Search results for: Hand Gestures Based Emotion Id
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 11893

Search results for: Hand Gestures Based Emotion Id

11533 Steady-State Analysis and Control of Double Feed Induction Motor

Authors: H. Sediki, Dj. Ould Abdeslam, T. Otmane-cherif, A. Bechouche, K. Mesbah

Abstract:

This paper explores steady-state characteristics of grid-connected doubly fed induction motor (DFIM) in case of unity power factor operation. Based on the synchronized mathematical model, analytic determination of the control laws is presented and illustrated by various figures to understand the effect of the applied rotor voltage on the speed and the active power. On other hand, unlike previous works where the stator resistance was neglected, in this work, stator resistance is included such that the equations can be applied to small wind turbine generators which are becoming more popular. Finally the work is crowned by integration of the studied induction generator in a wind system where an open loop control is proposed confers a remarkable simplicity of implementation compared to the known methods.

Keywords: DFIM, equivalent circuit, induction machine, steady state

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11532 Design of a Computer Vision Based Exercise Video Game for Senior Citizens

Authors: June Tay, Ivy Chia

Abstract:

There are numerous changes, both mental and physical, taking place when people age. We need to understand the different aspects required for healthy living, including meeting nutritional needs, regular physical activities to keep agility, sufficient rest and sleep to have physical and mental well-being, social engagement to avoid the risk of social isolation and depression, and access to healthcare to detect and manage chronic conditions. Promoting physical activities for an ageing population is necessary as many may have enjoyed sedentary lifestyles for some time. In our study, we evaluate the considerations when designing a computer vision video game for the elderly. We need to design some low-impact activities, such as stretching and gentle movements, because some elderly individuals may have joint pains or mobility issues. The exercise game should consist of simple movements that are easy to follow and remember. It should be fun and enjoyable so that they can be motivated to do some exercise. Social engagement can keep the elderly motivated and competitive, and they are more willing to engage in game exercises. Elderly citizens can compare their game scores and try to improve them. We propose a computer vision-based video game for the elderly that will capture and track the movement of the elderly hand pushing a ball on the screen into a circle. It can be easily set up using a PC laptop with a webcam. Our video game adhered to the design framework we employed, and it encompassed ease of use, a simple graphical interface, easy-to-play game exercise, and fun gameplay.

Keywords: Computer vision, video games, gerontology technology, caregiving.

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11531 Analysis of Patterns in TV Commercials that Recognize NGO Image

Authors: J. Areerut, F. Samuel

Abstract:

The purpose of this research is to analyze the pattern of television commercials and how they encourage non-governmental organizations to build their image in Thailand. It realizes how public relations can impact an organization's image. It is a truth that bad public relations management can cause hurt a reputation. On the other hand, a very small amount of work in public relations helps your organization to be recognized broadly and eventually accepted even wider. The main idea in this paper is to study and analyze patterns of television commercials that could impact non-governmental organization's images in a greater way. This research uses questionnaires and content analysis to summarize results. The findings show the aspects of how patterns of television commercials that are suited to non-governmental organization work in Thailand. It will be useful for any non-governmental organization that wishes to build their image through television commercials and also for further work based on this research.

Keywords: Television Commercial (TVC), Organization Image, Non-Governmental Organization: NGO, Public Relation.

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11530 Higher Frequency Modeling of Synchronous Exciter Machines by Equivalent Circuits and Transfer Functions

Authors: Marcus Banda

Abstract:

In this article the influence of higher frequency effects in addition to a special damper design on the electrical behavior of a synchronous generator main exciter machine is investigated. On the one hand these machines are often highly stressed by harmonics from the bridge rectifier thus facing additional eddy current losses. On the other hand the switching may cause the excitation of dangerous voltage peaks in resonant circuits formed by the diodes of the rectifier and the commutation reactance of the machine. Therefore modern rotating exciters are treated like synchronous generators usually modeled with a second order equivalent circuit. Hence the well known Standstill Frequency Response Test (SSFR) method is applied to a test machine in order to determine parameters for the simulation. With these results it is clearly shown that higher frequencies have a strong impact on the conventional equivalent circuit model. Because of increasing field displacement effects in the stranded armature winding the sub-transient reactance is even smaller than the armature leakage at high frequencies. As a matter of fact this prevents the algorithm to find an equivalent scheme. This issue is finally solved using Laplace transfer functions fully describing the transient behavior at the model ports.

