Search results for: Real time game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 7703

Search results for: Real time game

7673 Designing and Implementation of a Method Comprising One to One Web-Based Real-Time Communications

Authors: Lata Kiran Dey, Rajendra Kumar, Biren Karmakar

Abstract:

Web Real-Time Communications is a collection of standards, and protocols, which provide real-time communications capabilities between web browsers and devices. This paper outlines the design and further implementation of a web real-time communications method on a secure web application having audio and video call capabilities. This proposed application may put up a system that will be able to work over both desktop as well as mobile browsers. Web Real-Time Communications (WebRTC) also gives a set of JavaScript standard Real-Time Communications (RTC) Application Programming Interfaces (APIs), which primarily work over the RTC framework. This helps to build a suitable communication application, which enables the audio, video, and message transfer between today’s modern browsers having WebRTC support.

Keywords: WebRTC, Session Initiation Protocol, SIP, RTC, JavaScript, Secure Real Time Protocol, SRTP, Secure Web Sockets, Browser.

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7672 An Immersive Serious Game for Firefighting and Evacuation Training in Healthcare Facilities

Authors: Anass Rahouti, Guillaume Salze, Ruggiero Lovreglio, Sélim Datoussaïd

Abstract:

In healthcare facilities, training the staff for firefighting and evacuation in real buildings is very challenging due to the presence of a vulnerable population in such an environment. In a standard environment, traditional approaches, such as fire drills, are often used to train the occupants and provide them with information about fire safety procedures. However, those traditional approaches may be inappropriate for a vulnerable population and can be inefficient from an educational viewpoint as it is impossible to expose the occupants to scenarios similar to a real emergency. Immersive serious games could be used as an alternative to traditional approaches to overcome their limitations. Serious games are already being used in different safety domains such as fires, earthquakes and terror attacks for several building types (e.g., office buildings, train stations, tunnels, etc.). In this study, we developed an immersive serious game to improve the fire safety skills of staff in healthcare facilities. An accurate representation of the healthcare environment was built in Unity3D by including visual and audio stimuli inspired from those employed in commercial action games. The serious game is organised in three levels. In each of them, the trainee is presented with a specific fire emergency and s/he can perform protective actions (e.g., firefighting, helping non-ambulant occupants, etc.) or s/he can ignore the opportunity for action and continue the evacuation. In this paper, we describe all the steps required to develop such a prototype, as well as the key questions that need to be answered, to develop a serious game for firefighting and evacuation in healthcare facilities.

Keywords: Fire Safety, healthcare, serious game, training.

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7671 The use of a Bespoke Computer Game For Teaching Analogue Electronics

Authors: Olaf Hallan Graven, Dag Andreas Hals Samuelsen

Abstract:

An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.

Keywords: analogue electronics, e-learning, computer games for learning, virtual reality

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7670 Critical Analysis of Decision Making Experience with a Machine Learning Approach in Playing Ayo Game

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

Abstract:

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

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

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7669 The Game of Maundy Block

Authors: Alessandro Cincotti

Abstract:

The game of Maundy Block is the three-player variant of Maundy Cake, a classical combinatorial game. Even though to determine the solution of Maundy Cake is trivial, solving Maundy Block is challenging because of the identification of queer games, i.e., games where no player has a winning strategy.

Keywords: Combinatorial game, Maundy Cake, Three-player partizan games.

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7668 Combining the Description Features of UMLRT and CSP+T Specifications Applied to a Complete Design of Real-Time Systems

Authors: Kawtar Benghazi Akhlaki, Manuel I. Capel-Tuñón

Abstract:

UML is a collection of notations for capturing a software system specification. These notations have a specific syntax defined by the Object Management Group (OMG), but many of their constructs only present informal semantics. They are primarily graphical, with textual annotation. The inadequacies of standard UML as a vehicle for complete specification and implementation of real-time embedded systems has led to a variety of competing and complementary proposals. The Real-time UML profile (UML-RT), developed and standardized by OMG, defines a unified framework to express the time, scheduling and performance aspects of a system. We present in this paper a framework approach aimed at deriving a complete specification of a real-time system. Therefore, we combine two methods, a semiformal one, UML-RT, which allows the visual modeling of a realtime system and a formal one, CSP+T, which is a design language including the specification of real-time requirements. As to show the applicability of the approach, a correct design of a real-time system with hard real time constraints by applying a set of mapping rules is obtained.

