Search results for: Human Machine Interaction
3863 Parameters Influencing Human-Machine Interaction in Hospitals
Authors: Hind Bouami, Patrick Millot
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5753862 Hand Controlled Mobile Robot Applied in Virtual Environment
Authors: Jozsef Katona, Attila Kovari, Tibor Ujbanyi, Gergely Sziladi
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 10073861 Analytical Model Based Evaluation of Human Machine Interfaces Using Cognitive Modeling
Authors: Belkacem Chikhaoui, Helene Pigot
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15303860 Optimization of the Control Scheme for Human Extremity Exoskeleton
Authors: Yang Li, Xiaorong Guan, Cheng Xu
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In order to design a suitable control scheme for human extremity exoskeleton, the interaction force control scheme with traditional PI controller was presented, and the simulation study of the electromechanical system of the human extremity exoskeleton was carried out by using a MATLAB/Simulink module. By analyzing the simulation calculation results, it was shown that the traditional PI controller is not very suitable for every movement speed of human body. So, at last the fuzzy self-adaptive PI controller was presented to solve this problem. Eventually, the superiority and feasibility of the fuzzy self-adaptive PI controller was proved by the simulation results and experimental results.
Keywords: Human extremity exoskeleton, interaction force control scheme, simulation study, fuzzy self-adaptive pi controller, man-machine coordinated walking, bear payload.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9983859 Human Interactive E-learning Systems using Head Posture Images
Authors: Yucel Ugurlu
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This paper explains a novel approach to human interactive e-learning systems using head posture images. Students- face and hair information are used to identify a human presence and estimate the gaze direction. We then define the human-computer interaction level and test the definition using ten students and seventy different posture images. The experimental results show that head posture images provide adequate information for increasing human-computer interaction in e-learning systems.
Keywords: E-learning, image segmentation, human-presence, gaze-direction, human-computer interaction, LabVIEW
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16233858 The Interaction between Human and Environment on the Perspective of Environmental Ethics
Authors: Mella Ismelina Farma Rahayu
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Environmental problems could not be separated from unethical human perspectives and behaviors toward the environment. There is a fundamental error in the philosophy of people’s perspective about human and nature and their relationship with the environment, which in turn will create an inappropriate behavior in relation to the environment. The aim of this study is to investigate and to understand the ethics of the environment in the context of humans interacting with the environment by using the hermeneutic approach. The related theories and concepts collected from literature review are used as data, which were analyzed by using interpretation, critical evaluation, internal coherence, comparisons, and heuristic techniques. As a result of this study, there will be a picture related to the interaction of human and environment in the perspective of environmental ethics, as well as the problems of the value of ecological justice in the interaction of humans and environment. We suggest that the interaction between humans and environment need to be based on environmental ethics, in a spirit of mutual respect between humans and the natural world.
Keywords: The environment, environmental ethics, the interaction, value.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15983857 Automatic Motion Trajectory Analysis for Dual Human Interaction Using Video Sequences
Authors: Yuan-Hsiang Chang, Pin-Chi Lin, Li-Der Jeng
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Advance in techniques of image and video processing has enabled the development of intelligent video surveillance systems. This study was aimed to automatically detect moving human objects and to analyze events of dual human interaction in a surveillance scene. Our system was developed in four major steps: image preprocessing, human object detection, human object tracking, and motion trajectory analysis. The adaptive background subtraction and image processing techniques were used to detect and track moving human objects. To solve the occlusion problem during the interaction, the Kalman filter was used to retain a complete trajectory for each human object. Finally, the motion trajectory analysis was developed to distinguish between the interaction and non-interaction events based on derivatives of trajectories related to the speed of the moving objects. Using a database of 60 video sequences, our system could achieve the classification accuracy of 80% in interaction events and 95% in non-interaction events, respectively. In summary, we have explored the idea to investigate a system for the automatic classification of events for interaction and non-interaction events using surveillance cameras. Ultimately, this system could be incorporated in an intelligent surveillance system for the detection and/or classification of abnormal or criminal events (e.g., theft, snatch, fighting, etc.).