Keywords: Synchronous exciter machine, Linear transfer function, SSFR, Equivalent Circuit

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11529 The Balance between the Two Characters of the Night: A Study on the Nightscape of Pei Ho Street and Yen Chow Street West in Sham Shui Po

Authors: Lei Danyang, Lu Jialiang

Abstract:

As nightlife is getting richer in urban area, urban nightscape has become an increasingly important part of the urban landscape. Understanding urban nightscape from the perspec­tive of pedestrian perception is very important to improve the livability and walkability of a city. The purpose of this study is to analyze the nightscapes of two different urban forms. The research methods are literature investigation and field investigation. From analyzing the lighting, sensory ex­perience, and night activities, this research studies the two streets, Pei Ho Street and Yen Chow Street West in Sham Shui Po. Results revealed that the two streets are on the two extremes of the two characters of the night and a better balance needs to be found between them. Because of the different land usage and stakeholders, the two streets should play different roles in the nightscape, so their balance points are also different. On the one hand, Pei Ho Street, which has a strong commercial atmos­phere, should not only retain its vitality and diversity but also ensure its function of relaxation at night; on the other hand, in Yen Chow Street West, it is necessary to develop its potential of reconnecting people with the darkness of the night while ensur­ing its safety. These findings may not only provide policymak­ers with information to help them improve the nightscape and livability of the Sham Shui Po area but also help bridge the gap between research and design. In the future, more attention should be paid to pedestrian preference and nightscape perception of vulnerable groups.

Keywords: Hong Kong, pedestrian perception, Sham Shui Po, urban form, urban nightscape.

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11528 The Quality of Public Space in Mexico City: Current State and Trends

Authors: Mildred Moreno Villanueva

Abstract:

Public space is essential to strengthen the social and urban fabric and the social cohesion; there lies the importance of its study. Hence, the aim of this paper is to analyze the quality of public space in the XXI century in both quantitative and qualitative terms. In this article, the concept of public space includes open spaces such as parks, public squares and walking areas. To make this analysis, we take Mexico City as the case study. It has a population of nearly 9 million inhabitants and is composed of sixteen boroughs. For this analysis, we consider both existing public spaces and the government intervention for building and improving new and existent public spaces. Results show that on the one hand, quantitatively there is not an equitable distribution of public spaces due to both the growth of the city itself as well as due to the absence of political will to create public spaces. Another factor is the evolution of this city, which has been growing merely in a “patched pattern”, where public space has played no role at all with a total absence of urban design. On the other hand, qualitatively, even the boroughs with the most public spaces have not shown interest in making these spaces qualitatively inclusive and open to the general population aiming for integration. Therefore, urban projects that privatize public space seem to be the rule, rather than a rehabilitation effort of the existent public spaces. Hence, state intervention should reinforce its role as an agent of social change acting in benefit of the majority of the inhabitants with the promotion of more inclusive public spaces.

Keywords: Exclusion, inclusion, Mexico City, public space.

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11527 Study on the Relations between One's Personality Dimensions and his Personality Judgment about Friend based on Reality Distortion

Authors: Bahareh Babaei, Hadi Bahrami Ehsan, Reza Reza-zadeh, Hossien Kaviani

Abstract:

Judgment is affected by many agents and distortion in this assessment is unpreventable. Personality dimensions are among those factors that interfere with the distortion. In this research, the relations between personality dimensions of subject and his judgment on friends- personality dimensions is investigated. One-hundred friend couples completed both NEO Five Factor Inventory (NEOFFI) and Ahvaz Reality Distortion Inventory (ARDI) to make judgments about themselves and their friends. Observations show that judge-s Agreement and Neuroticism dimensions are impressed by reality distortion. On the other hand, this reality distortion interferes with one-s evaluation of his friend-s Agreement, Neuroticism, and Conscientiousness dimensions. Conscientiousness with suppressive effect on judge-s other dimensions plays the irrelevant role on personality judgment. Therefore, observer-rating tools which are used as a conventional criterion seem to be not valid because of the reality distortion due to judge-s personality dimensions.

Keywords: Personality dimensions, reality distortion, judgmental accuracy.

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11526 The Risk and Value Engineering Structures and their Integration with Industrial Projects Management (A Case Study on I. K.Corporation)

Authors: Lida Haghnegahdar, Ezzatollah Asgharizadeh

Abstract:

Value engineering is an efficacious contraption for administrators to make up their minds. Value perusals proffer the gaffers a suitable instrument to decrease the expenditures of the life span, quality amelioration, structural improvement, curtailment of the construction schedule, longevity prolongation or a merging of the aforementioned cases. Subjecting organizers to pressures on one hand and their accountability towards their pertinent fields together with inherent risks and ambiguities of other options on the other hand set some comptrollers in a dilemma utilization of risk management and the value engineering in projects manipulation with regard to complexities of implementing projects can be wielded as a contraption to identify and efface each item which wreaks unnecessary expenses and time squandering sans inflicting any damages upon the essential project applications. Of course It should be noted that implementation of risk management and value engineering with regard to the betterment of efficiency and functions may lead to the project implementation timing elongation. Here time revamping does not refer to time diminishing in the whole cases. his article deals with risk and value engineering conceptualizations at first. The germane reverberations effectuated due to its execution in Iran Khodro Corporation are regarded together with the joint features and amalgamation of the aforesaid entia; hence the proposed blueprint is submitted to be taken advantage of in engineering and industrial projects including Iran Khodro Corporation.