Keywords: CSP+T, formal software specification, process algebras, real-time systems, unified modeling language.

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7667 Personalised Mobile Picture Puzzle

Authors: Saipunidzam Mahamad, Eliza Mazmee Mazlan, Rozana Kasbon, Khairul Shafee Kalid, NurSyazwani Rusdi

Abstract:

Mobile Picture Puzzle is a mobile game application where the player use existing images stored in the mobile phone to create a puzzle to be played. This traditional picture puzzle is not so challenging once the player is familiar with the game. The objective of the developed mobile game application is to have a similar mobile game application that can provide the player with more challenging gaming experience. The developed mobile game application is also a mobile picture puzzle game application to create a puzzle to be played but instead of just using existing images that are stored, the personalised capability allows the player to use the built-in camera phone to capture an image and use the newly captured image to create the puzzle. The development of the mobile game application uses Symbian Operating System (OS), Mobile Media API (Application Programming Interface), Record Management System (RMS) storage and TiledLayer class from Game API.

Keywords: Picture Puzzle, Pervasive gaming, J2ME.

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7666 Prediction of Computer and Video Game Playing Population: An Age Structured Model

Authors: T. K. Sriram, Joydip Dhar

Abstract:

Models based on stage structure have found varied applications in population models. This paper proposes a stage structured model to study the trends in the computer and video game playing population of US. The game paying population is divided into three compartments based on their age group. After simulating the mathematical model, a forecast of the number of game players in each stage as well as an approximation of the average age of game players in future has been made.

Keywords: Age structure, Forecasting, Mathematical modeling, Stage structure.

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7665 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students

Authors: YuLung Wu, YuTien Wu, ShuMey Yu

Abstract:

Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.

Keywords: Game-based learning, learning motivation, teaching aid, augmented reality.

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7664 Modeling and Simulation Methods Using MATLAB/Simulink

Authors: Jamuna Konda, Umamaheswara Reddy Karumuri, Sriramya Muthugi, Varun Pishati, Ravi Shakya,

Abstract:

This paper investigates the challenges involved in mathematical modeling of plant simulation models ensuring the performance of the plant models much closer to the real time physical model. The paper includes the analysis performed and investigation on different methods of modeling, design and development for plant model. Issues which impact the design time, model accuracy as real time model, tool dependence are analyzed. The real time hardware plant would be a combination of multiple physical models. It is more challenging to test the complete system with all possible test scenarios. There are possibilities of failure or damage of the system due to any unwanted test execution on real time.

Keywords: Model Based Design, MATLAB, Simulink, Stateflow, plant model, real time model, real-time workshop, target language compiler.

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7663 Associations between Game Users and Life Satisfaction: Role of Self-Esteem, Self-Efficacy and Social Capital

Authors: Hye Rim Lee, Eui Jun Jeong

Abstract:

This study makes an integrated investigation on how life satisfaction is associated with the Korean game users' psychological variables (self-esteem, game and life self- efficacy), social variables (bonding and bridging social capital), and demographic variables (age, gender). The data used for the empirical analysis came from a representative sample survey conducted in South Korea. Results show that self-esteem and game efficacy were an important antecedent to the degree of users’ life satisfaction. Both bonding social capital and bridging social capital enhance the level of the users’ life satisfaction. The importance of perspectives as well as their implications for the game users and further associated research is explored.

Keywords: Life satisfaction, self-esteem, game efficacy, life-efficacy, social capital.

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7662 How Do You Blow off Steam - The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital in Gaming Context

Authors: Hye Rim Lee, Eui Jun Jeong, Joo Woo Kim

Abstract:

This study will examine how the therapeutic factors (therapeutic catharsis-seeking and game-efficacy of the game player) and self-construal factors (independent and interdependent self-construal of the game player) as well as social capital factors (bonding and bridging social capital of the game player) affect aggression in the game. Results show that both therapeutic catharsis-seeking and game self-efficacy are particularly important to the players since they cause the game players’ aggressive tendencies to be greatly diminished. Independent self-construal reduces the level of the players’ aggression. Interestingly enough, the bonding social capital enhances the level of the players’ aggression, while individuals with bridging social capital did not show any significant effects. The results and implications will be discussed herein.

