59 research outputs found

    Peer-to-Peer Multimedia Distribution on Radio Channel and Asymmetric Channel

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    This chapter is organized as follows, the scenario and the main hypotheses of the chapter are explained in section 2. Section 3 describes the peer-to-peer algorithms used to build the peer-to-peer distribution networks. In section 4 we present how is estimated the maximum delay of a peer-to-peer distribution network. In this section we present the theoretical optimum in which it is maximized the average maximum number of peers and it is minimized the average maximum delay of the peer-to-peer distribution network. Moreover the simulation results for the asymmetric channel are reported in the last part of this section. In section 5 we analyse the behaviour of the peer-to-peer algorithms in a simple radio channel. In this section we present: the radio channel characterization; the model used to establish the bit error probability of each peer of a peer-to-peer distribution network; the peer-to-peer network simulator used to simulate the behaviour of the radio channel in the peer-to-peer distribution network; the validation of the model of the peer-to-peer network in an unreliable environment (radio channel) through the simulation results; the results used to establish which peer-to-peer algorithm builds the best peer-to-peer distribution network in an unreliable environment

    A survey of haptics in serious gaming

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    Serious gaming often requires high level of realism for training and learning purposes. Haptic technology has been proved to be useful in many applications with an additional perception modality complementary to the audio and the vision. It provides novel user experience to enhance the immersion of virtual reality with a physical control-layer. This survey focuses on the haptic technology and its applications in serious gaming. Several categories of related applications are listed and discussed in details, primarily on haptics acts as cognitive aux and main component in serious games design. We categorize haptic devices into tactile, force feedback and hybrid ones to suit different haptic interfaces, followed by description of common haptic gadgets in gaming. Haptic modeling methods, in particular, available SDKs or libraries either for commercial or academic usage, are summarized. We also analyze the existing research difficulties and technology bottleneck with haptics and foresee the future research directions

    Data S1: Data

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    We present the evaluation of two well-known, low-cost consumer-grade EEG devices: the Emotiv EPOC and the Neurosky MindWave. Problems with using the consumer-grade EEG devices (BCI illiteracy, poor technical characteristics, and adverse EEG artefacts) are discussed. The experimental evaluation of the devices, performed with 10 subjects asked to perform concentration/relaxation and blinking recognition tasks, is given. The results of statistical analysis show that both devices exhibit high variability and non-normality of attention and meditation data, which makes each of them difficult to use as an input to control tasks. BCI illiteracy may be a significant problem, as well as setting up of the proper environment of the experiment. The results of blinking recognition show that using the Neurosky device means recognition accuracy is less than 50%, while the Emotiv device has achieved a recognition accuracy of more than 75%; for tasks that require concentration and relaxation of subjects, the Emotiv EPOC device has performed better (as measured by the recognition accuracy) by ∼9%. Therefore, the Emotiv EPOC device may be more suitable for control tasks using the attention/meditation level or eye blinking than the Neurosky MindWave device

    ANALISIS LOYALITAS NASABAH BERBASIS ELEKTRONIK PADA BANK NEGARA PENYELENGGARA LAKU PANDAI DI DKI JAKARTA DAN JAWA BARAT

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    Dedy Ansari Harahap (1602659) “Analisis Loyalitas Nasabah Berbasis Elektronik Pada Bank Negara Penyelenggara Laku Pandai di DKI Jakarta dan Jawa Barat”. Disertasi Doktor Ilmu Manajemen Sekolah Pascasarjana Universitas Pendidikan Indonesia, dibawah bimbingan Prof. Dr. Hj. Ratih Hurriyati, M.P., Prof. Dr. H. Disman, M.S., Dr. Vanessa Gaffar, SE, Ak., MBA. Persaingan jasa perbankan seperti halnya branchless banking, penggunaan sarana teknologi dan/atau melibatkan jasa pihak ketiga terutama untuk melayani masyarakat yang belum terlayani jasa keuangan/unbanked, memiliki potensi besar untuk memperluas distribusi layanan keuangan kepada masyarakat. Model pemasaran jasa (service marketing), pemasaran relasional (relationship marketing) dan pemasaran digital (digital marketing) perlu dilakukan kajian secara bersamaan melalui pendekatan manajemen pemasaran jasa perbankan untuk mendapatkan e-loyalty. Tujuan penelitian ini adalah untuk mendapatkan model e-loyalty nasabah pada bank negara penyelenggara branchless banking sebagai strategi pemasaran jasa perbankan khususnya branchless banking di DKI Jakarta dan Jawa Barat. Desain penelitian menggunakan pendekatan explanatory survey. Survey dilakukan pada nasabah pada bank negara penyelenggara branchless banking di DKI Jakarta dan Jawa Barat. Jumlah responden sebanyak 406 orang nasabah yang diambil dengan multistage random sampling. Analisis data dilakukan dengan pendekatan structural equation modeling (SEM) dan program LISREL. Hasil penelitian menunjukkan bahwa model e-loyalty nasabah pada bank negara penyelenggara branchless banking perlu mempertimbangkan berbagai faktor secara keseluruhan dalam pemasaran jasa dalam pengelolaan bank pada bank negara penyelenggara branchless banking dalam konteks pemasaran jasa (service marketing) dengan meningkatkan citra bank (corporate image), menciptakan hubungan yang lebih luas melalui pemasaran relasional (relationship marketing), meningkatkan e-satisfaction yang berdampak pada e-wom serta pemasaran digital (digital marketing) dengan penggunaan internet dan penggunaan teknologi interaktif yang melibatkan penerapan teknologi digital yaitu ; web, e-mail, database, mobile/wireless dan lainnya. Hal ini dapat meningkatkan e-service quality, e-trust, e-satisfaction, e-wom dan terciptanya e-loyalty bagi nasabah secara konsisten dan terus menerus dengan mengembangkan model e-loyalty. Secara umum bagi perbankan dan khususnya pada bank penyelenggara branchless banking diharapkan mampu melaksanakan strategi kompetitif dan inovatif menjawab tantangan era digitalisasi, di mana globalisasi dan evolusi cepat teknologi digital revolusi industri 4.0. Kata Kunci : e-service quality, corporate image, e-trust, e-wom, e-satisfaction, e-loyalty, branchless banking