Keywords: Motion detection, motion tracking, trajectory analysis, video surveillance.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17303856 Investigating Breakdowns in Human Robot Interaction: A Conversation Analysis Guided Single Case Study of a Human-Robot Communication in a Museum Environment
Authors: B. Arend, P. Sunnen, P. Caire
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In a single case study, we show how a conversation analysis (CA) approach can shed light onto the sequential unfolding of human-robot interaction. Relying on video data, we are able to show that CA allows us to investigate the respective turn-taking systems of humans and a NAO robot in their dialogical dynamics, thus pointing out relevant differences. Our fine grained video analysis points out occurring breakdowns and their overcoming, when humans and a NAO-robot engage in a multimodally uttered multi-party communication during a sports guessing game. Our findings suggest that interdisciplinary work opens up the opportunity to gain new insights into the challenging issues of human robot communication in order to provide resources for developing mechanisms that enable complex human-robot interaction (HRI).
Keywords: Human-robot interaction, conversation analysis, dialogism, museum, breakdown.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14113855 Mouse Pointer Tracking with Eyes
Authors: H. Mhamdi, N. Hamrouni, A. Temimi, M. Bouhlel
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In this article, we expose our research work in Human-machine Interaction. The research consists in manipulating the workspace by eyes. We present some of our results, in particular the detection of eyes and the mouse actions recognition. Indeed, the handicaped user becomes able to interact with the machine in a more intuitive way in diverse applications and contexts. To test our application we have chooses to work in real time on videos captured by a camera placed in front of the user.Keywords: Computer vision, Face and Eyes Detection, Mouse pointer recognition.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21293854 Humans as Enrichment: Human-Animal Interactions and the Perceived Benefit to the Cheetah (Acinonyx jubatus), Human and Zoological Establishment
Authors: S. J. Higgs, E. Van Eck, K. Heynis, S. H. Broadberry
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Engagement with non-human animals is a rapidly-growing field of study within the animal science and social science sectors, with human-interactions occurring in many forms; interactions, encounters and animal-assisted therapy. To our knowledge, there has been a wide array of research published on domestic and livestock human-animal interactions, however, there appear to be fewer publications relating to zoo animals and the effect these interactions have on the animal, human and establishment. The aim of this study was to identify if there were any perceivable benefits from the human-animal interaction for the cheetah, the human and the establishment. Behaviour data were collected before, during and after the interaction on the behaviour of the cheetah and the human participants to highlight any trends with nine interactions conducted. All 35 participants were asked to fill in a questionnaire prior to the interaction and immediately after to ascertain if their perceptions changed following an interaction with the cheetah. An online questionnaire was also distributed for three months to gain an understanding of the perceptions of human-animal interactions from members of the public, gaining 229 responses. Both questionnaires contained qualitative and quantitative questions to allow for specific definitive answers to be analysed, but also expansion on the participants perceived perception of human-animal interactions. In conclusion, it was found that participants’ perceptions of human-animal interactions saw a positive change, with 64% of participants altering their opinion and viewing the interaction as beneficial for the cheetah (reduction in stress assumed behaviours) following participation in a 15-minute interaction. However, it was noted that many participants felt the interaction lacked educational values and therefore this is an area in which zoological establishments can work to further improve upon. The results highlighted many positive benefits for the human, animal and establishment, however, the study does indicate further areas for research in order to promote positive perceptions of human-animal interactions and to further increase the welfare of the animal during these interactions, with recommendations to create and regulate legislation.
