Search results for: interactive kinds.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 614

Search results for: interactive kinds.

584 Visualization of Searching and Sorting Algorithms

Authors: Bremananth R, Radhika.V, Thenmozhi.S

Abstract:

Sequences of execution of algorithms in an interactive manner using multimedia tools are employed in this paper. It helps to realize the concept of fundamentals of algorithms such as searching and sorting method in a simple manner. Visualization gains more attention than theoretical study and it is an easy way of learning process. We propose methods for finding runtime sequence of each algorithm in an interactive way and aims to overcome the drawbacks of the existing character systems. System illustrates each and every step clearly using text and animation. Comparisons of its time complexity have been carried out and results show that our approach provides better perceptive of algorithms.

Keywords: Algorithms, Searching, Sorting, Visualization.

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583 An Interactive Ontology Visualization Approach for the Networked Home Environment

Authors: Ilkka Niskanen, Jarmo Kalaoja, Julia Kantorovitch, Toni Piirainen

Abstract:

Ontologies are broadly used in the context of networked home environments. With ontologies it is possible to define and store context information, as well as to model different kinds of physical environments. Ontologies are central to networked home environments as they carry the meaning. However, ontologies and the OWL language is complex. Several ontology visualization approaches have been developed to enhance the understanding of ontologies. The domain of networked home environments sets some special requirements for the ontology visualization approach. The visualization tool presented here, visualizes ontologies in a domain-specific way. It represents effectively the physical structures and spatial relationships of networked home environments. In addition, it provides extensive interaction possibilities for editing and manipulating the visualization. The tool shortens the gap from beginner to intermediate OWL ontology reader by visualizing instances in their actual locations and making OWL ontologies more interesting and concrete, and above all easier to comprehend.

Keywords: Ontologies, visualization, interaction.

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582 DIVAD: A Dynamic and Interactive Visual Analytical Dashboard for Exploring and Analyzing Transport Data

Authors: Tin Seong Kam, Ketan Barshikar, Shaun Tan

Abstract:

The advances in location-based data collection technologies such as GPS, RFID etc. and the rapid reduction of their costs provide us with a huge and continuously increasing amount of data about movement of vehicles, people and goods in an urban area. This explosive growth of geospatially-referenced data has far outpaced the planner-s ability to utilize and transform the data into insightful information thus creating an adverse impact on the return on the investment made to collect and manage this data. Addressing this pressing need, we designed and developed DIVAD, a dynamic and interactive visual analytics dashboard to allow city planners to explore and analyze city-s transportation data to gain valuable insights about city-s traffic flow and transportation requirements. We demonstrate the potential of DIVAD through the use of interactive choropleth and hexagon binning maps to explore and analyze large taxi-transportation data of Singapore for different geographic and time zones.

Keywords: Geographic Information System (GIS), MovementData, GeoVisual Analytics, Urban Planning.

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581 Designing an Online Case-Based Library for Technology Integration in Teacher Education

Authors: Mustafa Tevfik Hebebci, Sirin Kucuk, Ismail Celik, A. Oguz Akturk, Ismail Sahin, Fetah Eren

Abstract:

The purpose of this paper is to introduce an interactive online case-study library website developed in a national project. The design goal of the website is to provide interactive, enhanced, case-based and online educational resource for educators through the purpose and within the scope of a national project. The ADDIE instructional design model was used in the development of the website for interactive case-based library. This library is developed on a web-based platform, which is important in terms of manageability, accessibility, and updateability of data. Users are able to sort the displayed case-studies by their titles, dates, ratings, view counts, etc. The usability test is used and the expert opinion is taken for the evaluation of the website. This website is a tool to integrate technology into education. It is believed that this website will be beneficial for pre-service and in-service teachers in terms of their professional developments.

Keywords: ADDIE, Case-based library, Design, Technology, Integration.