Keywords: Management, risk engineering, value engineering, project manipulation, Iran Khodro.

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11525 Analysis of Lightning Surge Condition Effect on Surge Arrester in Electrical Power System by using ATP/EMTP Program

Authors: N. Mungkung, S. Wongcharoen., Tanes Tanitteerapan, C. Saejao, D. Arunyasot

Abstract:

The condition of lightning surge causes the traveling waves and the temporary increase in voltage in the transmission line system. Lightning is the most harmful for destroying the transmission line and setting devices so it is necessary to study and analyze the temporary increase in voltage for designing and setting the surge arrester. This analysis describes the figure of the lightning wave in transmission line with 115 kV voltage level in Thailand by using ATP/EMTP program to create the model of the transmission line and lightning surge. Because of the limit of this program, it must be calculated for the geometry of the transmission line and surge parameter and calculation in the manual book for the closest value of the parameter. On the other hand, for the effects on surge protector when the lightning comes, the surge arrester model must be right and standardized as metropolitan electrical authority's standard. The candidate compared the real information to the result from calculation, also. The results of the analysis show that the temporary increase in voltage value will be rise to 326.59 kV at the line which is done by lightning when the surge arrester is not set in the system. On the other hand, the temporary increase in voltage value will be 182.83 kV at the line which is done by lightning when the surge arrester is set in the system and the period of the traveling wave is reduced, also. The distance for setting the surge arrester must be as near to the transformer as possible. Moreover, it is necessary to know the right distance for setting the surge arrester and the size of the surge arrester for preventing the temporary increase in voltage, effectively.

Keywords: Lightning surge, surge arrester, electrical power system, ATP/EMTP program.

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11524 Modular Data and Calculation Framework for a Technology-Based Mapping of the Manufacturing Process According to the Value Stream Management Approach

Authors: Tim Wollert, Fabian Behrendt

Abstract:

Value Stream Management (VSM) is a widely used methodology in the context of Lean Management for improving end-to-end material and information flows from a supplier to a customer from a company’s perspective. Whereas the design principles, e.g. Pull, value-adding, customer-orientation and further ones are still valid against the background of an increasing digitalized and dynamic environment, the methodology itself for mapping a value stream is characterized as time- and resource-intensive due to the high degree of manual activities. The digitalization of processes in the context of Industry 4.0 enables new opportunities to reduce these manual efforts and make the VSM approach more agile. The paper at hand aims at providing a modular data and calculation framework, utilizing the available business data, provided by information and communication technologies for automizing the value stream mapping process with focus on the manufacturing process.

Keywords: Industry 4.0, lean management 4.0, value stream management 4.0, value stream mapping.

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11523 Affective Adaptation Design for Better Gaming Experiences

Authors: Ollie Hall, Salma ElSayed

Abstract:

Affective adaptation is a creative way for game designers to add an extra layer of engagement to their productions. When player’s emotions are an explicit factor in mechanics design, endless possibilities for imaginative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments in restrictive settings and rely on one or more specialist devices for measuring player’s emotional state. These conditions albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for players. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements, in an attempt for the average developer to reach the average player. A puzzle game is created with rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.

Keywords: affective games, dynamic adaptation, emotion recognition, game design

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11522 A Probabilistic Reinforcement-Based Approach to Conceptualization

Authors: Hadi Firouzi, Majid Nili Ahmadabadi, Babak N. Araabi

Abstract:

Conceptualization strengthens intelligent systems in generalization skill, effective knowledge representation, real-time inference, and managing uncertain and indefinite situations in addition to facilitating knowledge communication for learning agents situated in real world. Concept learning introduces a way of abstraction by which the continuous state is formed as entities called concepts which are connected to the action space and thus, they illustrate somehow the complex action space. Of computational concept learning approaches, action-based conceptualization is favored because of its simplicity and mirror neuron foundations in neuroscience. In this paper, a new biologically inspired concept learning approach based on the probabilistic framework is proposed. This approach exploits and extends the mirror neuron-s role in conceptualization for a reinforcement learning agent in nondeterministic environments. In the proposed method, instead of building a huge numerical knowledge, the concepts are learnt gradually from rewards through interaction with the environment. Moreover the probabilistic formation of the concepts is employed to deal with uncertain and dynamic nature of real problems in addition to the ability of generalization. These characteristics as a whole distinguish the proposed learning algorithm from both a pure classification algorithm and typical reinforcement learning. Simulation results show advantages of the proposed framework in terms of convergence speed as well as generalization and asymptotic behavior because of utilizing both success and failures attempts through received rewards. Experimental results, on the other hand, show the applicability and effectiveness of the proposed method in continuous and noisy environments for a real robotic task such as maze as well as the benefits of implementing an incremental learning scenario in artificial agents.