Keywords: Acinonyx jubatus, encounters, human-animal interactions, perceptions, zoological establishments.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16313853 Usability Evaluation Framework for Computer Vision Based Interfaces
Authors: Muhammad Raza Ali, Tim Morris
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Human computer interaction has progressed considerably from the traditional modes of interaction. Vision based interfaces are a revolutionary technology, allowing interaction through human actions, gestures. Researchers have developed numerous accurate techniques, however, with an exception to few these techniques are not evaluated using standard HCI techniques. In this paper we present a comprehensive framework to address this issue. Our evaluation of a computer vision application shows that in addition to the accuracy, it is vital to address human factorsKeywords: Usability evaluation, cognitive walkthrough, think aloud, gesture recognition.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16703852 Learning Human-Like Color Categorization through Interaction
Authors: Rinaldo Christian Tanumara, Ming Xie, Chi Kit Au
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Human perceives color in categories, which may be identified using color name such as red, blue, etc. The categorization is unique for each human being. However despite the individual differences, the categorization is shared among members in society. This allows communication among them, especially when using color name. Sociable robot, to live coexist with human and become part of human society, must also have the shared color categorization, which can be achieved through learning. Many works have been done to enable computer, as brain of robot, to learn color categorization. Most of them rely on modeling of human color perception and mathematical complexities. Differently, in this work, the computer learns color categorization through interaction with humans. This work aims at developing the innate ability of the computer to learn the human-like color categorization. It focuses on the representation of color categorization and how it is built and developed without much mathematical complexity.Keywords: Color categorization, color learning, machinelearning, color naming.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15283851 Computer - based Systems for High Speed Vessels Navigators – Engineers Training
Authors: D. E. Gourgoulis, C. G. Yakinthos, M. G. Vassiliadou
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With high speed vessels getting ever more sophisti-cated, travelling at higher and higher speeds and operating in With high speed vessels getting ever more sophisticated, travelling at higher and higher speeds and operating in areas of high maritime traffic density, training becomes of the highest priority to ensure that safety levels are maintained, and risks are adequately mitigated. Training onboard the actual craft on the actual route still remains the most effective way for crews to gain experience. However, operational experience and incidents during the last 10 years demonstrate the need for supplementary training whether in the area of simulation or man to man, man/ machine interaction. Training and familiarisation of the crew is the most important aspect in preventing incidents. The use of simulator, computer and web based training systems in conjunction with onboard training focusing on critical situations will improve the man machine interaction and thereby reduce the risk of accidents. Today, both ship simulator and bridge teamwork courses are now becoming the norm in order to improve further emergency response and crisis management skills. One of the main causes of accidents is the human factor. An efficient way to reduce human errors is to provide high-quality training to the personnel and to select the navigators carefully.areas of high maritime traffic density, training becomes of the highest priority to ensure that safety levels are maintained, and risks are adequately mitigated. Training onboard the actual craft on the actual route still remains the most effective way for crews to gain experience. How-ever, operational experience and incidents during the last 10 years demonstrate the need for supplementary training whether in the area of simulation or man to man, man/ machine interaction. Training and familiarisation of the crew is the most important aspect in preventing incidents. The use of simulator, computer and web based training systems in conjunction with onboard training focusing on critical situations will improve the man machine interaction and thereby reduce the risk of accidents. Today, both ship simulator and bridge teamwork courses are now becoming the norm in order to improve further emergency response and crisis management skills. One of the main causes of accidents is the human factor. An efficient way to reduce human errors is to provide high-quality training to the person-nel and to select the navigators carefully. KeywordsCBT - WBT systems, Human factors.Keywords: CBT - WBT systems, Human factors.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15273850 6DSpaces: Multisensory Interactive Installations
Authors: Pedro Campos, Miguel Campos, Carlos Ferreira
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Interactive installations for public spaces are a particular kind of interactive systems, the design of which has been the subject of several research studies. Sensor-based applications are becoming increasingly popular, but the human-computer interaction community is still far from reaching sound, effective large-scale interactive installations for public spaces. The 6DSpaces project is described in this paper as a research approach based on studying the role of multisensory interactivity and how it can be effectively used to approach people to digital, scientific contents. The design of an entire scientific exhibition is described and the result was evaluated in the real world context of a Science Centre. Conclusions bring insight into how the human-computer interaction should be designed in order to maximize the overall experience.Keywords: interaction design, human-computer interaction, multimedia, multisensory installations
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17813849 Aesthetics and Robotics: Which Form to give to the Human-Like Robot?
