Search results for: virtual worlds
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 534

Search results for: virtual worlds

294 3DARModeler: a 3D Modeling System in Augmented Reality Environment

Authors: Trien V. Do, Jong-Weon Lee

Abstract:

This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models by combining both the traditional input method (mouse/keyboard) and the tangible input method (markers). It has the ability to align a new virtual object with the existing parts of a model. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world. Using the hierarchical modeling technique, the users are able to group several basic objects to manage them as a unified, complex object. The system can also connect with other 3D systems by importing and exporting VRML/3Ds Max files. A module of speech recognition is included in the system to provide flexible user interfaces.

Keywords: 3D Modeling, Augmented Reality, GeometricModeling, Virtual Reality

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293 Customer Relations and Use of Online Shopping Sites

Authors: Bahar Urhan Torun, Havva Nur Tarakcı

Abstract:

At the present time, online marketing has become the common target of small and full-scale organizations. Today’s humanbeing who has to spend most of their time in front of the computer because of his job, prefers to socialize by internet due to the easy access to technology. So online marketing area expands day by day. All business organizations from the smallest to the biggest are in a race in order to get a cut from the virtual market share in an extreme competitive environment. However these organizations which use the internet to reach more consumers cannot determine their target group accurately, so this is the biggest handicap of online marketing sales nowadays. The aim of this study is to determine some significant elements about need for communicating efficiently with the consumer on the internet on online marketing. The strategies that can be used in order to increase sales and the limitations of virtual environment where cannot be communicated with the consumer face to face are argued in this study’s scope. As a consequence it is thought that to study on this subject because of lacking and also being limited efficiency of researches and outputs. Within this scope suggesting some proposals about how to communicate efficiently with the consumer and also offering the consumers’ demands efficiently is the essential objective of this study.

Keywords: Communication, competition, consumer, online marketing.

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292 On the Differentiation of Strategic Spatial Planning Making Mechanisms in New Era: Between Melbourne and Tianjin

Authors: Z. Liu, K. Cao

Abstract:

Strategic spatial planning, which is taken as an effective and competitive way for the governors of the city to improve the development and management level of a city, has been blooming in recent years all over the world. In the context of globalization and informatization, strategic spatial planning must transfer its focus on three different levels: global, regional and urban. Internal and external changes in environmental conditions lead to new advances in strategic planning both theoretically and practically. However, such advances or changes respond differently to cities on account of different dynamic mechanisms. This article aims at two cities of Tianjin in China and Melbourne in Australia, through a comparative study on strategic planning, to explore the differentiation of mechanisms in urban planning making. By comparison and exploration, the purpose of this article is to exhibit two different planning worlds between western and Chinese in a new way nowadays.

Keywords: Differentiation, Tianjin China, Melbourne Australia, strategic planning.

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291 Cyber Bullying Victimization of Elementary School Students and their Reflections on the Victimization

Authors: Merve Sezer, Ismail Sahin, Ahmet Oguz Akturk

Abstract:

With the use of developing technology, mostly in communication and entertainment, students spend considerable time on the Internet. In addition to the advantages provided by the Internet, social isolation brings problems such as addiction. This is one of the problems of the virtual violence. Cyber bullying is the common name of the intensities which students are exposed on the Internet. The purpose of this study designed as a qualitative research is to find out the cyber bullying varieties and its effects on elementary school students. The participants of this research are 6th, 7th and 8th grade students of a primary school and 24 students agreed to participate in the study. The students were asked to fill an interview with semi-structured open-ended questions. According to the results obtained in the research, the most important statements determined by the participants are breaking passwords on social networking sites, slang insult to blasphemy and taking friendship offers from unfamiliar people. According to participants from the research, the most used techniques to prevent themselves from cyber bullying are to complain to the site administrator, closing accounts on social networking sites and countercharging. Also, suggestions were presented according to the findings.

Keywords: Bullying, cyber-bullying, elementary, peer-relationship, virtual victimization.

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290 Numerical Study of Fatigue Crack Growth at a Web Stiffener of Ship Structural Details

Authors: Wentao He, Jingxi Liu, De Xie

Abstract:

It is necessary to manage the fatigue crack growth (FCG) once those cracks are detected during in-service inspections. In this paper, a simulation program (FCG-System) is developed utilizing the commercial software ABAQUS with its object-oriented programming interface to simulate the fatigue crack path and to compute the corresponding fatigue life. In order to apply FCG-System in large-scale marine structures, the substructure modeling technique is integrated in the system under the consideration of structural details and load shedding during crack growth. Based on the nodal forces and nodal displacements obtained from finite element analysis, a formula for shell elements to compute stress intensity factors is proposed in the view of virtual crack closure technique. The cracks initiating from the intersection of flange and the end of the web-stiffener are investigated for fatigue crack paths and growth lives under water pressure loading and axial force loading, separately. It is found that the FCG-System developed by authors could be an efficient tool to perform fatigue crack growth analysis on marine structures.

