree. Our simulation was tested against Awale shareware and an appealing result was obtained.

Keywords: Decision making, Machine learning, Strategy, Ayo game.

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3459 A Study on Cancer-Cell Invasion Based On the Diffuse Interface Model

Authors: Zhang Linan, Jihwan Song, Dongchoul Kim

Abstract:

In this study, a three-dimensional haptotaxis model to simulate the migration of a population of cancer cells has been proposed. The invasion of cancer cells is related with the hapto-attractant and the effect of the interface energies between the cells and the ECM. The diffuse interface model, which incorporates the haptotaxis mechanism and interface energies, is employed. The semi-implicit Fourier spectral scheme is adopted for efficient evaluation of the simulation. The simulation results thoroughly reveal the dynamics of cancer-cell migration.

Keywords: Haptotaxis, Cancer Cells, Cell Migration, Interface Energy, Diffuse Interface Model

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3458 Hand Gesture Interpretation Using Sensing Glove Integrated with Machine Learning Algorithms

Authors: Aqsa Ali, Aleem Mushtaq, Attaullah Memon, Monna

Abstract:

In this paper, we present a low cost design for a smart glove that can perform sign language recognition to assist the speech impaired people. Specifically, we have designed and developed an Assistive Hand Gesture Interpreter that recognizes hand movements relevant to the American Sign Language (ASL) and translates them into text for display on a Thin-Film-Transistor Liquid Crystal Display (TFT LCD) screen as well as synthetic speech. Linear Bayes Classifiers and Multilayer Neural Networks have been used to classify 11 feature vectors obtained from the sensors on the glove into one of the 27 ASL alphabets and a predefined gesture for space. Three types of features are used; bending using six bend sensors, orientation in three dimensions using accelerometers and contacts at vital points using contact sensors. To gauge the performance of the presented design, the training database was prepared using five volunteers. The accuracy of the current version on the prepared dataset was found to be up to 99.3% for target user. The solution combines electronics, e-textile technology, sensor technology, embedded system and machine learning techniques to build a low cost wearable glove that is scrupulous, elegant and portable.

Keywords: American sign language, assistive hand gesture interpreter, human-machine interface, machine learning, sensing glove.

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3457 Motor Imagery Signal Classification for a Four State Brain Machine Interface

Authors: Hema C. R., Paulraj M. P., S. Yaacob, A. H. Adom, R. Nagarajan

Abstract:

Motor imagery classification provides an important basis for designing Brain Machine Interfaces [BMI]. A BMI captures and decodes brain EEG signals and transforms human thought into actions. The ability of an individual to control his EEG through imaginary mental tasks enables him to control devices through the BMI. This paper presents a method to design a four state BMI using EEG signals recorded from the C3 and C4 locations. Principle features extracted through principle component analysis of the segmented EEG are analyzed using two novel classification algorithms using Elman recurrent neural network and functional link neural network. Performance of both classifiers is evaluated using a particle swarm optimization training algorithm; results are also compared with the conventional back propagation training algorithm. EEG motor imagery recorded from two subjects is used in the offline analysis. From overall classification performance it is observed that the BP algorithm has higher average classification of 93.5%, while the PSO algorithm has better training time and maximum classification. The proposed methods promises to provide a useful alternative general procedure for motor imagery classification

Keywords: Motor Imagery, Brain Machine Interfaces, Neural Networks, Particle Swarm Optimization, EEG signal processing.

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3456 Human Action Recognition Based on Ridgelet Transform and SVM

Authors: A. Ouanane, A. Serir

Abstract:

In this paper, a novel algorithm based on Ridgelet Transform and support vector machine is proposed for human action recognition. The Ridgelet transform is a directional multi-resolution transform and it is more suitable for describing the human action by performing its directional information to form spatial features vectors. The dynamic transition between the spatial features is carried out using both the Principal Component Analysis and clustering algorithm K-means. First, the Principal Component Analysis is used to reduce the dimensionality of the obtained vectors. Then, the kmeans algorithm is then used to perform the obtained vectors to form the spatio-temporal pattern, called set-of-labels, according to given periodicity of human action. Finally, a Support Machine classifier is used to discriminate between the different human actions. Different tests are conducted on popular Datasets, such as Weizmann and KTH. The obtained results show that the proposed method provides more significant accuracy rate and it drives more robustness in very challenging situations such as lighting changes, scaling and dynamic environment

Keywords: Human action, Ridgelet Transform, PCA, K-means, SVM.

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3455 Finite Element Prediction on the Machining Stability of Milling Machine with Experimental Verification

Authors: Jui P. Hung, Yuan L. Lai, Hui T. You

Abstract:

Chatter vibration has been a troublesome problem for a machine tool toward the high precision and high speed machining. Essentially, the machining performance is determined by the dynamic characteristics of the machine tool structure and dynamics of cutting process, which can further be identified in terms of the stability lobe diagram. Therefore, realization on the machine tool dynamic behavior can help to enhance the cutting stability. To assess the dynamic characteristics and machining stability of a vertical milling system under the influence of a linear guide, this study developed a finite element model integrated the modeling of linear components with the implementation of contact stiffness at the rolling interface. Both the finite element simulations and experimental measurements reveal that the linear guide with different preload greatly affects the vibration behavior and milling stability of the vertical column spindle head system, which also clearly indicate that the predictions of the machining stability agree well with the cutting tests. It is believed that the proposed model can be successfully applied to evaluate the dynamics performance of machine tool systems of various configurations.

Keywords: Machining stability, Vertical milling machine, Linearguide, Contact stiffness.

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3454 Human Digital Twin for Personal Conversation Automation Using Supervised Machine Learning Approaches

Authors: Aya Salama

Abstract:

Digital Twin has emerged as a compelling research area, capturing the attention of scholars over the past decade. It finds applications across diverse fields, including smart manufacturing and healthcare, offering significant time and cost savings. Notably, it often intersects with other cutting-edge technologies such as Data Mining, Artificial Intelligence, and Machine Learning. However, the concept of a Human Digital Twin (HDT) is still in its infancy and requires further demonstration of its practicality. HDT takes the notion of Digital Twin a step further by extending it to living entities, notably humans, who are vastly different from inanimate physical objects. The primary objective of this research was to create an HDT capable of automating real-time human responses by simulating human behavior. To achieve this, the study delved into various areas, including clustering, supervised classification, topic extraction, and sentiment analysis. The paper successfully demonstrated the feasibility of HDT for generating personalized responses in social messaging applications. Notably, the proposed approach achieved an overall accuracy of 63%, a highly promising result that could pave the way for further exploration of the HDT concept. The methodology employed Random Forest for clustering the question database and matching new questions, while K-nearest neighbor was utilized for sentiment analysis.

Keywords: Human Digital twin, sentiment analysis, topic extraction, supervised machine learning, unsupervised machine learning, classification and clustering.

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3453 Implementation of Parallel Interface for Microprocessor Trainer

Authors: Moe Moe Htun, Khin Htar Nwe

Abstract:

In this paper, parallel interface for microprocessor trainer was implemented. A programmable parallel–port device such as the IC 8255A is initialized for simple input or output and for handshake input or output by choosing kinds of modes. The hardware connections and the programs can be used to interface microprocessor trainer and a personal computer by using IC 8255A. The assembly programs edited on PC-s editor can be downloaded to the trainer.

Keywords: Parallel I/O ports, parallel interface, trainer, two 8255 ICs.

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