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580 Memorabilia of Suan Sunandha through Interactive User Interface

Authors: Nalinee Sophatsathit

Abstract:

The objectives of memorabilia of Suan Sunandha are to develop a general knowledge presentation about the historical royal garden through interactive graphic simulation technique and to employ high-functionality context in enhancing interactive user navigation. The approach infers non-intrusive display of relevant history in response to situational context. User’s navigation runs through the virtual reality campus, consisting of new and restored buildings. A flash back presentation of information pertaining to the history in the form of photos, paintings, and textual descriptions are displayed along each passing-by building. To keep the presentation lively, graphical simulation is created in a serendipity game play so that the user can both learn and enjoy the educational tour. The benefits of this human-computer interaction development are two folds. First, lively presentation technique and situational context modeling are developed that entail a usable paradigm of knowledge and information presentation combinations. Second, cost effective training and promotion for both internal personnel and public visitors to learn and keep informed of this historical royal garden can be furnished without the need for a dedicated public relations service. Future improvement on graphic simulation and ability based display can extend this work to be more realistic, user-friendly, and informative for all.

Keywords: Interactive user navigation, high-functionality context, situational context, human-computer interaction.

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579 Evaluating Telepresence Experience and Game Players' Intention to Purchase Product Advertised in Advergame

Authors: Zuhal Hussein, Nabsiah Abdul Wahid, Norizan Saad

Abstract:

In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.

Keywords: Purchase intention, telepresence, product experience, interactive experience.

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578 Comparation Treatment Method for Industrial Tempeh Waste by Constructed Wetland and Activated Sludge

Authors: Imanda H. Pradana, Tillana Adilaviana, Christine Pretty Ballerena

Abstract:

Ever since industrial revolution began, our ecosystem has changed. And indeed, the negatives outweigh the positives. Industrial waste usually released into all kinds of body of water, such as river or sea. Tempeh waste is one example of waste that carries many hazardous and unwanted substances that will affect the surrounding environment. Tempeh is a popular fermented food in Asia which is rich in nutrients and active substances. Tempeh liquid waste- in particular- can cause an air pollution, and if penetrates through the soil, it will contaminates ground-water, making it unavailable for the water to be consumed. Moreover, bacteria will thrive within the polluted water, which often responsible for causing many kinds of diseases. The treatment used for this chemical waste is biological treatment such as constructed wetland and activated sludge. These kinds of treatment are able to reduce both physical and chemical parameters altogether such as temperature, TSS, pH, BOD, COD, NH3-N, NO3-N, and PO4-P. These treatments are implemented before the waste is released into the water. The result is a comparation between constructed wetland and activated sludge, along with determining which method is better suited to reduce the physical and chemical subtances of the waste.

Keywords: activated sludge, constructed wetland, waste, watertreatment

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577 Understanding Evolutionary Algorithms through Interactive Graphical Applications

Authors: Javier Barrachina, Piedad Garrido, Manuel Fogue, Julio A. Sanguesa, Francisco J. Martinez

Abstract:

It is very common to observe, especially in Computer Science studies that students have difficulties to correctly understand how some mechanisms based on Artificial Intelligence work. In addition, the scope and limitations of most of these mechanisms are usually presented by professors only in a theoretical way, which does not help students to understand them adequately. In this work, we focus on the problems found when teaching Evolutionary Algorithms (EAs), which imitate the principles of natural evolution, as a method to solve parameter optimization problems. Although this kind of algorithms can be very powerful to solve relatively complex problems, students often have difficulties to understand how they work, and how to apply them to solve problems in real cases. In this paper, we present two interactive graphical applications which have been specially designed with the aim of making Evolutionary Algorithms easy to be understood by students. Specifically, we present: (i) TSPS, an application able to solve the ”Traveling Salesman Problem”, and (ii) FotEvol, an application able to reconstruct a given image by using Evolution Strategies. The main objective is that students learn how these techniques can be implemented, and the great possibilities they offer.

Keywords: Education, evolutionary algorithms, evolution strategies, interactive learning applications.

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

Authors: S. Shubha, B. N. Meera

Abstract:

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

Keywords: Electric Force, Interactive, Representation, Simulation.

