129,769 research outputs found

    Designing Computational Biology Workflows with Perl - Part 2

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    This material introduces the AWS console interface, describes how to create an instance on AWS with the VMI provided and connect to that machine instance using the SSH protocol. Once connected, it requires the students to write a script to automate the tasks to create VCF files from two different sample genomes belonging to E.coli microorganisms by using the FASTA and FASTQ files in the input folder of the virtual machine. The same exercise can be applied if the VMI is installed on a local machine using virtualization software (e.g. Oracle VirtualBox). In this case, the Terminal program of the VMI can be used to do the exercise

    UC-401 Website Hardening and Ethical Hacking

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    This project is to showcase a real life scenario of securing a theoretical business website on Red Hat Linux, Apache, MariaDB, and PHP hosted in a virtual machine. The project objective is for a team to research ways to secure the theoretical business website, develop and implement security policies, and perform a red/blue team exercise. This project is a way for a team to exercise ethical hacking in a closed environment to obtain experience

    The Development of an Open Source Intelligence Gathering Exercise for Teaching Information Security & Privacy

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    This research-in-progress paper describes the development of a pedagogical exercise on open source intelligence gathering (OSINT). Exercise materials will include instructions, teaching notes, assessment criteria, and a preconfigured virtual machine (VM), which acts as a local web server. The VM will host multiple websites containing vulnerable information pertinent to a fictitious target organization, in effect creating a capture the flag (CTF) scenario. The exercise will not only teach students how to find public information, but also help students realize the importance of protecting such information. While this exercise is primarily geared towards those pursuing a career in information security, the exercise is appropriate for all students as it shows how personal information could be used against them, as well as their organizations

    Towards a Home-based Virtual Reality Game System to Promote Exercise

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    This paper presents the design and usability testing results for a home-based virtual reality game system that aims to promote exercise with the spin machine. The novelty of our approach lies in the design of the game mechanics that promote increased calorific output among the participants and the ease of setup with any commercially available Virtual Reality (VR) sensor. The paper describes the motivation behind the developed system, the design details of the games created to promote the use of the system and the results from a usability test conducted with 37 participants

    Detecting affective states in virtual rehabilitation

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    Virtual rehabilitation supports motor training following stroke by means of tailored virtual environments. To optimize therapy outcome, virtual rehabilitation systems automatically adapt to the different patients' changing needs. Adaptation decisions should ideally be guided by both the observable performance and the hidden mind state of the user. We hypothesize that some affective aspects can be inferred from observable metrics. Here we present preliminary results of a classification exercise to decide on 4 states; tiredness, tension, pain and satisfaction. Descriptors of 3D hand movement and finger pressure were collected from 2 post-stroke participants while they practice on a virtual rehabilitation platform. Linear Support Vector Machine models were learnt to unfold a predictive relation between observation and the affective states considered. Initial results are promising (ROC Area under the curve (mean±std): 0.713 ± 0.137). Confirmation of these opens the door to incorporate surrogates of mind state into the algorithm deciding on therapy adaptation

    Simultaneous exercise recognition and evaluation in prescribed routines: Approach to virtual coaches

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    Home-based physical therapies are effective if the prescribed exercises are correctly executed and patients adhere to these routines. This is specially important for older adults who can easily forget the guidelines from therapists. Inertial Measurement Units (IMUs) are commonly used for tracking exercise execution giving information of patients' motion data. In this work, we propose the use of Machine Learning techniques to recognize which exercise is being carried out and to assess if the recognized exercise is properly executed by using data from four IMUs placed on the person limbs. To the best of our knowledge, both tasks have never been addressed together as a unique complex task before. However, their combination is needed for the complete characterization of the performance of physical therapies. We evaluate the performance of six machine learning classifiers in three contexts: recognition and evaluation in a single classifier, recognition of correct exercises, excluding the wrongly performed exercises, and a two-stage approach that first recognizes the exercise and then evaluates it. We apply our proposal to a set of exercises of the upper-and lower-limbs designed for maintaining elderly people health status. To do so, the motion of 30volunteers were monitored with 4 IMUs. We obtain accuracies of 88.4% and the 91.4% in the two initial scenarios. In the third one, the recognition provides an accuracy of 96.2%, whereas the exercise evaluation varies between 93.6% and 100%. This work proves the feasibility of IMUs for a complete monitoring of physical therapies in which we can get information of which exercise is being performed and its quality, as a basis for designing virtual coaches.Spanish Ministry of Science, In-novation and Universitie

    Using Virtual Reality to increase technical performance during rowing workouts

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    Technology is advancing rapidly in virtual reality (VR) and sensors, gathering feedback from our body and the environment we are interacting in. Combining the two technologies gives us the opportunity to create personalized and reactive immersive environments. These environments can be used e.g. for training in dangerous situations (e.g. fire, crashes, etc), or to improve skills with less distraction than regular natural environments would have. The pilot study described in this thesis puts an athlete who is rowing on a stationary rowing machine into a virtual environment. The VR takes movement from several sensors of the ergo-meter and displays those in VR. In addition, metrics on technique are being derived from the sensor data and physiological data. All this is used to investigate if, and to which extent, VR may improve the technical skills of the athlete during the complex sport of rowing. Furthermore, athletes are giving subjective feedback about their experience comparing a standard rowing workout, with the workout using VR. First results indicate better performance and an enhanced experience by the athlete

    Game Based Learning for Safety and Security Education

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    Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students' learning without potential harm to the students
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