Keywords: Concept learning, probabilistic decision making, reinforcement learning.

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11521 Strong Adhesion and High Wettability at Polyetheretherketone-Resin/Titanium-Dioxide Interface Obtained with Crystal-Orientation Control

Authors: Tomio Iwasaki, Yosuke Kawahito

Abstract:

The adhesion strength and wettability at the interfaces between a polyetheretherketone (PEEK) resin and titanium dioxide (TiO2) have become more important because direct joining of PEEK resin and titanium (Ti), whose surface has usually the oxide (TiO2), is needed not only in vehicles such as airplanes, automobiles, and space vehicles, but also in medical devices such as implants. To realize strong joint between the PEEK resin and TiO2, the dependence of the adhesion strength and wettability on crystal orientations of rutile TiO2 were investigated by using molecular simulations. Molecular dynamics simulations were conducted by combining quantum-mechanics equation of electrons with Newton’s equation of motion of nuclear coordinates (atomic coordinates). By putting a PEEK-resin sphere on a rutile TiO2 surface and by heating the system to 650 K, the contact angles at the interfaces were calculated to evaluate the wettability. After the system is cooled to 300 K from 650 K, to evaluate the adhesin strength, the adhesive fracture energy is calculated as the difference between the energy of the PEEK-TiO2 attached state and that of the PEEK-TiO2 detached state. The results of the contact angles showed that PEEK resin on the TiO2(100) and that on the TiO2(001) surface has low wettability with large contact angles. On the other hand, PEEK resin on the TiO2(110) surface has high wettability with a small contact angle. The results of the adhesive fracture energies showed that the adhesion at the PEEK-resin/TiO2(100) and PEEK-resin/TiO2(001) interfaces are weak. On the other hand, the adhesion at the PEEK-resin/TiO2(110) interface is strong. To clarify the reason that the higher wettability and stronger adhesion are obtained at the PEEK/TiO2(110) interface than at the at the PEEK/TiO2(100) and PEEK/TiO2(001) interfaces, atomic configurations at the interfaces were visualized. The atomic configuration at the PEEK/TiO2(110) interface showed that the lattice-matched coherent interface is realized, and the atomic density is high. On the other hand, the atomic configuration at the PEEK/TiO2(001) interface showed the lattice-unmatched incoherent interface. The atomic configuration at the PEEK/TiO2(100) interface showed that the atomic density is very low although the lattice-matched interface is realized. Therefore, the lattice matching and the high atomic density at the PEEK/TiO2(001) interface are considered to be dominant factors in the high wettability and strong adhesion.

Keywords: Adhesion, direct joining, PEEK, TiO2, wettability.

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11520 An Extended Domain-Specific Modeling Language for Marine Observatory Relying on Enterprise Architecture

Authors: Charbel Geryes Aoun, Loic Lagadec

Abstract:

A Sensor Network (SN) is considered as an operation of two phases: (1) the observation/measuring, which means the accumulation of the gathered data at each sensor node; (2) transferring the collected data to some processing center (e.g. Fusion Servers) within the SN. Therefore, an underwater sensor network can be defined as a sensor network deployed underwater that monitors underwater activity. The deployed sensors, such as hydrophones, are responsible for registering underwater activity and transferring it to more advanced components. The process of data exchange between the aforementioned components perfectly defines the Marine Observatory (MO) concept which provides information on ocean state, phenomena and processes. The first step towards the implementation of this concept is defining the environmental constraints and the required tools and components (Marine Cables, Smart Sensors, Data Fusion Server, etc). The logical and physical components that are used in these observatories perform some critical functions such as the localization of underwater moving objects. These functions can be orchestrated with other services (e.g. military or civilian reaction). In this paper, we present an extension to our MO meta-model that is used to generate a design tool (ArchiMO). We propose constraints to be taken into consideration at design time. We illustrate our proposal with an example from the MO domain. Additionally, we generate the corresponding simulation code using our self-developed domain-specific model compiler. On the one hand, this illustrates our approach in relying on Enterprise Architecture (EA) framework that respects: multiple-views, perspectives of stakeholders, and domain specificity. On the other hand, it helps reducing both complexity and time spent in design activity, while preventing from design modeling errors during porting this activity in the MO domain. As conclusion, this work aims to demonstrate that we can improve the design activity of complex system based on the use of MDE technologies and a domain-specific modeling language with the associated tooling. The major improvement is to provide an early validation step via models and simulation approach to consolidate the system design.