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575 Implementation of Interactive Computer Aided Instruction in Learning of Javanese Traditional Classic Dance

Authors: Petrus Sutyasadi, Theresia Suharti

Abstract:

Traditional Javanese classic dance is a valuable inheritance in Java Indonesia. Nowadays, this treasure of culture is no longer belonging to Javanese people only. Many art departments from universities around the world already put this as a subject in their curriculum. Nonetheless, dance is a practical skill. It needs to be practices so often while accompanied by an instructor to get the right technique. An interactive Computer Aided Instruction (iCAI) that can interactively assist the student to practice is developed. By using this software students can conduct a self practice in studio and get some feedbacks from the software. This CAI is not intended to replace the instructor, but to assist them in increasing the student fly-time in practice.

Keywords: Computer Aided Instruction, Javanese classic dance, Accelerometer.

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574 Human Interactive E-learning Systems using Head Posture Images

Authors: Yucel Ugurlu

Abstract:

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

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573 Decision Support System for Farm Management

Authors: Manpreet Singh, Parvinder Singh, Sumitter Bir Singh

Abstract:

The emergence of information technology has resulted in an ever-increasing demand to use computers for the efficient management and dissemination of information. Keeping in view the strong need of farmers to collect important and updated information for interactive, flexible and quick decision-making, a model of Decision Support System for Farm Management is developed. The paper discusses the use of Internet technology for the farmers to take decisions. A model is developed for the farmers to access online interactive and flexible information for their farm management. The workflow of the model is presented highlighting the information transfer between different modules.

Keywords: Decision Support System, dissemination.

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572 Interactive, Topic-Oriented Search Support by a Centroid-Based Text Categorisation

Authors: Mario Kubek, Herwig Unger

Abstract:

Centroid terms are single words that semantically and topically characterise text documents and so may serve as their very compact representation in automatic text processing. In the present paper, centroids are used to measure the relevance of text documents with respect to a given search query. Thus, a new graphbased paradigm for searching texts in large corpora is proposed and evaluated against keyword-based methods. The first, promising experimental results demonstrate the usefulness of the centroid-based search procedure. It is shown that especially the routing of search queries in interactive and decentralised search systems can be greatly improved by applying this approach. A detailed discussion on further fields of its application completes this contribution.

Keywords: Search algorithm, centroid, query, keyword, cooccurrence, categorisation.

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571 Activity Recognition by Smartphone Accelerometer Data Using Ensemble Learning Methods

Authors: Eu Tteum Ha, Kwang Ryel Ryu

Abstract:

As smartphones are equipped with various sensors, there have been many studies focused on using these sensors to create valuable applications. Human activity recognition is one such application motivated by various welfare applications, such as the support for the elderly, measurement of calorie consumption, lifestyle and exercise patterns analyses, and so on. One of the challenges one faces when using smartphone sensors for activity recognition is that the number of sensors should be minimized to save battery power. In this paper, we show that a fairly accurate classifier can be built that can distinguish ten different activities by using only a single sensor data, i.e., the smartphone accelerometer data. The approach that we adopt to deal with this twelve-class problem uses various methods. The features used for classifying these activities include not only the magnitude of acceleration vector at each time point, but also the maximum, the minimum, and the standard deviation of vector magnitude within a time window. The experiments compared the performance of four kinds of basic multi-class classifiers and the performance of four kinds of ensemble learning methods based on three kinds of basic multi-class classifiers. The results show that while the method with the highest accuracy is ECOC based on Random forest.

Keywords: Ensemble learning, activity recognition, smartphone accelerometer.

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570 A Broadcasting Strategy for Interactive Video-on-Demand Services

Authors: Yu-Wei Chen, Li-Ren Han

Abstract:

In this paper, we employ the approach of linear programming to propose a new interactive broadcast method. In our method, a film S is divided into n equal parts and broadcast via k channels. The user simultaneously downloads these segments from k channels into the user-s set-top-box (STB) and plays them in order. Our method assumes that the initial p segments will not have fast-forwarding capabilities. Every time the user wants to initiate d times fast-forwarding, according to our broadcasting strategy, the necessary segments already saved in the user-s STB or are just download on time for playing. The proposed broadcasting strategy not only allows the user to pause and rewind, but also to fast-forward.