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The recent development of humanoid robots has led robot designers to imagine a great variety of anthropomorphic forms for human-like machine. Which form is the best ? We try to answer this question from a double meaning of the anthropomorphism : a positive anthropomorphism corresponing to the realization of an effective anthropomorphic form object and a negative one corresponding to our natural tendency in certain circumstances to give human attributes to non-human beings. We postulate that any humanoid robot is concerned by both these two anthropomorphism kinds. We propose to use gestalt theory and Heider-s balance theory in order to analyze how negative anthropomorphism can influence our perception of human-like robots. From our theoretical approach we conclude that an “even shape" as defined by gestalt theory is not a sufficient condition for a good integration of future humanoid robots into a human community. Aesthetic perception of the robot cannot be splitted from a social perception : a humanoid robot, any how the efforts made for improving its appearance, could be rejected if it is devoted to a task with too high affective implications.
Keywords: Robot appearance, humanoid robot, uncanny valley, human-robot-interaction.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 24193848 Introductory Design Optimisation of a Machine Tool using a Virtual Machine Concept
Authors: Johan Wall, Johan Fredin, Anders Jönsson, Göran Broman
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Designing modern machine tools is a complex task. A simulation tool to aid the design work, a virtual machine, has therefore been developed in earlier work. The virtual machine considers the interaction between the mechanics of the machine (including structural flexibility) and the control system. This paper exemplifies the usefulness of the virtual machine as a tool for product development. An optimisation study is conducted aiming at improving the existing design of a machine tool regarding weight and manufacturing accuracy at maintained manufacturing speed. The problem can be categorised as constrained multidisciplinary multiobjective multivariable optimisation. Parameters of the control and geometric quantities of the machine are used as design variables. This results in a mix of continuous and discrete variables and an optimisation approach using a genetic algorithm is therefore deployed. The accuracy objective is evaluated according to international standards. The complete systems model shows nondeterministic behaviour. A strategy to handle this based on statistical analysis is suggested. The weight of the main moving parts is reduced by more than 30 per cent and the manufacturing accuracy is improvement by more than 60 per cent compared to the original design, with no reduction in manufacturing speed. It is also shown that interaction effects exist between the mechanics and the control, i.e. this improvement would most likely not been possible with a conventional sequential design approach within the same time, cost and general resource frame. This indicates the potential of the virtual machine concept for contributing to improved efficiency of both complex products and the development process for such products. Companies incorporating such advanced simulation tools in their product development could thus improve its own competitiveness as well as contribute to improved resource efficiency of society at large.Keywords: Machine tools, Mechatronics, Non-deterministic, Optimisation, Product development, Virtual machine
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19663847 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
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12903846 Problem-based Learning Approach to Human Computer Interaction
Authors: Oon-Seng Tan
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Human Computer Interaction (HCI) has been an emerging field that draws in the experts from various fields to enhance the application of computer programs and the ease of computer users. HCI has much to do with learning and cognition and an emerging approach to learning and problem-solving is problembased learning (PBL). The processes of PBL involve important cognitive functions in the various stages. This paper will illustrate how closely related fields to HCI, PBL and cognitive psychology can benefit from informing each other through analysing various cognitive functions. Several cognitive functions from cognitive function disc (CFD) would be presented and discussed in relation to human-computer interface. This paper concludes with the implications of bridging the gaps amongst these disciplines.Keywords: problem-based learning, human computerinteraction, cognitive psychology, Cognitive Function Disc (CFD)
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 25143845 Protein-Protein Interaction Detection Based on Substring Sensitivity Measure
Authors: Nazar Zaki, Safaai Deris, Hany Alashwal
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Detecting protein-protein interactions is a central problem in computational biology and aberrant such interactions may have implicated in a number of neurological disorders. As a result, the prediction of protein-protein interactions has recently received considerable attention from biologist around the globe. Computational tools that are capable of effectively identifying protein-protein interactions are much needed. In this paper, we propose a method to detect protein-protein interaction based on substring similarity measure. Two protein sequences may interact by the mean of the similarities of the substrings they contain. When applied on the currently available protein-protein interaction data for the yeast Saccharomyces cerevisiae, the proposed method delivered reasonable improvement over the existing ones.