Keywords: Aggression catharsis, therapeutic catharsis seeking, game self-efficacy, self-construal, social capital.

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7661 The Need for a More Robust Legal Framework to Curb the Rise in Violence against Game Officials

Authors: A. Roomy

Abstract:

The dramatic rise in violence against game officials has affected all levels of sports including recreational, amateur, and professional sports. One way to combat this rise in violence is through the creation of laws specifically aimed at preventing and punishing this kind of violence. This paper will use related legal cases as a starting point to explore possible ways of better protecting the safety of game officials. It will do this by looking at relevant cases, related legal issues, and two specific ways of reducing violence against game officials. In closing, it will be argued that there needs to be a more robust legal approach with emphasis on criminal and civil penalties for assault and battery, and a more comprehensive social approach with emphasis on raising social awareness on the need to protect game officials from violence.

Keywords: Violence, game officials, legal issues, protection.

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7660 A Parallel Architecture for the Real Time Correction of Stereoscopic Images

Authors: Zohir Irki, Michel Devy

Abstract:

In this paper, we will present an architecture for the implementation of a real time stereoscopic images correction's approach. This architecture is parallel and makes use of several memory blocs in which are memorized pre calculated data relating to the cameras used for the acquisition of images. The use of reduced images proves to be essential in the proposed approach; the suggested architecture must so be able to carry out the real time reduction of original images.

Keywords: Image reduction, Real-time correction, Parallel architecture, Parallel treatment.

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7659 A Reliable FPGA-based Real-time Optical-flow Estimation

Authors: M. M. Abutaleb, A. Hamdy, M. E. Abuelwafa, E. M. Saad

Abstract:

Optical flow is a research topic of interest for many years. It has, until recently, been largely inapplicable to real-time applications due to its computationally expensive nature. This paper presents a new reliable flow technique which is combined with a motion detection algorithm, from stationary camera image streams, to allow flow-based analyses of moving entities, such as rigidity, in real-time. The combination of the optical flow analysis with motion detection technique greatly reduces the expensive computation of flow vectors as compared with standard approaches, rendering the method to be applicable in real-time implementation. This paper describes also the hardware implementation of a proposed pipelined system to estimate the flow vectors from image sequences in real time. This design can process 768 x 576 images at a very high frame rate that reaches to 156 fps in a single low cost FPGA chip, which is adequate for most real-time vision applications.

Keywords: Optical flow, motion detection, real-time systems, FPGA.

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7658 Design and Implementation of a Neural Network for Real-Time Object Tracking

Authors: Javed Ahmed, M. N. Jafri, J. Ahmad, Muhammad I. Khan

Abstract:

Real-time object tracking is a problem which involves extraction of critical information from complex and uncertain imagedata. In this paper, we present a comprehensive methodology to design an artificial neural network (ANN) for a real-time object tracking application. The object, which is tracked for the purpose of demonstration, is a specific airplane. However, the proposed ANN can be trained to track any other object of interest. The ANN has been simulated and tested on the training and testing datasets, as well as on a real-time streaming video. The tracking error is analyzed with post-regression analysis tool, which finds the correlation among the calculated coordinates and the correct coordinates of the object in the image. The encouraging results from the computer simulation and analysis show that the proposed ANN architecture is a good candidate solution to a real-time object tracking problem.

Keywords: Image processing, machine vision, neural networks, real-time object tracking.

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7657 Container Chaos: The Impact of a Casual Game on Learning and Behavior

Authors: Lori L. Scarlatos, Ryan Courtney

Abstract:

This paper explores the impact that playing a casual game can have on a player's learning and subsequent behavior. A casual mobile game, Container Chaos, was created to teach undergraduate students about the carbon footprint of various disposable beverage containers. Learning was tested with a short quiz, and behavior was tested by observing which beverage containers players choose when offered a drink and a snack. The game was tested multiple times, under a variety of different circumstances. Findings of these tests indicate that, with extended play over time, players can learn new information and sometimes even change their behavior as a result. This has implications for how other casual games can be used to teach concepts and possibly modify behavior.

Keywords: Behavior, carbon footprint, casual games, environmental impact, material sciences.