Keywords: Broadcasting, Near Video-on-Demand (VOD), Linear Programming, Video-Cassette-Recorder (VCR) Functions, Waiting Time.

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569 Interactive Garments: Flexible Technologies for Textile Integration

Authors: Anupam Bhatia

Abstract:

Upon reviewing the literature and the pragmatic work done in the field of E- textiles, it is observed that the applications of wearable technologies have found a steady growth in the field of military, medical, industrial, sports; whereas fashion is at a loss to know how to treat this technology and bring it to market. The purpose of this paper is to understand the practical issues of integration of electronics in garments; cutting patterns for mass production, maintaining the basic properties of textiles and daily maintenance of garments that hinder the wide adoption of interactive fabric technology within Fashion and leisure wear. To understand the practical hindrances an experimental and laboratory approach is taken. “Techno Meets Fashion” has been an interactive fashion project where sensor technologies have been embedded with textiles that result in set of ensembles that are light emitting garments, sound sensing garments, proximity garments, shape memory garments etc. Smart textiles, especially in the form of textile interfaces, are drastically underused in fashion and other lifestyle product design. Clothing and some other textile products must be washable, which subjects to the interactive elements to water and chemical immersion, physical stress, and extreme temperature. The current state of the art tends to be too fragile for this treatment. The process for mass producing traditional textiles becomes difficult in interactive textiles. As cutting patterns from larger rolls of cloth and sewing them together to make garments breaks and reforms electronic connections in an uncontrolled manner. Because of this, interactive fabric elements are integrated by hand into textiles produced by standard methods. The Arduino has surely made embedding electronics into textiles much easier than before; even then electronics are not integral to the daily wear garments. Soft and flexible interfaces of MEMS (micro sensors and Micro actuators) can be an option to make this possible by blending electronics within E-textiles in a way that’s seamless and still retains functions of the circuits as well as the garment. Smart clothes, which offer simultaneously a challenging design and utility value, can be only mass produced if the demands of the body are taken care of i.e. protection, anthropometry, ergonomics of human movement, thermo- physiological regulation.

Keywords: Ambient Intelligence, Proximity Sensors, Shape Memory Materials, Sound sensing garments, Wearable Technology.

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568 A Redesigned Pedagogy in Introductory Programming Reduces Failure and Withdrawal Rates by Half

Authors: Said C. Fares, Mary A. Fares

Abstract:

It is well documented that introductory computer programming courses are difficult and that failure rates are high. The aim of this project was to reduce the high failure and withdrawal rates in learning to program. This paper presents a number of changes in module organization and instructional delivery system in teaching CS1. Daily out of class help sessions and tutoring services were applied, interactive lectures and laboratories, online resources, and timely feedback were introduced. Five years of data of 563 students in 21 sections was collected and analyzed. The primary results show that the failure and withdrawal rates were cut by more than half. Student surveys indicate a positive evaluation of the modified instructional approach, overall satisfaction with the course and consequently, higher success and retention rates.

Keywords: Failure Rate, Interactive Learning, Student engagement, CS1.

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567 Two New Relative Efficiencies of Linear Weighted Regression

Authors: Shuimiao Wan, Chao Yuan, Baoguang Tian

Abstract:

In statistics parameter theory, usually the parameter estimations have two kinds, one is the least-square estimation (LSE), and the other is the best linear unbiased estimation (BLUE). Due to the determining theorem of minimum variance unbiased estimator (MVUE), the parameter estimation of BLUE in linear model is most ideal. But since the calculations are complicated or the covariance is not given, people are hardly to get the solution. Therefore, people prefer to use LSE rather than BLUE. And this substitution will take some losses. To quantize the losses, many scholars have presented many kinds of different relative efficiencies in different views. For the linear weighted regression model, this paper discusses the relative efficiencies of LSE of β to BLUE of β. It also defines two new relative efficiencies and gives their lower bounds.