Keywords: Crack path, Fatigue crack, Fatigue live, FCG-System, Virtual crack closure technique.

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289 An Innovative Approach to Improve Skills of Students in Qatar University Spending in Virtual Class through Learning Management System

Authors: Mohammad Shahid Jamil, Mohamed Chabi

Abstract:

In this study, students’ learning has been investigated and satisfaction in one of the course offered at Qatar University Foundation Program. Innovative teaching has been implied methodology that emphasizes on enhancing students’ thinking skills, decision making, and problem solving skills. Some interesting results were found which could be used to further improvement of the teaching methodology. In Fall 2012 in Foundation Program Math department at Qatar University has started implementing new ways of teaching Math by introducing MyMathLab (MML) as an innovative interactive tool in addition of the use Blackboard to support standard teaching such as Discussion board in Virtual class to engage students outside of classroom and to enhance independent, active learning that promote students’ critical thinking skills, decision making, and problem solving skills through the learning process.

Keywords: Blackboard, MyMathLab, study plan, discussion board, critical thinking, active and independent learning, problem solving.

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288 Applying Augmented Reality Technology for an E-Learning System

Authors: Fetoon K. Algarawi, Wejdan A. Alslamah, Ahlam A. Alhabib, Afnan S. Alfehaid, Dina M. Ibrahim

Abstract:

Over the past 20 years, technology was rapidly developed and no one expected what will come next. Advancements in technology open new opportunities for immersive learning environments. There is a need to transmit education to a level that makes it more effective for the student. Augmented reality is one of the most popular technologies these days. This paper is an experience of applying Augmented Reality (AR) technology using a marker-based approach in E-learning system to transmitting virtual objects into the real-world scenes. We present a marker-based approach for transmitting virtual objects into real-world scenes to explain information in a better way after we developed a mobile phone application. The mobile phone application was then tested on students to determine the extent to which it encouraged them to learn and understand the subjects. In this paper, we talk about how the beginnings of AR, the fields using AR, how AR is effective in education, the spread of AR these days and the architecture of our work. Therefore, the aim of this paper is to prove how creating an interactive e-learning system using AR technology will encourage students to learn more.

Keywords: Augmented reality, e-learning, marker-based, monitor-based.

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287 Improving the Voltage Level in High Voltage Direct Current Systems by Using Modular Multilevel Converter

Authors: G. Kishor Babu, B. Madhu Kiran

Abstract:

This paper presented an intend scheme of Modular-Multilevel-Converter (MMC) levels for move towering the practical conciliation flanked by the precision and divisional competence. The whole process is standard by a Thevenin-equivalent 133-level MMC model. Firstly the computation scheme of the fundamental limit imitation time step is offered to faithfully represent each voltage level of waveforms. Secondly the earlier industrial Improved Analytic Hierarchy Process (IAHP) is adopted to integrate the relative errors of all the input electrical factors interested in one complete virtual fault on each converter level. Thirdly the stable AC and DC ephemeral condition in virtual faults effects of all the forms stabilize and curve integral stand on the standard form. Finally the optimal MMC level will be obtained by the drown curves and it will give individual weights allowing for the precision and efficiency. And the competence and potency of the scheme are validated by model on MATLAB Simulink.

Keywords: Modular multilevel converter, improved analytic hierarchy process, ac and dc transient, high voltage direct current, voltage sourced converter.

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286 Method for Auto-Calibrate Projector and Color-Depth Systems for Spatial Augmented Reality Applications

Authors: R. Estrada, A. Henriquez, R. Becerra, C. Laguna

Abstract:

Spatial Augmented Reality is a variation of Augmented Reality where the Head-Mounted Display is not required. This variation of Augmented Reality is useful in cases where the need for a Head-Mounted Display itself is a limitation. To achieve this, Spatial Augmented Reality techniques substitute the technological elements of Augmented Reality; the virtual world is projected onto a physical surface. To create an interactive spatial augmented experience, the application must be aware of the spatial relations that exist between its core elements. In this case, the core elements are referred to as a projection system and an input system, and the process to achieve this spatial awareness is called system calibration. The Spatial Augmented Reality system is considered calibrated if the projected virtual world scale is similar to the real-world scale, meaning that a virtual object will maintain its perceived dimensions when projected to the real world. Also, the input system is calibrated if the application knows the relative position of a point in the projection plane and the RGB-depth sensor origin point. Any kind of projection technology can be used, light-based projectors, close-range projectors, and screens, as long as it complies with the defined constraints; the method was tested on different configurations. The proposed procedure does not rely on a physical marker, minimizing the human intervention on the process. The tests are made using a Kinect V2 as an input sensor and several projection devices. In order to test the method, the constraints defined were applied to a variety of physical configurations; once the method was executed, some variables were obtained to measure the method performance. It was demonstrated that the method obtained can solve different arrangements, giving the user a wide range of setup possibilities.

