60 research outputs found

    A Context Aware Classification System for Monitoring Driver’s Distraction Levels

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    Understanding the safety measures regarding developing self-driving futuristic cars is a concern for decision-makers, civil society, consumer groups, and manufacturers. The researchers are trying to thoroughly test and simulate various driving contexts to make these cars fully secure for road users. Including the vehicle’ surroundings offer an ideal way to monitor context-aware situations and incorporate the various hazards. In this regard, different studies have analysed drivers’ behaviour under different case scenarios and scrutinised the external environment to obtain a holistic view of vehicles and the environment. Studies showed that the primary cause of road accidents is driver distraction, and there is a thin line that separates the transition from careless to dangerous. While there has been a significant improvement in advanced driver assistance systems, the current measures neither detect the severity of the distraction levels nor the context-aware, which can aid in preventing accidents. Also, no compact study provides a complete model for transitioning control from the driver to the vehicle when a high degree of distraction is detected. The current study proposes a context-aware severity model to detect safety issues related to driver’s distractions, considering the physiological attributes, the activities, and context-aware situations such as environment and vehicle. Thereby, a novel three-phase Fast Recurrent Convolutional Neural Network (Fast-RCNN) architecture addresses the physiological attributes. Secondly, a novel two-tier FRCNN-LSTM framework is devised to classify the severity of driver distraction. Thirdly, a Dynamic Bayesian Network (DBN) for the prediction of driver distraction. The study further proposes the Multiclass Driver Distraction Risk Assessment (MDDRA) model, which can be adopted in a context-aware driving distraction scenario. Finally, a 3-way hybrid CNN-DBN-LSTM multiclass degree of driver distraction according to severity level is developed. In addition, a Hidden Markov Driver Distraction Severity Model (HMDDSM) for the transitioning of control from the driver to the vehicle when a high degree of distraction is detected. This work tests and evaluates the proposed models using the multi-view TeleFOT naturalistic driving study data and the American University of Cairo dataset (AUCD). The evaluation of the developed models was performed using cross-correlation, hybrid cross-correlations, K-Folds validation. The results show that the technique effectively learns and adopts safety measures related to the severity of driver distraction. In addition, the results also show that while a driver is in a dangerous distraction state, the control can be shifted from driver to vehicle in a systematic manner

    Aerospace medicine and biology: A cumulative index to a continuing bibliography (supplement 371)

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    This publication is a cumulative index to the abstracts contained in Supplements 359 through 370 of Aerospace Medicine and Biology: A Continuing Bibliography. It includes seven indexes: subject, personal author, corporate source, foreign technology, contract number, report number, and accession number

    Governance Issues in Sri Lanka: a Cybernetic Diagnosis and Solution ‘Process’ Proposal

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    The intensity of negotiations, including war and Peace Talks, are driven by the threat of identity disintegration. Sri Lanka negotiates to preserve territorial integrity. Tamils argue for secession to preserve their identity. How is each to adapt their identity so that they can peacefully co-exist within the island? The current peace process began in 2002. The principles of Organizational Cybernetics show distinction is warranted between External Self-Determination (secession) and Internal Self-Determination (a single sovereignty recognised by the international community) as the negotiating systems occupy different recursive positions relative to each other. In each context, the systems gravitate differently towards cohesion and autonomy. Equally vital is to distinguish between systems, their embedments and their representatives. Diagnosis of the peace process seeking an internal self-determination solution does not display these distinctions. At the 2002 Peace Talks the only system permitted to negotiate with Sri Lanka (the encompassing system) was confined to one of the embedded systems (the Tamils as represented by the LTTE). Structurally this risked the encompassing system collapsing to represent its missing embedded systems. To rectify this Team Syntegrity is proposed, whose sequence of design in its multiple cascades enables representation issues to be resolved without it being confined to political parties. Content solutions are matters for Sri Lankans to design. However, they are considered in order to design and propose a ‘process’ solution. The journey this thesis takes is to arrive at designing the ‘how’ of negotiations so that it can accommodate the myriad of ‘what’ needs to be negotiated. A meta-level logic is required to resolve the undecidable proposition of preserving territorial integrity or secession. Working with the levels of recursion - the UN, the State and its embedded systems, this thesis proposes a way to absorb residual variety to gain agreement to negotiate internal self-determination based on interlocking negotiations involving those seeking cohesion and those seeking autonomy. This process also opens the way to address the solution design of the other interacting crises afflicting Sri Lanka. The uniqueness and contribution of this research is that it is the first time Organizational Cybernetics has been conceptually applied to diagnose and design a peace process involving a sovereign State

    Metaverse. Old urban issues in new virtual cities

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    Recent years have seen the arise of some early attempts to build virtual cities, utopias or affective dystopias in an embodied Internet, which in some respects appear to be the ultimate expression of the neoliberal city paradigma (even if virtual). Although there is an extensive disciplinary literature on the relationship between planning and virtual or augmented reality linked mainly to the gaming industry, this often avoids design and value issues. The observation of some of these early experiences - Decentraland, Minecraft, Liberland Metaverse, to name a few - poses important questions and problems that are gradually becoming inescapable for designers and urban planners, and allows us to make some partial considerations on the risks and potentialities of these early virtual cities

    A Biologically Inspired Jumping and Rolling Robot

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    Mobile robots for rough terrain are of interest to researchers as their range of possible uses is large, including exploration activities for inhospitable areas on Earth and on other planets and bodies in the solar system, searching in disaster sites for survivors, and performing surveillance for military applications. Nature generally achieves land movement by walking using legs, but additional modes such as climbing, jumping and rolling are all produced from legs as well. Robotics tends not to use this integrated approach and adds additional mechanisms to achieve additional movements. The spherical device described within this thesis, called Jollbot, integrated a rolling motion for faster movement over smoother terrain, with a jumping movement for rougher environments. Jollbot was developed over three prototypes. The first achieved pause-and-leap style jumps by slowly storing strain energy within the metal elements of a spherical structure using an internal mechanism to deform the sphere. A jump was produced when this stored energy was rapidly released. The second prototype achieved greater jump heights using a similar structure, and added direction control to each jump by moving its centre of gravity around the polar axis of the sphere. The final prototype successfully combined rolling (at a speed of 0.7 m/s, up 4° slopes, and over 44 mm obstacles) and jumping (0.5 m cleared height), both with direction control, using a 0.6 m spherical spring steel structure. Rolling was achieved by moving the centre of gravity outside of the sphere’s contact area with the ground. Jumping was achieved by deflecting the sphere in a similar method to the first and second prototypes, but through a larger percentage deflection. An evaluation of existing rough terrain robots is made possible through the development of a five-step scoring system that produces a single numerical performance score. The system is used to evaluate the performance of Jollbot.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    PBL, Social Progress and Sustainability

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    Empowering students to co-construct the PBL environment

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    Play Among Books

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    How does coding change the way we think about architecture? Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books
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