Keywords: Linear weighted regression, Relative efficiency, Lower bound, Parameter estimation.

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566 Stagnation in Brownfield Redevelopment

Authors: B. Glumac, Q. Han, W. Schaefer

Abstract:

Purpose of this paper is two-folded. At first it explains the major problems that are causing stagnation in brownfield redevelopment. In addition, these problems given the context of the present multi-actor built environment are becoming more complex to observe. Therefore, this paper suggests also a prospective decisionmaking approach that is the most appropriate to observe and react on the given stagnation problems. Such an approach should be regarded as prescriptive-interactive decision-making approach, a barely established branch. This approach should offer models that have prescriptive as well as an interactive component enabling them to successfully cope with the multi-actor environment. Overall, this paper provides up-to-date insight on the brownfield stagnation by gradually introducing the nowadays major problems and offers a prospective decision-making approach how these problems could be tackled.

Keywords: BR, decision-making approach, stagnation, the Netherlands.

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565 An Experimental Study on the Optimum Installation of Fire Detector for Early Stage Fire Detecting in Rack-Type Warehouses

Authors: Ki Ok Choi, Sung Ho Hong, Dong Suck Kim, Don Mook Choi

Abstract:

Rack type warehouses are different from general buildings in the kinds, amount, and arrangement of stored goods, so the fire risk of rack type warehouses is different from those buildings. The fire pattern of rack type warehouses is different in combustion characteristic and storing condition of stored goods. The initial fire burning rate is different in the surface condition of materials, but the running time of fire is closely related with the kinds of stored materials and stored conditions. The stored goods of the warehouse are consisted of diverse combustibles, combustible liquid, and so on. Fire detection time may be delayed because the residents are less than office and commercial buildings. If fire detectors installed in rack type warehouses are inadaptable, the fire of the warehouse may be the great fire because of delaying of fire detection. In this paper, we studied what kinds of fire detectors are optimized in early detecting of rack type warehouse fire by real-scale fire tests. The fire detectors used in the tests are rate of rise type, fixed type, photo electric type, and aspirating type detectors. We considered optimum fire detecting method in rack type warehouses suggested by the response characteristic and comparative analysis of the fire detectors.

Keywords: Fire detector, rack, response characteristic, warehouse.

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564 Instance-Based Ontology Matching Using Different Kinds of Formalism

Authors: Katrin Zaiß, Tim Schlüter, Stefan Conrad

Abstract:

Ontology Matching is a task needed in various applica-tions, for example for comparison or merging purposes. In literature,many algorithms solving the matching problem can be found, butmost of them do not consider instances at all. Mappings are deter-mined by calculating the string-similarity of labels, by recognizinglinguistic word relations (synonyms, subsumptions etc.) or by ana-lyzing the (graph) structure. Due to the facts that instances are oftenmodeled within the ontology and that the set of instances describesthe meaning of the concepts better than their meta information,instances should definitely be incorporated into the matching process.In this paper several novel instance-based matching algorithms arepresented which enhance the quality of matching results obtainedwith common concept-based methods. Different kinds of formalismsare use to classify concepts on account of their instances and finallyto compare the concepts directly.KeywordsInstances, Ontology Matching, Semantic Web

Keywords: Instances, Ontology Matching, Semantic Web

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563 Interactive Fuzzy Multi-objective Programming in Land Re-organisational Planning for Sustainable Rural Development

Authors: Bijaya Krushna Mangaraj, Deepak Kumar Das

Abstract:

Sustainability in rural production system can only be achieved if it can suitably satisfy the local requirement as well as the outside demand with the changing time. With the increased pressure from the food sector in a globalised world, the agrarian economy needs to re-organise its cultivable land system to be compatible with new management practices as well as the multiple needs of various stakeholders and the changing resource scenario. An attempt has been made to transform this problem into a multi-objective decisionmaking problem considering various objectives, resource constraints and conditional constraints. An interactive fuzzy multi-objective programming approach has been used for such a purpose taking a case study in Indian context to demonstrate the validity of the method.