Keywords: Color depth sensor, human computer interface, interactive surface, spatial augmented reality.

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285 Integration of Best Practices and Requirements for Preliminary E-Learning Courses

Authors: Sophie Huck, Knut Linke

Abstract:

This study will examine how IT practitioners can be motivated for IT studies and which kind of support they need during their occupational studies. Within this research project, the challenge of supporting students being engaged in business for several years arose. Here, it is especially important to successfully guide them through their studies. The problem of this group is that they finished their school education years ago. In order to gather first experiences, preliminary e-learning courses were introduced and tested with a group of users studying General Management. They had to work with these courses and have been questioned later on about their approach to the different methods. Moreover, a second group of potential students was interviewed with the help of online questionnaires to give information about their expectations regarding extra occupational studies. We also want to present best practices and cases in e-education in the subarea of mathematics and distance learning. Within these cases and practices, we use state of the art systems and technologies in e-education to find a way to increase teaching quality and the success of students. Our research indicated that the first group of enrolled students appreciated the new preliminary e-learning courses. The second group of potential students was convinced of this way of learning as a significant component of extra occupational studies. It can be concluded that this part of the project clarified the acceptance of the e-learning strategy by both groups and led to satisfactory results with the enrolled students.

Keywords: E-learning evaluation, self-learning, virtual classroom, virtual learning environments.

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284 Virtual 3D Environments for Image-Based Navigation Algorithms

Authors: V. B. Bastos, M. P. Lima, P. R. G. Kurka

Abstract:

This paper applies to the creation of virtual 3D environments for the study and development of mobile robot image based navigation algorithms and techniques, which need to operate robustly and efficiently. The test of these algorithms can be performed in a physical way, from conducting experiments on a prototype, or by numerical simulations. Current simulation platforms for robotic applications do not have flexible and updated models for image rendering, being unable to reproduce complex light effects and materials. Thus, it is necessary to create a test platform that integrates sophisticated simulated applications of real environments for navigation, with data and image processing. This work proposes the development of a high-level platform for building 3D model’s environments and the test of image-based navigation algorithms for mobile robots. Techniques were used for applying texture and lighting effects in order to accurately represent the generation of rendered images regarding the real world version. The application will integrate image processing scripts, trajectory control, dynamic modeling and simulation techniques for physics representation and picture rendering with the open source 3D creation suite - Blender.

Keywords: Simulation, visual navigation, mobile robot, data visualization.

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283 Nonlinear Effects in Stiffness Modeling of Robotic Manipulators

Authors: A. Pashkevich, A. Klimchik, D. Chablat

Abstract:

The paper focuses on the enhanced stiffness modeling of robotic manipulators by taking into account influence of the external force/torque acting upon the end point. It implements the virtual joint technique that describes the compliance of manipulator elements by a set of localized six-dimensional springs separated by rigid links and perfect joints. In contrast to the conventional formulation, which is valid for the unloaded mode and small displacements, the proposed approach implicitly assumes that the loading leads to the non-negligible changes of the manipulator posture and corresponding amendment of the Jacobian. The developed numerical technique allows computing the static equilibrium and relevant force/torque reaction of the manipulator for any given displacement of the end-effector. This enables designer detecting essentially nonlinear effects in elastic behavior of manipulator, similar to the buckling of beam elements. It is also proposed the linearization procedure that is based on the inversion of the dedicated matrix composed of the stiffness parameters of the virtual springs and the Jacobians/Hessians of the active and passive joints. The developed technique is illustrated by an application example that deals with the stiffness analysis of a parallel manipulator of the Orthoglide family

Keywords: Robotic manipulators, Stiffness model, Loaded mode, Nonlinear effects, Buckling, Orthoglide manipulator

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282 User-Friendly Task Creation Using a CAD Integrated Robotic System on a Real Workcell

Authors: Alireza Changizi, Arash Rezaei, Jamal Muhammad, Jyrki Latokartano, Minna Lanz

Abstract:

Offline programming (OLP) is a new method in robot programming which is used widely in the industry nowadays which is a simulation base method that can produce the robot codes for motion according to virtual world in the simulation software. In this project Delmia v5 is used as simulation software. First the work cell component was modelled by Catia v5 and all of them was imported to a process file in Delmia and placed roughly to form the virtual work cell. Then robot was added to the work cell from the Delmia library. Work cell was calibrated corresponding to real world work cell to have accurate code. Tool calibration is the first step of calibration scheme and then work cell equipment can be calibrated using 6 point calibration method. Finally generated code needs to be reformed to match related controller code instruction. At the last stage IO were set to accomplish robots cooperation and make their motion synchronized. The pros and cons also will be discussed to clarify the presented results show the feasibility of the method and its effect on production line efficiency. Finally the positive and negative points of the implementation will be discussed.

Keywords: Component, robotic, automated, production, offline programming, CAD.