Keywords: Smart sensors, data fusion, distributed fusion architecture, sensor networks, domain specific modeling language, enterprise architecture, underwater moving object, localization, marine observatory, NS-3, IMS.

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11519 Reactive Neural Control for Phototaxis and Obstacle Avoidance Behavior of Walking Machines

Authors: Poramate Manoonpong, Frank Pasemann, Florentin Wörgötter

Abstract:

This paper describes reactive neural control used to generate phototaxis and obstacle avoidance behavior of walking machines. It utilizes discrete-time neurodynamics and consists of two main neural modules: neural preprocessing and modular neural control. The neural preprocessing network acts as a sensory fusion unit. It filters sensory noise and shapes sensory data to drive the corresponding reactive behavior. On the other hand, modular neural control based on a central pattern generator is applied for locomotion of walking machines. It coordinates leg movements and can generate omnidirectional walking. As a result, through a sensorimotor loop this reactive neural controller enables the machines to explore a dynamic environment by avoiding obstacles, turn toward a light source, and then stop near to it.

Keywords: Recurrent neural networks, Walking robots, Modular neural control, Phototaxis, Obstacle avoidance behavior.

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11518 A Reduced-Bit Multiplication Algorithm for Digital Arithmetic

Authors: Harpreet Singh Dhillon, Abhijit Mitra

Abstract:

A reduced-bit multiplication algorithm based on the ancient Vedic multiplication formulae is proposed in this paper. Both the Vedic multiplication formulae, Urdhva tiryakbhyam and Nikhilam, are first discussed in detail. Urdhva tiryakbhyam, being a general multiplication formula, is equally applicable to all cases of multiplication. It is applied to the digital arithmetic and is shown to yield a multiplier architecture which is very similar to the popular array multiplier. Due to its structure, it leads to a high carry propagation delay in case of multiplication of large numbers. Nikhilam Sutra, on the other hand, is more efficient in the multiplication of large numbers as it reduces the multiplication of two large numbers to that of two smaller numbers. The framework of the proposed algorithm is taken from this Sutra and is further optimized by use of some general arithmetic operations such as expansion and bit-shifting to take advantage of bit-reduction in multiplication. We illustrate the proposed algorithm by reducing a general 4x4-bit multiplication to a single 2 x 2-bit multiplication operation.

Keywords: Multiplication, algorithm, Vedic mathematics, digital arithmetic, reduced-bit.

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11517 The Effect of Sport Specific Exercises on the Visual Skills of Rugby Players

Authors: P.J. Du Toit, P. Janse Van Vuuren , S. Le Roux , E. Henning, M. Kleynhans, H.C. Terblanche, D. Crafford, C. Grobbelaar, P.S. Wood, C.C. Grant, L. Fletcher

Abstract:

Introduction: Visual performance is an important factor in sport excellence. Visual involvement in a sport varies according to environmental demands associated with that sport. These environmental demands are matched by a task specific motor response. The purpose of this study was to determine if sport specific exercises will improve the visual performance of male rugby players, in order to achieve maximal results on the sports field. Materials & Methods: Twenty six adult male rugby players, aged 16-22, were chosen as subjects. In order to evaluate the effect of sport specific exercises on visual skills, a pre-test - post-test experimental group design was adopted for the study. Results: Significant differences (p≤0.05) were seen in the focussing, tracking, vergence, sequencing, eye-hand coordination and visualisation components Discussion & Conclusions: Sport specific exercises improved visual skills in rugby players which may provide them with an advantage over their opponents. This study suggests that these training programs and participation in regular on-line EyeDrills sports vision exercises (www.eyedrills.co.za) aimed at improving the athlete-s visual coordination, concentration, focus, hand-eye co-ordination, anticipation and motor response should be incorpotated in the rugby players exercise regime.

Keywords: Rugby players, sport specific exercises, visual skills.

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11516 Mean Shift-based Preprocessing Methodology for Improved 3D Buildings Reconstruction

Authors: Nikolaos Vassilas, Theocharis Tsenoglou, Djamchid Ghazanfarpour

Abstract:

In this work, we explore the capability of the mean shift algorithm as a powerful preprocessing tool for improving the quality of spatial data, acquired from airborne scanners, from densely built urban areas. On one hand, high resolution image data corrupted by noise caused by lossy compression techniques are appropriately smoothed while at the same time preserving the optical edges and, on the other, low resolution LiDAR data in the form of normalized Digital Surface Map (nDSM) is upsampled through the joint mean shift algorithm. Experiments on both the edge-preserving smoothing and upsampling capabilities using synthetic RGB-z data show that the mean shift algorithm is superior to bilateral filtering as well as to other classical smoothing and upsampling algorithms. Application of the proposed methodology for 3D reconstruction of buildings of a pilot region of Athens, Greece results in a significant visual improvement of the 3D building block model.