Keywords: Land re-organisation, Crop planning, Multiobjective Decision-Making, Fuzzy Goal Programming.

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562 Real-time 3D Feature Extraction without Explicit 3D Object Reconstruction

Authors: Kwangjin Hong, Chulhan Lee, Keechul Jung, Kyoungsu Oh

Abstract:

For the communication between human and computer in an interactive computing environment, the gesture recognition is studied vigorously. Therefore, a lot of studies have proposed efficient methods about the recognition algorithm using 2D camera captured images. However, there is a limitation to these methods, such as the extracted features cannot fully represent the object in real world. Although many studies used 3D features instead of 2D features for more accurate gesture recognition, the problem, such as the processing time to generate 3D objects, is still unsolved in related researches. Therefore we propose a method to extract the 3D features combined with the 3D object reconstruction. This method uses the modified GPU-based visual hull generation algorithm which disables unnecessary processes, such as the texture calculation to generate three kinds of 3D projection maps as the 3D feature: a nearest boundary, a farthest boundary, and a thickness of the object projected on the base-plane. In the section of experimental results, we present results of proposed method on eight human postures: T shape, both hands up, right hand up, left hand up, hands front, stand, sit and bend, and compare the computational time of the proposed method with that of the previous methods.

Keywords: Fast 3D Feature Extraction, Gesture Recognition, Computer Vision.

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561 A Study on Creation of Human-Based Co-Design Service Platform

Authors: Chiung-Hui Chen

Abstract:

With the approaching of digital era, various interactive service platforms and systems support human beings- needs in lives by different contents and measures. Design strategies have gradually turned from function-based to user-oriented, and are often customized. In other words, how designers include users- value reaction in creation becomes the goal. Creative design service of interior design requires positive interaction and communication to allow users to obtain full design information, recognize the style and process of personal needs, develop creative service design, lower communication time and cost and satisfy users- sense of achievement. Thus, by constructing a co-design method, based on the communication between interior designers and users, this study recognizes users- real needs and provides the measure of co-design for designers and users.

Keywords: Co-Design, Customized, Design Service, Interactive Genetic Algorithm, Interior Design.

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560 The Determination of Heavy Metal in Herb Used in Dusit Community to Develop a Sustainable Quality of Life

Authors: Chinnawat Satsananan

Abstract:

This research aimed to find amount of heavy metal in herb used in Dusit community and compare of heavy metal in each part by quantity in herb and standard determination in Thai herb books to develop a sustainable quality of life, the result of study in 14 herbs do not find sample of heavy metal., by quantity of heavy contamination of 4 kinds: Cd, Co, Fe and Pb have lower than standard of 2 organizations: Thai herb standard, and World Health Organization, from the test 14 herbs have Fe in every part of herbs and all 14 kinds has Fe that is necessary for our health.

Keywords: Herbs Plants, Heavy Metal, Dusit District

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559 Real-time Interactive Ocean Wave Simulation using Multithread

Authors: K. Prachumrak, T. Kanchanapornchai

Abstract:

This research simulates one of the natural phenomena, the ocean wave. Our goal is to be able to simulate the ocean wave at real-time rate with the water surface interacting with objects. The wave in this research is calm and smooth caused by the force of the wind above the ocean surface. In order to make the simulation of the wave real-time, the implementation of the GPU and the multithreading techniques are used here. Based on the fact that the new generation CPUs, for personal computers, have multi cores, they are useful for the multithread. This technique utilizes more than one core at a time. This simulation is programmed by C language with OpenGL. To make the simulation of the wave look more realistic, we applied an OpenGL technique called cube mapping (environmental mapping) to make water surface reflective and more realistic.