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281 Effect of Vibration Intervention on Leg-press Exercise

Authors: Youngkuen Cho, Seonhong Hwang, Jinyoung Min, Youngho Kim, Dohyung Lim, Hansung Kim

Abstract:

Many studies have emphasized the importance of resistive exercise to maintain a healthy human body, particular in prevention of weakening of physical strength. Recently, some studies advocated that an application of vibration as a supplementary means in a regular training was effective in encouraging physical strength. Aim of the current study was, therefore, to identify if an application of vibration in a resistive exercise was effective in encouraging physical strength as that in a regular training. A 3-dimensional virtual lower extremity model for a healthy male and virtual leg-press model were generated and synchronized. Dynamic leg-press exercises on a slide machine with/without extra load and on a footboard with vibration as well as on a slide machine with extra load were analyzed. The results of the current indicated that the application of the vibration on the dynamic leg-press exercise might be not greatly effective in encouraging physical strength, compared with the dynamic leg press exercise with extra load. It was, however, thought that the application of the vibration might be helpful to elderly individuals because the reduced maximum muscle strength appeared by the effect of the vibration may avoid a muscular spasm, which can be driven from a high muscle strength sometimes produced during the leg-press exercise with extra load.

Keywords: Resistive exercise, leg-press exercise, muscle strength.

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280 Beta Titanium Alloys: The Lowest Elastic Modulus for Biomedical Applications: A Review

Authors: Mohsin Talib Mohammed, Zahid A. Khan, Arshad N. Siddiquee

Abstract:

Biometallic materials are the most important materials for use in biomedical applications especially in manufacturing a variety of biological artificial replacements in a modern worlds, e.g. hip, knee or shoulder joints, due to their advanced characteristics. Titanium (Ti) and its alloys are used extensively in biomedical applications based on their high specific strength and excellent corrosion resistance. Beta-Ti alloys containing completely biocompatible elements are exceptionally prospective materials for manufacturing of bioimplants. They have superior mechanical, chemical and electrochemical properties for use as biomaterials. These biomaterials have the ability to introduce the most important property of biochemical compatibility which is low elastic modulus. This review examines current information on the recent developments in alloying elements leading to improvements of beta Ti alloys for use as biomaterials. Moreover, this paper focuses mainly on the evolution, evaluation and development of the modulus of elasticity as an effective factor on the performance of beta alloys.

Keywords: Beta Alloys, Biomedical Applications, Titanium Alloys, Young's Modulus.

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279 Validation of Automotive Centrals Using Hardware in the Loop-Body Control Unit and Lights

Authors: Marley Rosa Luciano, Rodney Rezende Saldanha

Abstract:

The race for electrification and the need for innovation to attract customers has led the automotive industry to do something different with vehicles. New emissions control challenges and efficient technological availability are the pillars of creation. The growing demand to upgrade industrial manufacturing systems creates actions that directly impact vehicle production. With this comes the search for new prototyping methods and virtual tools for component testing and validation, and vehicle systems have established themselves. The demand for Electronic Control Units (ECU) is increasing due to the availability of intelligence and safety in today's vehicles, directly affecting their development, performance, and functional testing. In order to keep up with global changes, the automotive industry uses different virtual environments to produce, verify and validate their vehicles and test prototypes used during development. Therefore, in this paper, integration and validation were performed using the Hardware in the Loop (HIL) test platform, focusing on the ECU Body Control Module (BCM). Then, a brief commentary reviews other test medium platforms, such as the Plywood Buck (PWB), and examines the reliability, flexibility, installation time, and cost of the three test platforms, software in the loop (SIL), Model in the loop (MIL), and HIL, to review their benefits, challenges, and issues in use and information to optimize the use of each platform and test medium.

Keywords: Automotive, Electronic Central Unit, xIL, Hardware in the loop.

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278 Collaborative and Experimental Cultures in Virtual Reality Journalism: From the Perspective of Content Creators

Authors: Radwa Mabrook

Abstract:

Virtual Reality (VR) content creation is a complex and an expensive process, which requires multi-disciplinary teams of content creators. Grant schemes from technology companies help media organisations to explore the VR potential in journalism and factual storytelling. Media organisations try to do as much as they can in-house, but they may outsource due to time constraints and skill availability. Journalists, game developers, sound designers and creative artists work together and bring in new cultures of work. This study explores the collaborative experimental nature of VR content creation, through tracing every actor involved in the process and examining their perceptions of the VR work. The study builds on Actor Network Theory (ANT), which decomposes phenomena into their basic elements and traces the interrelations among them. Therefore, the researcher conducted 22 semi-structured interviews with VR content creators between November 2017 and April 2018. Purposive and snowball sampling techniques allowed the researcher to recruit fact-based VR content creators from production studios and media organisations, as well as freelancers. Interviews lasted up to three hours, and they were a mix of Skype calls and in-person interviews. Participants consented for their interviews to be recorded, and for their names to be revealed in the study. The researcher coded interviews’ transcripts in Nvivo software, looking for key themes that correspond with the research questions. The study revealed that VR content creators must be adaptive to change, open to learn and comfortable with mistakes. The VR content creation process is very iterative because VR has no established work flow or visual grammar. Multi-disciplinary VR team members often speak different languages making it hard to communicate. However, adaptive content creators perceive VR work as a fun experience and an opportunity to learn. The traditional sense of competition and the strive for information exclusivity are now replaced by a strong drive for knowledge sharing. VR content creators are open to share their methods of work and their experiences. They target to build a collaborative network that aims to harness VR technology for journalism and factual storytelling. Indeed, VR is instilling collaborative and experimental cultures in journalism.