Keywords: 3D buildings reconstruction, data fusion, data upsampling, mean shift.

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11515 An Artificial Neural Network Model for Earthquake Prediction and Relations between Environmental Parameters and Earthquakes

Authors: S. Niksarlioglu, F. Kulahci

Abstract:

Earthquakes are natural phenomena that occur with influence of a lot of parameters such as seismic activity, changing in the ground waters' motion, changing in the water-s temperature, etc. On the other hand, the radon gas concentrations in soil vary as nonlinear generally with earthquakes. Continuous measurement of the soil radon gas is very important for determination of characteristic of the seismic activity. The radon gas changes as continuous with strain occurring within the Earth-s surface during an earthquake and effects from the physical and the chemical processes such as soil structure, soil permeability, soil temperature, the barometric pressure, etc. Therefore, at the modeling researches are notsufficient to knowthe concentration ofradon gas. In this research, we determined relationships between radon emissions based on the environmental parameters and earthquakes occurring along the East Anatolian Fault Zone (EAFZ), Turkiye and predicted magnitudes of some earthquakes with the artificial neural network (ANN) model.

Keywords: Earthquake, Modeling, Prediction, Radon.

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11514 Frequency Transformation with Pascal Matrix Equations

Authors: Phuoc Si Nguyen

Abstract:

Frequency transformation with Pascal matrix equations is a method for transforming an electronic filter (analogue or digital) into another filter. The technique is based on frequency transformation in the s-domain, bilinear z-transform with pre-warping frequency, inverse bilinear transformation and a very useful application of the Pascal’s triangle that simplifies computing and enables calculation by hand when transforming from one filter to another. This paper will introduce two methods to transform a filter into a digital filter: frequency transformation from the s-domain into the z-domain; and frequency transformation in the z-domain. Further, two Pascal matrix equations are derived: an analogue to digital filter Pascal matrix equation and a digital to digital filter Pascal matrix equation. These are used to design a desired digital filter from a given filter.

Keywords: Frequency transformation, Bilinear z-transformation, Pre-warping frequency, Digital filters, Analog filters, Pascal’s triangle.

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11513 Generation of Electro-Encephalography Readiness Potentials by Intention

Authors: Seokbeen Lim, Gilwon Yoon

Abstract:

The readiness potential in brain waves is a brain activity related with an intention whose potential arises even before its conscious intention. This study was carried out in order to understand the generation and mechanism of the readiness potential more. The experiment with two subjects was conducted in two ways following the Oddball task protocol. Firstly, auditory stimuli were randomly presented to the subjects. The subject was allowed to press the keyboard with the right index finger only when the subject heard the target stimulus but not the standard stimulus. Secondly, unlike the first one, the auditory stimuli were randomly presented, and the subjects pressed the keyboard in the same manner, but at the same time with grasping action of the left hand. The readiness potential showed up for both of these experiments. In the first Oddball experiment, the readiness potential was detected only when the target stimulus was presented. However, in the second Oddball experiment with the left hand action of grasping something, the readiness potential was detected at the presentation of for both standard and target stimuli. However, detected readiness potentials with the target stimuli were larger than those of the standard stimuli. We found an interesting phenomenon that the readiness potential was able to be detected even the standard stimulus. This indicates that motor-related readiness potentials can be generated only by the intention to move. These results present a new perspective in psychology and brain engineering since subconscious brain action may be prior to conscious recognition of the intention.

Keywords: Readiness potential, auditory stimuli, event-related potential, electroencephalography, oddball task.

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11512 GPU-Based Volume Rendering for Medical Imagery

Authors: Hadjira Bentoumi, Pascal Gautron, Kadi Bouatouch

Abstract:

We present a method for fast volume rendering using graphics hardware (GPU). To our knowledge, it is the first implementation on the GPU. Based on the Shear-Warp algorithm, our GPU-based method provides real-time frame rates and outperforms the CPU-based implementation. When the number of slices is not sufficient, we add in-between slices computed by interpolation. This improves then the quality of the rendered images. We have also implemented the ray marching algorithm on the GPU. The results generated by the three algorithms (CPU-based and GPU-based Shear- Warp, GPU-based Ray Marching) for two test models has proved that the ray marching algorithm outperforms the shear-warp methods in terms of speed up and image quality.