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7656 Practical Issues for Real-Time Video Tracking

Authors: Vitaliy Tayanov

Abstract:

In this paper we present the algorithm which allows us to have an object tracking close to real time in Full HD videos. The frame rate (FR) of a video stream is considered to be between 5 and 30 frames per second. The real time track building will be achieved if the algorithm can follow 5 or more frames per second. The principle idea is to use fast algorithms when doing preprocessing to obtain the key points and track them after. The procedure of matching points during assignment is hardly dependent on the number of points. Because of this we have to limit pointed number of points using the most informative of them.

Keywords: video tracking, real-time, Hungarian algorithm, Full HD video.

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7655 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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7654 Real-Time Visualization Using GPU-Accelerated Filtering of LiDAR Data

Authors: Sašo Pečnik, Borut Žalik

Abstract:

This paper presents a real-time visualization technique and filtering of classified LiDAR point clouds. The visualization is capable of displaying filtered information organized in layers by the classification attribute saved within LiDAR datasets. We explain the used data structure and data management, which enables real-time presentation of layered LiDAR data. Real-time visualization is achieved with LOD optimization based on the distance from the observer without loss of quality. The filtering process is done in two steps and is entirely executed on the GPU and implemented using programmable shaders.

Keywords: Filtering, graphics, level-of-details, LiDAR, realtime visualization.

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7653 The Design and Analysis of Learning Effects for a Game-based Learning System

Authors: Wernhuar Tarng, Weichian Tsai

Abstract:

The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".

Keywords: Game-based learning, situated learning, role playing, learning effectiveness, learning motivation.

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7652 Adaptive Fuzzy Control on EDF Scheduling

Authors: Xiangbin Zhu

Abstract:

EDF (Early Deadline First) algorithm is a very important scheduling algorithm for real- time systems . The EDF algorithm assigns priorities to each job according to their absolute deadlines and has good performance when the real-time system is not overloaded. When the real-time system is overloaded, many misdeadlines will be produced. But these misdeadlines are not uniformly distributed, which usually focus on some tasks. In this paper, we present an adaptive fuzzy control scheduling based on EDF algorithm. The improved algorithm can have a rectangular distribution of misdeadline ratios among all real-time tasks when the system is overloaded. To evaluate the effectiveness of the improved algorithm, we have done extensive simulation studies. The simulation results show that the new algorithm is superior to the old algorithm.

Keywords: Fuzzy control, real-time systems, EDF, misdeadline ratio.

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7651 Metaphorical Perceptions of Middle School Students Regarding Computer Games

Authors: Ismail Celik, Ismail Sahin, Fetah Eren

Abstract:

The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.

Keywords: Computer game, metaphor, middle school students.

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7650 Real-Time Defects Detection Algorithm for High-Speed Steel Bar in Coil

Authors: Se Ho Choi, Jong Pil Yun, Boyeul Seo, YoungSu Park, Sang Woo Kim

Abstract:

This paper presents a real-time defect detection algorithm for high-speed steel bar in coil. Because the target speed is very high, proposed algorithm should process quickly the large volumes of image for real-time processing. Therefore, defect detection algorithm should satisfy two conflicting requirements of reducing the processing time and improving the efficiency of defect detection. To enhance performance of detection, edge preserving method is suggested for noise reduction of target image. Finally, experiment results show that the proposed algorithm guarantees the condition of the real-time processing and accuracy of detection.

Keywords: Defect detection, edge preserving filter, real-time image processing, surface inspection.

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7649 Real-time Performance Study of EPA Periodic Data Transmission

Authors: Liu Ning, Zhong Chongquan, Teng Hongfei

Abstract:

EPA (Ethernet for Plant Automation) resolves the nondeterministic problem of standard Ethernet and accomplishes real-time communication by means of micro-segment topology and deterministic scheduling mechanism. This paper studies the real-time performance of EPA periodic data transmission from theoretical and experimental perspective. By analyzing information transmission characteristics and EPA deterministic scheduling mechanism, 5 indicators including delivery time, time synchronization accuracy, data-sending time offset accuracy, utilization percentage of configured timeslice and non-RTE bandwidth that can be used to specify the real-time performance of EPA periodic data transmission are presented and investigated. On this basis, the test principles and test methods of the indicators are respectively studied and some formulas for real-time performance of EPA system are derived. Furthermore, an experiment platform is developed to test the indicators of EPA periodic data transmission in a micro-segment. According to the analysis and the experiment, the methods to improve the real-time performance of EPA periodic data transmission including optimizing network structure, studying self-adaptive adjustment method of timeslice and providing data-sending time offset accuracy for configuration are proposed.