Keywords: Collaborative culture, content creation, experimental culture, virtual reality.

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277 Application of Mapping and Superimposing Rule for Solution of Parabolic PDE in Porous Medium under Cyclic Loading

Authors: Mohammad M. Toufigh, Ahad Ouria

Abstract:

This paper presents an analytical method to solve governing consolidation parabolic partial differential equation (PDE) for inelastic porous Medium (soil) with consideration of variation of equation coefficient under cyclic loading. Since under cyclic loads, soil skeleton parameters change, this would introduce variable coefficient of parabolic PDE. Classical theory would not rationalize consolidation phenomenon in such condition. In this research, a method based on time space mapping to a virtual time space along with superimposing rule is employed to solve consolidation of inelastic soils in cyclic condition. Changes of consolidation coefficient applied in solution by modification of loading and unloading duration by introducing virtual time. Mapping function is calculated based on consolidation partial differential equation results. Based on superimposing rule a set of continuous static loads in specified times used instead of cyclic load. A set of laboratory consolidation tests under cyclic load along with numerical calculations were performed in order to verify the presented method. Numerical solution and laboratory tests results showed accuracy of presented method.

Keywords: Mapping, Consolidation, Inelastic porous medium, Cyclic loading, Superimposing rule.

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276 Decode and Forward Cooperative Protocol Enhancement Using Interference Cancellation

Authors: Siddeeq Y. Ameen, Mohammed K. Yousif

Abstract:

Cooperative communication systems are considered to be a promising technology to improve the system capacity, reliability and performances over fading wireless channels. Cooperative relaying system with a single antenna will be able to reach the advantages of multiple antenna communication systems. It is ideally suitable for the distributed communication systems; the relays can cooperate and form virtual MIMO systems. Thus the paper will aim to investigate the possible enhancement of cooperated system using decode and forward protocol. On the decode and forward an attempt to cancel or at least reduce the interference instead of increasing the SNR values is achieved. The latter can be achieved via the use group of relays depending on the channel status from source to relay and relay to destination respectively.

In the proposed system, the transmission time has been divided into two phases to be used by the decode and forward protocol. The first phase has been allocated for the source to transmit its data whereas the relays and destination nodes are in receiving mode. On the other hand, the second phase is allocated for the first and second groups of relay nodes to relay the data to the destination node. Simulations results have shown an improvement in performance is achieved compared to the conventional decode and forward in terms of BER and transmission rate.

Keywords: Cooperative systems, decode and forward, interference cancellation, virtual MIMO.

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275 Applying Theory of Inventive Problem Solving to Develop Innovative Solutions: A Case Study

Authors: Y. H. Wang, C. C. Hsieh

Abstract:

Good service design can increase organization revenue and consumer satisfaction while reducing labor and time costs. The problems facing consumers in the original serve model for eyewear and optical industry includes the following issues: 1. Insufficient information on eyewear products 2. Passively dependent on recommendations, insufficient selection 3. Incomplete records on progression of vision conditions 4. Lack of complete customer records. This study investigates the case of Kobayashi Optical, applying the Theory of Inventive Problem Solving (TRIZ) to develop innovative solutions for eyewear and optical industry. Analysis results raise the following conclusions and management implications: In order to provide customers with improved professional information and recommendations, Kobayashi Optical is suggested to establish customer purchasing records. Overall service efficiency can be enhanced by applying data mining techniques to analyze past consumer preferences and purchase histories. Furthermore, Kobayashi Optical should continue to develop a 3D virtual trial service which can allow customers for easy browsing of different frame styles and colors. This 3D virtual trial service will save customer waiting times in during peak service times at stores.

Keywords: Theory of inventive problem solving, service design, augmented reality, eyewear and optical industry.

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274 Dynamic Analysis of Nonlinear Models with Infinite Extension by Boundary Elements

Authors: Delfim Soares Jr., Webe J. Mansur

Abstract:

The Time-Domain Boundary Element Method (TDBEM) is a well known numerical technique that handles quite properly dynamic analyses considering infinite dimension media. However, when these analyses are also related to nonlinear behavior, very complex numerical procedures arise considering the TD-BEM, which may turn its application prohibitive. In order to avoid this drawback and model nonlinear infinite media, the present work couples two BEM formulations, aiming to achieve the best of two worlds. In this context, the regions expected to behave nonlinearly are discretized by the Domain Boundary Element Method (D-BEM), which has a simpler mathematical formulation but is unable to deal with infinite domain analyses; the TD-BEM is employed as in the sense of an effective non-reflexive boundary. An iterative procedure is considered for the coupling of the TD-BEM and D-BEM, which is based on a relaxed renew of the variables at the common interfaces. Elastoplastic models are focused and different time-steps are allowed to be considered by each BEM formulation in the coupled analysis.