Keywords: Volume rendering, graphics processors

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11511 Empirical Study from Final Exams of Computer Science Courses Demystifying the Notion of 'an Average Software Engineer'

Authors: Alex Elentukh

Abstract:

The paper is based on data collected from final exams administered during five years teaching the graduate course in software engineering. The visualization instrument with four distinct personas has been used to improve effectiveness of each class. The study offers a plethora of clues toward students' behavioral preferences. Diversity among students (professional background, physical proximity) is too significant to assume a single face of a learner. This is particularly true for a body of on-line graduate students in computer science. Conclusions of the study (each learner is unique and each class is unique) are extrapolated to demystify the notion of an 'average software engineer'. An immediate direction for an educator is to assure a course applies to a wide audience of very different individuals. On another hand, a student should be clear about his/her abilities and preferences - to follow the most effective learning path.

Keywords: K.3.2 computer & information science education, learner profiling, adaptive learning, software engineering.

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11510 A Mixed Method Study Investigating Dyslexia and Students’ Experiences of Anxiety and Coping

Authors: Amanda Abbott-Jones

Abstract:

Adult students with dyslexia can receive support for cognitive needs but may also experience anxiety, which is less understood. This study aims to test the hypothesis that dyslexic learners in higher education have a higher prevalence of academic and social anxiety than their non-dyslexic peers and explores wider emotional consequences of studying with dyslexia and the ways that adults with dyslexia cope cognitively and emotionally. A mixed method approach was used in two stages. Stage one compared survey responses from students with dyslexia (N = 102) and students without dyslexia (N = 72) after completion of an anxiety inventory. Stage two explored emotional consequences of studying with dyslexia and types of coping strategies used through semi-structured interviews with 20 dyslexic students. Results revealed a statistically significant effect for academic anxiety but not for social anxiety. Findings for stage two showed that: (1) students’ emotional consequences were characterised by a mixture of negative and positive responses, yet negative responses were more frequent in response to questions about academic tasks than positive responses; (2) participants had less to say on coping emotionally, than coping cognitively.

Keywords: Dyslexia, higher education, anxiety, emotion.

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11509 Investigation of Proximate Value, Sensorial Evaluation, Flesh Yield of Shrimp (Parapenaus longirostris) (Lucas, 1846) between Populations in the Marmara and Northern Aegean Sea

Authors: Zafer Ceylan, Gülgün F. Unal Sengor, Onur Gönülal

Abstract:

The differences on proximate composition, sensorial analysis (for raw and cooked samples) and flesh productivity of the samples of Parapenaus longirostris that were caught in the North Aegean Sea and Marmara Sea were investigated. Moisture, protein, lipid, ash, carbohydrate, energy content of the North Aegean Sea shrimp were found 74.92 ± 0.1, 20.32 ± 0.16, 2.55 ± 0.1, 2.13 ± 0.08, 0.08%, 110.1 kcal/100 g, respectively. On the other hand, the Marmara Sea shrimp was found 76.9 ± 0.02, 19.06 ± 0.03, 2.22 ± 0.08, 1.51 ± 0.04, 0.33, 102.77 kcal/100g, respectively. Protein, lipid, ash and energy values of the Northern Aegean Sea shrimp were higher than the Marmara Sea shrimp. On the other hand, moisture, carbohydrate values of the Northern Aegean Sea shrimp were lower than the Marmara samples. Sensorial analyses were carried on for raw and cooked samples. Among all properties for raw samples, flesh color, shrimp connective tissue, shrimp body parameters were different from each other according to the result of the panel. According to the result of the cooked shrimp samples among all properties, cooked odour, flavor and texture were different from each other as well. Especially, flavor and textural properties of cooked shrimps of the Northern Aegean Sea were higher than the Marmara Sea shrimp. The flesh yield of the Northern Aegean Sea shrimp was found 46.42%, while Marmara Sea shrimp was found 47.74%.

Keywords: Proximate value, sensorial evaluation, Parapenaus longirostris flesh yield.

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11508 A Neural Network Approach for an Automatic Detection and Localization of an Open Phase Circuit of a Five-Phase Induction Machine Used in a Drivetrain of an Electric Vehicle

Authors: S. Chahba, R. Sehab, A. Akrad, C. Morel

Abstract:

Nowadays, the electric machines used in urban electric vehicles are, in most cases, three-phase electric machines with or without a magnet in the rotor. Permanent Magnet Synchronous Machine (PMSM) and Induction Machine (IM) are the main components of drive trains of electric and hybrid vehicles. These machines have very good performance in healthy operation mode, but they are not redundant to ensure safety in faulty operation mode. Faced with the continued growth in the demand for electric vehicles in the automotive market, improving the reliability of electric vehicles is necessary over the lifecycle of the electric vehicle. Multiphase electric machines respond well to this constraint because, on the one hand, they have better robustness in the event of a breakdown (opening of a phase, opening of an arm of the power stage, intern-turn short circuit) and, on the other hand, better power density. In this work, a diagnosis approach using a neural network for an open circuit fault or more of a five-phase induction machine is developed. Validation on the simulator of the vehicle drivetrain, at reduced power, is carried out, creating one and more open circuit stator phases showing the efficiency and the reliability of the new approach to detect and to locate on-line one or more open phases of a five-induction machine.