Keywords: Interactive wave, ocean wave, wind effect, multithread

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558 Dynamic Interaction Network to Model the Interactive Patterns of International Stock Markets

Authors: Laura Lukmanto, Harya Widiputra, Lukas

Abstract:

Studies in economics domain tried to reveal the correlation between stock markets. Since the globalization era, interdependence between stock markets becomes more obvious. The Dynamic Interaction Network (DIN) algorithm, which was inspired by a Gene Regulatory Network (GRN) extraction method in the bioinformatics field, is applied to reveal important and complex dynamic relationship between stock markets. We use the data of the stock market indices from eight countries around the world in this study. Our results conclude that DIN is able to reveal and model patterns of dynamic interaction from the observed variables (i.e. stock market indices). Furthermore, it is also found that the extracted network models can be utilized to predict movement of the stock market indices with a considerably good accuracy.

Keywords: complex dynamic relationship, dynamic interaction network, interactive stock markets, stock market interdependence.

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557 Energy Management System and Interactive Functions of Smart Plug for Smart Home

Authors: Win Thandar Soe, Innocent Mpawenimana, Mathieu Di Fazio, Cécile Belleudy, Aung Ze Ya

Abstract:

Intelligent electronic equipment and automation network is the brain of high-tech energy management systems in critical role of smart homes dominance. Smart home is a technology integration for greater comfort, autonomy, reduced cost, and energy saving as well. These services can be provided to home owners for managing their home appliances locally or remotely and consequently allow them to automate intelligently and responsibly their consumption by individual or collective control systems. In this study, three smart plugs are described and one of them tested on typical household appliances. This article proposes to collect the data from the wireless technology and to extract some smart data for energy management system. This smart data is to quantify for three kinds of load: intermittent load, phantom load and continuous load. Phantom load is a waste power that is one of unnoticed power of each appliance while connected or disconnected to the main. Intermittent load and continuous load take in to consideration the power and using time of home appliances. By analysing the classification of loads, this smart data will be provided to reduce the communication of wireless sensor network for energy management system.

Keywords: Energy management, load profile, smart plug, wireless sensor network.

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556 Interactive PTZ Camera Control System Using Wii Remote and Infrared Sensor Bar

Authors: A. H. W. Goh, Y. S. Yong, C. H. Chan, S. J. Then, L. P. Chu, S. W. Chau, H. W. Hon

Abstract:

This paper proposes an alternative control mechanism for an interactive Pan/Tilt/Zoom (PTZ) camera control system. Instead of using a mouse or a joystick, the proposed mechanism utilizes a Nintendo Wii remote and infrared (IR) sensor bar. The Wii remote has buttons that allows the user to control the movement of a PTZ camera through Bluetooth connectivity. In addition, the Wii remote has a built-in motion sensor that allows the user to give control signals to the PTZ camera through pitch and roll movement. A stationary IR sensor bar, placed at some distance away opposite the Wii remote, enables the detection of yaw movement. In addition, the Wii remote-s built-in IR camera has the ability to detect its spatial position, and thus generates a control signal when the user moves the Wii remote. Some experiments are carried out and their performances are compared with an industry-standard PTZ joystick.

Keywords: Bluetooth, Infrared, Pan/Tilt/Zoom, PTZ Camera, Visual Surveillance, Wii Remote

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555 A VR Cybersecurity Training Knowledge-Based Ontology

Authors: Shaila Rana, Wasim Alhamdani

Abstract:

Effective cybersecurity learning relies on an engaging, interactive, and entertaining activity that fosters positive learning outcomes. VR cybersecurity training may provide a training format that is engaging, interactive, and entertaining. A methodological approach and framework are needed to allow trainers and educators to employ VR cybersecurity training methods to promote positive learning outcomes. Thus, this paper aims to create an approach that cybersecurity trainers can follow to create a VR cybersecurity training module. This methodology utilizes concepts from other cybersecurity training frameworks, such as NICE and CyTrONE. Other cybersecurity training frameworks do not incorporate the use of VR. VR training proposes unique challenges that cannot be addressed in current cybersecurity training frameworks. Subsequently, this ontology utilizes concepts to develop VR training to create a relevant methodology for creating VR cybersecurity training modules.

Keywords: Virtual reality cybersecurity training, VR cybersecurity training, traditional cybersecurity training, ontology.

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