Keywords: EPA system, Industrial Ethernet, Periodic data, Real-time performance

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7648 Game based Learning to Enhance Cognitive and Physical Capabilities of Elderly People: Concepts and Requirements

Authors: Aurelie Aurilla Bechina Arntzen

Abstract:

The last decade has seen an early majority of people The last decade, the role of the of the information communication technologies has increased in improving the social and business life of people. Today, it is recognized that game could contribute to enhance virtual rehabilitation by better engaging patients. Our research study aims to develop a game based system enhancing cognitive and physical capabilities of elderly people. To this end, the project aims to develop a low cost hand held system based on existing game such as Wii, PSP, or Xbox. This paper discusses the concepts and requirements for developing such game for elderly people. Based on the requirement elicitation, we intend to develop a prototype related to sport and dance activities.

Keywords: Elderly people, Game based learning system, Health systems, rehabilitation

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7647 Sensitivity Analysis of Real-Time Systems

Authors: Benjamin Gorry, Andrew Ireland, Peter King

Abstract:

Verification of real-time software systems can be expensive in terms of time and resources. Testing is the main method of proving correctness but has been shown to be a long and time consuming process. Everyday engineers are usually unwilling to adopt formal approaches to correctness because of the overhead associated with developing their knowledge of such techniques. Performance modelling techniques allow systems to be evaluated with respect to timing constraints. This paper describes PARTES, a framework which guides the extraction of performance models from programs written in an annotated subset of C.

Keywords: Performance Modelling, Real-time, SensitivityAnalysis.

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7646 A Real-time 4M Collecting Method for Production Information System

Authors: Seung Woo Lee, So Jeong Nam, Jai-Kyung Lee

Abstract:

It can be said that the business sector is faced with a range of challenges–a rapidly changing business environment, an increase and diversification of customers- demands and the consequent need for quick response–for having in place flexible management and production info systems. As a matter of fact, many manufacturers have adopted production info management systems such as MES and ERP. Nevertheless, managers are having difficulties obtaining ever-changing production process information in real time, or responding quickly to any change in production related needs on the basis of such information. This is because they rely on poor production info systems which are not capable of providing real-time factory settings. If the manufacturer doesn-t have a capacity for collecting or digitalizing the 4 Ms (Man, Machine, Material, Method), which are resources for production, on a real time basis, it might to difficult to effectively maintain the information on production process. In this regard, this paper will introduce some new alternatives to the existing methods of collecting the 4 Ms in real time, which are currently comprise the production field.

Keywords: 4M, Acquisition of Data on shop-floor, Real-time machine interface

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7645 A Comparison of Software Analysis and Design Methods for Real Time Systems

Authors: Anthony Spiteri Staines

Abstract:

This paper examines and compares several of the most common real time methods. These methods are CORE, YSM, MASCOT, JSD, DARTS, RTSAD, ADARTS, CODARTS, HOOD, HRT-HOOD, ROOM, UML, UML-RT. The methods are compared using attributes like i) usability, ii) compositionality and iii) proper RT notations available. Finally some comparison results are given and discussed.

Keywords: Software Engineering Methods, MethodComparison, Real Time Analysis and Design.

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7644 Research on Weakly Hard Real-Time Constraints and Their Boolean Combination to Support Adaptive QoS

Authors: Xiangbin Zhu

Abstract:

Advances in computing applications in recent years have prompted the demand for more flexible scheduling models for QoS demand. Moreover, in practical applications, partly violated temporal constraints can be tolerated if the violation meets certain distribution. So we need extend the traditional Liu and Lanland model to adapt to these circumstances. There are two extensions, which are the (m, k)-firm model and Window-Constrained model. This paper researches on weakly hard real-time constraints and their combination to support QoS. The fact that a practical application can tolerate some violations of temporal constraint under certain distribution is employed to support adaptive QoS on the open real-time system. The experiment results show these approaches are effective compared to traditional scheduling algorithms.

Keywords: Weakly Hard Real-Time, Real-Time, Scheduling, Quality of Service.

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