    A multimodal emotion detection system during human-robot interaction

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    In this paper, a multimodal user-emotion detection system for social robots is presented. This system is intended to be used during human-robot interaction, and it is integrated as part of the overall interaction system of the robot: the Robotics Dialog System (RDS). Two modes are used to detect emotions: the voice and face expression analysis. In order to analyze the voice of the user, a new component has been developed: Gender and Emotion Voice Analysis (GEVA), which is written using the Chuck language. For emotion detection in facial expressions, the system, Gender and Emotion Facial Analysis (GEFA), has been also developed. This last system integrates two third-party solutions: Sophisticated High-speed Object Recognition Engine (SHORE) and Computer Expression Recognition Toolbox (CERT). Once these new components (GEVA and GEFA) give their results, a decision rule is applied in order to combine the information given by both of them. The result of this rule, the detected emotion, is integrated into the dialog system through communicative acts. Hence, each communicative act gives, among other things, the detected emotion of the user to the RDS so it can adapt its strategy in order to get a greater satisfaction degree during the human-robot dialog. Each of the new components, GEVA and GEFA, can also be used individually. Moreover, they are integrated with the robotic control platform ROS (Robot Operating System). Several experiments with real users were performed to determine the accuracy of each component and to set the final decision rule. The results obtained from applying this decision rule in these experiments show a high success rate in automatic user emotion recognition, improving the results given by the two information channels (audio and visual) separately.The authors gratefully acknowledge the funds provided by the Spanish MICINN (Ministry of Science and Innovation) through the project “Aplicaciones de los robots sociales”, DPI2011-26980 from the Spanish Ministry of Economy and Competitiveness. Moreover, the research leading to these results has received funding from the RoboCity2030-II-CM project (S2009/DPI-1559), funded by Programas de Actividades I+D en la Comunidad de Madrid and cofunded by Structural Funds of the EU

    LoCoMoTe – a framework for classification of natural locomotion in VR by task, technique and modality

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    Virtual reality (VR) research has provided overviews of locomotion techniques, how they work, their strengths and overall user experience. Considerable research has investigated new methodologies, particularly machine learning to develop redirection algorithms. To best support the development of redirection algorithms through machine learning, we must understand how best to replicate human navigation and behaviour in VR, which can be supported by the accumulation of results produced through live-user experiments. However, it can be difficult to identify, select and compare relevant research without a pre-existing framework in an ever-growing research field. Therefore, this work aimed to facilitate the ongoing structuring and comparison of the VR-based natural walking literature by providing a standardised framework for researchers to utilise. We applied thematic analysis to study methodology descriptions from 140 VR-based papers that contained live-user experiments. From this analysis, we developed the LoCoMoTe framework with three themes: navigational decisions, technique implementation, and modalities. The LoCoMoTe framework provides a standardised approach to structuring and comparing experimental conditions. The framework should be continually updated to categorise and systematise knowledge and aid in identifying research gaps and discussions

    Re-engineering jake2 to work on a grid using the GridGain Middleware

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    With the advent of Massively Multiplayer Online Games (MMOGs), engineers and designers of games came across with many questions that needed to be answered such as, for example, "how to allow a large amount of clients to play simultaneously on the same server?", "how to guarantee a good quality of service (QoS) to a great number of clients?", "how many resources will be necessary?", "how to optimize these resources to the maximum?". A possible answer to these questions relies on the usage of grid computing. Taking into account the parallel and distributed nature of grid computing, we can say that grid computing allows for more scalability in terms of a growing number of players, guarantees shorter communication time between clients and servers, and allows for a better resource management and usage (e.g., memory, CPU, core balancing usage, etc.) than the traditional serial computing model. However, the main focus of this thesis is not about grid computing. Instead, this thesis describes the re-engineering process of an existing multiplayer computer game, called Jake2, by transforming it into a MMOG, which is then put to run on a grid

    A theoretical and practical approach to a persuasive agent model for change behaviour in oral care and hygiene

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    There is an increased use of the persuasive agent in behaviour change interventions due to the agent‘s features of sociable, reactive, autonomy, and proactive. However, many interventions have been unsuccessful, particularly in the domain of oral care. The psychological reactance has been identified as one of the major reasons for these unsuccessful behaviour change interventions. This study proposes a formal persuasive agent model that leads to psychological reactance reduction in order to achieve an improved behaviour change intervention in oral care and hygiene. Agent-based simulation methodology is adopted for the development of the proposed model. Evaluation of the model was conducted in two phases that include verification and validation. The verification process involves simulation trace and stability analysis. On the other hand, the validation was carried out using user-centred approach by developing an agent-based application based on belief-desire-intention architecture. This study contributes an agent model which is made up of interrelated cognitive and behavioural factors. Furthermore, the simulation traces provide some insights on the interactions among the identified factors in order to comprehend their roles in behaviour change intervention. The simulation result showed that as time increases, the psychological reactance decreases towards zero. Similarly, the model validation result showed that the percentage of respondents‘ who experienced psychological reactance towards behaviour change in oral care and hygiene was reduced from 100 percent to 3 percent. The contribution made in this thesis would enable agent application and behaviour change intervention designers to make scientific reasoning and predictions. Likewise, it provides a guideline for software designers on the development of agent-based applications that may not have psychological reactance
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