Keywords: Boundary Element Method, Dynamic Elastoplastic Analysis, Iterative Coupling, Multiple Time-Steps.

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273 Mobility Management Architecture for Transport System

Authors: DaeWon Lee, HeonChang Yu

Abstract:

Next generation wireless/mobile networks will be IP based cellular networks integrating the internet with cellular networks. In this paper, we propose a new architecture for a high speed transport system and a mobile management protocol for mobile internet users in a transport system. Existing mobility management protocols (MIPv6, HMIPv6) do not consider real world fast moving wireless hosts (e.g. passengers in a train). For this reason, we define a virtual organization (VO) and proposed the VO architecture for the transport system. We also classify mobility as VO mobility (intra VO) and macro mobility (inter VO). Handoffs in VO are locally managed and transparent to the CH while macro mobility is managed with Mobile IPv6. And, from the features of the transport system, such as fixed route and steady speed, we deduce the movement route and the handoff disruption time of each handoff. To reduce packet loss during handoff disruption time, we propose pre-registration scheme using pre-registration. Moreover, the proposed protocol can eliminate unnecessary binding updates resulting from sequence movement at high speed. The performance evaluations demonstrate our proposed protocol has a good performance at transport system environment. Our proposed protocol can be applied to the usage of wireless internet on the train, subway, and high speed train.

Keywords: Binding update, HMIPv6, packet loss, transport system, virtual organization.

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272 Exploring Dimensionality, Systematic Mutations and Number of Contacts in Simple HP ab-initio Protein Folding Using a Blackboard-based Agent Platform

Authors: Hiram I. Beltrán, Arturo Rojo-Domínguez, Máximo Eduardo Sánchez Gutiérrez, Pedro Pablo González Pérez

Abstract:

A computational platform is presented in this contribution. It has been designed as a virtual laboratory to be used for exploring optimization algorithms in biological problems. This platform is built on a blackboard-based agent architecture. As a test case, the version of the platform presented here is devoted to the study of protein folding, initially with a bead-like description of the chain and with the widely used model of hydrophobic and polar residues (HP model). Some details of the platform design are presented along with its capabilities and also are revised some explorations of the protein folding problems with different types of discrete space. It is also shown the capability of the platform to incorporate specific tools for the structural analysis of the runs in order to understand and improve the optimization process. Accordingly, the results obtained demonstrate that the ensemble of computational tools into a single platform is worthwhile by itself, since experiments developed on it can be designed to fulfill different levels of information in a self-consistent fashion. By now, it is being explored how an experiment design can be useful to create a computational agent to be included within the platform. These inclusions of designed agents –or software pieces– are useful for the better accomplishment of the tasks to be developed by the platform. Clearly, while the number of agents increases the new version of the virtual laboratory thus enhances in robustness and functionality.

Keywords: genetic algorithms, multi-agent systems, bioinformatics, optimization, protein folding, structural biology.

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271 Sound Selection for Gesture Sonification and Manipulation of Virtual Objects

Authors: Benjamin Bressolette, S´ebastien Denjean, Vincent Roussarie, Mitsuko Aramaki, Sølvi Ystad, Richard Kronland-Martinet

Abstract:

New sensors and technologies – such as microphones, touchscreens or infrared sensors – are currently making their appearance in the automotive sector, introducing new kinds of Human-Machine Interfaces (HMIs). The interactions with such tools might be cognitively expensive, thus unsuitable for driving tasks. It could for instance be dangerous to use touchscreens with a visual feedback while driving, as it distracts the driver’s visual attention away from the road. Furthermore, new technologies in car cockpits modify the interactions of the users with the central system. In particular, touchscreens are preferred to arrays of buttons for space improvement and design purposes. However, the buttons’ tactile feedback is no more available to the driver, which makes such interfaces more difficult to manipulate while driving. Gestures combined with an auditory feedback might therefore constitute an interesting alternative to interact with the HMI. Indeed, gestures can be performed without vision, which means that the driver’s visual attention can be totally dedicated to the driving task. In fact, the auditory feedback can both inform the driver with respect to the task performed on the interface and on the performed gesture, which might constitute a possible solution to the lack of tactile information. As audition is a relatively unused sense in automotive contexts, gesture sonification can contribute to reducing the cognitive load thanks to the proposed multisensory exploitation. Our approach consists in using a virtual object (VO) to sonify the consequences of the gesture rather than the gesture itself. This approach is motivated by an ecological point of view: Gestures do not make sound, but their consequences do. In this experiment, the aim was to identify efficient sound strategies, to transmit dynamic information of VOs to users through sound. The swipe gesture was chosen for this purpose, as it is commonly used in current and new interfaces. We chose two VO parameters to sonify, the hand-VO distance and the VO velocity. Two kinds of sound parameters can be chosen to sonify the VO behavior: Spectral or temporal parameters. Pitch and brightness were tested as spectral parameters, and amplitude modulation as a temporal parameter. Performances showed a positive effect of sound compared to a no-sound situation, revealing the usefulness of sounds to accomplish the task.