Keywords: Electric vehicle drivetrain, multiphase drives, induction machine, control, open circuit fault diagnosis, artificial neural network.

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11507 Edge Detection in Digital Images Using Fuzzy Logic Technique

Authors: Abdallah A. Alshennawy, Ayman A. Aly

Abstract:

The fuzzy technique is an operator introduced in order to simulate at a mathematical level the compensatory behavior in process of decision making or subjective evaluation. The following paper introduces such operators on hand of computer vision application. In this paper a novel method based on fuzzy logic reasoning strategy is proposed for edge detection in digital images without determining the threshold value. The proposed approach begins by segmenting the images into regions using floating 3x3 binary matrix. The edge pixels are mapped to a range of values distinct from each other. The robustness of the proposed method results for different captured images are compared to those obtained with the linear Sobel operator. It is gave a permanent effect in the lines smoothness and straightness for the straight lines and good roundness for the curved lines. In the same time the corners get sharper and can be defined easily.

Keywords: Fuzzy logic, Edge detection, Image processing, computer vision, Mechanical parts, Measurement.

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11506 A Reinforcement Learning Approach for Evaluation of Real-Time Disaster Relief Demand and Network Condition

Authors: Ali Nadi, Ali Edrissi

Abstract:

Relief demand and transportation links availability is the essential information that is needed for every natural disaster operation. This information is not in hand once a disaster strikes. Relief demand and network condition has been evaluated based on prediction method in related works. Nevertheless, prediction seems to be over or under estimated due to uncertainties and may lead to a failure operation. Therefore, in this paper a stochastic programming model is proposed to evaluate real-time relief demand and network condition at the onset of a natural disaster. To address the time sensitivity of the emergency response, the proposed model uses reinforcement learning for optimization of the total relief assessment time. The proposed model is tested on a real size network problem. The simulation results indicate that the proposed model performs well in the case of collecting real-time information.

Keywords: Disaster management, real-time demand, reinforcement learning, relief demand.

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11505 Analysis of Aiming Performance for Games Using Mapping Method of Corneal Reflections Based on Two Different Light Sources

Authors: Yoshikazu Onuki, Itsuo Kumazawa

Abstract:

Fundamental motivation of this paper is how gaze estimation can be utilized effectively regarding an application to games. In games, precise estimation is not always important in aiming targets but an ability to move a cursor to an aiming target accurately is also significant. Incidentally, from a game producing point of view, a separate expression of a head movement and gaze movement sometimes becomes advantageous to expressing sense of presence. A case that panning a background image associated with a head movement and moving a cursor according to gaze movement can be a representative example. On the other hand, widely used technique of POG estimation is based on a relative position between a center of corneal reflection of infrared light sources and a center of pupil. However, a calculation of a center of pupil requires relatively complicated image processing, and therefore, a calculation delay is a concern, since to minimize a delay of inputting data is one of the most significant requirements in games. In this paper, a method to estimate a head movement by only using corneal reflections of two infrared light sources in different locations is proposed. Furthermore, a method to control a cursor using gaze movement as well as a head movement is proposed. By using game-like-applications, proposed methods are evaluated and, as a result, a similar performance to conventional methods is confirmed and an aiming control with lower computation power and stressless intuitive operation is obtained.

Keywords: Point-of-gaze, gaze estimation, head movement, corneal reflections, two infrared light sources, game.

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11504 Risk Assessment for Aerial Package Delivery

Authors: Haluk Eren, Ümit Çelik

Abstract:

Recent developments in unmanned aerial vehicles (UAVs) have begun to attract intense interest. UAVs started to use for many different applications from military to civilian use. Some online retailer and logistics companies are testing the UAV delivery. UAVs have great potentials to reduce cost and time of deliveries and responding to emergencies in a short time. Despite these great positive sides, just a few works have been done for routing of UAVs for package deliveries. As known, transportation of goods from one place to another may have many hazards on delivery route due to falling hazards that can be exemplified as ground objects or air obstacles. This situation refers to wide-range insurance concept. For this reason, deliveries that are made with drones get into the scope of shipping insurance. On the other hand, air traffic was taken into account in the absence of unmanned aerial vehicle. But now, it has been a reality for aerial fields. In this study, the main goal is to conduct risk analysis of package delivery services using drone, based on delivery routes.

Keywords: Drone risk assessment, drone package delivery.

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