Keywords: Protein-Protein Interaction, support vector machine, feature extraction, pairwise alignment, Smith-Waterman score.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19363844 SIFT Accordion: A Space-Time Descriptor Applied to Human Action Recognition
Authors: Olfa.Ben Ahmed, Mahmoud. Mejdoub, Chokri. Ben Amar
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Recognizing human action from videos is an active field of research in computer vision and pattern recognition. Human activity recognition has many potential applications such as video surveillance, human machine interaction, sport videos retrieval and robot navigation. Actually, local descriptors and bag of visuals words models achieve state-of-the-art performance for human action recognition. The main challenge in features description is how to represent efficiently the local motion information. Most of the previous works focus on the extension of 2D local descriptors on 3D ones to describe local information around every interest point. In this paper, we propose a new spatio-temporal descriptor based on a spacetime description of moving points. Our description is focused on an Accordion representation of video which is well-suited to recognize human action from 2D local descriptors without the need to 3D extensions. We use the bag of words approach to represent videos. We quantify 2D local descriptor describing both temporal and spatial features with a good compromise between computational complexity and action recognition rates. We have reached impressive results on publicly available action data setKeywords: Accordion, Bag of Features, Human action, Motion, Moving point, Space-Time Descriptor, SIFT, Video.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21073843 Challenges for Interface Designers in Designing Sensor Dashboards in the Context of Industry 4.0
Authors: Naveen Kumar, Shyambihari Prajapati
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 6703842 Human Action Recognition Based on Ridgelet Transform and SVM
Authors: A. Ouanane, A. Serir
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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 environmentKeywords: Human action, Ridgelet Transform, PCA, K-means, SVM.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20703841 Human Digital Twin for Personal Conversation Automation Using Supervised Machine Learning Approaches
Authors: Aya Salama
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1883840 Vision Based Hand Gesture Recognition
Authors: Pragati Garg, Naveen Aggarwal, Sanjeev Sofat
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With the development of ubiquitous computing, current user interaction approaches with keyboard, mouse and pen are not sufficient. Due to the limitation of these devices the useable command set is also limited. Direct use of hands as an input device is an attractive method for providing natural Human Computer Interaction which has evolved from text-based interfaces through 2D graphical-based interfaces, multimedia-supported interfaces, to fully fledged multi-participant Virtual Environment (VE) systems. Imagine the human-computer interaction of the future: A 3Dapplication where you can move and rotate objects simply by moving and rotating your hand - all without touching any input device. In this paper a review of vision based hand gesture recognition is presented. The existing approaches are categorized into 3D model based approaches and appearance based approaches, highlighting their advantages and shortcomings and identifying the open issues.Keywords: Computer Vision, Hand Gesture, Hand Posture, Human Computer Interface.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 63403839 3D Human Reconstruction over Cloud Based Image Data via AI and Machine Learning
Authors: Kaushik Sathupadi, Sandesh Achar
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Human action recognition (HAR) modeling is a critical task in machine learning. These systems require better techniques for recognizing body parts and selecting optimal features based on vision sensors to identify complex action patterns efficiently. Still, there is a considerable gap and challenges between images and videos, such as brightness, motion variation, and random clutters. This paper proposes a robust approach for classifying human actions over cloud-based image data. First, we apply pre-processing and detection, human and outer shape detection techniques. Next, we extract valuable information in terms of cues. We extract two distinct features: fuzzy local binary patterns and sequence representation. Then, we applied a greedy, randomized adaptive search procedure for data optimization and dimension reduction, and for classification, we used a random forest. We tested our model on two benchmark datasets, AAMAZ and the KTH Multi-view Football datasets. Our HAR framework significantly outperforms the other state-of-the-art approaches and achieves a better recognition rate of 91% and 89.6% over the AAMAZ and KTH Multi-view Football datasets, respectively.