Keywords: Auditory feedback, gesture, sonification, sound perception, virtual object.

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270 Virtual Reality in COVID-19 Stroke Rehabilitation: Preliminary Outcomes

Authors: Kasra Afsahi, Maryam Soheilifar, S. Hossein Hosseini

Abstract:

Background: There is growing evidence that Cerebral Vascular Accident (CVA) can be a consequence of COVID-19 infection. Understanding novel treatment approaches is important in optimizing patient outcomes. Case: This case explores the use of Virtual Reality (VR) in the treatment of a 23-year-old COVID-positive female presenting with left hemiparesis in August 2020. Imaging showed right globus pallidus, thalamus, and internal capsule ischemic stroke. Conventional rehabilitation was started two weeks later, with VR included. This game-based VR technology developed for stroke patients was based on upper extremity exercises and functions for stroke. Physical examination showed left hemiparesis with muscle strength 3/5 in the upper extremity and 4/5 in the lower extremity. The range of motion of the shoulder was 90-100 degrees. The speech exam showed a mild decrease in fluency. Mild lower lip dynamic asymmetry was seen. Babinski was positive on the left. Gait speed was decreased (75 steps per minute). Intervention: Our game-based VR system was developed based on upper extremity physiotherapy exercises for post-stroke patients to increase the active, voluntary movement of the upper extremity joints and improve the function. The conventional program was initiated with active exercises, shoulder sanding for joint ROMs, walking shoulder, shoulder wheel, and combination movements of the shoulder, elbow, and wrist joints, alternative flexion-extension, pronation-supination movements, Pegboard and Purdo pegboard exercises. Also, fine movements included smart gloves, biofeedback, finger ladder, and writing. The difficulty of the game increased at each stage of the practice with progress in patient performances. Outcome: After 6 weeks of treatment, gait and speech were normal and upper extremity strength was improved to near normal status. No adverse effects were noted. Conclusion: This case suggests that VR is a useful tool in the treatment of a patient with COVID-19 related CVA. The safety of developed instruments for such cases provides approaches to improve the therapeutic outcomes and prognosis as well as increased satisfaction rate among patients.

Keywords: COVID-19, stroke, virtual reality, rehabilitation.

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269 An Energy Aware Data Aggregation in Wireless Sensor Network Using Connected Dominant Set

Authors: M. Santhalakshmi, P Suganthi

Abstract:

Wireless Sensor Networks (WSNs) have many advantages. Their deployment is easier and faster than wired sensor networks or other wireless networks, as they do not need fixed infrastructure. Nodes are partitioned into many small groups named clusters to aggregate data through network organization. WSN clustering guarantees performance achievement of sensor nodes. Sensor nodes energy consumption is reduced by eliminating redundant energy use and balancing energy sensor nodes use over a network. The aim of such clustering protocols is to prolong network life. Low Energy Adaptive Clustering Hierarchy (LEACH) is a popular protocol in WSN. LEACH is a clustering protocol in which the random rotations of local cluster heads are utilized in order to distribute energy load among all sensor nodes in the network. This paper proposes Connected Dominant Set (CDS) based cluster formation. CDS aggregates data in a promising approach for reducing routing overhead since messages are transmitted only within virtual backbone by means of CDS and also data aggregating lowers the ratio of responding hosts to the hosts existing in virtual backbones. CDS tries to increase networks lifetime considering such parameters as sensors lifetime, remaining and consumption energies in order to have an almost optimal data aggregation within networks. Experimental results proved CDS outperformed LEACH regarding number of cluster formations, average packet loss rate, average end to end delay, life computation, and remaining energy computation.

Keywords: Wireless sensor network, connected dominant set, clustering, data aggregation.

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268 Optimal Duty-Cycle Modulation Scheme for Analog-To-Digital Conversion Systems

Authors: G. Sonfack, J. Mbihi, B. Lonla Moffo

Abstract:

This paper presents an optimal duty-cycle modulation (ODCM) scheme for analog-to-digital conversion (ADC) systems. The overall ODCM-Based ADC problem is decoupled into optimal DCM and digital filtering sub-problems, while taking into account constraints of mutual design parameters between the two. Using a set of three lemmas and four morphological theorems, the ODCM sub-problem is modelled as a nonlinear cost function with nonlinear constraints. Then, a weighted least pth norm of the error between ideal and predicted frequency responses is used as a cost function for the digital filtering sub-problem. In addition, MATLAB fmincon and MATLAB iirlnorm tools are used as optimal DCM and least pth norm solvers respectively. Furthermore, the virtual simulation scheme of an overall prototyping ODCM-based ADC system is implemented and well tested with the help of Simulink tool according to relevant set of design data, i.e., 3 KHz of modulating bandwidth, 172 KHz of maximum modulation frequency and 25 MHZ of sampling frequency. Finally, the results obtained and presented show that the ODCM-based ADC achieves under 3 KHz of modulating bandwidth: 57 dBc of SINAD (signal-to-noise and distorsion), 58 dB of SFDR (Surpious free dynamic range) -80 dBc of THD (total harmonic distorsion), and 10 bits of minimum resolution. These performance levels appear to be a great challenge within the class of oversampling ADC topologies, with 2nd order IIR (infinite impulse response) decimation filter.

Keywords: Digital IIR filter, morphological lemmas and theorems, optimal DCM-based DAC, virtual simulation, weighted least pth norm.

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267 A Framework for Scalable Autonomous P2P Resource Discovery for the Grid Implementation

Authors: Hesham A. Ali, Mofreh M. Salem, Ahmed A. Hamza

Abstract:

Recently, there have been considerable efforts towards the convergence between P2P and Grid computing in order to reach a solution that takes the best of both worlds by exploiting the advantages that each offers. Augmenting the peer-to-peer model to the services of the Grid promises to eliminate bottlenecks and ensure greater scalability, availability, and fault-tolerance. The Grid Information Service (GIS) directly influences quality of service for grid platforms. Most of the proposed solutions for decentralizing the GIS are based on completely flat overlays. The main contributions for this paper are: the investigation of a novel resource discovery framework for Grid implementations based on a hierarchy of structured peer-to-peer overlay networks, and introducing a discovery algorithm utilizing the proposed framework. Validation of the framework-s performance is done via simulation. Experimental results show that the proposed organization has the advantage of being scalable while providing fault-isolation, effective bandwidth utilization, and hierarchical access control. In addition, it will lead to a reliable, guaranteed sub-linear search which returns results within a bounded interval of time and with a smaller amount of generated traffic within each domain.

Keywords: Grid computing, grid information service, P2P, resource discovery.

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266 Multi-Agent Systems Applied in the Modeling and Simulation of Biological Problems: A Case Study in Protein Folding

Authors: Pedro Pablo González Pérez, Hiram I. Beltrán, Arturo Rojo-Domínguez, Máximo EduardoSánchez Gutiérrez

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Multi-agent system approach has proven to be an effective and appropriate abstraction level to construct whole models of a diversity of biological problems, integrating aspects which can be found both in "micro" and "macro" approaches when modeling this type of phenomena. Taking into account these considerations, this paper presents the important computational characteristics to be gathered into a novel bioinformatics framework built upon a multiagent architecture. The version of the tool presented herein allows studying and exploring complex problems belonging principally to structural biology, such as protein folding. The bioinformatics framework is used as a virtual laboratory to explore a minimalist model of protein folding as a test case. In order to show the laboratory concept of the platform as well as its flexibility and adaptability, we studied the folding of two particular sequences, one of 45-mer and another of 64-mer, both described by an HP model (only hydrophobic and polar residues) and coarse grained 2D-square lattice. According to the discussion section of this piece of work, these two sequences were chosen as breaking points towards the platform, in order to determine the tools to be created or improved in such a way to overcome the needs of a particular computation and analysis of a given tough sequence. The backwards philosophy herein is that the continuous studying of sequences provides itself important points to be added into the platform, to any time improve its efficiency, as is demonstrated herein.

Keywords: multi-agent systems, blackboard-based agent architecture, bioinformatics framework, virtual laboratory, protein folding.

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265 “Blood Family“ Activity With Respect To Comprehensive Guidance School Program

Authors: Ali Eryılmaz

Abstract:

Children and adolescents developing in the worlds of today are facing a getting array of new and old challenges. School counselling is improving rapidly in contemporary education systems around the world. It can be said that counselling system in Turkey was newly borning. In this study, “Family of the Blood" activity is improved with respect to compherensive guidance school program. The sample included 22 adolescents who were high school students. The activity was carried out in 4 sessions, each of which lasted 45 minutes. In the first session, students- personal-social needs were determined. In the second session, in order to warm up, the students were asked three questions consisting of the constructional aspect. In the third session, the counselor and the teacher shared the results of students- responses obtained in the previous session. In the fourth session, the tables formed by students were presented in the classroom. In order to evaluate the activity, three questions were asked of the teacher and counselor. According to the results, the lesson aims of curriculum and counselling aims of curriculum were attained. In the light of literature, the results were discussed and some suggestions were made. It is taken into consideration that the activitiy was beneficial in many respects, similar studies should be carried out in the near future.

Keywords: Comprehensive guidance program, education, family

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