Keywords: Computer vision, human motion analysis, random forest, machine learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 343838 Using Machine Learning Techniques for Autism Spectrum Disorder Analysis and Detection in Children
Authors: Norah Alshahrani, Abdulaziz Almaleh
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Autism Spectrum Disorder (ASD) is a condition related to issues with brain development that affects how a person recognises and communicates with others which results in difficulties with interaction and communication socially and it is constantly growing. Early recognition of ASD allows children to lead safe and healthy lives and helps doctors with accurate diagnoses and management of conditions. Therefore, it is crucial to develop a method that will achieve good results and with high accuracy for the measurement of ASD in children. In this paper, ASD datasets of toddlers and children have been analyzed. We employed the following machine learning techniques to attempt to explore ASD: Random Forest (RF), Decision Tree (DT), Na¨ıve Bayes (NB) and Support Vector Machine (SVM). Then feature selection was used to provide fewer attributes from ASD datasets while preserving model performance. As a result, we found that the best result has been provided by SVM, achieving 0.98% in the toddler dataset and 0.99% in the children dataset.
Keywords: Autism Spectrum Disorder, ASD, Machine Learning, ML, Feature Selection, Support Vector Machine, SVM.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5983837 Failure Analysis and Fatigue Life Estimation of a Shaft of a Rotary Draw Bending Machine
Authors: B. Engel, Sara Salman Hassan Al-Maeeni
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Human consumption of the Earth's resources increases the need for a sustainable development as an important ecological, social, and economic theme. Re-engineering of machine tools, in terms of design and failure analysis, is defined as steps performed on an obsolete machine to return it to a new machine with the warranty that matches the customer requirement. To understand the future fatigue behavior of the used machine components, it is important to investigate the possible causes of machine parts failure through design, surface, and material inspections. In this study, the failure modes of the shaft of the rotary draw bending machine are inspected. Furthermore, stress and deflection analysis of the shaft subjected to combined torsion and bending loads are carried out by an analytical method and compared with a finite element analysis method. The theoretical fatigue strength, correction factors, and fatigue life sustained by the shaft before damaged are estimated by creating a stress-cycle (S-N) diagram. In conclusion, it is seen that the shaft can work in the second life, but it needs some surface treatments to increase the reliability and fatigue life.
Keywords: Failure analysis, fatigue life, FEM analysis, shaft, stress analysis.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 46183836 A Cognitive Model of Character Recognition Using Support Vector Machines
Authors: K. Freedman
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In the present study, a support vector machine (SVM) learning approach to character recognition is proposed. Simple feature detectors, similar to those found in the human visual system, were used in the SVM classifier. Alphabetic characters were rotated to 8 different angles and using the proposed cognitive model, all characters were recognized with 100% accuracy and specificity. These same results were found in psychiatric studies of human character recognition.Keywords: Character recognition, cognitive model, support vector machine learning.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18773835 Evaluation of AR-4BL-MAST with Multiple Markers Interaction Technique for Augmented Reality Based Engineering Application
Authors: Waleed Maqableh, Ahmad Al-Hamad, Manjit Sidhu
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Augmented reality (AR) technology has the capability to provide many benefits in the field of education as a modern technology which aided learning and improved the learning experience. This paper evaluates AR based application with multiple markers interaction technique (touch-to-print) which is designed for analyzing the kinematics of 4BL mechanism in mechanical engineering. The application is termed as AR-4BL-MAST and it allows the users to touch the symbols on a paper in natural way of interaction. The evaluation of this application was performed with mechanical engineering students and human–computer interaction (HCI) experts to test its effectiveness as a tangible user interface application where the statistical results show its ability as an interaction technique, and it gives the users more freedom in interaction with the virtual mechanical objects.Keywords: Augmented reality, engineering, four-bar linkage, Multimedia, user interface, visualization.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14293834 Symmetrical Analysis of a Six-Phase Induction Machine Under Fault Conditions
Authors: E. K.Appiah, G. M'boungui, A. A. Jimoh, J. L. Munda, A.S.O. Ogunjuyigbe
Abstract:
The operational behavior of a six-phase squirrel cage induction machine with faulted stator terminals is presented in this paper. The study is carried out using the derived mathematical model of the machine in the arbitrary reference frame. Tests are conducted on a 1 kW experimental machine. Steady-state and dynamic performance are analyzed for the machine unloaded and loaded conditions. The results shows that with one of the stator phases experiencing either an open- circuit or short circuit fault the machine still produces starting torque, albeit the running performance is significantly derated.Keywords: Performance, fault conditions, six-phase induction machine.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2828